Missed opportunity to put HYPE OVERTOAD as the text, smh.
But I guess this means I should finally play D4
Missed opportunity to put HYPE OVERTOAD as the text, smh.
yes ... yes, you should!But I guess this means I should finally play D4
congrats! addedFor the monthly challenge,
Exanima 0.8 is out, and it's our biggest update yet. The thaumaturgy system is here, the largest content addition to date, new creatures, new features and many improvements.
We do still have some big items on our roadmap, like multiplayer and to a lesser extent ranged combat, but none of that is needed to finally start making Exanima feel like a complete game with purpose and structure, to take advantage of the foundations we've been building and improving.
oh shitSwery now fairly officially confirmed that DP2 is ALSO a sequel to D4
Oh Yeah. HL:A has raised the bar for most things in VR. I find it the clearest looking VR game. Im using Vive controllers and have a bit of a problem with holding the triggers down for any length of time (gives me cramps) so for me grabbing stuff involves a lot of dropping it accidentally which is when large things like the barrels start to seem a bit weightless and sort of 'float' away.I feel like this is one of the things HL:A actually did better than many other VR games. They have several larger objects where you need to use both hands to move them, which gives them more of a sense of weight.
Would Deadly Premonition 2 be as fun if its a competent game? Also, is D4 worth looking into?oh shit
This had better come to PC...
yes, absolutely ... it's GREAT!Also, is D4 worth looking into?
Refunds are nice, I ended up buying 2 early access games since I wanted to try them but just ended up refunding then since they didn't really have what I was looking for (I was in the mood for a Sim/management type game but they just were not it)The more I play stuff on console, the more I realize what a pain in the ass it is and how dire the lack of digital refunds is. I keep getting burned by sloppy ports on Switch! I need to remind myself: when in doubt, play on PC.
Just out of curiosity, what have you been considering so far?Refunds are nice, I ended up buying 2 early access games since I wanted to try them but just ended up refunding then since they didn't really have what I was looking for (I was in the mood for a Sim/management type game but they just were not it)
Agreed. I loved the first revelations, but couldn't motivate myself to finish the second. Such a boring and uninspired game.DIdn't hate Revelations 2 but man was that game boring, get that bad writing and Scarecrow-wannabe villain out of here
Sorry bud. No good beating yourself up about it! Can happen to the best of usI'm so sad and upset at myself right now. I was scammed out of $40 while doing a key trade on another site.
Ugh, that's terrible, sorry to hear.I'm so sad and upset at myself right now. I was scammed out of $40 while doing a key trade on another site.
Report him to SteamRep, etc.I'm so sad and upset at myself right now. I was scammed out of $40 while doing a key trade on another site.
Could anybody clarify the VR physics of throwing stuff?about the physics in HLA: if you throw an object, how do you control the trajectory?
For instance, at the start, you can throw stuff at a cat or at a bird, and it seems that the object connects every time
[...]
My guess is that objects are magnetized, a bit like they are when you try to take an object and it automatically goes into your hand in the perfect position.
I can't say I've noticed any aim-assist when throwing. It does have some of the best throw mechanics (as in, figuring out when you wanted to let go, which many games struggle with) I've used on the Index controllers so far.Could anybody clarify the VR physics of throwing stuff?
I was just about to reply this same thing - using Oculus CV1 it has the best throwing of any VR game I've played by a good margin. Things feel thrown with the trajectory and speed that I felt I threw.I can't say I've noticed any aim-assist when throwing. It does have some of the best throw mechanics (as in, figuring out when you wanted to let go, which many games struggle with) I've used on the Index controllers so far.
There's of course a lot of "auto-aim" when using the gravity gloves to pull stuff in, but not when throwing.
What do you mean? Uusually games have a "grip" button and to throw something you perform an actual throwing motion and release that grip button (or actual gesture as with Index finger tracking) and based on the arc you were in the middle of doing, the speed with which you were performing it and the point at which you release, it gets thrown over. Like, Wii Sports bowling but accurate in 3D space with any angle rather than the specific allowed bowling range. Kind of. You can throw stuff behind you, toss them to the side, throw them overhead, underhand, juggle with them, whatever, same as irl kind of.Could anybody clarify the VR physics of throwing stuff?
Report him to SteamRep, etc.
That's a lot of copiesA bit old but Terraria has sold 30 millions copies
Terraria Pushes Beyond 30 Million Copies Sold!
Greetings Terrarians! We wanted to take a moment out of our final push to complete the eagerly-anticipated Journey's End update and celebrate a little something with our loyal and awesome community. Terraria has officially reached the epic milestone of having sold 30 Million copies across all...forums.terraria.org
- 14 Million sold on PC
- 7.6 Million sold on Consoles
- 8.7 Million sold on Mobile devices
Do you mean what specific type of Sim/Management game? I want something that is very simple. Like one of those older Tycoon type games for all ages. I'm okay with some more complex stuff but I had been in the mood to play some stuff like Mall Tycoon 3, Ski Resort Extreme and stuff like that. They are very simple games (and while they may not look that good now) they do offer the basics of what Tycoon games offer. It would be nice if I could customize more things, but I also don't want to get into something right now that will require a lot of time since I don't want to start the game and then stop after a week or two and come back to it about 2 months after being lost as to what I was even doing (what my plans were for the in game business and stuff like that).Just out of curiosity, what have you been considering so far?
Were the Wiis motion controls back then that accurate compared to what we can do in VR now? Or was it more so if you had the motion plus thing? Since it seemed like the way that you would get the best results for stuff was to aim it at the IR bar?I had problems throwing the grenades in that final stretch, I seemed to always get a higher angle, but before that it was alright. I wouldn't say the best but fine.
What do you mean? Uusually games have a "grip" button and to throw something you perform an actual throwing motion and release that grip button (or actual gesture as with Index finger tracking) and based on the arc you were in the middle of doing, the speed with which you were performing it and the point at which you release, it gets thrown over. Like, Wii Sports bowling but accurate in 3D space with any angle rather than the specific allowed bowling range. Kind of. You can throw stuff behind you, toss them to the side, throw them overhead, underhand, juggle with them, whatever, same as irl kind of.
Ah that section was odd -I had problems throwing the grenades in that final stretch, I seemed to always get a higher angle, but before that it was alright. I wouldn't say the best but fine.
I have not tried it yet, but that price is too high!!! /S
Maybe? I found this mod Steam Workshop :: CoasterCamI have not tried it yet, but that price is too high!!! /S
I think I may end up picking it next time it's on sale. And can you "visit" your park/is there a camera view for rides like in RTC3 and Planet Coaster?
I have not tried it yet, but that price is too high!!! /S
I think I may end up picking it next time it's on sale. And can you "visit" your park/is there a camera view for rides like in RTC3 and Planet Coaster?
So there is a precise measurement of the velocity of your hands, the angle and the time you release the object? I did not know the tracking was this good.based on the arc you were in the middle of doing, the speed with which you were performing it and the point at which you release, it gets thrown over.
Tracking is essentially 1:1 to real life (ie guns are just as accurate as lightguns except in 3D space, not on a flat screen, so you can move your hand around in game corners and over/around objects and then fire while in cover for example), how each game decides to simplify the action to make it easier or harder or with auto aim or without differs. Objects have different weights, heavier objects get a lower throw distance, or even require two hands to be lifed and thrown at all. There's no weight on your actual hands is what people were saying earlier, since you're obviously not holding objects. just the controllers, and therefor you move free and fast regardless in real life so they have to simulate weight in game in some other way that feels natural. Some do it with adding lag that means the game hands trail slower behind your real ones when holding hreavy objects forcing you to go slower yourself to match and not deal with the disconnect in tracking, others just simulate the weight on the object so that it needs a bigger arc/faster throwing to go far, if it's possible for it to travel far at all with a throw.So there is a precise measurement of the velocity of your hands, the angle and the time you release the object? I did not know the tracking was this good.
However, objects all have the same weight, right? So, if you throw a bottle or a chair towards the cat with the same movement, then you would get the same result, wouldn't you? Or do a chair and a bottle have different weights? How could you aim without feeling the weight?
I am wondering, because I have watched two videos of two different people, one with a bottle, one with a cat, and they both hit the cat (and then the bird) on their first try, and that was the very beginning of the game, so they did not have time to get accustomed to the in-game physics.
I would like to see a video of someone throwing stuff of different weights in VR, and sometimes failing to hit the target (like me in real life).
Every year, starting at the Game Developers Conference and continuing through many other trade shows and cons throughout the year we’re excited to show off a ton of awesome games – some being announced for the first time on Xbox, and others that are just great games that we’re super stoked about and want to get on folks’ radar.
Given the global situation right now, of course, we’re not able to show off games to press and players in person, so we’re excited to announce a new series of videos on the ID@Xbox YouTube Channel that will highlight independent developers – ID@Xbox Spotlight.
Demon Prince in NG+2 wrecked me the most in that game. It was just painful with how much health they have and how much more health they get if you summon. The estus situation was very dire. Probably the most difficult boss for me in all the SoulsBornekiro games. Needed so many attempts to take them down.Wow, going back to Dark Souls III after 120h of The Witcher 3 is doing a number on me. I'm dying over and over!
Granted, I'm currently in NG+3 and the last DLC, but I think I'm finally seeing how frustrating this game can be for new players, haha. Was a long time ago I did this poorly, so this will be a ride I'm sure.
Oh yeah, Demon Prince was also more challenging than I thought. Took me a while to decipher their moveset and learn how to deal with them at the same time.Demon Prince in NG+2 wrecked me the most in that game. It was just painful with how much health they have and how much more health they get if you summon. The estus situation was very dire. Probably the most difficult boss for me in all the SoulsBornekiro games. Needed so many attempts to take them down.
In this 2020 GDC Virtual Talk, Chris Zukowski explains why he spent months watching people browse Steam shares the results of his research with you.
In this 2020 GDC Virtual Talk, Chris Zukowski teaches you the basics of Copywriting in a way that doesn't feel sleazy.
Yup. Parkitect is what kept flashing in my mind in big, bright neon while reading your entire post. Lots of creative freedom. Nice management hooks (that Planet Coaster lacks). Great Workshop support. You can also set up lots of prefab rides if you'd rather focus on staff & budget.
You also mentioned Two Point briefly. Did you ever give that a go? I think it's one of the friendliest management sims on the market. Super charming with a gentle learning curve, yet doesn't skimp on the depth. Killer production values too.
Overcrowd gets my underdog vote. One of my faves in the genre that doesn't get much talk. Guess it helps that I'm a daily metro commuter. Great effort from a three-person team.
Game Dev might provide the more simplistic angle you're looking for. It's no pushover on depth, but it's more breezy than most.
Haven't played Megaquarium but it comes from the talented devs behind Big Pharma (heart) and looks to have a real positive reception.
RoI is more of a logistics management game but man does it have sophistication and styyyyle in its design. Currently -50% at WinGameStore.
Speaking of which, TF2 is likely the best logistics management game out there atm. Covers transportation networks from the past 150 years with authentic vehicles. Great campaign/tutorial that goes through the various ages of transport. Gorgeous, detailed presentation.
Just some of my current faves. There's a bunch more but it's already getting long-winded.
Steam has a nice list here.
Check the various tabs at the top for a great overview of popular, new, etc.
On it.
at 16:16 on the second video why does that profile picture look so familiar?
I hear that the game plays better on the 3DS with the stylus instead of touch input. Could that be the reason why it feels more difficult on the Switch?Sushi Striker on Switch is fun until you realize going from chapter 1 to chapter 2 is basically going from easy difficulty to go fuck yourself difficulty and there are tons of chapters.
Don't forget to have a look at SWERY's kickstarter updates for The Good Life. It's shaping up really nicely.
If this is going to be SWERY's take on the Werewolf myth, I might've to up my pledge.The Good Life Kickstarter said:In the moonlight, all the townspeople suddenly transform... And suddenly, the town is filled with cats and dogs!
Once a month, everyone who lives there transforms into either a cat or a dog.
Naturally, Naomi and the player will also turn into a cat or a dog.