Monday, February 24, 2020
Gig At Magic Leap
This is an awesome gig at Magic Leap - Wellington (technically a JV with Weta Workshop)
https://www.magicleap.com/#/job-post/269841
They are looking for an amazing and experienced game artist to come join us on the team. Someone with great, efficient modeling skills and buckets of creativity. Unity experience very helpful.
This is a great opportunity. Put your best portfolio work forward...
Allan
Sunday, February 23, 2020
UCLan Games Student Enters Rookies Competition 2019
Not only that but Peter is also our winner of the LancsArtFestival 2019 Degree Show Award for Games Design!
Friday, February 21, 2020
Thursday, February 20, 2020
Hypercharge: Unboxed - Now Available For Pre-Purchase On The Nintendo Switch.
Independent developer Digital Cybercherries have announced that Hypercharge: Unboxed is now available for pre-purchase on the Switch eShop. For those who want to get in on the toy-themed action can do so by pre-purchasing the game at a discount with 10% off its $19.99 launch price. The game will officially release Jan 31, 2020.
About the game
Cooperative First Person Shooter including Multiplayer (Split-screen/Online) with Wave based Tower Defense mechanics.
HYPERCHARGE Unboxed tells the story of Sgt. Max Ammo and his epic mission to defend the HYPER-CORE. Your task is to fulfill his mission and prevent the HYPER-CORE from being destroyed. If it's destroyed, you can bid farewell to your human friends. They'll forget about you. It'll be like you never existed. Do not let that happen. Work together and win, for the future of toys everywhere!
Game Features
- Co-op - Fight for Toy-kind, together. Squad up with 3 other players in Online / Local Co-op and save the HYPER-CORE from total annihilation.
- PvP – Plastic vs Plastic. Go head-to-head against other small soldiers as you fight to become top of the scoreboard.
- Single-player - Not every hero needs a team. Are you a lone wolf and prefer to play offline on your own? Don't worry, we've got you covered.
- Split-screen - Old school. Buddy up on the sofa and blast the enemy as a team. (4-player Split-screen when connected to the dock).
- Explore - The Sky is your limit. Well, the top shelf is. Unlimited freedom to scavenge each environment for credits, coins, batteries and if you're skilled enough collectables.
- Fortify - Defend what you swore to protect. Build turrets, traps, walls and fight off evil hordes of weaponized toys. Watch out for the T. Rex.
- Progression - You deserve to look the part. Earn XP, unlock skins and customize your action figure and weapon. Just because you're small, doesn't mean you can't look the part.
- Strategies – The Art of Defense. Discuss tactics with your squad and plan out the best form of defense. Teamwork is crucial if you want to earn the highest tier rewards.
- Difficulty – A choice for the whole family. With Casual, Regular and Expert, there's always a mode to suit your level of skill.
Storium Basics: Assets And Goals
Unlike all the other cards in Storium, Assets and Goals are not things that you start with - they aren't part of your character from the beginning, and they aren't chosen at Refreshes or upon spending a stack or anything like that. Whether you have these cards or not isn't up to you, entirely - it depends on the narrator. These are both given to players - or provided for pickup - by the narrator at his will.
Assets represent things like items, people, or other resources that are sufficiently important to the story to be specifically noted. Narrators vary in how they use them—some toss out a ton, some toss out generic ones that players can customize (more on that later), and some provide only very specific, story-critical assets. The use is the same, regardless: You play the card and move things forward, telling how that resource is important in pushing the challenge closer to conclusion. It can sometimes be easier to write asset moves if you play a Strength or Weakness with them, so you can write how you use that asset well or badly.
Goals are kind of like Subplots, but they're things the narrator would like to see you address during the game. Like assets, narrators use these for all sorts of purposes. I've seen them used to represent injuries, enchantments, objectives…I've seen them used as requests to world-build or create NPCs that the narrator can use…all sorts of things. They work similarly to subplots - you get a stack, and when you play all the cards of that stack, you get a free Wild Strength as a reward. Basically, these are the narrator's way of saying, "Hey, talk about this in the story or show this happening, and if you do it, you can get a Strength card for making the story more interesting."
Narrators may give Assets or Goals to you directly, or may lay them out to be picked up. You can pick up a card that a narrator set out by using the "pick up cards" button at the bottom of your move editing window when writing a move. If picking a card up, you'll often want to actually show the item being picked up as part of your move, or show your character now thinking about the Goal and deciding to take it up, but that isn't always necessary (for instance, I often use Assets to represent other characters traveling with the group).
Whether given to you or picked up by you, you can then hold on to the asset card until you feel like playing it. You can also pick up and play an asset card in the same move.
Like subplots, assets and goals are neutral cards–they push a challenge closer to conclusion but don't themselves tip the scale one way or another. I look at it like this: You might have a gun, and that might matter to a scene, but whether it is a good thing or a bad thing really depends on how you use it…so Strengths and Weaknesses are still what you use to affect outcomes. That's not to say you have to play one of those cards along with an asset or goal, but I do have to say I generally find it easier to write moves for asset or goal cards if I play them with a Strength or Weakness myself.
If you play an asset or goal card on its own, think like you do for Subplot cards: the card is important to the scene and pushes things towards a conclusion, but doesn't change the current Strong/Weak balance so things still feel like they're headed for the ending they were headed for before, overall. As with Subplots, that can feel good if things were headed towards a Strong outcome, or bad if they were headed for a Weak outcome, or just...well...uncertain if they were headed for an Uncertain outcome. The overall feel of the situation hasn't changed, but now there's less time to change it.
Asset cards can be rewritten, as I've noted above. If an asset card has multiple uses (a "stack"), you can use the "browse your cards" button in your move writing window to look at it and rewrite the asset. This consumes one use of the asset card stack, but lets you rename it to something that seems more narratively important at the time. That means that if you have, say, a stack of asset cards representing a gun and you don't have access to that gun in the story presently, you can just rewrite the stack into something else–maybe your character always keeps a city map around.
Note that not all narrators allow that – some really prefer assets to represent one thing and one thing only. But the basic idea of how they're set up is to give you something to use when you feel like your character would have something to help out and you want to highlight that. I believe Stephen Hood called them "ways to plug holes in the plot," and that's a pretty apt description.
Assets and Goals will feature majorly in some games, and barely at all in others, depending on the narrator's style, but they're cards you need to be aware of. I actually haven't written all that much on Assets and Goals over the course of my writing on this blog, as in my own narration they are cards I don't use much! This is a case where I suggest talking with other players and narrators on Storium more than looking to my writing for advice. That said, here are a few articles that cover Neutral cards more generally:
Getting A Bit Of Everything In Guild Ball: The Union
Wednesday, February 19, 2020
Cross-compiling Rust To Linux On Mac
In my last blog post I said I wanted to spend some time learning new things. The first of those is Rust. I had previously tried learning it, but got distracted before I got very far.
Since one of the things I'd use Rust for is web pages, I decided to learn how to compile to WebAssembly, how to interface with Javascript, and how to use WebSockets. At home, I use a Mac to work on my web projects, so for Rust I am compiling a native server and a wasm client. But I also wanted to try running this on redblobgames.com, which is a Linux server. How should I compile to Linux? My first thought was to use my Linux machine at home. I can install the Rust compiler there and compile the server on that machine. Alternatively, I could use a virtual machine running Linux. Both of these options seemed slightly annoying.
I've been curious how much work it would take to cross-compile, and I found this great post from Tim Ryan. My setup is simpler than his, so I didn't need everything he did. I started with these commands from his blog post:
rustup target add x86_64-unknown-linux-musl brew install FiloSottile/musl-cross/musl-cross mkdir -p .cargo cat >>.cargo/config <<EOF [target.x86_64-unknown-linux-musl] linker = "x86_64-linux-musl-gcc" EOF
I then compiled for Linux:
TARGET_CC=x86_64-linux-musl-gcc cargo build --release --target=x86_64-unknown-linux-musl
Unfortunately this failed with an error about OpenSSL. Tim's post has a solution to this. Before implementing that complicated solution I realized that I should't need SSL/TLS anyway. My server talks regular websockets, not secure websockets, and then I use nginx to proxy them into secure websockets. So I disabled the secure websockets with this in Cargo.toml
, the file that has the Rust project configuration:
[target.'cfg(target_arch = "x86_64")'.dependencies] tungstenite = { version = "0.9", default-features = false, features = [] }
At first I tried features = [] but that wasn't good enough. I needed to also use default-features = false to disable the TLS. With this, the binary built, and I was able to run it on Linux!
So now I have a Makefile
that builds the wasm client, the Mac server for local testing, and the Linux server for production. Fun!
BUILD = build RS_SRC = $(shell find src -type f -name '*.rs') Cargo.toml WASM = target/wasm32-unknown-unknown/debug/rust_chat_server.wasm run-server: target/debug/chat_server # local testing server RUST_BACKTRACE=1 cargo run --bin chat_server target/debug/chat_server: $(RS_SRC) # production server cargo build --bin chat_server target/x86_64-unknown-linux-musl/release/chat_server: $(RS_SRC) TARGET_CC=x86_64-linux-musl-gcc cargo build \ --release --target=x86_64-unknown-linux-musl $(WASM): $(RS_SRC) cargo build --lib --target wasm32-unknown-unknown $(BUILD)/rust_chat_server_bg.wasm: $(WASM) index.html wasm-bindgen --target no-modules $< --out-dir $(BUILD) mkdir -p $(BUILD) cp index.html $(BUILD)/
My Cargo.toml file is kind of terrible but it works so far for building the three outputs:
[package] name = "rust_chat_server" version = "0.1.0" authors = ["Amit Patel <redblobgames@gmail.com>"] edition = "2018" [lib.'cfg(target_arch = "wasm32")'] crate-type = ["cdylib"] [[bin]] name = "chat_server" path = "src/chat_server.rs" [dependencies] wasm-bindgen = "0.2" serde = { version = "1.0", features = ["derive"] } bincode = "1.2" [target.'cfg(target_arch = "x86_64")'.dependencies] tungstenite = { version = "0.9", default-features = false, features = [] }
That's it for now. I'm not a big fan of writing client-server code in large part because I want my pages to still work in thirty years, and that's best if there's no server component. But I want to spend time this year learning things for myself rather than trying to produce useful tutorials, so I'm going to explore this.
Tim's blog post was a huge help. Without it, I would've compiled the server on Linux. Thanks Tim!
I've placed it on github.
Beyond Enemy Lines Incl All DLC Free Download
Beyond Enemy Lines Incl All DLC Free Download
Beyond Enemy Lines Incl All DLC PC Game 2019 Overview
Features of Beyond Enemy Lines Incl All DLC
- Beyond Enemy Lines offers an eight missions long campaign and two special standalone missions, with a combined average playtime of 10-15h on the first playtrough. Operation: Arctic Hawk, the first DLC adds an additional 4 mission long campaign. Size the release three additional new standalone missions, each with an average playtime of 1h, where released for free. Several more will be added in the coming months.
- Beyond Enemy Lines utilizes a movement based noise calculation system. Each move or action will result in a noise with a different intensity, calculated from your movement.Act carefully, the enemy will hear you!
- Got high detailed 3D models and imposing gameplay modes.
- Add a standalone entry to your library.
- Got high resolution textures.
- Got awesome visuals.
Technical Specifications of This Release.
- Game Version : All DLC's
- Language: English
- Uploader / Re packer Group: Darksiders
System Requirements of Beyond Enemy Lines Incl All DLC
- Operating System: Windows 7/10
- CPU: Intel Core i5-2500K CPU or equivalent
- RAM: 4GB
- Setup Size: 17.4GB
- Hard Disk Space: 20GB
Beyond Enemy Lines Incl All DLC Free Download
Size:16.7 GB
Price:Free
Virus status: scanned by Avast security
Thursday, February 13, 2020
Brave Browser voted the best privacy-focused product of 2019
Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.
An extremely productive year for Brave
Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.
Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.
The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.
Ryan Hoover, the founder of Product Hunt said:
"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"
Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.
Privacy and blockchain are the strongest forces in tech right now
If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.
The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.
AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.
For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.
Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.
Earn Basic Attention Token (BAT) with Brave Web Browser
Try Brave Browser
Get $5 in free BAT to donate to the websites of your choice.Useful links
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- Gig At Magic Leap
- UCLan Games Student Enters Rookies Competition 2019
- Machine Learning For iOS Developers, 1St Edition -...
- Hypercharge: Unboxed - Now Available For Pre-Purch...
- Storium Basics: Assets And Goals
- Getting A Bit Of Everything In Guild Ball: The Union
- Cross-compiling Rust To Linux On Mac
- Beyond Enemy Lines Incl All DLC Free Download
- Brave Browser voted the best privacy-focused produ...
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