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READ THE RULES


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how do you feel about upcoming goty, wardogs?
https://www.youtube.com/watch?v=_cgStnW08ls
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>>315312 (OP) 
>100 players
>split across 3 teams
Isn't that 33.33 players per team, who is the 0.33 player, NPCs ?
Also
>modern military
>eastern europe
Nah, no, nope.
>>315313
>die in the first month
>>315314
>going to last
From what I've heard, it's designed with pure buy-to-own monetization, on a budget small enough moderate initial sales should be sufficient to keep the lights on for years. Plus I think it might even support private colo servers. So if it's roughly comparable to ARMA with a bit more metaserver, I don't think it suffers from the typical live service vulnerability to suddenly keeling over dead.

>>315315
>Planetside
Man, I remember when broadband first started rolling out, I imagined every multiplayer game in the future was going to be giant epic battles like Planetside or WWII Online. Instead, popcaps in FPSs collapsed far under 64 players per server, even MMOs with wimpy RPG combat got sharded and instanced into oblivion out of pure technically unjustified greed and laziness.

Both broadband and computers are hundreds of times faster, and yet no modern game has even attempted to approach those turn of the millenium MMOFPSs in scale.
Replies: >>315343
>>315312 (OP) 
Well, at least there are no women soldiers.
i just want to drive or pilot for my team
sounds cool to get money for taxi work
>>315319
>yet no modern game has even attempted to approach those turn of the millenium MMOFPSs in scale.
Yeah this is the problem with current year leadership at any company with enough money to do something cool. They only want to chase trends so as to not risk losing their millions of dollars of investment but it takes their shithole company with 14 layers of management so long to make a game they are YEARS behind the trend they were chasing and die on release.

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Archive of last thread: https://archive.is/wip/QFjWs
Thread making resources + the OP can be found here: https://mega.nz/#F!Suhz0D5Y!BSrBrV1kxK9B5G1SSiJmwQ
If you want something else to be added, post it in the thread.

Books and Tutorials
Sometimes they get nuked but >we try to keep them updated.
https://sites.google.com/site/ourwici/
https://www.mediafire.com/folder/5strtvods5gda/Drawgfag_Resources
https://hubpages.com/art/how-to-draw-learn

Helpful Resources
Learn fundamentals with excercises: drawabox.com
8Chan Art Wiki: infiniteart.wikia.com/wiki/InfiniteArt_Wiki
Online poses with timer: quickposes.com/en/gestures/timed
HOW TO DRAW - an /ic/ guide: hubpages.com/art/how-to-draw-learn
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Replies: >>316795 + 2 earlier
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>>288420 (OP) 
I've finally beat Need For Speed II on PS1... with my beloved orange McLaren F1, so I made this tribute to it, and the IP.
Replies: >>317727
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NEW COMIC
OLIGARKH — Forgive Us
Replies: >>317529
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>>317229
NEW COMIC
Just 2 more pages and it's done...
Replies: >>318036
>>316795
Hang that bad boy on your wall
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>>317529
NEW COMIC
Just one more page!

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A thread to post and discuss your favorite soundtracks in videogames.
What have you been listening to lately?
I've been listening to 3D Sonic games OST. Crush 40 gives all of these games a pretty good soundtrack. It's usually what I end up remembering when playing sonic games.
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>>25011
I loved that game.
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The OSTs of Metroid Prime 1-3 are amazingly unique music. They perfectly embody the atmosphere of the games, teetering between beautiful enigma and tragic fury, almost more than the rest of the game can hold, through a shimmering cascade of ethereal synths.

Composer Kenji Yamamoto offers little insight on any possible influences that I've read, and I've never found anything much like it, aside from the (probably coincidental) OST by Peter Miller for the movie Spirits of the Air, Gremlins of the Clouds (Warning: Contains Australium) that I stumbled across. I'm admittedly not much of a music person, so my range of familiarity might be the problem here, but it seems unlike anything else.
>>26838
This thread is going to die in 2 days time. Please, anon, if you're reading this, reply to me. You're the only other person I've ever found who knows of this game.
Replies: >>316507
>>316506
Not him but I loved Unlimited SaGa. What about it?

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Archive of previous thread: https://archive.ph/K9xml 

The purpose of this thread is to document and discuss Nintendo's recent actions towards censoring third-party games released on their platforms. As in, games that Nintendo has demanded that companies alter despite having no participation in any step regarding the game's development and release. This point on the subject needs to be emphasized because of two reasons.

The first is that people try to deflect such censorship practices for the purposes of so-called "regional differences", such as different regional laws and restrictions on game releases. This is not that issue as these are games that may have been released previously in the region sometime in the past decade or two, or the game is still being released unaltered on a competing platform like PlayStation or Xbox that still follows the same restrictions and/or even has their own. Second is that, despite censoring their own games, Nintendo actually has a history of leaving third-parties alone regarding what content is allowed to be inserted into their games, a topic I will be getting into in the following post. Regardless, if you JUST want a list of “all” instances of games being censored on the Nintendo Switch (And the upcoming Switch 2) regardless of reason, I suggest that you look at these two following links:
https://archive.ph/S0pfk
https://archive.ph/oaP9T

But why make this an issue? Back in 2019, Nintendo president Shuntaro Furukawa made the following declaration in response to a question about restricting content present in video games released on Nintendo’s systems: https://archive.ph/RkxJm
>Q11: Regarding restrictions on expression. Some other platforms have their own restrictions other than third-party organizations such as CERO. How about Nintendo?
<A11: Nintendo entrusts a third-party organization with the task of providing objective ratings for its own products and third-party software prior to its release. If the platform operator arbitrarily chooses to do so, it would seriously impede the diversity and fairness of game software. The parental control function also allows for restrictions to be put in place.
In addition to this statement, Nintendo of America president Doug Bowser recently made the following statement less than a week ago: https://archive.ph/nrYHD
<We always want to attract the best talent we can and retain that talent. We also believe it’s important for that talent to be diverse in terms of their backgrounds, their experiences, and their understandings because our players are diverse. So we strive to have diversity that reflects our players in our organization.
In some ways, it mirrors a similar statement that Sony had made back in 2018 when they were in the middle of their own scandal for censoring games released on PlayStation: https://archive.ph/X2wGz
There are also indications that this is an official policy coming down from Nintendo proper in Japan, based both of the list that you’ll see below (That includes Japanese exclusives and Japanese versions games being effected) and other people researching into the matter confirming details with other industry insiders: https://archive.is/ApYH8#post-1477584
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>>314837
Plenty of text games featured graphics.
Replies: >>314872
>>314839
Those are closer to actual adventure games.
Text adventures have no graphics.
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>>314841
Sure, I play those too. But that Inform game (Curses) and others like it are just text, and you can even play them on a teletypewriter*, which was how most people interacted with computers before the 80's. But even then, there were still plenty of text-only systems where at most you could do ASCII art or similar. So that's how you end up with games like Rogue, Wizard's Castle, etc.
* example here:
https://www.shroudoftheavatar.com/?p=39149
Replies: >>314877
>>314837
I'm still salty over Wikipedo renaming all the "computer game" things to "video game". Consolebabby brainwashing I tells ya. Someone needs to come up with an all inclusive name for the medium, which includes all of the titles that lack one or more of video, text, graphics, electronics, computers, and the ludological definition of "game" (winstate[s], failstate[s], scoring), the best I've been able to think of is "automatic interactive multimedia".

>>314872
Rogue obviously wouldn't work on a printer. That said, there's one other possible wrinkle, since expert consensus on the definition of "video" equates to "raster", which excludes vector displays. Stuff like the Vectrex game console, or earlier Tektronix mainframe terminals, which used vectors both for graphics and all text.

In the opposite direction, there's also some games that use other UI I/O, like the Saturn "audio game" Winds of Regret.
Replies: >>314884
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>>314877
Yeah, Rogue doesn't work on dumb terminals. I just used it as an example of ASCII graphics.
> the definition of "video" equates to "raster", which excludes vector displays
Those vector displays existed but were not common like VT52, VT100. I've never seen one ouside of the Vectrex game consoles they had at K-Mart, and I only got to play the demo units on the store shelf. My parents bought instead a CP/M computer, which like all the others at the time had a simple monochrome text terminal, and could only display ASCII and various "block" and "line drawing" characters. There were no addressable pixels. If you wrote a byte to video RAM, the matching character in ASCII chart popped up at that position on the screen (cool! something fun to do as a kid, plus also POKE-ing random stuff to memory until the computer crashes!) CP/M didn't have curses library, or even termcap. So any software that wanted to address specific parts of the screen had to be configured first. Typically they let you select from a list of common terminals (pic is from the 1981 game Nemesis, very similar to earlier mainframe RPG Oubliette). If you had an uncommon terminal, then you had to type in the control codes for clear screen, home cursor, move cursor to X/Y position, etc.
Even today the vector terminals aren't supported by Linux/BSD. In fact, they never bothered to even implement full VT200 compat
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2D racing & highway driving game with GTA IV physics.
Flatout + BeamNG + GTA IV, but in 2D.
What do you think about it?

Trailer: https://www.youtube.com/watch?v=KmnpzOYB-bM

Steam page: https://store.steampowered.com/app/4660070/Destructor2D/
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>>313943
I had to use AI for little girls / lolitas, I am not capable of drawing them myself and they are necessary for the game.

>Steam also has released a new thingy were devs need to disclose that they used AI.
I know but I lied to Valve corporation, that I don't use AI. Valve also lies about AI in their games.

>>313944
>Have you considered adding droves or spectators you can ram into like Group B rally? Would be loads of fun.
I could add spectators but they would just get splattered into flat when you drive them over. I don't want to implement ragdoll physics because it's too much scope for this game, I want ragdoll physics in the sequel.
Replies: >>313948
>>313945
>Steam's AI detection bots
It is not a detection bot, it is an Honor System, where the dev needs to report the use of AI.
>>313947
>I lied
OI VEY!
>>313927
Get better prompts. Only a blacked.gov degenerate would find that big nose western art style portrait appealing.
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Police chase fail
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Truck crashing.

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What's a game that you haven't played for a long time because you just look at the case/loading screen/shortcut icon and silently think about how much work it's going to be?
Is there a game you're currently avoiding because you're thinking of your task list you have in it?
What can you do about it?
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>>314787
I thought the appeal was runescape skilling in a better engine?
>>314741
Moar
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The tag team barrel mod did so much heavy lifting
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>>314802
There really is no value to the gameplay in Donkey Kong 64. It's pure tedium and constant backtracking, there's no challenge. The only fun parts are the minigames and Jetpac.
>>301714
>Chinese_Room.jpg

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I feel like big part of how much you enjoy a game, depends on how healthy you are. And I'm talking both from a physical and mental perspective. Think of it like this, when you're sick, you don't want to do anything but sleep. The same logic would apply to how much you enjoy games. Imagine having a sickly body and a sickly mind, it would be impossible to enjoy games to the fullest. So in this thread, we will discuss similar experience, and tips to improve your health. I'm not talking about just the typical go to the gym shit, it's not the only thing that matters. Having a healthy body and mind can be much more complicated than it looks.
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>>314747
>null signal
Yeah it used to be called NISEI until someone complained on the forum about two weeks after it opened about "Polynesian erasure". I don't care about nullbulge or whatever, Netrunner is dead and it frankly wasn't great when it was alive. FFG hired a bunch of literally whos fresh off of gamergate to manage the fiction and they never got beyond the "print two or three overpowered cards in every set so you have to keep buying to win games" level of CCG balancing.
Replies: >>314760
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>>314747
>MTG is/was good because the gameplay was stimulating and it allowed me to socialize with smart, likeminded guys who enjoyed that kind of mental challenge.
<yes but... did u cosdier... it remdin me of bad thing?? ...thoght not...

>>314749
>wasn't great when it was alive
While I haven't looked too closely at Netrunner to have an opinion on its gameplay, the art and flavor of it seemed very unimpressive to me. I love cyberpunk fiction but Netrunner's art direction seemed to be very safe - sort of cyberpunk with the rough edges and serial numbers shaved off.

I looked through the card gallery for the core set from 2012 to ensure I wasn't misremembering anything, and it confirmed what I thought. It's very competent art, and the design of the card frame works well too, but if I ever think "what is this location/who is this guy?" then the answer seems to be "that's the obligatory thing you'd see in a standard cyberpunk setting." The cards having different locations and sizes for the art and text is also mildly headache-inducing to the untrained eye.
Replies: >>314763 >>314767
>>314760
Idk what those pictures are, but the tranny art puts me off immediately. 

Used to play mtg, don't anymore for years now due to modern mtg being just another globohomo goyim milker.
Would still play old mtg if I had friends who would play old only.
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>>314760
Surprised you didn't point out Disaster Girl: All Grown Up too.
>sort of cyberpunk with the rough edges and serial numbers shaved off
That's exactly what it is, marketed as "post-cyberpunk". Intentionally very safe and neutral backdrop for the tranny shit and self-inserting they threw on top later. Being generic isn't actually bad (early Magic had no fluff and was carried on the back of all the off-the-rack generic fantasy art they bought) but it's not something that can hold interest for long. IIRC the most interesting things they did were spelling out that the corps actually did do stuff in space (in most cyberpunk space is just for kill-sats and Little St. James orbital habitats) and that there were two competing kinds of artificial human, clones and androids running off of neural engrams.
Replies: >>314776
>>314767
I did remember her; in fact she was the only card that I could clearly remember, and a great example of how weird the frame is and how badly it mismatches the art. Frame takes up 60% of card real estate, art is visible only in a diagonal window with nonstandard edging, painting itself is framed to draw focus to the top right but is almost unparsable due to the woman on the left being hidden. I had hoped other art from the core set would prove me wrong consistently in other aspects, but it seems that wasn't the case.

I did skim some of the Luna expansion, and the space/moonbase theme was very apparent, which I appreciated; sadly the tech level in the setting meant a lot of the space infrastructure struck me as the plain, beige, boxy kind NASA uses that lacks a strong personality.

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I never really thought of getting one, since I'm not into fighting games and figured the controllers were enough, but recently I bought the HORI Arcade Fighting Stick HPS-71 for PS1 and PS2 and a ASCII Fighter Stick Special for the SFC and they're so fun.
The HORI one has rumble and it feels so good on racing games.
I use them on every game that doesn't require the dualshock, from the Japanese EDF version that only uses the left stick, to F-Zero. It even works on Nintendont on my Wii with an adaptor.
I'm addicted to microswitches.
Thinking of getting the CAPCOM Fighting Stick for my Genesis. Hopefully I can find it cheap. Most Mega Drive sticks don't have microswitches.

What about you, anon? Do you use one?
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Replies: >>314742 + 1 earlier
>>312885
what did i do
>>312858 (OP) 
I'm thinking of getting one because I've been emulating more arcade stuff, BSP has some cheap options and I like their other controllers, so I'll probably get it on the next holiday.
Replies: >>314743
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>>314742
This is what I'm looking into, the Y01. Anyone here own this or their Y02? I like their BSP D6 controller for when I want to emulate on my smartphone, but I know it's not always the same thing.
Replies: >>314754
>>314743
A stick is only as good as its buttons and lever, and any lever/buttons not made by Sanwa, Hori or Seimitsu (plus the Crown buttons that use a Cherry MX clone as the switch) are chinky garbage. Thus the bare minimum criteria for if a stick is worth buying is whether you can use parts from one of those brands as a drop-in replacement. Considering that thing looks like a happy meal toy I would say the answer is no.
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OP here.
I ended up buying this one instead of the CAPCOM one for my Genesis, because it was a lot cheaper.
The Japanese version, with the microswitches.
Shows up tomorrow hopefully.

I'm having fun. I liek old fighting sticks.

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>>314689
As far as I know, it's a custom demo disk with the first level and boss, but it's one of those packed demos with a shitton of hidden content for replayabiltiy more like a Silent Hill PT of it's day.
>spoiler
You don't need to be so fucking obsessed bro, chill.
Replies: >>314732
>>314697
>As far as I know, it's a custom demo disk with the first level and boss, but it's one of those packed demos with a shitton of hidden content for replayabiltiy more like a Silent Hill PT of it's day.
I see. So, I take it that it would be fine to play it before playing the actual game.
>You don't need to be so fucking obsessed bro, chill.
It's a funny joke, bro. I don't genuinely believe that this 90's Japanese video game is promoting any of that stuff, and if I did, I wouldn't be interested in playing it.
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PS: I think it's funny that Balan Wonderworld is a thing. I guess Yuji Naka really had a thing for pedophile clowns, huh.
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Pay 80$ and pre purchase to be.....
a nigger

Soccer is for giant faggoted idiot brainlets by the way. One of the few things you need to determine in your life whether the person you are speaking to is a complete fucking idiot or not is if they like a mongoloid nigger sport like soccer or some other asinine run around and ball into net past time.
>>314845

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Wolfenstein 3d: Outdated garbage, was never good even back then. Not the first fps.
Doom: inferior to Ultima Underworld in tech and gameplay
Quake: Destroyed by Duke Nukem 3D
Quake 2: Awful compared to Half Life and Unreal
Quake 3:  CS and UT were better competitive games
Doom 3: Overshadowed and outclassed by  HL2, Halo 2, Far Cry , Riddick
Rage: Awful open world garbage
Doom 2016: Serious Sam but worse
Rage 2: More open garbage
Doom Eternal: Same with but with tranny colors and more spastic
Doom Dark Ages: Same with but a medieval coat paint

What's the appeal of this company?
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>>314458
>home computing revolution with mk68k and (dumbed down single user clones of) UNIX
>>314458
What are the Nixfags doing nowadays?
Replies: >>314466
>>314463
Pulling a Firefox and purging swathes of their devteam including their project's founder for insufficiently kneejerk demonstrations of piety to the troon agenda

Y'know, normal everyday libre software stuff.
>>314458
>PC-98s running Intel chips remain domestically Nipponese because porting Workbench 95 from m68k to IA-32 is about as pleasant as Apple migrating from m68k to PPC
Stop making me fantasize.
>>314403
>>314430
idngrfgts
it floods multiplayer chat with slurs until it's used again

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