Best Binary Options Brokers 2020 - Platforms & Reviews

GameMaker Studio 2.3.1 will allow you to build games for Raspberry Pi - here's how to get it all working!

GameMaker: Studio 2.3.1 will be introducing a significant amount of support for platforms running on ARM. For the most part, exporting to these platforms is a subset of the target platforms (specifically Mac OS and Ubuntu/Linux) that already are supported by GMS2, but the magic happens in the export! If the platform you’re targeting is running on an ARM processor, the build process will handle the heavy lifting.
I’ve left a full guide below to getting your projects running on a Raspberry Pi - here are the important take-away’s if you’re familiar with the Ubuntu export process
Warning: Depending on your project, performance will vary significantly - you should expect to overclock your Raspberry Pi CPU and GPU clock speeds to achieve best performance in graphically intense games. Most folks have their Pi’s overclocked, and it’s a very straight forward process that you can learn about here. I suggest getting a case for your Pi with heatsinks and fan, regardless of your configuration.

Known Supported Linux Distributions for building GMS2 projects on RPi

It’s important to note, while I haven’t tried it, the binaries generated should work fine on most distros running on ARMv8.

How-to

What you’ll need:

Step 1: Setting up your Raspberry Pi

There are plenty of guides for how to do this online, so I’ll assume you can figure most of this out.Prepare your SD card with either Raspbian or Ubuntu MATE and boot into it on your Raspberry Pi. I suggest going with Raspbian, and most of my notes in here will be specific to it - it will be the most straight-forward option and likely the best performance on Pi.
Once Raspbian has booted, let it update using the built-in update manager (it might take a little while)
Find a way to entertain yourself... this might take a little bit.

Step 2: Install the dependencies

This is pretty much the same as it would be in any regular Linux setup to build your GMS2 projects, however, if you’re using Raspbian some of the regular dependencies will already be installed - so I’ve skipped the ones we won’t need right now in the list below. If you’re having an issue or using Ubuntu MATE, check out the full list here.
> Open "Terminal"
For each of these you’ll type “sudo apt install” followed by the listed name, so for the first one we’ll go:
sudo apt install clang 
And go through the whole list:
clang libssl-dev libxrandr-dev libxxf86vm-dev libopenal-dev libgl1-mesa-dev libglu1-mesa-dev libcurl4-openssl-dev libxfont1 
Speed x3000... I didn't want to make you wait here.

Step 3: Enable SSH

Raspbian has the OpenSSH server dependency that GameMaker: Studio needs already installed, but it’s inactive by default. Browse to the Raspberry Pi Configuration window (located in the Raspberry Pi icon menu > Preferences > Raspberry Pi Configuration and over to the tab “Interfaces”. Enable SSH and press OK.

Do not forget to enable SSH!

Step 4: Reboot

I can’t stress this enough - Reboot your Pi. Just do it, it may or may not do anything at this point, but it’s better than not doing it.

Step 5: Set up your connection in GameMaker

This is pretty straight-forward. In the upper right hand corner of your IDE window, change your target platform to Ubuntu.Add a Device for your Raspberry Pi.
You can set the Display Name to anything you’d like to,
Host Name should be the local ip address for the Raspberry Pi - an easy way to get this is by typing “hostname -I” into your terminal on the Raspberry Pi.
By default, if using Raspbian, your username is “pi” and your password is what you set during the Raspbian setup.

Here's what my device looks like - your hostname is most definitely different <3
Press “Test Connection” - you should see a message that the connection was successful! If not, double check that the IP address you dropped into Host Name is correct and that you followed step 3 to enable the SSH server.
Press “OK” once you’ve gotten a Connection Successful message, and you’re off to the races!

Step 6: Build your project on your Raspberry Pi

Once you’ve ensured that your target is available, all you have to do is press the “Run” button in GameMaker. You should shortly see your project open and start running on your Raspberry Pi!
Both the Runner (VM) and Compiler (YYC) work properly with Raspbian and Ubuntu MATE.
If you export your project, it will work the same way it does on other platforms - it will build on the Raspberry Pi and send back a .zip file containing the binaries needed to run it on most Raspberry Pi’s to the machine running your IDE.
I think this was pre-overclocking for me (and with some background processes running, like NoMachine). Without NoMachine this holds a steady ~60fps, which is where it should be.
submitted by anon1141514 to gamemaker [link] [comments]

Wasteland 3 - Review Thread

Game Information

Game Title: Wasteland 3
Platforms:
Trailers:
Developer: inXile Entertainment
Publisher: Deep Silver
Review Aggregator:
OpenCritic - 84 average - 97% recommended - 39 reviews

Critic Reviews

33bits - Juanma F. Padilla - Spanish - 95 / 100
After the excellent Wasteland 2, we were excited to get our hands on the new installment, and we can say without fear that it has met expectations. Wasteland 3 is a sign of the love that InXile has for his work and Brian Fargo for the genre that has created a name for him. If you are a lover of the saga or the genre, do not hesitate to enjoy it.
ACG - Jeremy Penter - Buy

Video Review - Quote not available

Attack of the Fanboy - Diego Perez - 4.5 / 5 stars
Wasteland 3 is one of the best RPGs I've played in years, and it's one you absolutely should not skip.
CGMagazine - Lane Martin - 9 / 10
Wasteland 3 is a lovely return to the post nuclear apocalypse with fun gameplay and interesting choices at its forefront, though at times it can be a bit clumsy in its implementation.
COGconnected - Tony Bae - 90 / 100
Wasteland 3 doesn’t pull any punches with its subject matter in sexuality, violence, and language. But if you are fine with that, I would highly recommend you give Wasteland 3 a shot, especially if you were (or still are) a Fallout fan.
Cerealkillerz - Julian Bieder - German - 8.8 / 10
On Paper Wasteland 3 sounds like the perfect RPG-Dream but the execution leaves much to be desired. Bugs, Glitches and graphics that doesn't really represent a game that releases and the end of this console generation are a bit of a letdown. Everything else from the great story, entertaining NPCs, solid battle system, clever leveldesign over to the love for details is amazing, besides some flaws that should soon be fixed, as inXile and Brian Fargo promise. Everyone that wasn't happy with the latest Fallout Games will surely love Wasteland 3.
Chicas Gamers - Adrián de Francisco - Spanish - Unscored
Wasteland 3 is a old-school role-playing game, with a compelling story, a combat system that promises but is not groundbreaking and some funny moments and black mood, which always remind us that we are in a post apocalyptic world, but with a smile. Don't forget the powerful character editor, rhythm voices, and the beautiful scenery that puts you in that atmosphere of cold and snowy Colorado.
Cram-Gaming - Robert Cram - 8.5 / 10
Wasteland 3 can be a bit of slog if you're gunning for marathon gaming sessions with it at the helm. Combat, whilst exciting initially can fall into the traps of repetition. A little more variety could have negated some of the repeated player actions. That said, the story is compelling and the characters an interesting assortment of misfit survivors, although perhaps fitting post-apocalyptic stereotypes. It's a fun, easy to play game overall though that should well-please fans of the series and keep players entertained for quite some time with its high replay-value. However, aside from some bugs here and there, the impressive amount of voice-work on offer, the character building is the best part of the experience where you can really nurture your ranger squad in this snowy post-apocalyptic world.
Digital Trends - Tom Caswell - 4 / 5 stars
Wasteland 3 is a rewarding game that offers unprecedented choice and is a great jumping on point for new players.
DualShockers - Kris Cornelisse - 9 / 10
Improving on its predecessor in almost every way, Wasteland 3 is one of the best and most reactive RPGs I've played in a long time.
EGM - Mollie L Patterson - Unscored
At least in my time with it, Wasteland 3 has been a fascinating experience. I’ve come to appreciate its depth of gameplay, character, building, and exploration, even if some of its pieces and parts still feel very foreign to me.
Entertainium - Eduardo Rebouças - Unscored
I will be even happier with Wasteland 3 once it’s patched and most of the bugs that bit me end up getting squashed. Even in its current state I’m having a grand ol’ time bringing some justice to the cold depths where no Ranger has dared to before. But for as much of a blast as I’m having out northeast in the cold, I hope I can make it back to sunny Arizona in time to save my fellow lawmen!
Eurogamer - Wesley Yin-Poole - Recommended
inXile's old-school RPG is the Fallout game we've been craving.
Fextralife - Castielle - 8.3 / 10
Wasteland 3 is a throwback to the old School RPGs of yesteryear, while providing a new combat experience and a bigger world. Players that liked previous Fallout Games, or games like Wasteland 2 or Baldur's Gate will feel right at home with this title, and will have the opportunity to try X-Com like combat. For the amount of content provided, 60 USD is a very good price, and fans of the genre should get more than their money's worth.
GAMES.CH - Nedžad Hurabašić - German - 83 / 100
Wasteland 3 is absolutely worth the money - the RPG brings dozens of hours of fun gameplay to the table. A must-buy for roleplayers.
Game Revolution - Jason Faulkner - 4 / 5 stars
Wasteland 3 is a marvel of a game, especially from a small studio like inExile. It’s not without its flaws, but the excellent writing and enthralling world overshadow those.
GameSkinny - Daniel Hollis - 9 / 10 stars
Wasteland 3 invokes feelings of classic RPGs such as Fallout and manages to nail the feel and tone perfectly in a modernized setting.
GameWatcher - Marcello Perricone - 8.5 / 10
A fantastic RPG that superbly mixes player choice and great combat to something bigger than the sum of its parts.
GamesRadar+ - Andrew King - 4 / 5 stars
Wasteland 3 doesn't bring much new to the table, both as a CRPG and as a piece of post-apocalyptic fiction. But, it's a terrifically executed role-playing game that rewards player investment from beginning to end.
GamingBolt - Ravi Sinha - 9 / 10
Wasteland 3 is a heady crescendo of post-apocalyptic story-telling. Its combat is compelling and fun while its characters and overall plot are engrossing, even when it goes to some dark places. A must-play for tactical RPG fans.
Gert Lush Gaming - Jim Smale - 9 / 10
Wasteland 3 is the defacto strategy experience and one that every gamer owes themself the pleasure of playing.
God is a Geek - Mick Fraser - 9.5 / 10
Wasteland 3 is a huge undertaking, marrying deep, choice-driven role play with fast-paced tactical combat and vast areas to explore.
IGN Spain - Álex Pareja - Spanish - 8 / 10
Wasteland 3 knows how to open to new players keeping the old school essence. It's not a revolution on the genre or in the post apocaliptic proposal, but it won't matter to the franchise lovers.
Niche Gamer - Cwb - 3.5 / 10
We’ll update this review if the game is fixed, and the issues outlined are fixed or at least addressed; and then I’ll pick it back up. As it stands now, I’ll be playing something else that isn’t as apt to crash. Buyer beware.
PC Gamer - Jody Macgregor - 84 / 100
A wilfully strange setting explored through a predictable but enjoyable old school RPG thats been streamlined just enough.
PC Invasion - Jason Rodriguez - 8.5 / 10
There are a few misgivings related to Wasteland 3's technical aspects, mechanics, and overall challenge. However, its cast of characters (both old and new), the switch to a traditional turn-based combat system, and branching paths filled with decisions and dire consequences make for a superb journey with the Desert Rangers.
PCGamesN - Gina Lees - 9 / 10
Lurid characters, a deep RPG system, and captivating combat set in an unhinged apocalypse - inXile Entertainment's latest shouldn't be missed.
Player2.net.au - Matt Hewson - A or higher
With a focus on freedom of choice that is second-to-none, Wasteland 3 has set the benchmark for CRPG narratives, all the while being supported by wonderfully engaging gameplay and roleplaying mechanics.
PowerUp! - Leo Stevenson - 9.7 / 10
If you’re an RPG fan, a Fallout fan or even just a videogame fan, do yourself a favour and play one of this year’s very best games; Wasteland 3.
Saving Content - Scott Ellison II - 5 / 5 stars
It took me a while to realize how much these interactions, whether it be the interpersonal conversation or combat encounters themselves, stuck with me. Wasteland 3 has rules, but they only exist for you to bend them. With limitless character creation combinations, branching dialogue choices that affect what quests you do or don’t experience, and multiple endings, Wasteland 3 is an expanse of content and opportunity. The change in locale does wonders, no longer relying on a tired post-apocalyptic biome. Wasteland 3 has a wonderful backdrop in Colorado’s frozen wastes, making it the perfect place to spend a nuclear winter.
Screen Rant - Christopher Teuton - 4 / 5 stars
Wasteland 3 takes players to a new location and presents them with equally unfamiliar challenges, yet still perfectly demonstrates all of the reasons why this series has had die-hard fans for over three decades, and is absolutely worth playing for anyone looking for their next post-apocalyptic fix.
Shacknews - Josh Hawkins - 9 / 10
If you’re a big fan of the original Wasteland games, or just an RPG fan in general, then I highly recommend picking up Wasteland 3 and giving it a try.
Spaziogames - Paolo Sirio - Italian - 8.3 / 10
Wasteland 3 doesn't change its predecessor's successful formula but, outside of certain design limitations, it perfects and modernizes it. It's easily the best game in the franchise, in terms of pure technique, and one that clearly gives you an idea of what inXile is able to achieve.
The Games Machine - Danilo Dellafrana - Italian - 8.7 / 10
Wasteland 3 is a good role-playing game, technically passable but enriched by a dense network of intriguing subplots that will push the most dedicated to play it several times. Watch out for the ever-present release bugs, though – best to wait a couple patches if you want to avoid unnecessary hurdles.
TrustedReviews - Alastair Stevenson - 4 / 5 stars
Wasteland 3 is a solid tactical RPG that will keep fans of the genre entertained for hours upon hours. But it doesn't do enough to bring the genre forward to a mainstream audience.
WayTooManyGames - Thomas Medina - 9 / 10
All in all, this is the game I wanted so badly for Wasteland 2 to be. It doesn’t just repeat what came before, but expands upon it all. Not just mechanically, but story wise as well.
Wccftech - Francesco De Meo - 9 / 10
Wasteland 3 features everything only the best role-playing games do: an engaging story powered by excellent writing, compelling characters, tons of customization options, and a deep tactical combat system that feels fresh even after dozens of hours. But, most of all, it features a living world that reacts to what the player does, and changes depending on how the player decides to deal with the troubles ahead, providing a role-playing experience of the highest degree, one that very few games can boast of.
Windows Central - Jez Corden - 5 / 5 stars
Wasteland 3 is a testament to the power of the branching narrative, taking it far beyond binary choices and into a grand canopy of cause and effect. It gives the wintry climbs of Colorado a lifelike quality that must have been painstaking to build. The most impressive RPG in years, Wasteland 3 is a masterpiece.
XboxEra - Jesse Norris - 9.7 / 10
Wasteland 3 shines with clear dedication to crafting the best game its genre has ever seen. Excellent visuals are matched by top notch voice work and some of the best and most natural writing I have seen in a video game not made by Naughty Dog. The combat is a brutal dance where one wrong move can spell disaster, but victory is an exhilarating rush that never becomes old. Wasteland 3 cements inXile as one of the best in the business in the RPG genre and affirms that Xbox has something truly special on their hands.
submitted by diogenesl to Games [link] [comments]

Allow me to explain how traditional game "patching" as on consoles and even PC by game developers is not always required for games to run better on Stadia over time... Stadia engineers can do it on their own to ever improve the visual quality of individual library titles.

I've been mulling over how to write this post without it getting too wordy and just turn people away from the topic... but I feel it's important for people to consider in regards to investing in game purchases on Stadia. Even though a years-old game is ported to Stadia by a 3rd party publisher, it is not abandoned by that developer after game engine code changes are required... at that point the Stadia team can take over tweaking the performance of the game as the Linux OS Kernel / Vulkan API / eventually hardware undergo improvements over time.
I've seen heated comments/reactions in these parts when people start noticing older games suddenly looking or performing better... even though there is no sign of a game patch from the developer or announcement that such a thing has happened. (FFXV.) I'm hear to explain how this is totally possible.
(Disclaimer: I've been a gaming platform tester for 13 years, a platform based from GenToo Linux Kernel. This year I have just branched directly into OS Kernel / Package testing itself.)
A software package / game is made up of not only game code and pretty graphics. Another fairly big piece of the puzzle is configuration files. Especially in the Linux world. Another thing about Linux is it never sits still. It's open source and ever growing and improving through constant iteration by engineers around the world. This includes the Vulkan API itself. Stadia's platform and Vulkan API has likely undergone dozens if not hundreds of iterations in the past year alone. It is CONSTANTLY improving, even if ever so slightly.
For comparison, a gaming console is a completely sealed environment. Not only does the hardware never change, but the OS and base Platform has very little wiggle room for improvement. Most significant improvements will happen within the first few years of a new console's life. But often the gains from that never spill over into the games themselves... but rather the Platform's UI interface and menu's, such as adding new features outside of the game. For things to change about a game at all, a patch MUST be delivered to the console. There is no other option, because the config files of individual games can't be touched in any other way.
On PC you often have access to these config files (at the devoloper's discretion of what they choose to expose of course). Many people know of how you can start digging into these settings and adjust number values and flip on/off flags to affect your game. But these configuration files have default values set by the developers that are expected to never really be touched by the players... so even when they do want to change something for the benefit of everyone, they need to issue a game patch.
Now on a Cloud platform such as Stadia, when a game is delivered by a developer to the platform, of course their game engine code (binaries) cannot be altered by anyone but the game developer themselves as usual... so if there is bugs in code, or game engine code improvements that can be done, the developer must deploy a game patch to make these changes, as we have seen and people would expect. However the configuration files which define how the game performs on the platform's hardware are completely exposed... and this is what the Stadia team most likely has FULL control over. So if the Vulkan API gets some improvements or code optimizations, and they can squeeze a little bit more performance out of the game, the Stadia team can go into these config files and adjust things accordingly.
Not only configurations but also the graphical assets themselves (media) can be swapped with more high-rez assets as well. Its also very possible that the publishers/devs provide Stadia with multiple different versions of quality of their media. Some higher rez textures that can be swapped in if the platform is optimized enough to handle them, etc.
Why would the Stadia team take on the management of all the games in such a way? Because it's absolutely in their best interest too. This is also a big favor towards the game publisher as well... Stadia does work to improve the game ultimately generating better reception and sales of these games producing revenue for both Stadia and the publisher.
Cloud platforms are a new animal in the gaming world. How the games are maintained over time can be done very differently than what we are used to with console and PC.
So naturally this turned into a wall of text but I couldn't do it any other way... some things simply need to be explained as clearly as possible to get across.
ltdr: As Stadia platform / Vulkan API improve constantly over time, Stadia engineers can tweak the configurations of ANY game to make them look/run better without the developers needing to be involved and patch the games.
submitted by Z3M0G to Stadia [link] [comments]

The Shoulders of Orion- Ch. 1: First Contact

Space-time rippled as the Horns of Glory snapped into real space. The normally smooth transition from FTL subspace travel back to the laws of relativity was instead dangerously jarring, as the inertial dampeners struggled to hold the innards of the massive warship in their proper places. After straining mightily for the briefest of moments, they failed, throwing Admiral Halon Va and the rest of his bridge crew violently into their restraining harnesses. The ship shuddered under the immense stress, then settled, drifting silently through space on minimal power.
“Tactical, get me a status report for the fleet on screen now. I want updates the instant ships jump in.” The Admiral’s voice was still firm and authoritative; it was taking every last shred of resolve he had to keep it that way. “Lieutenant Roshin, put a detail together and work with medical. I’m sure that re-entry caused more than a few extra injuries. Get as many of the crew patched up and ready for emergency action as fast as you can. I want a full casualty report as soon as possible. And if you find Science Officer Lentith and he’s still alive, send him to the bridge immediately.”
Admiral Va settled back into his command chair, drawing creaking sounds from the over-stressed frame as it absorbed the weight of his massive form. The bridge was completely silent now, the command crew entirely focused on the tasks at hand. Or they were too afraid to say anything; Va couldn’t be sure. He was thankful for their silence, though. He didn’t have any answers for them about his failure.
Keying in a few commands on the command panel at his station, the damage report for his ship popped up, the bridge lights flickering from the extra power draw. The Horns of Glory floated before him in hologram form. Long and slender, the ship was over two kilometers from bow to stern. At least, it had been a few hours ago. The forward 20 percent of the holographic ship was flashing red, indicating heavy damage. This was inaccurate, however, as the forward 20 percent of the ship simply wasn’t there anymore. The graceful lines and carefully crafted angles of the ship's armor were an unrecognizable slagged mess, and deep gouges had been cut into the inner decks all over the ship. Whole sections were missing amidships, two of the main reactors were offline, all the primary weapon batteries had been completely destroyed, and most of the critical systems were barely functioning. It was a miracle that she had survived the jump. That morning, Horns of Glory had been the greatest feat of Arien’Ra engineering, and it was now a barely functioning hulk.
And it had all happened under my command, thought Va.
He had no time to wallow in his failures, however, as at that moment tactical finally reconnected to the fleet command systems. The hologram of Horns of Glory quickly scaled down, appearing as a small, flashing, red point of light floating in loose formation with several other points of light. Most of them were flashing red as well. A constant stream of data and various reports scrolled down the right side of the hologram, listing in no uncertain terms the doom that Va had subjected his command to.
If Va had thought that the bridge was quiet before, it was nothing compared to the complete stillness that now settled over them. No one so much as moved a muscle, as they all sat in stunned silence, reading the reports. Occasionally, the hologram would flash, and a new point of light would join the formation, adding more data to the pile spelling out their damnation. After 30 ticks, new points of light had stopped appearing. Admiral Halon Va had lost over 60 percent of his fleet, and not a single other dreadnaught had survived the slaughter. His defeat was total, and the Federation navy was crippled.




Science Officer Beredarin Lentith had been the first member of his family not to enroll in command school in eight generations. They had been some of the finest members of the fleet the Vorqual race had ever contributed to the Federation. His brothers and sisters had all enrolled, which meant that as far as he was concerned, his family had more than fulfilled their duty to the Federation. Military life wasn’t for him, anyway; he wanted to explore. The Federation had been around for over 3000 years, and there were still vast swathes of the galaxy that they knew nothing about. They were still encountering new species every few hundred or so years, and there was nothing he wouldn’t give to find the next one. That had been the dream that directed him away from the military and into academia. The odds of actually finding a new race were so small, though. There were still at least 200,000,000 unexplored systems in the galaxy. There just wasn’t time to visit them all...
He snapped out of his reverie as he stepped over the body, or rather, what was left of the body, of a Zelnassi marine. Most of it was just a green stain on the corridor wall at this point, though there had been enough of the chitinous armored torso to partially obstruct his path. The young lieutenant quickly continued on towards the bridge.
If he was being honest with himself, becoming an expert on the area of unexplored space directly between the Federation and it’s largest military rival wasn’t the smartest of ideas. Between his family reputation and his unique knowledge base, he was just asking to get pressed into service.
Which was exactly what had happened immediately upon the recent outbreak of hostilities.
And now here he was stepping over corpses, marveling at the fact that he had somehow survived this long. He still couldn’t believe the insanity of the Dominion forces. Boarding an enemy ship MID-COMBAT. It was like something out of a youngling’s tale from before space travel. It was pure madness, but there were the bodies to prove that it had happened. He gingerly stepped around the remains of yet another Zelnassi.
The signs of battle continued all the way to the bridge, where he found security forces still holding quickly fortified positions around the bridge entrance. There were more Zelnassi bodies at their feet. Berendarin shuddered. He had been closer to death than he thought.
He quickly pushed those thoughts out of his mind. He could only imagine why he was needed on the bridge so urgently.
The door slid open, and Lentith walked into a completely silent room. Admiral Va was slouched at his command station, his enormous arm propped up on the chair arm and supporting his massive, horned head. Lentith didn’t even know that Arien’Ra COULD slouch. Nevermind that the fastidious Admiral could or would ever do such a thing. Maybe things were somehow worse than he thought. No one seemed to notice him enter, so he announced himself to the Admiral.
Though he didn’t shout, his voice echoed in the deathly silent room, startling most of the bridge command. Two of the other Vorqual officers swore, and the tiny Jezren manning the com station let out a high pitched sound somewhere between a squeak and chirp. Berendarin would have found it quite funny if the situation wasn’t so dire.
Admiral Va immediately snapped back to being the hulk of muscle and horn that imposed his will on a room just by being in it. His booming voice only added to his authority.
“Science Officer Lentith. I’m glad to see you’re still alive. Are you seriously injured?”
Berendarin had almost forgotten that he had walked the entire way to the bridge holding a bandage to his head just above his left eye. The drop out of subspace hadn’t been kind to him. He pulled the bandage away, revealing a dark orange stain on the bandage and a crack in the bone plate above his eye.
“I’m fine, sir, just one of the outer plates, and the bleeding has already stopped.”
“Good. Commander Vortith is currently overseeing the emergency repairs. Take his seat. You are going to help me find a way back home.”
“Sir? I’m sorry I don’t understand. Why don’t we just go back the way we came?”
“That’s not possible. Most of our supply ships and tenders were destroyed when that third wave of Dominion ships hit our flank. Almost all of our pre-prepared fuel reserves are gone. On top of that, some of our ships are so damaged that they don’t have another long jump in them. And if we run into any enemy ships, the whole rest of the fleet is done for. We barely qualify as a fighting force in the state we’re in.”
“Is it really that bad?”
“It’s worse, but we don’t have time to get into the details. You’re the expert on this section of the galaxy. I need you to find the fleet a hiding hole. Somewhere away from the known jump routes through the Spur. Any system where we can use the few miners we have left to scavenge up some fuel, and get some critical repairs done while we’re at it. And from there either wait for reinforcements or get ourselves patched up enough to limp home. Wherever it is, it needs to be close. I’m not leaving any ships behind because they can’t make the jump.”
“Oh. Just that?” The lieutenant knew that Arien’Ra were strict herbivores, but with the look that the Admiral shot him, he couldn’t help but think about the fact that his head would easily fit into that giant, molar filled mouth.
“And away from any known pirate hideaways. Like I said, our fleet can’t take any more fighting. And find it quickly. It won’t be long before the Dominion fleet locates us.”
“I. Uh. Sure. I’ll see what I can find.”
Berendarin shrank into the commander’s chair next to the enormous Arien’Ra, desperately wishing he had been more professional. If he had acted like a proper soldier, it might soften the blow of telling the Admiral that what he wanted was next to impossible. If he had a few weeks, he might be able to find something. So much of the Spur was still un-surveyed. The odds of there being anything useful to the Admiral in the databases was absurdly low, and there was even less of a chance he’d be able to find it in time for the information to matter. He began pouring through his notes anyway. It was better than waiting around to die, which, if the situation was as dire as the Admiral made it sound, was the only other option.
He spent the next hour lost in his notes, finding nothing, while the bridge crew went about piecing the ship and the fleet back together. The young scientist had all but given up on the Admiral’s impossible request when a raucous cheer went up from everyone on the command deck.
“Sir,” The coms officer called out, “The Consul’s Pride just dropped out of subspace and is hailing us, sir.
The main communication screen lit up, and Berendarin Lentith looked to see the face of his oldest sister on screen, strapped into the captain’s chair of her dreadnaught. He let out a sigh of relief; Baraquen was his favorite sibling. Her uniform was drenched in a deep orange blood stain at the shoulder, and she was covered in what looked like flecks of green gore from a Xelnassi. The artificial gravity was clearly malfunctioning, as the captain’s restraining harness was the only thing keeping her from floating around her bridge. But the bone plates of her jaw were turned as always into her calm, self assured smile
“My apologies for the delay in joining you, Admiral Va. We had some… guests shut down our drive mid jump. We had to deal with them before we rejoined the fleet. I assume there is a plan to get us back to federation space?”
“It’s good to see you in one piece, Captain Lentith,” the Admiral responded. He was barely able to keep the relief from his voice. “And there is indeed a plan.”
Berendarin returned to his research as the two ranking officers in the fleet went over the details of their current predicament. He was glad his sister had survived, and not just because they were close. It would have been a terrible blow to the whole family to have lost not only their future matriarch, but the ship she commanded as well. A member of his family had been commanding that dreadnaught uninterrupted for the last 5 generations. Military service had never appealed to Berendarin, but his family history was certainly still important.
And then the solution to the current problem hit him like a driver round. He let out a gasp and tore into his notes with a fervor. Both Admiral Va and his sister’s projection turned to look at him, but he didn’t notice. After a few seconds of curious silence from the rest of the onlookers, Berendarin practically jumped out of his seat.
“Admiral, I think I’ve got something that will work.” The young Lieutenant punched a few commands into his datapad, and a set of stellar coordinates popped up on the navigation terminal. “It’s a main sequence star, about 500 light years from us, fairly close to the edge of the Spur. It’s not anywhere near any established jump routes. The Consul’s Pride made me think of it.” He nodded towards his sister’s face on the ship's screen. “Our great, great grandsire took the Consul’s Pride through the system on her shakedown run a little over 300 cycles ago. Chased a band of Qorthi slavers out of the system. The outer four planets are all gas giants. If we can’t find Helium 3 there, I don’t know where else we should look.”
On screen, Captain Lentith looked impressed, but Admiral Va clearly didn’t seem too sure. “We’re supposed to be going away from Dominion forces, not into them. What were the Qorthi doing there?”
“There are also four rocky inner worlds in the system, Sir, according to reports from the encounter. Apparently, the third planet is a Class 7 Deathworld, and the Qorthi were running some experiments on the primitive lifeforms there. They were caught completely by surprise by the Consul’s Pride, and it was the first time that she fired her weapons in anger. I can’t find any reports of Dominion ships in that section of the Spur since.” There was a long pause before Va responded.
“Good work, Lieutenant. I knew my trust in you wasn’t misplaced.” Admiral Va replied, before turning to the rest of the bridge and booming “Coms! Tactical! Get those coordinates to every ship in the fleet. I want every ship we have left formed up and ready to jump as soon as possible. Any captain who feels that his drives can’t make the jump is to focus all repair efforts on getting their drives functioning immediately. I will transfer repair crews from less damaged ships to more damaged ships if that means we jump even a tick earlier. Get to it everyone. I’m not losing any more of my fleet today.”




The four revolution long jump to Science Officer Lentith’s newfound sanctuary had done wonders for Halon Va’s mental state. The initial shock of his fleet's terrible defeat had worn off, and he had been able to focus on what came next. Repair crews were able to stabilize most of his ship's core systems, and he was no longer worried about the life support systems cutting out and killing the rest of his crew. There had also been time for him to visit with the wounded. To thank them for their sacrifices. He had expected it to be an act of contrition, maybe even a chance to start begging for forgiveness. But there had been no anger in his crew, and no blame hung on his horns. Most had just been relieved that he had survived, and had expressed as much. He would be forever grateful to them for that.
Most importantly, the four revolutions in hyperspace had given the admiral time to really think about what had gone wrong in the nebula. He had barely rested in the preceding four revolutions, spending every scrap of spare time in his office, pouring over records from the battle. That’s where he found himself now, tucked behind his massive ceramic and titanium alloy desk of Tellarim design. It had been custom made for him upon his promotion to this command, a gift from the high admirals and the council. It was the only luxury that Va allowed in his office. The rest of Va’s space he kept strictly utilitarian. There were no trophies adorning his walls, as was customary for other members of his species. The plain bulkheads of his office were instead lined entirely with screens, and each of them were now filled with footage and reports from the battle, running on loop.
Va soaked it all in. The more he watched, the more a singular conclusion crystallized in his mind. He had done everything right; he was sure of that now. 1000 years of doctrine and theory for fighting the Dominion had gone into his preparation for that battle, and he had followed it to the letter. And he had been winning. Then that attack on his flank by the Zelnassi had blown all of that out of the airlock. Something significant had changed in the way the Dominion fought...
Commander Vortith’s voice rang out over the com system. ”Admiral Va, we’ll be transitioning back to real space in moments.”
“Thank you. I’ll be there shortly. And get Science Officer Lentith to the bridge. I want him nearby just in case. He’s the only one who has any idea of where we are.” The Admiral pulled himself from his desk. He would have to leave the rest of his analysis for later. There was just enough time for him to reach the bridge and settle into his command chair before the Horns of Glory snapped back to real space. This time, the inertial dampeners held.
“Tactical, status report.”
“All ships accounted for, Admiral. Though the Consul’s Pride, several cruisers, and three of our escorts are all reporting massive failures in their Drive Cores. They won’t be jumping anywhere anytime soon.”
“Wonderful.” Va wasn’t sure if he meant that sarcastically or not. “Get scans up and running and deploy the pickets that aren’t crippled in a standard scouting formation. How close are we to the nearest gas giant?”
“We’re approximately half a light tick from the system’s innermost gas giant, sir.”
“Excellent. Deploy the rest of the fleet. Put us in a high orbit around the planet in a defensive formation, and get our miners working immediately. Once our orbit is stable, I want every hand, paw and hoof in the fleet working on repairs.”
“Yes sir.”
Admiral Va settled into his command chair for a long shift.
It would be a drawn out, boring process to refuel the ships. With his fleet limping along, and only two functioning miners, it would take far longer than it should. After all the chaos of the last few revolutions, boring would be a welcome change of pace. Va started to relax, sinking into his chair’s acceleration padding. His fleet and his crews were finally safe. The first priority would be to get one of the subspace beacons repaired and to get word back to the Federation that the fleet still existed. And hopefully call for aid. He was sure to be stripped of his rank as soon as contact was made, but hopefully he would avoid a Tribunal. That was an unpleasant prospect…
“Sir, we have unidentified ship signatures appearing from around the planet we’re approaching.”
Va had never heard panic in the voice of his young sensors officer before, but it was certainly there now. Va understood the sentiment, though. He found it difficult to keep the panic from his own voice as he started issuing orders
“Bring the fleet up to combat status immediately. How many ships are there?”
“I’m showing 35 individual signatures. All approaching us at combat speed and still accelerating. At current speeds, they will intercept us in just over 30 ticks, sir.”
“I want details as soon as you have them, Lieutenant. Size, make, estimated firepower. Who they are. And keep scanning the system. Find out where they came from.” The panic had partially subsided for Va. 35 unknowns was not too terrible a threat. He still had almost 240 warships under his command. Still, if there was a way to avoid combat, he had to try. His fleet couldn’t suffer any more losses. “Coms, any attempt by these unknown ships to contact us?”
“I”m not sure, sir,” the diminutive Jezren at the coms replied. “There’s nothing on standard communications channels. The ships are transmitting something, but I can’t figure out what it is.”
“Admiral,” the Lieutenant at the sensors station called out. “I think I might have an idea of where these ships came from. Preliminary scans show there is extensive urbanization on the third and fourth planets, as well as what appear to be habitation sized artificial satellites around the second and sixth planets. One of the moons of the gas giant we’re approaching shows signs of habitation as well. All of them are emitting significant signal pollution. This system clearly already belongs to someone, and they’re broadcasting everywhere.”
Halon Va, High Admiral of the Combined Federation Fleets, turned, slowly and with as much composure as he could muster, to face the young science officer seated to his left. Berendarin sat, mouth agape, staring transfixed at the sensor readouts in front of him. Va had never seen a Vorqual more confused in his life. “I want answers, Officer Lentith.”
“I… I don’t.. This doesn’t make any sense,” the young science officer stammered. “There shouldn’t be anything here.”
“Admiral,” The comms officer cut in, “The signal that we’re picking up from the unknown ships is definitely some kind of communication. I managed to put together audio from it.”
“Play it,” commanded Va. A series of short, guttural, and completely unintelligible sounds came over the speakers in reply. There was a short pause before the sounds repeated themselves again. “Coms, what was that?”
“No idea, sir, but it’s being transmitted on loop. If it is intended as a communication, our translators have no idea what to do with it.”
“Admiral.” The voice came from Va’s left, and was barely audible. Va turned yet again to look at the young science officer. His gaze was locked on the tactical readout, and there something in his eyes that Va couldn’t recognize. A mixture of pure terror and something else. Was it wonder? The young Vorqual’s voice was still barely above a whisper when he continued to address the admiral: “I think we should run the transmission through First Contact Protocols.”




Captain Benjamin Alvarez-León slammed against his restraining harness as the USCS Aurora started it’s decel burn. He had pushed the engines on the outdated cruiser to their limits, and the ship groaned in protest as it started counteracting his rather zealous acceleration orders. He hoped that his mad scramble with his small squadron of outdated ships had been an overreaction. The alternative was something he’d rather not think about.
All Ben had was the reserves; the rest of the fleet was on maneuvers at Sirius. The Admiralty had wanted to test the new, fully modernized fleet’s maneuvering abilities in the gravwell of a binary system. And, in their infinite wisdom, they decided they needed ALL of the new fleet assets, leaving nothing in Sol except for the handful of cruisers and escorts that couldn’t match the capabilities of the modern ships.
A handful of cruisers and escorts that were now hurtling towards more than 200 unknown contacts.
It was the unknown part of all of this that was unnerving Ben. There were no familiar energy signatures. No familiar scan data. No IFF. No signals coming off the contacts of any kind for that matter. Two of the contacts were too big to even be ships. If it wasn’t for the fact that they were moving towards Jupiter in formation, Ben wouldn’t even think they WERE ships.
“So what do you think, Alexi?” Ben asked, turning towards his second in command. “You and the rest of the bridge crew are always making inane bets. Have you whipped up an over-under for what we’re throwing ourselves at yet?”
“Haven’t had time,” came the quick reply from Ben’s right. The short, stocky man from Vladivostok was missing his trademark joviality. “Though, my money is on them being Ithacan, sir.”
Ben bristled at Alexi calling him sir. They’d been friends for twenty years, damnit, and had been practically joined at the hip since going through the Academy together. Outranking him still felt a little off. Now was hardly the time to worry about formalities, though.
“What makes you think they're from Ithaca?”
“It’s the only thing that makes sense. The locals have been getting increasingly radical, and Ithaca is the only sector where reports of piracy have been increasing.”
“Yeah, I could see a rebellion coming from Ithaca,” Ben added slowly, turning over that scenario in his head. “But there’s no way they could swing something of this magnitude. There aren’t even any shipyards in the sector. And even if there were, there’s no way they could keep the construction of over two hundred ships a secret.”
Alexi could only offer him a shrug in response.
It was at that moment that the coms station informed him there was a transmission incoming from the unidentified ships. Ben instructed the ensign to play it, and the bridge was suddenly filled with a stream of grotesque bleating noises and strange grunts, with the occasional recognizable syllable interspersed throughout the transmission. Ben thought he picked out ‘dentify’ from the mess, but he wasn’t sure. There was a long moment of silence on the bridge.
“What the hell was that?”
When no one had any answers for him, Ben tapped his command console and recorded a new message to broadcast.
“This is Captain Alvarez of the USCS Aurora. Unidentified ships, please clarify. Your transmission is badly garbled. We did not receive your identification. You are still trespassing in Commonwealth space and are on an unauthorized course towards Jupiter. Begin decelerating immediately and re-identify yourselves.”
He wouldn’t admit it to the crew, but Ben was profoundly unsettled. Something was deeply, deeply wrong about this whole situation. Not only was he vastly outnumbered by these things, but they were unwilling to communicate properly. He was almost believing this whole thing was some kind of bizarre prank.
“How much longer before we can get a decent visual on these things?
“Any moment now, sir.”
A new transmission arrived just then, and Ben had it played back immediately. This time, instead of almost bovine bleats and grunts, the sounds coming over the speakers were mostly intelligible. Or, they would have been, if any of the syllables were in the right order. It was almost like a toddler was rattling off all of his new favorite sounds, spitting them out in a random order and not knowing how they went together. There were still a few heavy grunts sprinkled in, just for good measure.
Before Ben could process this new joke of a transmission, the contacts finally started slowing. In a matter of moments, the strange wall of contacts was hanging lazily in Jupiter’s orbit, barely moving fast enough to keep their orbit from decaying. They were still in perfect formation.
“Huh. Well, I guess that’s something.”
With nothing to do but sit back and wait as his ship closed the distance, Ben tried to relax and began running over all of the possibilities in his mind of what the new contacts could be. He came up with nothing. Well, nothing feasible, anyway. He took a series of long, calming breaths, trying to clear his mind and focus. This was no time for his imagination to be running wild. But he couldn’t shake the feeling that logic was failing him. Something was off. Something…
“Captain, bringing visual of the unknown contacts up on screen now.”
Ben actually felt his jaw drop. Every contact on his display was clearly a ship. Most were long and spindly, wrapped in layers of some kind of highly reflective armor; a fleet of crystalline arrows hanging in the darkness. The two largest contacts, which Ben had just moments ago thought were too big to be ships, were large enough on the screen for him to clearly see details. In addition to their immense size and strange armor, both ships were dotted with what were clearly weapons platforms, though what kind, Ben couldn’t tell.
Noticeably, almost all of the ships on his screen were heavily damaged. Chunks were missing from some ships, and most had deep lines gouged into their hulls. Any form of decorative paint or markings had been burned away. Something had put these ships through absolute hell. But still, the damage could not take away entirely from the elegance of the ship’s designs. They were graceful and sleek, completely different from anything Ben had ever seen before.
It was all so different. So strange. So very, very… Alien.
Despite every effort he had made to avoid the word, it finally forced itself to form inside Ben’s mind, and forced him to acknowledge the reality that legitimate, extra-Solar life was hanging in the darkness in front of him. It forced him to acknowledge the screams he had been suppressing in the back of his mind. The screams of his imagination crying out in glorious triumph over reality. And with those screams came a deluge of accompanying thoughts and emotions.
He was a child again, staring up at the stars above Armstrong and wondering what else, and who else, was out there. He was a teen again, signing his name to the Academy enrollment paperwork, determined to get out there between the stars and see the galaxy himself. He was a young officer again, screaming and pleading with the Admiralty to at least consider a modern First Contact scenario. He was sitting in his command chair now, hurtling towards honest-to-god aliens, all of his dreams made manifest in an instant. He was overwhelmed. He was terrified.
And he had never imagined that he could feel such elation.
It was the young warrant officer at the coms that snapped Ben out of his reverie. “Sir, the contacts are hailing us on all standard channels, requesting a video feed.” She sounded very, very nervous.
Ben immediately stood up, straightening his uniform as best he could. “If they’re anything less than genocidal monsters, I’m going to offer them aid and repairs. As long as they’re peaceful, there’s no reason not to extend them the full hospitality of humanity.”
“Ben,” Alexi asked, clearly choosing his words carefully, “Are you sure that’s the… Wisest course of action? How will the Admiralty respond to Goddamned alien ships docking at Hephaestus?”
“Alexi, in the 250 years the Commonwealth has existed, the First Contact protocols haven’t been updated since the charter was signed. No one has cared. This has been nothing but a fantasy for most people. I am NOT letting this opportunity get away. Every child that has ever looked up at the stars and wondered finally got an answer, and I will not waste this moment. We’re making friends, the Admiralty and the government be damned.”
“You do realize you’re potentially deciding the fate of our entire species on a whim, right?”
“Is there someone else you’d prefer to have making this call?”
Alexi, apparently deciding that there was not, stood up and straightened his uniform, standing next to his friend as he ordered the connection of the video feed. The channel connected, and the human bridge crew found themselves looking at the bridge of a ship crewed by not one, but three alien races.
The largest alien in the center of the screen opened its mouth to speak. This time, instead of bleats and grunts, a choppy, mechanical voice that didn’t sync up to the alien at all proclaimed from the bridge speakers in broken, stuttering English: “I. Am Admiral. Halon. Va. Of the Federation of. Sentient Races. Greetings and. Welcome. To the. Galaxy.”
Ben couldn’t suppress his smile.
“On behalf of the United Solar Commonwealth, and all of Humanity, greetings, and welcome to Sol. Your ships look like they’ve had a bad time on your way here. If there’s any way we could aid with your repairs, we’d be happy to help.”




Slave 782 slammed his right appendage onto the control console hard enough to rupture his outer membrane and smear ichor over the panel. It had been four days since the battle in the nebula, and with the latest round of reports, he finally had to admit that the rest of the Federation fleet had escaped him.
It was a minor frustration, all things considered, but the escape prevented this from being a total victory. Still, he had proven his worth to his owners in this battle, and his experiments with the Zelnassi had paid dividends beyond his wildest imagination. He had earned a command today, and with every success in that command, his ability to bargain for his people's freedom only increased. For what he would be asking, it might take the total defeat of the Federation to earn that kind of leverage. Also frustrating, but not a task that he couldn’t handle. It would be a long war, he was sure, but like his owners, he was patient.
He would earn his freedom, even if it meant reducing the entire Federation to glass.


Author Wiki
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submitted by STATICinMOTION to HFY [link] [comments]

Subreddit News, Tournaments, and some CCU Mythbusting

Greetings Warriors!
Now that the (green) smoke has settled from the Y4S2 and the CCU landing, we thought now would be a good time to do a quick subreddit news post, as there are a few things to catch you up on - before Y4S3 arrives and there is more news to take the sticky post slot!

Upcoming Tournaments

First up, there are a number of tournaments happening in the next few weeks. Slayscion Gaming are returning with 4v4 and 2v2 tournaments on PC, in EU and NA regions in the next few weeks! And if you didn’t get chance to watch the last 4s tournament, you can watch the VOD of The Arena’s cross region dominion tournament last weekend here. Remember to keep an eye on Battlefy.com for upcoming For Honor events! Ubisoft have announced that the PC Dominion Series will be starting up next season, so now is an excellent time to get into competitive tournament play, and practice for the big tournaments on the horizon!

New Mods

Next, I’d like to welcome two new mods to the team, u/SenpaiKaplan (SenKa) and u/DaniUsagi. I’m sure regular readers will recognise these two, as they are both frequent contributors to the sub, with many interesting tech posts between them. We’ve been seeing a big increase in viewers and posts since the CCU, and their help and expertise will be much appreciated! Please give them a warm welcome!

Poll Posts have been disabled

Since Reddit added the new Poll option on posts, we have seen a big influx of these posts, and unfortunately 90% of them have been very low effort, normally just a title and a binary choice, which we have had to remove. Adding a “no low-effort polls” clause to rule 6 hasn’t helped with that situation, so we have decided to disable the option entirely. If you do still want to do poll the readers here as part of a discussion post, or want to gather data to find opinions on a specific question, you are welcome to include links to external survey sites (like surveymonkey or google forms) in text posts - we are only trying to cut down on low-effort posts, not genuine use of poll for interesting content.

Info Hub Update

The Info Hub has been updated with all the changes from the CCU and the follow-up patches, including the 3 new executions, new punishes, balance information on each character, and an All Attack Properties sheet which allows you to compare attacks across the cast, and contains lots of data that doesn’t fit on the individual character sheets (like hit reactions for example). We are still in the process of revamping the General Info sheet, and an update to the Viability Tables is also in the works, now that there has been a decent amount of time since the CCU for the meta to stabilise. Also planned is addition of frame advantage sections on some moves for which it is particularly relevant.
If you spot any errors, outdated info, or have requests for information you’d like to see included in the hub, please let us know by commenting on the hub itself, messaging me or the mod team as a whole, or contacting one of us on discord.

Some CCU Mythbusting

Since the CCU update, I have seen a few persistent bits of misinformation floating about, and I’d like to take this opportunity to bust a few of these myths:
That’s all Warriors, thanks for reading, and see you on the battlefield!
submitted by The_Filthy_Spaniard to CompetitiveForHonor [link] [comments]

A Guide to using the Steam Controller in 2020 (Guide and support thread).

A Guide to using the Steam Controller in 2020 (Guide and support thread).
Hey there! My name is Spork, and I'll be guiding you on how to use (or keep using) the Steam Controller for Rocket League. After Rocket League was taken off the steam store, I figured old or new players could use a guide on how to use the SC (steam controller) on both PC launchers.
Even if you don't use the steam controller, I encourage you to read and upvote this post. ***MODS, STAY AWAY FROM THE DELETE BUTTON FOR ONE SECOND***. I am not asking for karma or internet clout. I ask people to upvote this post so that people looking for this guide on google can see it and make their day easier. *This guide also includes details that can help your controller problems when transitioning to the EG launcher (i'm looking at you, Nintendo Switch Pro Controller).\*
I have around 300 hours of use with this thing, and I'd like to say I'm pretty familiar with how it works and I want to help you out.
There are 2 guides for this controller, one for the Steam platform and one for the Epic Games platform.

It's Glorious.

Steam Launcher Guide

If you bought the game previously on steam, great! Your controller will be much more powerful and easy to use. Here's a brief guide on customizing your steam controller for Rocket League:
Steam Controller Configuration VS In Game Bindings
Using a generic gamepad configuration
One of the benefits to using the steam controller is that it works with virtually EVERY game due to what I like to call Dynamic Firmware Customization. Using the controller configuration tool in Big Picture mode, you can change the bindings that the controller will emulate. For instance, if you want to play a game that doesn't support controllers, you can change your bindings to emulate a keyboard or other device. The best part is, Steam will automatically update the firmware of your controller to match these bindings, which means there is no external communication through steam. Essentially, your computer thinks that the steam controller is actually a keyboard and therefore communicates with your game directly. This can help reduce latency with the game that you're playing. However, Steam must be open for this to work, otherwise it acts as an HID device with very basic keyboard/mouse inputs called "Lizard Mode". (See https://www.pcgamingwiki.com/wiki/Controller:Steam_Controller for details). There are some technical workarounds, but I don't bother with them.
So, when you launch up rocket league, your steam controller will load up a default configuration (most likely XInput) to act as a generic gamepad. (There is one exception to this, but I'll cover that later). By default, the Grip buttons are set to A, X, B, or Y. Personally, I like to set them to bumpers for air roll and powerslide. Here is an example of my configuration:
Don't worry about anything that looks confusing like \"Action sets\". These settings can be useful only when you are very familiar with your controller.
You'll see that I've set each button on the controller to act as a normal gamepad. Each button is bound to a controller output instead of an In-Game action. The steam controller will act as a normal gamepad, meaning that you can change your actual in-game actions in the Rocket League settings.
Additionally, you can upload your configs to share with others. If you want to browse these configs, just click X on this screen to see configurations the community is using.
You can customize your controller in this way by navigating to this screen:

Don't worry about Controller Options, they are on default settings. The real changes you can make in that menu are related to Steam In-Game Input mentioned later.
The best part is, you can customize other controllers this way as well (but it isn't optimized with real-time firmware changes like the steam controller). To do this, simply navigate to your settings on the default Big Picture homepage and go to Controller settings. From there you can enable "Xbox Configuration Support", "PS4 Config Support", etc.
It's also possible to change these settings in game using the Big Picture steam overlay. Just click the steam button (also known as the guide button) to bring up the steam overlay. You will see a controller configuration option in the menu. (Note: you must launch your game from big picture mode for this to work).
Using Steam Input
Rocket League also supports something they call "Steam Input". This means Rocket League allows you to configure your in-game controls using the steam configuration tool. When this setting is enabled, your configuration will look like this:

Notice now that the controller config changes actual in-game actions rather than a controller input.
This allows for fuller customization of your in game controls using actual in game actions instead of controller bindings. For instance, here is a config I made experimenting with Gyro controls for mid air movement:

This configuration allows me to move my car in midair by physically rotating and moving my controller, without pressing any buttons.
If you want to change your config to or back from Steam Input, just follow these steps:
1: Click X on the config screen to browse configs.
2: Select the "(LEGACY) Official Psyonix Bindings" for normal gamepad emulation, or select "Rocket League Standard Controls" for steam input. If you have a previous configuration using steam input or regular input saved to your account, you can switch to these configurations as well.
https://preview.redd.it/rssop1diyjq51.png?width=1920&format=png&auto=webp&s=6a436748fde0deb49dd8f5502c8e6a2342a380d6
There is one downside to using steam input: latency and lag. Because your game now has to communicate with steam to get your inputs (instead of communicating directly with your controller) it takes more time to register an input. Additionally, the game will require more resources to communicate with steam in the first place and can make your game slower. I recommend using a generic gamepad configuration for this reason, but if it doesn't bother you, go for it. If you wish to completely disable steam input, navigate back to the controller setting screen I showed before:

https://preview.redd.it/8m7zh7cgzjq51.png?width=1920&format=png&auto=webp&s=cd8231b7a9b917588565691f335fdc63012d510e
Navigate to the setting highlighted and change it to "Forced Off".
https://preview.redd.it/3fsjo9n6rkq51.png?width=1920&format=png&auto=webp&s=31eeee245883b675688b4c11785188f6098c58f1
This will make it so only generic gamepad configurations work with rocket league. If you need more help with this topic, psyonix has a support article here: https://support.rocketleague.com/hc/en-us/articles/360015501594-Steam-Controller-Configuration-Beta-
That's it to using the steam controller on the steam version of Rocket League! If you want to know more about the steam controller, there are many guides on YouTube to help you customize your controller further.
EDIT: Something important to note that was brought up by u/TheLadForTheJob is that using the big picture steam overlay can have an impact on performance in you game. I recommend that you launch the game in big picture mode when customizing your controller, but outside of that launch the game OUTSIDE of big picture mode for a boost in performance.

Epic Games Launcher Guide

Now, obviously, the Epic Games version of Rocket League does not recognize the steam controller as a gamepad. It's hard to set up the steam controller to work with games that use launchers since the application launch script is different than, say, a DRM-Free application. It is possible to use the steam controller for the EG version of Rocket League, but not in the way you think.
I tested several different methods with the EG version of Rocket League and these were the best solutions I could find.
Edit: The best option is to download and use SteamGridDB Manager, an application that automatically adds games from your other launchers into your steam library and launches them with the right scripts. I've tested the most recent build of this app (0.4.2) with Rocket League and it works flawlessly. It will add a Non-Steam game to your library that will launch rocket league with the right scripts so you have access to online play and the EG online services. You can follow the guide about using a generic gamepad configuration in the steam guide above to customize your controls after you add the EG version of rocket league with SteamGridDB Manager. The launch process is a lot simpler than the solution below. If you want to know more about how to use this app, visit https://www.steamgriddb.com/manager to learn more. However, if you don't want to use this application, feel free to follow the guide below:
ADD THE EPIC LAUNCHER AS A NON-STEAM GAME:
Many people when trying to use the steam controller with games from other launchers like epic games, they'll navigate to the .exe file of their game and add it as a non-steam game to their library. This works (at least for me) about 1/5th of the time. It flat out doesn't work with Epic; if you try to launch the RocketLeague.exe file that epic installed, it won't connect you to the online service.
What you'll want to do is add the epic games launcher to your steam library as a non steam game. This allows you to run the epic games launcher with predetermined configurations using steam. When you launch it, it'll tell the controller to switch configurations and act as a gamepad. Then, when you launch Rocket League from the Epic Games launcher, it will be recognized as a controller.
The steps are as follows:
1: Navigate to the bottom left of the Steam window and click ADD A GAME, then click Add a Non-Steam Game...

https://preview.redd.it/4f7psyu2lkq51.png?width=310&format=png&auto=webp&s=122911b18df1d45f114f259f53750f7601da8d32
Once the window is open, select the Epic Games Launcher:

If the Epic Games Launcher does not show up in this list, click BROWSE... and navigate to the .exe file of the launcher (EpicGamesLauncher.exe). A common filepath for the launcher is C:\Program Files (x86)\Epic Games\Launcher\Engine\Binaries\Win32 or Win64.
Once you've added the Epic Games Launcher to your steam library, click on it and select Controller Configuration. (This setting might not appear if your steam controller is not on. If the controller is on and you still don't see it, launch in big picture mode and follow the instructions found in the Steam Launcher portion of this guide for configuring your controller.

https://preview.redd.it/p8ydzbb2nkq51.png?width=1074&format=png&auto=webp&s=f16db4941a1c819cab40bb5795c66bfd84c9564b
You should now see this screen in a window:

https://preview.redd.it/we60yb2fnkq51.png?width=1270&format=png&auto=webp&s=6b9a7e6e9bdbb55c4991f3145422850616963921
Make sure to click "BROWSE CONFIGS", then TEMPLATES, then scroll until you see a configuration that is named "GAMEPAD". Apply that configuration so that it looks similar to the picture above. From here, you can change your controller bindings (ex in the picture I changed the grip buttons to be each bumpers). Make sure to export your config and save it as a personal binding in case something happens to it.
Click DONE to save your config and exit this window. Once you have done this, you will be able to play Rocket League using the steam controller on the Epic Games Launcher!
Make sure to launch the epic games launcher from Steam:

If you don't launch it from steam, the controller config may not work.
Then, launch rocket league from the Epic Games store with your mouse and/or keyboard. Once you load into the game, the steam controller should be recognized as a gamepad instead of a mouse and keyboard!
While I've made this guide specific to the steam controller, This guide may also work with other gamepads that the Epic Games Launcher does not recognize. If it can be recognized by Steam and is configurable (ex: the Nintendo Switch Pro Controller), these steps can be repeated to get your gamepad working with the EG version of Rocket League. I will try to post a Nintendo Switch Pro Controller-specific guide to help those transitioning to the EG launcher or brand new players that want to play on a computer instead.
Edit: u/TheLadForTheJob posted a comment detailing how you can shorten the launch process with specific launching scripts attached so it launches rocket league automatically. This is similar to the SteamGridDB Manager solution, but without the actual application. I encourage you to check out his comment: https://www.reddit.com/RocketLeague/comments/j3kk85/a_guide_to_using_the_steam_controller_in_2020/g7f1pbz?utm_source=share&utm_medium=web2x&context=3

Conclusion

I hope you found this guide helpful! If you have any questions, feel free to post a comment and we will try to help you out. I've tried to make this guide as comprehensive as possible, but if you think I missed something or got something wrong, post it in the comments so I can edit this guide.
Feel free to share your steam controller configurations as well to help new players!
Your friend,
SPORK
submitted by TheQuintessent to RocketLeague [link] [comments]

Bug Fables is Paper Mario TTYD but a little better AND a little worse - and that's high praise!

Lil intro:
So Bug Fables: The Everlasting Sapling is an indie game, put together by Panamanian dev duo Moonsprout Games, to follow the legacy of the original two Paper Mario games. Now as someone who would name Paper Mario 2 in my top 5 games since it came out in 2004, I'm happy to report Bug Fables is an excellent successor to that legacy and the few negative comparisons that can be made seem to me to be the result of the difference in scale of available resources between Nintendo and Moonsprout.
The prologue and first chapter introduce the explorers league and the three main characters who enlist together to further their own goals, which are given time to gestate while the world and characters are established. The player characters, a standard trio of an honour-bound knight, a feisty rogue, and a dry humoured, aloof mage, are tasked with adventuring across the lands of Bugaria to collect MacGuffins by the Ant Queen's royal blade Maki. This typical plotline is interrupted and diverted in interesting ways, and the trio of different attitudes keep the dialogue fresh. It's especially nice to see the trio's dynamic shifting as they grow closer. All this to say the writing is about on par with Paper Mario 2, what it lacks in (comparative!) charm it makes up with in coherence.
The better:
There's a lot in this game that could be pulled pretty directly from its inspirations, but in many cases those ideas have been reinterpreted to suit Bug Fable's setting, characters, and unique aspects. This starts with the three main characters allowing a good amount of customization via levelups and badges, which in turn allows for a large variety of strategies to be employed in combat. This is improved by Bug Fables excellent badge selection; very few (often expensive) badges only add power and most badges include trade-offs or otherwise incentivize normally unusual strategies. This deeply strengthens the customization by eliminating the obvious choices for all situations that the Paper Mario games had.
Another large improvement was the use of the trio with the Tattle function, allowing every NPC, enemy, and room to be an opportunity for optional characterization between the teammates. Comparatively, in the Paper Mario games this characterization was limited to Goombario and Goombella, with cutscenes being the only chance other partners could be characters at all - often interchangeably. Often in Bug Fables I would extend a boss fight just so I could hear each of the trio's reaction to the enemy.
Beyond that, many features just seem so much more streamlined than in the Paper Marios: the transit systems fit better into the world and were available sooner though money-gated early on to preserve difficulty, the game economy was balanced to allow for resource scarcity or exploitation without either being tedious as well as having purchases worth saving up for, and a lot of freedom in where and how to travel is given remarkably early on which allows for certain items or badges to be rushed. Best of all, a lot of the lore, world building, and characterization is optional, allowing for uninterested players, replayers, or speedrunners to bypass many walls of text. So many features like these struck me as something a dev would include in a post-release patch, and they make the game much smoother to play.
Lastly, the biggest improvement for me was the difficulty: after the first battle a zero cost Hard Mode badge becomes an option, which keeps the battles threatening til lategame. This is such an important improvement as it turns the early game into a resource balancing act, which encourages thoughtful battling, using the cooking system, and creating badge builds. Unlike in Paper Mario, items are relevant all game long with the best items being simple, if expensive, cooked items that won't win fights on their own. Also, superblocking reduces damage by 1 more than blocking, removing the binary "all or nothing" aspect of superguarding. The only times combat felt unfair was when one enemy had an unpreventable, single target status effect which twice caused me to lose by unluckily targeting my buffed bug, and another when a rapid shot status ailment attack one-shot my tank after a marathon of battling. Additional difficulty options are also available, tho I haven't play around with them yet.
The worse:
The "in the field" controls are somewhat finicky, especially when the camera angle in large or curved rooms adjusts as you move. Additionally, most field skills are usable 360 degrees around the leading character, as opposed to Mario skills which usually are restricted to Mario's direct left or right. This can lead to some spatial confusion, as positioning 2D character models to use 2D animations in a 3D environment can be frustrating - dodging enemy shots while trying to engage in combat comes to mind.
This is also true of several platforming puzzles; solving the puzzle was frequently much easier than executing the solution. While this was barely an issue that took longer than a minute, I could see how it could be frustrating, especially without certain badges.
I also felt that a lot of the decorations in areas could have questionable physics models. Poking around behind foreground or midground items could feel awkward, as their meshes sometimes didn't feel like what the graphics reflected - especially when the item was large enough for the backside of the object to have to be assumed.
Lastly, some of the side content felt unfleshed-out: interesting characters used for a single fetch quest or function, cool side areas with a single purpose, or just unused potential like a sea with two islands. Add to this that the enemy variety was good for the story (exactly one instance of palate swaps, and one area of mostly reused enemies) but lacking for side areas, and my biggest problem with the game is there isn't slightly more of it.
Also:
The music is consistently great, with very few songs not memorably contributing to an area/event's mood. Midway thru the game, the battle music changes to reflect the upped stakes and that's just great. Snakemouth Den and several boss tracks being standouts for me.
Conclusion:
With Bug Fables being an indie dev game as well as a first release its possible the 1.1 patch and/or DLC could change some of the rougher parts, but even besides this it is a solidly great game within the genre. With a bit of sequel baiting sprinkled into the endgame, I'm very impressed by Moonsprout and I may actually change my Sticker Star created rule to never, ever preorder once Bug Fables 2 is announced. If the improvement between this game and its sequel is as big as between the Paper Marios, it could easily be my favourite game of all time.
submitted by OberstScythe to patientgamers [link] [comments]

C++ Lesson 0 - Development Environment

Ok, so for my first "tutorial", I’m going to teach you how to set up your development environment. I’ll run through the installations of compilers and editors for Linux, macOS and Windows platforms, but first I want to start with my setup as that is what I recommend. I use a Raspberry Pi 4 that I can remote into to compile and develop code on. It is a very capable machine if you ditch Raspberry OS and instead use Ubuntu. If you guys want, I can make another post telling you how to set one up and configure it for remote access.
Windows:
As sad as it is, windows dominate 80% of the market share when it comes to computer operating systems. It’s actually kind of stupid how such buggy software can be so popular but that’s just my opinion. Setting up your environment on Windows is actually remarkably easy. There is this IDE called Code::Blocks. Simply go to this link:
http://sourceforge.net/projects/codeblocks/files/Binaries/20.03/Windows/codeblocks-20.03mingw-setup.exe
download the installer and run it. Then you’re done. You can start writing code straight away. For these series I will be working with the Unix command line. So when I compile the code using the command line, you can simply click the “build and run” option from the IDE and it will automatically compile and run your code.
Linux:
If you’re a Linux user, you probably already know how to set up your environment, but just in case you don’t know I will run through it now. The first thing you want to do is update you repos and upgrade them. So, enter the following two commands:
sudo apt-get update
sudo apt-get upgrade
Please note that the sudo commands is essentially asking the terminal for root privileges. You need to enter your password in order to execute the commands. Now we need to install g++. This is done with:
sudo apt-get install g++
when prompted to, press ‘y’ and hit enter.
Let the command execute and GCC will be installed. Now, as I mentioned, I will be using the command line. If you want to just copy and past the commands I use to compile and run the code, you will need to be in the same working directory as me. To create this directory, enter the following command:
sudo mkdir ~/cpp_code
This will create a folder called ‘cpp_code’ is the home directory. This is base folder for out tutorial series and each lesson will have their own folder.
Your editor. Simple. Use whatever text editor you want. I know some purists out there will demand that using a command line text editor is the only way to code. Poppycock. Why over complicate matters unnecessarily. Every operating system has a text editor installed and that will suffice when writing C++ code. You just have to make sure that all the files are saved with the extension ‘.cpp’.
macOS:
Finally, all you Mac users out there. Thankfully, macOS is built upon unix, which means quite a few of the commands are the same as the Linux system. The first thing we have to do, however, is install a package manager. Homebrew is by far the best and is the one I use. To install it, execute the following command:
/bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/masteinstall.sh)"
You will be asked to enter your password and then the installation will start. Once this has been completed, you can use the command ‘brew’ to install applications through the command line. So now you can install ‘gcc’ using the following command:
sudo brew install gcc
And then you’re done. Now use the same commands as the Linux users to set up the development folders. Now, your editor. You can simply use the text editor built into the macOS system to write your code. Just make sure you save all the files with the ‘.cpp’ extension.
And we’re done. Your systems should now be able to write, compile and run C++ code. This was my first ever tutorial so I would greatly appreciate any feedback on what I did right and wrong and how I could improve. Also, please ask as many questions as possible. Thank you.
submitted by Armature89 to ProgrammingBuddies [link] [comments]

How to generate (relative) secure paper wallets and spend them (Newbies)

How to generate (relative) secure paper walletsEveryone is invited to suggest improvements, make it easier, more robust, provide alternativers, comment on what they like or not, and also critizice it.
Also, this is a disclaimer: I'm new to all of this. First, I didn't buy a hardware wallet because they are not produce in my country and I couldnt' trust they are not tampered. So the other way was to generate it myself. (Not your keys not your money) I've instructed myself several weeks reading various ways of generating wallets (including Glacier). As of now, I think this is THE BEST METHOD for a non-technical person which is high security and low cost and not that much lenghty.
FAQs:Why I didn't use Coleman's BIP 39 mnemonic method? Basically, I dont know how to audit the code. As a downside, we will have to really write down accurately our keys having in mind that a mistype is fatal. Also, we should keep in mind that destruction of the key is fatal as well. The user has to secure the key from losing the keys, theft and destruction.
Lets start
You'll need:
Notes: We will be following https://www.swansontec.com/bitcoin-dice.html guidelines. We will be creating our own random key instead of downloading BitAddress javascript for safety reasons. Following this guideline lets you audit the code that will create the public address and bitcoin address. Its simple, short and you can always test the code by inputting a known private keys to tell if the bitcoin address generated is legit or not. This process is done offline, so your private key never touches the internet.
Steps
1. Download the bitcoin-bash-tools and dice2key scripts from Github, latest Ubuntu distribution, and LiLi, A software to install Ubuntu on our flash drive (easier than what is proposed on Swansontec)

2. Install the live environment in a CD or USB, and paste the tools we are going to use inside of it (they are going to be located in file://cdrom)

  • Open up LiLi and insert your flash drive.

  • Make sure you’ve selected the correct drive (click refresh if drive isn’t showing).
  • Choose “ISO/IMG/ZIP” and select the Ubuntu ISO file you’ve downloaded in the previous step.
  • Make sure only “Format the key in FAT32” is selected.
  • Click the lightning bolt to start the format and installation process
  • [https://99bitcoins.com/bitcoin-wallet/pape\](https://99bitcoins.com/bitcoin-wallet/pape)

    3. Open the Ubuntu environment in a offline computer that will never touch the internet again (there is some malware that infect the BIOS so doing it in your regular computer is not safe to my understanding)

    Restart your computer. Clicking F12 or F1 during the boot-up process will allow you to choose to run your operating system from your flash drive or CD. After the Ubuntu operating system loads you will choose the “try Ubuntu” option.
    4. Roll the dice 100 times and convert into a 32-byte hexadecimal number by using dice2key

    To generate a Bitcoin private key using normal, run the following command to convert the dice rolls into a 32-byte hexadecimal number:source dice2key (100 six-sided dice rolls)

    5. Run newBitcoinKey 0x + your private key and it will give you your: public address, bitcoin address and WIF.Save the Private Key and Bitcoin Address. Check several times that you handwritten it correctly. You can check by re entering the code in the console from your paper. (I recommend writing down the Private Key which is in HEX and not the WIF since this one is key sensitive and you can lose it, or write it wrong. Also, out of the private key you can get the WIF which will let you transfer your funds). If you lose your key, you lose your funds. Be careful.
    If auditing the code for this is not enough for you, you can also test the code by inputting a known private keys to tell if the bitcoin address generated is legit or not.
    I recommend you generate several keys and addresses as this process is not super easy to do. Remember that you should never reuse your paper wallets (meaning that you should empty all of the funds from this one adress if you are making a payment). As such, a couple of addresses come handy.
    At this point, there should be no way for information to leak out of the live CD environment. The live CD doesn't store anything on the hard disk, and there is no network connection. Everything that happens from now on will be lost when the computer is rebooted.
    Now, start the "Terminal" program, and type the following command:
    source ~/bitcoin.shThis will load the address-calculation script. Now, use the script to find the Bitcoin address for your private key:
    newBitcoinKey 0x(your dice digits)Replace the part that says "(your dice digits)" with 64 digits found by rolling your pair of hexadecimal dice 32 times. Be sure there is no space between the "0x" and your digits. When all is said and done, your terminal window should look like this:
    [email protected]:~$ source ~/[email protected]:~$ newBitcoinKey 0x8010b1bb119ad37d4b65a1022a314897b1b3614b345974332cb1b9582cf03536---secret exponent: 0x8010B1BB119AD37D4B65A1022A314897B1B3614B345974332CB1B9582CF03536public key: X: 09BA8621AEFD3B6BA4CA6D11A4746E8DF8D35D9B51B383338F627BA7FC732731 Y: 8C3A6EC6ACD33C36328B8FB4349B31671BCD3A192316EA4F6236EE1AE4A7D8C9compressed: WIF: L1WepftUBemj6H4XQovkiW1ARVjxMqaw4oj2kmkYqdG1xTnBcHfC bitcoin address: 1HV3WWx56qD6U5yWYZoLc7WbJPV3zAL6Hiuncompressed: WIF: 5JngqQmHagNTknnCshzVUysLMWAjT23FWs1TgNU5wyFH5SB3hrP bitcoin address: [email protected]:~$The script produces two public addresses from the same private key. The "compressed" address format produces smaller transaction sizes (which means lower transaction fees), but it's newer and not as well-supported as the original "uncompressed" format. Choose which format you like, and write down the "WIF" and "bitcoin address" on a piece of paper. The "WIF" is just the private key, converted to a slightly shorter format that Bitcoin wallet apps prefer.
    Double-check your paper, and reboot your computer. Aside from the copy on the piece of paper, the reboot should destroy all traces of the private key. Since the paper now holds the only copy of the private key, do not lose it, or you will lose the ability to spend any funds sent to the address!
    Conclusion
    With this method you are creating an airgapped environment that will never touch the internet. Also, we are checking that the code we use its not tampered. If this is followed strictly I see virtually no chances of your keys being hacked.
    How to spend your funds from a securely generated paper wallet.
    Almost all tutorials seen online, will let you import or sweep you private keys into the desktop wallet or mobile wallet which are hot wallets. In the meantime, you are exposed and all of your work to secure the cold storage is being thrown away. This method will let you sign the transaction offline (you will not expose your private key in an online system).
    You'll need:
    The source of this method is taken from CryptoGuide from Youtube https://www.youtube.com/watch?v=-9kf9LMnJpI&t=86s . Basically you can follow his video as it is foolproof. Please check that Electrum distribution is signed.
    The summarized steps are:
    Download Electrum on both devices and check its signed for safey.Disconnect your phone from the internet (flight mode= All connections off) and input your private key in ElectrumGenerate the transaction in your desktop and export it via QR (never leave unspent BTC or you will lose them)In your phone, open Electrum > Send > QR (this will import the transaction) and scan the desktop exported transactionSign the transaction in your phone.Export the signed transaction in QRLoad the signed transaction in the desktop Electrum and broadcast it to the network.Wait until 3 confirmations to connect your phone to the internet again.
    Ideas for improvement:
    So thats it. I hope someone can find this helpful or help in creating a better method. If you like, you can donate at 1Che7FG93vDsbes6NPBhYuz29wQoW7qFUH
    submitted by Heron-Express to Bitcoin [link] [comments]

    Version Control in Game Development: 10 Vague Reasons to Use It

    Version Control in Game Development: 10 Vague Reasons to Use It
    Whether you’re a AAA development shop or an indie programmer, building a game will surely take more than just a couple of weekends. Many things can happen between the inception of the game and the time it will be released. To track and manage these changes, developers use version (source) control. Let's talk about version control, branching, and how to select the best version control system.

    https://preview.redd.it/br064yidj0z51.jpg?width=2190&format=pjpg&auto=webp&s=16b91701114c2e185a7e33bde1bebf2634cb396e
    The software development process is a long and arduous road. Changes might be introduced to the game mechanics, the admin part of the game, or practically anywhere, especially, if you develop a GaaS product.
    These changes need to be tracked. Indeed, you don’t want to simply copy the entire folder of the game project and save it under a different name (like mycoolgame_v02). You will need version management. That’s what version control systems are for.

    What is version control?

    Version control is the practice of tracking and managing changes to the code base. Version control systems provide a running history of how the code changes. Using version control tools also helps to resolve conflicts when merging contributions from multiple sources.

    What is source control?

    Source control and version control are practically interchangeable, but to put a fine point to it, version control is a more general term. Source control systems typically manage mostly textual data — source control typically means source code or program code. On the other hand, version control refers not only to the source code but also to the other assets of the game app, like images, audio, and video resources.

    Branching

    When you think of a branch, you’d typically picture a fork-like structure. Initially, there’s only one path, but then the paths diverge. That’s essentially what a branch is in source control lingo.
    As you build your game app and expose it to testers, QA, and other stakeholders, they will give input that may force you to introduce changes to the game’s source. Most of the time, the changes will be small, but the changes will sometimes be massive. These large changes are inflection points to the development process. This is typically where you decide to branch.
    The purpose of branching in version control is to achieve code isolation. You’re branching probably because the new branch represents the next version of the game, or it could be something smaller, like “let’s fix bug number 12345”. Whatever branching method you choose, you’ll need a version control.

    https://preview.redd.it/693agxrej0z51.png?width=640&format=png&auto=webp&s=1a9672b8137f9a53968d6b4159269559b67db644

    Why use version control in game projects?

    #1 - Code backup

    Source control, especially a remote repository, is a backup for your code. Indeed, you don’t want your hard drive to be a single point of failure. Do you? What happens to 10 months of coding work if the drive gets fried? What if your server dies? Do you have an automated backup?

    #2 - Better team collaboration

    Share the code with other contributors and still be in sync with each other. If you’re not using source control, how will you work with other developers? Do you really want to use Dropbox or Google Drive to share source codes? How will you track each other’s changes? Version control systems take care of synching and resolving conflicts or differences with codes from multiple contributors.

    #3 - Roll back to the previous version

    Version control systems are a retreat strategy. Have you ever made breaking changes to the code and realized what a colossal mistake it was? If you ever want to go back, it’s a cinch to do that in a version control system.

    #4 - Experiments with zero risks

    It makes experimentation easy. Do you want to try something radical, but you don’t want to clutter or pollute your codebase? Branch. If the idea doesn’t pan out, just leave the branch and go back to the trunk

    #5 - Full audit trail

    Provides an audit trail for the codebase. You can go back to previous versions of the code to find out when and where the bugs first crept in.

    #6 - Better release management

    Monitor the progress of the code. You can see how much work is being done, by who, where, and when.

    #7 - Code comparison and analysis

    You can compare versions of your code. When you learn how to use diffing techniques, you can compare versions of your code in a side-by-side fashion.

    #8 - Manage different versions of the game

    Maintain multiple versions of your product. Branching strategies should help you maintain different versions of your game/product. It is a common practice for the developers to have at least a production version (free from bugs, well-tested) and a work-in-progress development version.

    #9 - Scaling the game projects and companies

    Are you an indie developer? Or you are employed by one of the game giants - Ubisoft, Tencent or King? Whatever project you are involved into at the moment, you may come to the point when you’ll need to deal with more teammates, run more tests, and fix more bugs. Version control software is an indispensable part of your game growth.

    #10 - Facilitate the continuous game updates

    Thinking about the previous point, how often do you plan to release your game updates? Do you plan to do it once a year, monthly or weekly?
    The more frequently you update your game, the more likely you’ll need to do the feature branching or release branching to minimize bugs and achieve flawless user experience. Not to mention if you select the games-as-a-service model.

    What to consider when selecting version control systems

    If you’re about to start a project and deciding which version control system to use, you might want to consider the following.
    1. Ability to support game projects. Some version control platforms are better suited for application development where most of the assets are textual (source codes), and some are better at handling binaryfiles (audio, video, image assets). Make sure your source control system can handle both.
    2. User experience. The source control platform must be supported by tools. If the platform is a CLI-only (command-line interface), it might be popular amongst developers, but non-dev people (artists, designers) might have difficulty using it. The tools have to be friendly to everybody.
    3. Ecosystem of tools and integrations. Does your CI/CD platform support it? Can Jenkins pull from this repo? Your version control system must play nice with the CI/CD apps in the age of continuous integration. Other questions to ask might be;
    • Can you hook it up with Unreal/Unity?
    • Do our IDEs support it?
    • Is it easy to connect it with Trello? Jira?
    1. Hosted or on-premise. Are there companies offering a hosted solution for this version control system? Or do you have to provision a server yourself and find a data center where to park it? Hosting an in-premise source control system has advantages. Still, it also carries lots of baggage like IT personnel cost, capital cost, depreciation cost, etc. In contrast, a hosted solution lets you avoid all those in exchange for a fee.
    2. Single file versioning ability. Can you check out only a single file, or do you have to download everything? Some version control systems force developers to download all the updates from a central server before you can share or see any change. This might be sensible for application code, but it may not make sense for a game app where some of the assets are large binary files.
    3. Access control. Does the system let you control who has access to what? How granular is the control? Can you assign rights down to the file level? Can you assign read but not write privileges to users for particular files?
    Some common version control systems are better at handling some of the things we stated above, and some are better at managing others. You may need to do a comparison matrix to select amongst the version control options.

    If you ask an application developer for recommendation, I’m almost sure they’ll tell you Git, Subversion, or CVS. These are heavy favorites of app devs. They’re open-source software and great at handling textual data, but they may be ill-suited for a game development project because of the way they handle BLOBS or binary files (which a game app has lots of).
    If you ask a game developer, you’ll get a different recommendation; game development projects have very different version control needs than application development projects. Should it be an independent software or a built-in feature in your database or CMS platform?
    How many people are involved in game development? How many databases? How are localization and content delivery done?
    Gridly features the built-in version control, which enables branching of the content datasets, tweak them in isolation and merge back to the master branch. Sign up for free and make your first branch.
    submitted by LocalizeDirectAB to u/LocalizeDirectAB [link] [comments]

    Forex Signals Reddit: top providers review (part 1)

    Forex Signals Reddit: top providers review (part 1)

    Forex Signals - TOP Best Services. Checked!

    To invest in the financial markets, we must acquire good tools that help us carry out our operations in the best possible way. In this sense, we always talk about the importance of brokers, however, signal systems must also be taken into account.
    The platforms that offer signals to invest in forex provide us with alerts that will help us in a significant way to be able to carry out successful operations.
    For this reason, we are going to tell you about the importance of these alerts in relation to the trading we carry out, because, without a doubt, this type of system will provide us with very good information to invest at the right time and in the best assets in the different markets. financial
    Within this context, we will focus on Forex signals, since it is the most important market in the world, since in it, multiple transactions are carried out on a daily basis, hence the importance of having an alert system that offers us all the necessary data to invest in currencies.
    Also, as we all already know, cryptocurrencies have become a very popular alternative to investing in traditional currencies. Therefore, some trading services/tools have emerged that help us to carry out successful operations in this particular market.
    In the following points, we will detail everything you need to know to start operating in the financial markets using trading signals: what are signals, how do they work, because they are a very powerful help, etc. Let's go there!

    What are Forex Trading Signals?

    https://preview.redd.it/vjdnt1qrpny51.jpg?width=640&format=pjpg&auto=webp&s=bc541fc996701e5b4dd940abed610b59456a5625
    Before explaining the importance of Forex signals, let's start by making a small note so that we know what exactly these alerts are.
    Thus, we will know that the signals on the currency market are received by traders to know all the information that concerns Forex, both for assets and for the market itself.
    These alerts allow us to know the movements that occur in the Forex market and the changes that occur in the different currency pairs. But the great advantage that this type of system gives us is that they provide us with the necessary information, to know when is the right time to carry out our investments.
    In other words, through these signals, we will know the opportunities that are presented in the market and we will be able to carry out operations that can become quite profitable.
    Profitability is precisely another of the fundamental aspects that must be taken into account when we talk about Forex signals since the vast majority of these alerts offer fairly reliable data on assets. Similarly, these signals can also provide us with recommendations or advice to make our operations more successful.

    »Purpose: predict movements to carry out Profitable Operations

    In short, Forex signal systems aim to predict the behavior that the different assets that are in the market will present and this is achieved thanks to new technologies, the creation of specialized software, and of course, the work of financial experts.
    In addition, it must also be borne in mind that the reliability of these alerts largely lies in the fact that they are prepared by financial professionals. So they turn out to be a perfect tool so that our investments can bring us a greater number of benefits.

    The best signal services today

    We are going to tell you about the 3 main alert system services that we currently have on the market. There are many more, but I can assure these are not scams and are reliable. Of course, not 100% of trades will be a winner, so please make sure you apply proper money management and risk management system.

    1. 1000pipbuilder (top choice)

    Fast track your success and follow the high-performance Forex signals from 1000pip Builder. These Forex signals are rated 5 stars on Investing.com, so you can follow every signal with confidence. All signals are sent by a professional trader with over 10 years investment experience. This is a unique opportunity to see with your own eyes how a professional Forex trader trades the markets.
    The 1000pip Builder Membership is ordinarily a signal service for Forex trading. You will get all the facts you need to successfully comply with the trading signals, set your stop loss and take earnings as well as additional techniques and techniques!
    You will get easy to use trading indicators for Forex Trades, including your entry, stop loss and take profit. Overall, the earnings target per months is 350 Pips, depending on your funding this can be a high profit per month! (In fact, there is by no means a guarantee, but the past months had been all between 600 – 1000 Pips).
    >>>Know more about 1000pipbuilder
    Your 1000pip builder membership gives you all in hand you want to start trading Forex with success. Read the directions and wait for the first signals. You can trade them inside your demo account first, so you can take a look at the performance before you make investments real money!
    Features:
    • Free Trial
    • Forex signals sent by email and SMS
    • Entry price, take profit and stop loss provided
    • Suitable for all time zones (signals sent over 24 hours)
    • MyFXBook verified performance
    • 10 years of investment experience
    • Target 300-400 pips per month
    Pricing:
    https://preview.redd.it/zjc10xx6ony51.png?width=668&format=png&auto=webp&s=9b0eac95f8b584dc0cdb62503e851d7036c0232b
    VISIT 1000ipbuilder here

    2. DDMarkets

    Digital Derivatives Markets (DDMarkets) have been providing trade alert offerings since May 2014 - fully documenting their change ideas in an open and transparent manner.
    September 2020 performance report for DD Markets.
    Their manner is simple: carry out extensive research, share their evaluation and then deliver a trading sign when triggered. Once issued, daily updates on the trade are despatched to members via email.
    It's essential to note that DDMarkets do not tolerate floating in an open drawdown in an effort to earnings at any cost - a common method used by less professional providers to 'fudge' performance statistics.
    Verified Statistics: Not independently verified.
    Price: plans from $74.40 per month.
    Year Founded: 2014
    Suitable for Beginners: Yes, (includes handy to follow trade analysis)
    VISIT
    -------

    3. JKonFX

    If you are looking or a forex signal service with a reliable (and profitable) music record you can't go previous Joel Kruger and the team at JKonFX.
    Trading performance file for JKonFX.
    Joel has delivered a reputable +59.18% journal performance for 2016, imparting real-time technical and fundamental insights, in an extremely obvious manner, to their 30,000+ subscriber base. Considered a low-frequency trader, alerts are only a small phase of the overall JKonFX subscription. If you're searching for hundreds of signals, you may want to consider other options.
    Verified Statistics: Not independently verified.
    Price: plans from $30 per month.
    Year Founded: 2014
    Suitable for Beginners: Yes, (includes convenient to follow videos updates).
    VISIT

    The importance of signals to invest in Forex

    Once we have known what Forex signals are, we must comment on the importance of these alerts in relation to our operations.
    As we have already told you in the previous paragraph, having a system of signals to be able to invest is quite advantageous, since, through these alerts, we will obtain quality information so that our operations end up being a true success.

    »Use of signals for beginners and experts

    In this sense, we have to say that one of the main advantages of Forex signals is that they can be used by both beginners and trading professionals.
    As many as others can benefit from using a trading signal system because the more information and resources we have in our hands. The greater probability of success we will have. Let's see how beginners and experts can take advantage of alerts:
    • Beginners: for inexperienced these alerts become even more important since they will thus have an additional tool that will guide them to carry out all operations in the Forex market.
    • Professionals: In the same way, professionals are also recommended to make use of these alerts, so they have adequate information to continue bringing their investments to fruition.
    Now that we know that both beginners and experts can use forex signals to invest, let's see what other advantages they have.

    »Trading automation

    When we dedicate ourselves to working in the financial world, none of us can spend 24 hours in front of the computer waiting to perform the perfect operation, it is impossible.
    That is why Forex signals are important, because, in order to carry out our investments, all we will have to do is wait for those signals to arrive, be attentive to all the alerts we receive, and thus, operate at the right time according to the opportunities that have arisen.
    It is fantastic to have a tool like this one that makes our work easier in this regard.

    »Carry out profitable Forex operations

    These signals are also important, because the vast majority of them are usually quite profitable, for this reason, we must get an alert system that provides us with accurate information so that our operations can bring us great benefits.
    But in addition, these Forex signals have an added value and that is that they are very easy to understand, therefore, we will have a very useful tool at hand that will not be complicated and will end up being a very beneficial weapon for us.

    »Decision support analysis

    A system of currency market signals is also very important because it will help us to make our subsequent decisions.
    We cannot forget that, to carry out any type of operation in this market, previously, we must meditate well and know the exact moment when we will know that our investments are going to bring us profits .
    Therefore, all the information provided by these alerts will be a fantastic basis for future operations that we are going to carry out.

    »Trading Signals made by professionals

    Finally, we have to recall the idea that these signals are made by the best professionals. Financial experts who know perfectly how to analyze the movements that occur in the market and changes in prices.
    Hence the importance of alerts, since they are very reliable and are presented as a necessary tool to operate in Forex and that our operations are as profitable as possible.

    What should a signal provider be like?

    https://preview.redd.it/j0ne51jypny51.png?width=640&format=png&auto=webp&s=5578ff4c42bd63d5b6950fc6401a5be94b97aa7f
    As you have seen, Forex signal systems are really important for our operations to bring us many benefits. For this reason, at present, there are multiple platforms that offer us these financial services so that investing in currencies is very simple and fast.
    Before telling you about the main services that we currently have available in the market, it is recommended that you know what are the main characteristics that a good signal provider should have, so that, at the time of your choice, you are clear that you have selected one of the best systems.

    »Must send us information on the main currency pairs

    In this sense, one of the first things we have to comment on is that a good signal provider, at a minimum, must send us alerts that offer us information about the 6 main currencies, in this case, we refer to the euro, dollar, The pound, the yen, the Swiss franc, and the Canadian dollar.
    Of course, the data you provide us will be related to the pairs that make up all these currencies. Although we can also find systems that offer us information about other minorities, but as we have said, at a minimum, we must know these 6.

    »Trading tools to operate better

    Likewise, signal providers must also provide us with a large number of tools so that we can learn more about the Forex market.
    We refer, for example, to technical analysis above all, which will help us to develop our own strategies to be able to operate in this market.
    These analyzes are always prepared by professionals and study, mainly, the assets that we have available to invest.

    »Different Forex signals reception channels

    They must also make available to us different ways through which they will send us the Forex signals, the usual thing is that we can acquire them through the platform's website, or by a text message and even through our email.
    In addition, it is recommended that the signal system we choose sends us a large number of alerts throughout the day, in order to have a wide range of possibilities.

    »Free account and customer service

    Other aspects that we must take into account to choose a good signal provider is whether we have the option of receiving, for a limited time, alerts for free or the profitability of the signals they emit to us.
    Similarly, a final aspect that we must emphasize is that a good signal system must also have excellent customer service, which is available to us 24 hours a day and that we can contact them at through an email, a phone number, or a live chat, for greater immediacy.
    Well, having said all this, in our last section we are going to tell you which are the best services currently on the market. That is, the most suitable Forex signal platforms to be able to work with them and carry out good operations. In this case, we will talk about ForexPro Signals, 365 Signals and Binary Signals.

    Forex Signals Reddit: conclusion

    To be able to invest properly in the Forex market, it is convenient that we get a signal system that provides us with all the necessary information about this market. It must be remembered that Forex is a very volatile market and therefore, many movements tend to occur quickly.
    Asset prices can change in a matter of seconds, hence the importance of having a system that helps us analyze the market and thus know, what is the right time for us to start operating.
    Therefore, although there are currently many signal systems that can offer us good services, the three that we have mentioned above are the ones that are best valued by users, which is why they are the best signal providers that we can choose to carry out. our investments.
    Most of these alerts are quite profitable and in addition, these systems usually emit a large number of signals per day with full guarantees. For all this, SignalsForexPro, Signals365, or SignalsBinary are presented as fundamental tools so that we can obtain a greater number of benefits when we carry out our operations in the currency market.
    submitted by kayakero to makemoneyforexreddit [link] [comments]

    THE SEARCH FOR THE GREATEST SHMUP: EPISODE 27 – Darius Cozmic Collection Console

    This is it. We have finally managed to reach the shmup that started it all. The one shmup I played before any other and which inspired me to devote my time to the genre. It isn’t the best Darius game by any means, but it is certainly the one closest to my heart. We are finally reviewing Super Nova!
    Ok, maybe we’re not just reviewing Super Nova. We are going to be taking a look at the entire Console Cozmic Collection and seeing how it stacks up against the Arcade Collection. They say console ports are usually downgraded versions, but will it also be the case here?
    Publisher: ININ Games
    Platform: Nintendo Switch
    Release date: Jun 16, 2020
    Price: $59.99
    Tate: Please don’t use your flip grip on this one
    The Darius Cozmic Collection Console is a compilation of Darius games released on consoles. This port was also developed by the brilliant M2. You can definitely set your expectations on high, because this collections is as high quality as the arcade collection, albeit with some notably absent features.
    The titles included in this collection are:
    THE BESTEST PORTS ARE M2 PORTS
    If you read my review for the Arcade Collection, then you know what to expect from this collection. Each of the 9 included games feature a wonderful wrapping of quality of life enhancements as well as customization options.
    Each title can be accessed from a main menu that features a museum style listing for each game. When highlight a game, you will be presented with an image of the title screen and a brief description of the game on its right. I found the descriptions extremely helpful when deciding which game to play. Having several versions of the same game is great for collection purposes, but the descriptions provided some much needed guidance.
    While in-game, you can pull a special menu at any point by pressing ZR or ZL. This menu lets you customize several aspects of a game, such as the controls and the visuals. Just as the arcade collection, you can set your controllers to map buttons to be fire+bomb and even adjust the rapid fire setting. The visuals have less options, but staples such as the display type and scanlines are available. The “other” tab is quite lacking, as it only has the volume setting.
    It wouldn’t be much emulation without some save states! Each game has a quick save option which lets you save your current state in one of 12 different slots. The saving and loading process is very smooth, and it doesn’t take any time at all to load any given state. Unlike the arcade collection, there are no ranking penalties for using save states. Rather than being a good thing, it mostly relates to a lack of rankings, but more on that later.
    THE MISSING FEATURES
    Whereas the arcade collection felt like a love letter to the arcade culture, the console collection lacks a lot of the charm. It’s in part understandable due the nature of consoles not being as flashy as arcades. I don’t mean to say that the work in this collection is lacking in comparison, it’s just that in general arcades had much more going on.
    One of my highlights in the arcade collection was my introduction to Darius I with controller vibration in sync to the music. Sound and vibration fanfares were not available on console because there is no such thing as coin operated credits. As a result, rumble is completely absent in this collection.
    All of the gadgets are missing from this edition as well. Rather than getting the art of the arcade panels or useful information, all the console collection gets is a background. When looking at both collections side by side, the console collection like extremely empty, as you only have the game screen and nothing else. The only exception is Darius Alpha, which has a boss gadget on the right side of the screen.
    THE LONG LOST GAME CHANGERS
    To the detriment of gameplay, some of the more useful gadgets won’t be making a return. Losing the boss analyzer and life gauges is rough, but pales in comparison to losing your arm counter. Other than relying on in-game visuals, you no longer have additional graphics showing arm strength, weapon strength or even bonus score counters.
    Another addition I was really fond of was the map/zone overview on the pause screen. Most of the games show the route progression in-game (except for Darius Plus). What is lost is the ability to see the map at any time by pressing ZZL, and even worse is losing the information related to a zone. I really enjoyed knowing how many power-ups were present in a given stage, but I absolutely loved knowing which bosses would appear on which route. My routing decisions have 100% been influenced by fighting cool fishes.
    To make matters worse, the replay system has been completely revamped. You can no longer save replays of your playthroughs in most of the main games. Instead, replays are reserved only for the special modes of Darius Alpha, the boss rush of Darius Force and the boss rush of Darius II. While this means there’s still a way to relive some of your greatest moments, it is limited to some modes which pale in comparison to the actual games. Oh yeah, the leaderboards are also limited to the special modes as well.
    But enough about the collection, let’s get to the games.
    DARIUS II/SAGAIA
    Darius II and SAGAIA are ports of the original arcade game into the Mega Drive/Sega Genesis. As with arcade ports, the game had to undergo some changes in order to be playable on consoles. Sprites were redrawn to be smaller, gameplay was adapted to a single screen and co-op had to be removed. Still, it manages to fit the entire Darius II in both versions, as opposed to arcade SAGAIA which was a reduced version.
    Just to clarify, Darius II and SAGAIA are the same game. The difference in naming comes from localizing the game to North America.
    I’ll be honest, out of all the games in the collection, this was the one I played the least. I don’t mean to say the game isn’t good. My reduced play time comes from the fact that I already played A LOT of Darius II for the arcade collection, so for an in-depth overview I recommend checking out the Arcade Collection review.
    However, I did get a couple of full playthroughs and I gotta say that it does a great job at capturing the original game’s essence! Gameplay is essencially untouched, so expect to go through the same all-or-nothing upgrade system, branching paths with Darius II bosses and some wacky endings! One of my thoughts that I have to rehash is that the game is either a cakewalk or extremely brutal depending on your upgrade level. If you keep it maxed, then the game is a breeze. If you fall even once, it’s a very tough hill to climb.
    SAGAIA MASTER SYSTEM – THE BUDGET DARIUS
    In an odd turn of events, a version of SAGAIA was released for the Sega Master System. For those unfamiliar, the Master System is basically the equivalent of the NES. This game exists because the 8-bit market was still going strong in Europe when it released.
    As impressive as it might be to have SAGAIA on an 8-bit console, we have to consider that it had to be downgraded from an already downgraded version. If it sounds rough, it is because the game itself is extremely rough. The framerate is lower, the sprites flicker on screen and the game lags when there are too many sprites on screen.
    I found it next to impossible to play this game for long periods of time. It really is hard to justify playing the lesser version when I have better alternatives in this same collection.
    DARIUS TWIN
    Darius Twin was the first Darius to actually be made for consoles. It isn’t an arcade port or a game adapted from a multiple screen format into a single screen. Darius Twin is a completely original entry, and as such it takes full advantage of the console format for the better!
    Out of the box I have to say this: Darius Twin is easily my favorite game on this entire collection. The biggest reason is that this feels like a game that doesn’t try to be a coin sink. Instead, it plays around with the concept of a single credit and balances the game around it. The result is a shmup that feels much more fast paced, but never overwhelming and certainly not one where it’s impossible to repair from death.
    In terms of mechanics, it is by all means a Darius game in its fundamentals. Pilot the Silver Hawk through branching paths, collect red/green/blue upgrades and beat the fishes. One distinct difference is that you do not lose your power level on death. Although it doesn’t sound like much, I do believe this is the one difference that greatly improves the experience.
    Previous Darius games have felt, to varying degrees, as games that should be played without getting hit or else risk not being able to recover. Since Darius Twin doesn’t have this hindrance, you are always in your best shape and it helps keep the fun going. You do have to be careful, as you respawn without arm, but other than that it’s never a lost cause.
    SNES AND SUPER FAMICON
    Darius Twin comes in 2 different versions: One for the SNES and the other for the Super Famicon. Unlike other entries, the versions are for the most part the same. The difference is that the SNES version has localization. It also features stereo sound, whereas the SFC version had mono. Although it is nice to have the SFC version, in reality you probably want to play the SNES version all the time. Unless, of course, you want humanity to create weapons made from the bones of its kill instead of wood and rocks.
    One of the most surprising aspects about Darius Twin is the sound. I’m unapologetically a SNES fan, so when I heard the game’s OST and sound effects, I felt a wave of nostalgia. The tracks and sounds are very SNES-ish and it is a style that I’m very fond of.
    I really encourage everyone to go hard on this game. I really enjoyed it and I think you might share my love if you give it a go! It offers a perfect blend of action and challenge which pushes you to your limits, but is never unfair. As an extra bonus, it features several different endings depending on how many lives you lost, with the best ending being unlocked on a true no death run. Also, once you max your wind slash, don’t pickup the weapon swap.
    DARIUS FORCE/ SUPER NOVA
    Super Nova is a special game for me. It is the one game I remember seeing on the video store and renting thanks to the cool box art. The first stage is a memory I can vividly remember. The first enemy waves, the trilobyte miniboss, the boss theme and even his name: Biohazard.
    As a side note, to this day I don’t really know who is the boss on the Super Nova box art. Judging by how long it is, it might be Peace Destroyer, but I’m not really sure.
    Darius Force was released after Darius Twin. It certainly has console gaming in mind, but it draws several gameplay elements from arcade Darius. Sadly, they brought my least favorite: the checkpoint system. Dying in Darius Force has to be one of the most disappointing experiences. Upon death, the screen blacks out and you are taken back to the last checkpoint you crossed. Your beam and bombs are reset to level one, although you keep your arm upgrade levels.
    It’s also the first game to feature bosses other than marine organisms. Expect to see prehistoric creatures and dinosaurs.
    To counter balance the checkpoint system, Darius Force is much more generous on the power-ups. After returning to a checkpoint, you are always treated to a beam and arm power-up. A level 2 beam is quite a downgrade, but at least you get an arm to claw your way back into the game.
    A TRIBUTE TO THE CLASSICS
    One of the new features of Darius Force is the ability to choose your ship. At the beginning, you are given a choice of 3 different models of the Silver Hawk. The green Hawk is based on Darius I and has the wave upgrade path. The blue Hawk is based on Darius II with the napalm beam. Finally, the red Hawk is an original ship.
    Another change is the fact that beam and bombs upgrade together. There are 8 different upgrade levels, with your main beam switching fire type until its final form. Collecting a red power-up will upgrade both of them 1 level. As mentioned before, dying will set you back to level 1, so it becomes crucial to stay alive once you reach level 8. A neat change is that, for the first time, you can switch your bomb type between bomb and laser. Bombs will deal more damage, while laser will go through weak enemies.
    The merger of beam and bombs also has a neat strategic implication. For one, you can no longer freely shoot your beam in tandem with your bombs. If you attempt to press both buttons at once, you will fire a downgraded version of both the beam and bombs. This means you need to be more mindful of whether you want the power of your beam or the power of your bombs.
    INTENTIONAL WEAKNESS
    Luckily, downgrading your weapons might actually be a desirable outcome. For me, the middle levels of the green Hawk were too awkward to use, as they were piercing lasers. By pressing both buttons, I was able to revert to the trusty spread shot until my level was high enough to bypass the beam in favor of the wave shot. If you think about it, the laser is a lot like puberty. No one really likes puberty, but it is an important transition phase we can totally avoid by firing and bombing.
    Darius Force includes an extra boss rush mode that was previously accessible with a special code. Rather than needing complicated button inputs, the boss rush mode can be directly accessed when choosing Darius Force from the main menu (not available for Super Nova). It is also one of the few modes which have been blessed replays and leaderboards.
    DARIUS PLUS/ DARIUS ALPHA
    Finally rounding up the collection are the PC titles. You can think of them as parallel universe versions of the main game.
    Darius Plus is a “lite” version of Super Darius, which itself is a souped up version of the original Darius. So you can think of it as just a port of Darius on a single screen format.
    As a port of Darius, it has all the levels you are familiar with, while boasting 16 different bosses. The rest of the gameplay is straight up Darius, with the notable exception being that the action is reduced to a single screen instead of having 3.
    In terms of where I stand on Darius Plus as a game, I gotta say it is fun but a straight up worse version. The game doesn’t look as clean as the arcade version and the sound is also worse. I also feel like the levels are longer, or perhaps it’s just the screen reduction making levels seem longer than they should be. One thing for sure, is that the gameplay feels dragged on to the point of feeling boring at times. There are sequences that felt like they repeat endlessly until you reached the end of the stage.
    The one thing it’s got going over the its original arcade counter part is the 1cc gameplay. Rather than being able to pump credits endlessly, Darius Plus plays on a single credit and is balanced around that as a result. One particular change that makes me happy is that you don’t return to a checkpoint upon dying.
    This game exists to remind me how much I hate the laser on the original Darius.
    DARIUS ALPHA: THE BOSS RUSH: THE GAME
    Finally we have Darius Alpha, the compilation of the extra modes. Instead of being an actual game, Darius Alpha is a boss rush against the 16 bosses. Just like Plus, you have a single credit to beat the whole game. Power-ups are automatically acquired in between boss rounds, but the same restrictions as the main game applies. This means that you will lose your power level if you die, up until your latest upgrade.
    The selling point of Alpha in this collection is that it has most of the ranking modes for the collection. The extra modes are the following:
    LAST WORDS
    Out of the gate, I have to say that this is the worse of the 2 collections. The arcade collection has the Darius games in its pure arcade form. Games which stand strong even to this day when it comes to quality. M2 took these games and made them even better with their porting expertise and several love letters to the games. The console collection not only contains downgraded versions, but also lacks some of the finer details that made them great in the first place.
    Despite having more games, Darius II/SAGAIA and Darius Plus are basically downgrades of Darius II and Darius I respectively. This leaves us with Darius Twin and Darius Force to carry the collection, and they actually do! Darius Force might not be as fantastic as I remember, it certainly feels slower than I remember, but I did constantly revisit it while creating this piece because it is a very enjoyable game. Darius Twin was the great surprise, as I find it to be my absolute favorite in this collection, and a strong contender to Darius Gaiden in my opinion.
    With all that being said, I consider the contents of this collection to be very good, but with a very notable flaw: the price. At $59.99, this collection is a very tough sell. I can’t in good faith recommend it highly, as the same amount of money can purchase several highly rated titles in this list. In fact, it could even get you the arcade collection and the #1 shmup Ikaruga. Still, the quality of the collection is something I can’t deny, so I’ll be weighting that much more than the price in its final ranking.
    THE RANKING SO FAR:
    1. Ikaruga
    2. Psyvariar Delta
    3. Darius Cozmic Collection Arcade
    4. Devil Engine
    5. Rolling Gunner
    6. Blazing Star
    7. Jamestown+
    8. Darius Cozmic Collection Console
    9. Tengai
    10. Steredenn: Binary Stars
    11. Stardust Galaxy Warriors: Stellar Climax
    12. Sky Force: Reloaded
    13. Strikers 1945
    14. Black Paradox
    15. R-Type Dimensions EX
    16. Sine Mora EX
    17. Shikhondo – Soul Eater
    18. Ghost Blade HD
    19. AngerForce: Reloaded
    20. Aero Fighters 2 (ACA Neogeo)
    21. Q-YO Blaster
    22. Lightening Force: Quest for the darkstar (Sega Ages)
    23. Pawarumi
    24. Red Death
    25. Task Force Kampas
    26. Switch ‘N’ Shoot
    27. Last Resort (ACA Neogeo)
    submitted by AzorMX to shmups [link] [comments]

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    Top 10 Binary Brokers Review (2018) Best Binary Options ...

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