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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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 >>/11687/
Yes I'm dumb, but is there any way to use your public ip, not publicly? You know, a way to play soku without giving away your location to everyone monitoring all the bunkers?

 >>/11957/
Just host using a VPN and use the IP it gives you. If you're using a commercial VPN and a server close enough to you that latency to it is only 20-30ms or less you'll be fine.





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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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 >>/11220/
Cool bukkake, anon. Want to bring it to the whitehouse? We should inspire more kids like you to make bukkake videos with anime toys. It's what makes America great.

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Today I put in a timer that coincides perfectly with a timer running on the server... unless the player joins in the middle of a game... Also fixed some minor bugs.

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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https://en.wikipedia.org/wiki/TurboGrafx-16
> It was the super famincon's main rival in Japan.

And here I thought that was Sega? I can't believe I never heard of this machine until now, or seen one in my whole life.

You're missing out on some great SHMUPS and JRPGs. The soundtracks produced for the CD-ROM games still hold up in CURRENT_YEAR + 4.






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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http://www.eurogamer.net/articles/2018-02-08-yes-namco-bandai-is-working-on-metroid-prime-4

Sounds absolutely cinematic.
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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.


 >>/12115/
gmod and valve shit is fucking trash. fucking overrated trash. 
> muh cake is lie!!11 
> dood half life is revolutionary
talk about halo faggot, that was made by talented people.



How do you make a game without any random elements?

1. Use conditionals instead: the world reacts to the actions taken by the player (or lack thereof) since the start of the game.
For example, depending upon the state of the world (such as changes caused by the player or game clock) and the time from the start of the game's clock, certain types of enemies will act in accordance with one set of rules when they are unaware of the player (or their actions), another ruleset when they are partially aware of the player (or their actions), and another when they are fully aware.

2. for some things that would otherwise operate on a basis of chance (such as a skill that has a 25% chance of dealing double damage when used), you can instead replace it with some criteria that would activate the event once met, for example the skill mentioned above may deal double damage every fourth time it has been used, or will deal double damage if used on a certain enemy, or in a certain location on the enemy, or when the enemy is in a certain state (less than half health, on fire, etc.)

3. Initial item placements and drops would be fixed, as would the initial placement of enemies, every map would always be the same, and both encounters and npc's may appear in certain areas based on the clock and game state, not by chance.

- the world would feel more real -

Basically the whole world of a game without randomness would be deterministic, but deterministic in the same way our world is, were every prior input from the past creates the state of the present, which in turn creates the output of the future, if you know everything about the universe in any previous state, you can use that data to predict every state it would take from that point on, but there is so many bits of data and there are so many different ways they interact with one another, that it may as well be random from, our perspective.

A world of rules, plain and simple, cause and effect, everything is an equation, an algorithm, simply one of such scale that we may never be able to solve it.
This sounds about right.
If I go hunting I came across prey not by random chance but as a result of a constellation of a huge amount of events. From the time of day, through the weather, the state of wild edibles to the movement of other predators. And ofc, my actions if I stopped talking to the neighbour, stepped quietly enough, etc etc.
There is a tolerance ofc in certain events, they can be "true" on several points on a scale.

How big the database of such game should be (yeah I know, it depends on the game), and how much of a processing power were needed?


 >>/12071/
> but deterministic in the same way our world is

lol

Radioactive decay is nondeterministic.

1 m^3 of air at stp is 1.19kg.

Air contains 1.29% argon by mass. 1 m^3 of air contains 15.3 grams of Ar.

Natural argon is ~8*10^−16 m/m 39Ar. 1 m^3 of air contains 12.2fg of 39Ar.

One atom of 39Ar is 6.47^-23 grams. 1 m^3 of air contains 189 billion atoms of 39Ar.

Halflife of 39Ar is 269 years. 1 m^3 of air will have one beta-decay of 39Ar every 90ms on average.

The Lyapunov time of air at STP is who-the-fuck-knows. The Lyapunov time of 1 cm^3 of Ar at STP is 3.7*10^-11 seconds.

1 m^3 of air at STP has 7.14x10^26 atoms; e^62 or so. 62 Lyapunov times is about 3ns.

On human timescales our atmosphere is nondeterministic. It has decent statistical properties; one fundamentally cannot predict the low-level behavior.

After years passed I must say you have interesting ideas but game developers dont fucking cares and doing same thing over and over again.




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I just finished KCD. Took me 211 hours.
Spoilers:
If you choose to do your first playthrough in hardcore, the final boss is Mutant Robard (pic related). He had two heads and spit corrosive mead.
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 >>/11966/
I got that hunch, which is why I'm in no hurry to finish it. I heard of a sequel in the works and was hoping it would be a different time and place with just as much autistic research.

 >>/11967/
Yea it was one of the few games made recently that I finished and didnt drop halfway from boredom, so its a good game in my book. Hope the sequel is more polished and isnt as buggy on launch.


 >>/11976/
One thing that annoyed me was whenever you fast traveled, the loading screen where it showed henry traveling across map with the clock was slow as shit and it was pretty much pointless when the point of fast traveling is to skip the back tracking as much as possible since theres not really much to do when you travel besides finding the odd chance of a sidequest or massacring a cumman camp. I remember them posting a video on how they had a dev manually plant millions of trees, imo they would have benefited more if they invested more time on making vertical sliced/isolated areas with more content since the open world map is very pretty when you look at the landscape the first couple of times but you get disappointed when theres not much substance in those places inbetween key locations.

 >>/11977/
I never fast-travelled because fast travel is disabled in hardcore mode. Perhaps you weren't aware, but if you travel the map, there are random encounters on the road. Bandits will set up roadblocks or ambush you with dogs and there are also various characters to encounter, like lost merchants you can help or rob, occasional roadside murders you come across, errant knights looking to duel, full-on battles taking place between groups of bandits and Cumans or groups of guards and Cumans.




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