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post some fucking video games this time


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> keeps crime down

> never took any money or other bribes for personal profit

> only betrays poe once he breaks his deal/runs out of power to enforce it: technically not a betrayal

> Wei somehow the good guy despite himself doing the exact same thing and working with the Triads except out of personal vendettas instead of the good of HK

And yes mild spoilers but if you're so retarded you can't work out that the old man with the British accent is the bad guy in anything set in Hong Kong post-1997 you deserve it.



> accidental double post
I'd delete this thread if I could work out how the fuck to do that in this garbage UI. In the unlikely event there's any fucking moderation of this board do whatever you want about the duplicate.
 >>/11845/
He should have let Wei die earlier. He clearly saw too much of himself in the man.



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I happened to get a new PC
(don't ask, assume it was a gift)
and realized I don't even know any games that would require this much power.
What modern games, that can utilize an RTX 2070, aren't total trash and are at least worth pirating?
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Play MOOM on 4K Ultra-Nightmare. It's actually pretty good.

Other than that look into emulators with Vulkan renderers. Nshittia's Vulkan support may be inferior to AMD but you've got a fucking 2070 so you should be able to handle RPCS3 just fine.

Or you could sell it and get a Vega/5700 to join the linuxgaymen master race

 >>/11582/
> None.
Not even mediocre playable ones?
I mean, I played through the fucking Fable 3 and Re:Zero (and it's the same game after all).

 >>/11592/
> Maybe pirate Minecraft with Path-Tracing
Right, thanks for the reminder.
I also accidentally have a purchased copy of minecraft; but I played through it and various modpacks too much already.

 >>/11622/
Off the top of my head, Kangdom Come: Deliverance, Divinity OS II, ELEX, Metro: Exodus, EDF 5, Ashes of the Singularity, Sekiro, Nioh, Forza Horizon 4, Soul Caliber 6, DMC 5, Yakuza 0/Kiwami, Ace Combat 7, R2make, etc.

Also, there's sims like DCS or X-Plane, but if you're autistic enough to enjoy them, you probably already play them.




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General discussion of all things 2hu

I merged the 4k, webm version of the pv, "Marissa Stole The Precious Thing" with the FLAC version of the song into an MKV file. Absolute maximum quality is only accepted by true gamers. Hopefully, someone besides me can enjoy it. Here is the link (native Enchan MKV support when): https://files.catbox.moe/bgr1vo.mkv
Vid source: https://invidio.us/watch?v=1pDM6fQUfJs
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Let's play some Minecraft on our /int/ server:
hub.dev-urandom.eu:25565 (version: 1.16.5)

Wiki with more information: http://dev-urandom.eu/
Overview map: dev-urandom.eu:8123
IRC: irc.dev-urandom.eu - channels: #chat (ingame chat), #int
Pirate-friendly client: https://tlauncher.org/en/

Basic commands:
/spawn - Teleports you to the spawn.
/home - Teleports you to your home (set with /sethome or by sleeping in a bed like a fag).
/lb tb - Provides a melonblock that can show block changes.

Don't grief and don't be an asshole (obviously). Basically, you can build anywhere, although there are some limitations. There is enough space for everyone! You can make your clan and engage in Nation Autism. Don't get discouraged by the autism of the server, things will get easier for you later. Also, mods, admins and other players may help you.

tl;dr:
Join us now and share your autism, you'll be free, players, you'll be free!

Note: If you forgot your password, join in IRC and we'll reset, assuming we can confirm the identity of the user.






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This is a thread for documenting the development of my video game, W.O.R.M. Gear Online (subject to change in the future). I've been working on this for about 3 months now. Most of the Client/Server code is already done, because I'm salvaging it from a more ambitious project that was already quite developed. W.O.R.M. Gear Online is a 3D FPS, except instead of translating along the ground, the player is a flying drone, so we can translate vertically as well. The bulk of the weapons and drones are finished being developed, but still need a lot of fine tuning (e.g., is the shotgun too weak/OP?). I would also like to say that I'm on the look out for a level designer, and/or anyone else willing to contribute as a tester when the alpha is released. It's all so tiresome as a 1 man "team." Anyways, I keep my chin up, and plod on as always. Nietzsche once said, "An artist needs only his art, and his bread." In those days, paint and brushes were much simpler, notwithstanding period-blood paintings. Happy trails, lads. Will post progress here.
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Welp, I ended up getting a normal job as a software dev and no longer have much time to devote to this game. Plus, I sincerely doubt the world needs another unity game, let alone an FPS. I'm now working on my own game engine, when I have the time, which is much more rewarding - I'm learning all sorts of cool stuff about linear algebra, shaders, and so on. Peace and joy to you all, faggots.




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Destroyed by rampart mismanagement (i.e. corruption.) It's sad how too much money can often easily destroy projects, which is the opposite of what you'd think. The best games are often indie games now rather than soulless commercial junk food.

https://youtu.be/9hPxnBAdbbo?list=PL7SIP0NDfM2yyHKfRmCAociCcJKZHHY0E

"In March 2017, CIG announced Star Citizen would eventually use the Vulkan API and drop support for the DirectX 12 API to support Linux and pre-Windows 10 users."

Changing graphics APIs six years in...  This is what happens when a noob with a dream hits it big with a kickstarter campaign. Anyone who has done this before knows fundamentals like whose tech they're going to use and why before they even start talking to others about it.

They're still probably lost. Vulkan 32 bit doesn't work, so unless you are consciously leaving 32-bit platforms behind or actually need a multithreaded graphics API (you don't, and if you do you're doing it wrong) OpenGL is still the way to go for multiplatform games like this.





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 >>/11507/
Time for the stereotypical bruiser type enemies, these guys have an obvious weak spot, and are easy to deal with just like in the classics once you know their tricks. From time to time, just like the 2d classics, they are placed on difficult platforming sections, however unlike the classics the game doesn't punish you via insta death, more on that on level design. Additionally just like the classics you'll sometimes deal with more than just one at a time. In general if you see these guys expect lots of dodging and kiting due to the added aspect of 3d. Or sometimes you'll encounter 2 to 3 of these at a time if you fail specific platforming sections.

Now for what I hate in games with platforming, the swarm enemies, these guys aren't really spammed during platforming sections like the original 2d games as much. Instead you will see their presence very much pronounced during boss fights. They either serve as a means of regen health for the boss, or actually distract you during the bossfight. This is something not that commonly seen in the 2d classics, however I honestly prefer to see swarm type enemies in bossfights rather than platforming segments. It just doesn't feel fair when I fail a platforming segment due to a stray enemy spawning out of nowhere, but it does feel fair that I failed a platforming segment due to my negligence of regular enemies, or my inability to properly dodge an enemy projectile. But this may just be player preference on what constitutes as fair, and unfair gameplay mechanics.

As previously mentioned the enemy boss movements are extremely varied and significantly affect the way in which you approach a fight. My only complaint is that unlike the classic Megaman games you can't appropriately prepare for a bossfight or enemy types. To be fair bossfights are foreshadowed heavily, but unless you read into the subtext you won't have a clue into the boss' abilities. This simplicity from the 2d titles where you can make a logical deduction on a boss' weakness before you enter a stage is sorely missing from this 3d adaptation. It's not all gloom and doom however, with enough skill most of the bosses are beatable with even the most suboptimal of builds. 

Now you may be telling yourself; "Can't you just change weapons on the fly just like the classics? Why is this an issue?" For the most part, yes, yes you can, but that's only for your buster unit. The buster unit comes in upgrade packages you can install and uninstall at any time you wont, the same can't be said about your sideweapons. This means that if you decided to take with you a mine spreader or a funnels spammer gun and didn't know you were fighting a really nimble opponent who can fly, that sideweapon is fucking useless. And if you decided not to upgrade the range on your buster and instead went full damage and speed, prepare to cry tears of blood. But yeah, this is a design choice deviation from 2d that I personally feel have proven, detracts from the game a bit, not significantly, but just a bit.

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 >>/11508/
Level Design
As said previously when I shitted on Prime, the backtracking is minimal since all ruins you explore has unlockable shortcuts. However there's more to that, there's also moving platforms, platforms littered with enemies and platforms that disintegrate or break if you stand on them for too long. Things that were again a staple of the Megaman series when it was in 2d.

However there is something that is either a hit or miss depending on your tastes. The game doesn't punish you when you fail platforming segments with outright death. Meaning there's no such thing as an insta deathpit in the game, there are pits full of enemies and traps, but that's as far as it goes to punish you. However in my opinion I honestly prefer that, since the focus of this entry's design is not really the platforming but the shooting and RPG mechanics. Yeah it's a missed opportunity in a way, however and rarely do the punishments feel really severe at all.

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 >>/11509/
Difficulty

It's a mixed bag here, there's an obvious progression to it, but honestly if you pay attention you shouldn't be dying to any of the grunts, or even bruisers in the game. There is one really big peeve I have with the game here, that being that the difficulty settings can't be manually changed. Instead you'll have to pass a Digger License test. IIRC there's 3 ranks, B, A and S, the game starts you off at C. The test for B and A are actually fucking easy, however the test for S is fucking hard, like really hard due to the absurd time limit you have for it.

If you're able to pass the S License test however that means you know of the game's deeper meta tricks so I guess it's kind of rewarding in a sense. Additionally in order to make the game EVEN MORE HARDER you have to pass the game while already possessing an S Class License. So again it sort of is rewarding and it's also a New Game+ incentive for replayability, but I ain't gonna lie, I hate it when games lock away the hardest game mode possible via hoops and loops like this.

So yeah, superior game and 2d to 3d adaptation, get fucked Primefags.





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https://youtube.com/watch?v=tGBhFfsciMU

was hoping for honda in sfv but I'll take blanka. I need to throw a new graphics card in my shit if I want to play it fo'real though. It's so unoptimized. It's alright imo but definitely has some issues particularly in the online features. glad that I didn't pay for it. at least you don't have to pay for individual characters and if you logged in during season 2 they gave you a bunch of in game currency for no reason.






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Gmod was pretty neat until it got flooded with furfags and little faggot kids. It's a fun game and has some great gamemodes, but most of the good servers are gone. I was a big SCP-RP fan but all the good servers died out because of laziness and degradation of gameplay quality.





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