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Patch Notes 2.0 for NBA 2K26 This update is scheduled to release around October 14 at 2 AM PT - “Adjusted shot contest logic to reduce inappropriately high coverage scores ("ghost contests") when not actively contesting shots.” - “Increased the difficulty of making pull-up fadeaway jump shots, based on...

80,628 Aufrufe • vor 9 Monaten •via X (Twitter)

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FINISHING IN #NBA2K26 NEEDS A MAJOR CHANGE❗️ One of the biggest inconsistencies right now in NBA 2K26 lies within the finishing system, especially in how it interacts with defensive contests and the logic behind the dunk meter. There are too many moments where the defensive effort being made doesn’t match the outcome of the play. You can make the right read, drive with the correct angle, and still get punished with a tiny or unpredictable green window… while on the other end, defenders can get beat and somehow still manage to heavily affect a dunk attempt. It almost feels like the logic behind finishing doesn’t align with the defensive animation or contest that’s actually happening. If we compare it to shooting, the difference in consistency is night and day. It’s far easier to green a jumpshot than it is to green a dunk meter. Shooting gives players multiple learning paths (Rhythm Shooting and Button Shooting) both of which reward timing and IQ. Finishing, however, doesn’t have that same depth or balance. The button finishes feel noticeably weaker and less reliable than the dunk meter, which in itself can be extremely unforgiving. The green window on dunk meter attempts is incredibly small, even on what appear to be open takes. This makes finishing feel more about luck or animation RNG than player skill or decision-making. Another major factor tied to this is interior defensive consistency. The way contests register inside the paint feels disconnected from how they function on the perimeter. Combine that with how post play has been watered down compared to last year, and we’re left with a finishing system that lacks the stability and satisfaction it once had. To make Finishing BETTER: • The dunk meter logic needs to better reflect real defensive positioning. • Button finishing should be viable, not a gamble. • Green windows for dunks and layups should scale more dynamically based on interior defense, attributes, and badges. • Post control, strength, and timing should matter the same way shooting attributes do. If 2K can bring finishing up to the same level of refinement and consistency as shooting, NBA 2K26 could easily reach one of the best gameplay balances we’ve had in years. Finishing should reward skill, decision-making, and timing… not randomness.

R1CH SOSA🔋

50,406 Aufrufe • vor 9 Monaten

Beta Blocker just got a big update on Windows and Android. Buckle in 🐾 🎨 New Censor Styles Windows gets a full new lineup of effects: Static, Glitch, RGB Shift, Terminal and lot's more. Android gets also gets most of them too! 🎭 Preset Styles Windows now has themed preset styles, letting you swap between complete censor looks instantly instead of tuning every setting by hand. 🔄 Reverse Censor Reverse Censor is now available on Android, with a new Reverse Strength slider to choose your strength. There’s also a setup popup when enabling it, plus stronger One App coverage through Android Accessibility. On Windows, Reverse Censor is now more consistent across live mode, exports, recording, and virtual cam. 🎯 Per-Detection Overrides Windows now supports per-detection customization, so different detections can have their own style, text, and image instead of all sharing one global setup. 🧹 Fixes & Polish Fixed heavy cursor flickering during active blocking, improved performance for animated effects and larger boxes, and cleaned up several parts of the UI. This update also brings better language access, smoother scrolling, cleaner style controls, updated Android device targeting, support for the new Android settings in packs, cleaner overlay behaviour, and a smoother install/update experience. Oh, and the pack creator program was also updated to support all of the new features, and got a major cleanup, so this is essentially 3 programs getting major updates at the same time 🤗 Enjoy 💕

Isla

72,809 Aufrufe • vor 1 Monat

Crimson Desert Update 1.04 is HUGE, adding difficulty settings and more. • Difficulty options added • New pets - birds, 5 new cats, and more • Added new Storage Chests that allow materials and ingredients to be used directly from storage • New weapons, quests, and armor for all 3 playable characters • Improved the rendering quality of distant objects and textures • Can now name your pets and horses • Pets can now equip accessories for a wider variety of roles • Abyss Gears, insects, fish, and animals now stack in inventory • Can now select between different house layouts • Improved housing controls and UI • Observing a skill you already have now rewards an Abyss Artifact • Added a new item that allows cats to stay on your shoulder for a longer time • New weapons for all three playable characters • New Baltheon armor for Kliff • New pet gear shop added to Pororin • Added more ores and wells across Pywell • Nerfed the amount of attack and defense gained from anvils and grindstones • Greymane camp NPCs now sell items at a 10% discount • Can now 'Lock' items to prevent accidental selling or deletion • New control presets for controller and KBM • Added a feature where, when the interaction key is pressed, the corresponding action is performed immediately • Can now switch the controls for Dodge Roll and Evasion • Improved aiming controls • Can now open the map directly on controller by holding down the Touch Pad or View button • Adjusted the overall balance of bosses - bosses are no longer immune while performing powerful attacks and the frequency at which they escape or counterattack has been adjusted • Increased damage taken from elemental status effects • Force Palm Pulse can now be charged up to 3 stages • Improved the overall speed of 'Examine' • Improved the speed of pushing or rotating objects during puzzles • Improved follow-up attacks so they connect more quickly even when the initial attack is blocked • Blinding Flash can now be used anywhere and auto-targets whatever target you're facing • Added a Weapon Throw ability while dual-wielding • Improved Force Palm attack speed • Inventory now has 5 category tabs • Inventory groups will now show relevant icons • Added a Filter/Search to the map • Reaching max trust with a shop will allow you to see their current stock directly from the map • Minimap now shows north, south, east, west • Shops now show how many of that item you own • Improved the visual quality of characters at long distances • Improved hair lighting in shaded areas, errors and flickering • Camera distance is now maintained when adjusting visual range • Can now disable Chromatic Aberration • Added Colorblind and Photosensitive accessibility modes Update is out now on Steam, PS5, and Xbox with other platforms coming soon.

KAMI

534,685 Aufrufe • vor 3 Monaten

🏃 Movement + Animation Update: Following feedback on the Official Trailer from December, we've been further tuning and polishing Stuffy's movement to make it more responsive and fluid. We hope this video is a promising glimpse of our much-requested progress in this area! What's New? - Stuffy is now ~10% smaller, granting more playable space and control (to accurately fit inside of a 'layered' segment, land tight jumps, etc.) - Stuffy's run speed was increased, and with better acceleration. - Stuffy now reacts to 'extreme' rising and falling velocities, so they'll flail around dramatically when popping out of a Blink Bubble, bouncing on a Trampoline, or falling from big jumps. - We've updated and added all-new animations and the method of blending them. This includes animations for idle jump and land, running jump and land, quick turn while running, and more. - We've increased Stuffy's max jump height, strength, and overall weight. - We've also increased the global gravity for less floaty physics. - A more visible drop shadow was added to help judge landing. Why these changes? From our own testing and public feedback, we realized the physics were not properly tuned after a big refactoring made in 2023... resulting in a floaty look. Sadly, the fixes weren't investigated in time for the trailer! Our goal was always to improve the animation blending and movement style. Thanks to your feedback, we were able to pinpoint the biggest problems and begin fixing them. 💖 Our work isn't done! You'll notice some bugs in the video. 🐞 We plan to continue polishing the movement with time, including new animations that help Stuffy react to the environment even better. However, this is a step in the right direction and it feels much nicer to use (and look at)! You'll also spot some of the Wardrobe in action!

Restitched 🧵🧸

17,118 Aufrufe • vor 1 Jahr

S10 Preseason Leeks 💖 The most exciting preseason for Origins is right around the corner. If everything goes well, Origins will go into maintenance for the preseason update on August 7 at 11:30 AM PHT / August 6 at 11:30 PM EST. Lets dive into the latest developments as we get ready for the S10 Preseason Launch 👇 🪜 Collectible Leaderboard As we bring much needed gameplay utility to Collectible Axies with Meta Morph, Collectible Leaderboard will serve as the true battleground for the most precious axies in Lunacia. 🔹 Prizepool of Collectible Leaderboard has been increased from 4,000 AXS to 6,000 AXS. 🔹 Collectible Leaderboard will be live for 3 weeks from Aug 7, 11:30 AM PHT to Aug 28, 11:00 AM PHT. 🔹 Era based testing will be carried out with 1 week dedicated to each era. 🔹 Preseason Cup will not be hosted during this preseason. The focus will be on Collectible Leaderboard for balance patch testing. ✨ Meta Morph After getting important feedback regarding Meta Morph from the community and further internal review, we've decided to implement the following changes: 🔹 Body parts of the morphed cards will be visually changed once battle begins. This is necessary to make it easier for players to be able to check quickly what team the opponent is playing. An example of Meta Morph visuals can be seen in the attached video below. 🔹 The bonus HP of Collectible Axies will be removed. As Collectible Axies will now be much more versatile and able to play all types of teams, the bonus HP is no longer deemed necessary. Therefore, it will be removed when the S10 Preseason launches. 🔹 Clarification around morphing: To morph into a card, player needs to have at least one NFT axie with that card in their inventory. For example: If I want to morph the back card of my collectible axie into a Cupid then I need to have at least one NFT axie with Cupid in my inventory. 🔹 Adjusted various values for the Morph process for different collectibles. Check out the full details here: 🐻 Roguelike Mode v1.0 The groundwork for Origins PvE will be laid with v1.0 of Roguelike Mode. This will be the first version as we work with the community to test how a PvE game mode will function in Origins. 🔹 Roguelike Mode v1.0 will be live during the S10 preseason and last for 3 weeks, from August 7 to August 28. After this, we will gather feedback from the community and work towards the next update for Roguelike Mode to improve it even further. 🔹 Roguelike Mode will launch with 3 exciting contests for the community to participate in. Details for the contests will be shared on August 7th when preseason launches. 🔹 Check out the previously shared details for Roguelike Mode v1.0 here: 🗒️ S10 Balance Patch The S10 balance patch info will be shared on Sunday, Aug 4, 9 PM PHT / 9 AM EST As always, keep that valuable feedback coming as we head towards the most exciting period for Axie Origins. See you in the arena! 🔥

Jaatster.ron | जाटस्टर 🇮🇳

44,740 Aufrufe • vor 2 Jahren

Full #Overwatch2 Sombra Rework Patch Notes & Breakdown 👾 Machine Pistol: → Damage increased from 7.5 to 8. → Minimum Spread reduced from 0.5 to 0. → Number of shots until max spread has been increased from 3 to 6 shots. → Reload time reduced from 1.4 seconds to 1.2 seconds. Hack: → Cast time reduced from 0.75 seconds to 0.65 seconds. → Now cancels Stealth when hacking an enemy hero. → Cooldown increased from 4 to 6 seconds. → Hack has a reduced cooldown of 3 seconds if Hack is interrupted or if a non-hero enemy is hacked. → The "Hacked" warning text will now only appear while you are silenced and not for the remainder duration of the hack debuff. Stealth: → Ability reworked to be a passive. Sombra automatically becomes invisible after 3.5 seconds while not shooting, using a damaging ability, or receiving damage. → Stealth movement speed bonus reduced from 60% to 45%. → Fade Out duration into Stealth reduced from 0.375 seconds to 0.25 seconds. → Fade In duration from Stealth reduced from 0.5 seconds to 0.375 seconds. →Updated the UI messaging to the Sombra player when hacking Health Packs to "Revealed" instead of "Detected". Now the message "Detected" is only used when an enemy player is in the detection radius. Virus: → This is a new ability assigned to Ability 1 by default. → Fire a projectile that damages an enemy over time. Damage is dealt faster on Hacked enemies. → Impact Damage: 10 (20 on hacked target). → Damage over time: 100 over 4 seconds (100 over 2 seconds on hacked target). Translocator: → Can no longer be manually activated. Translocator will now automatically teleport Sombra after 0.25 seconds from being thrown or when impacting the environment. → Reduces the Stealth passive cooldown after teleporting. → Projectile speed increased from 25 to 72. → Cooldown reduced from 6 seconds to 5 seconds. → Cooldown now begins after Sombra teleports to the location of the Transponder. → Projectile launch initial vertical offset removed. EMP: → Ultimate charge cost increased by 15%. → Health percent damage decreased from 40% to 30% Opportunist: → Removed.

Overwatch Cavalry

1,585,190 Aufrufe • vor 2 Jahren

“Buckle up…or just putt it.” There’s been a lot of talk about grain this week at Pinehurst. Bermudagrass—which covers the fairways and now the greens at No. 2—grows very well in the hot and humid North Carolina summers, but it’s also a very, very grainy surface. The way the grass grows matters immensely. There are massive differences between into-the-grain lies and downgrain lies, and part of the challenge judging your lie and what shot it will allow you to play. I asked Tommy Fleetwood to demonstrate. Having fairway surrounding greens here, rather than thick and juicy rough you see often in professional events, gives players options. The shots are very, very difficult—particularly into-the-grain, where bottom control becomes paramount. If you catch it even a hair fat the club will dig into the Bermuda. That’s when you see the chili dips that go three feet, and that’s where you’re going to see guys go for the bump-and-run.. On downgrain lies, not nearly as common around the greens, these guys have their full arsenal of short-game shots at their disposal. High, low, spinny, all that jazz. The grass surrounding the greens is a bit longer than it was in 2014, when Martin Kaymer used putter from virtually everywhere en route to an 8-shot victory. The slightly longer grass means putts won’t roll as well. That’s why most guys have been practicing executing these bump-and-runs with hybrids, fairway woods—or, in Tiger Woods’ case, 4-irons. They want the ball to hop a little bit and avoid a momentum-killing bounce, particularly when a mishit shot could roll right back to your feet. As the week wears on and the course dries out, the grass will become tighter (shorter blades) and we’ll see more putters from off the green.

Dan Rapaport

478,761 Aufrufe • vor 2 Jahren

Tyrannotitan now released in Path of Titans! Introducing the Tyrannotitan, a massive bloodthirsty predator from the early Cretaceous period. This carnivore rivals even Tyrannosaurus and Spinosaurus in size, and is one of the most powerful dinosaurs in the Path of Titans roster. Tyrannotitan is our 'mobile' colossal predator, using bleed and attrition to bring down its prey. It can weaken its opponent's ability to heal, and uses its fairly nimble maneuvering to dodge incoming attacks. This video is a re-upload of the previous video that excludes information that is now outdated, please read on for a full explanation! We're excited to release Tyrannotitan earlier than originally planned as it was originally scheduled for after the full game launch. We knew having the "Titan" in "Path of Titans" was a must-have. This content was originally intended to be purchased separately in a bundle, however due to community feedback we have decided to make it included for free if you already own the "All Base Game Dinosaurs" pack. This also includes the Tyrannotitan Backer skin also being included for free in the "All Backer Skins" bundle. If you purchased the bundle for full-price while it was for sale, you can request a refund through Alderon Games support. This can either be refunded to a Path of Tians coin balance, or payment method depending on what is possible. However, if you would like to keep your bundle, we plan on turning the pack into a skin bundle with 2 additional skins instead, so it is more in line with our other skin packs. We will be making a follow up post very soon with more information about the skins for this bundle that will be included with the next hotpatch. We apologize for the miscommunication around this launch, and we have made changes based upon community feedback. We will announce our future goals on how we plan on handling our post release content, but for now, instead let's enjoy this new dinosaur, and we will focus on releasing the remaining planned dinosaurs and dinosaur TLCs as among our highest priorities. #pathoftitans #dinosaurs

Path of Titans

43,507 Aufrufe • vor 1 Jahr

** Mega Parodius Update ** The team have been busy over last couple of weeks , implementing more of the games engine. WIP since last update : White Bell power up ( this is the text attack ) Blue Bell power up ( full screen explosion ) Catboss & animating Trees Updated Lazers to work on the BGB layer ( Plane A updated to 64x64 tilemap ) . Pyron has been doing excellent work on Blue bell Explosion, Whitebell power up text gfx - the slogans are great !! Arcade quality tree animations have been added. Feeding me a lot of videos so we can replicate the arcade port more accurately. Vector Orbitex has updated the music to mark IV for stage 1 making it smaller yet again , he's also added the Orchestra Hit in , potentially more samples can be added back in now also as the song now is a miniscule 57 kb. I keep telling him its 2025 - not 1990 for rom sizes haha , a professional is always a professional though !! The Blue Bell power up uses the static large sprite class I made for SOTA where it supports unlimited amount of sprites per object and detects all the reverses / flips & uses the same tile pointers where it can and crunches it down into single sprite object. We use up to 40 sprites in the Explosion but only 147 tiles needed in vram thanks to clever use of mirroring. The Catboss is easily the hardest enemy in the level for a few reasons - we also had to free up Plane A so the boss could shift upwards onscreen, so lazer effects were shifted to Plane B. The bit that caused me the most issues was when he sits in the water line between the two islands. He is quite wide and also has overlapping palettes and animating parts , to do it solely with sprites would have lead to severe dropout at times. At the waterline we have to simulate 3 background planes and sprites at that point and we only have 2 background planes. Luckily the MD sprite engine is very flexible and we were able to recreate the arcade look at this point with some sprite trickery, the water-line is now sprites . So we use Plane A + sprites to recreate him and use a lot of plane animation to reduce the amount of sprites needed. For example the face, the tail the propeller are all plane A animations . I analysed the SNES/PCE versions and we use less sprites than those versions for him so that will help reduce the chance of sprite dropout when attacking. The Catboss is only about 1/2 done , all damage states, the onboard penguin factory, bullets from Cannons yet to added etc. He wraps around at the end of the vid as theres no destruction routine in for him yet . No extra enemies in at this stage , tackling the hard parts first etc. We took the arcade GFX for the Trees that sway around under the Catboss, all the animations are in. There were some DMA bandwidth issues originally I had to sort out as the Catboss has several animating parts + swaying Trees was leading to overload so after some load balancing it all is playing nicely !! We still have loads of stuff to add , collisions are not in - normal enemy waves etc but yeah a lot of future issues were sorting out just getting this far. So the team is very happy with the progress !! #SGDK #Parodius #SegaGenesis #SegaMegadrive #indiegame

Shannon Birt

19,284 Aufrufe • vor 9 Monaten

Uranus is all over the timeline. Full credit to the creativity, ambition and resourcefulness of the uranus community. It’s very early days yet, but we are very impressed by those that took to heart the mantra that “you are responsible for uranus”. Over the last month, the Uranus community has been relentlessly pounding away at uranus with shitposts, jokes, raids, IRL posters, banners, billboards outside Tesla HQs, etc. Rain or shine, irrespective of market conditions, amidst speculation and FUD, they showed up every day for uranus. And of course, yesterday, the community demonstrated the appeal of uranus as a timeless, instantly recognizable and extremely relatable joke by putting uranus in the New York City sky for all to see. We believe uranus can go mainstream. The pent up potential of uranus was partially released today thanks to the hard work of the community which displayed creativity, resourcefulness and agency. We are confident that this is only the start and there is far more gas in the tank to propel uranus to new heights. And this is exactly what we wanted to see when we first started Jup Studio. Both the grit and the ambition. Grit - because when it wasn’t clear where the bottom was, the community didn’t bend over. They didn’t beg someone else to save uranus. They rallied around uranus and kept going. Ambition - because it’s clear the community thinks that uranus is bigger than the trenches. The audience for uranus is global. We can get mindshare and attention on uranus that goes beyond a trencher trying to flip uranus in ten seconds. Hell, we have TikTok videos of uranus now that are far longer than the average Solana trader hold time. Further, instead of latching onto mainstream trends and making them into a coin, the community is attempting to take a timeless joke and make it mainstream instead. And if the community can get uranus into the mainstream consciousness and get enough new people to have a stake in uranus, we have a shot at getting enough escape velocity to escape the usual negative sum games. It is of course not just uranus, the entire studio community has been plugging away, bagworking, creatively creating content, and tirelessly recruiting allies. It is a pleasure to be working alongside them, and we look forward to the emergence of many more creators, coins and communities. At Studio, we are focused on helping to realize 1. the potential of projects to have mainstream appeal; 2. the potential of the community to become one of the best communities globally; and 3. the potential of Studio itself to be the best platform for creating sustainable monies and non-zero sum games. We’ve always maintained that studio isn’t a launchpad, it’s a platform for sustainable money creation. Its a tool to empower and to give agency to communities and creators. And while this vision will become more apparent in the coming weeks and months, we have to say that based on our metrics, uranus is looking good here.

wassieloyer

130,244 Aufrufe • vor 11 Monaten

Pressing, transitions and goals in Canada! After the hiring of Jesse Marsch this week by Canada Soccer , there has been lots of talk about pressing and transitions in the football community. This is THE style of play that we have used for the last 5 years with Alliance United FC in @L1OMens and will give you some insight in how this can look. We went away from the 'possession' based 1-4-3-3 that everyone has been using as the 'best way' to develop players and win games. Many say this is the 'right way' of playing. However, we use the players' abilities and inabilities as the starting point and based on players produced in Canada, within our youth system, this is the way we think will get us the best results and help our players get to the next level. You need to understand youth development in our country to understand what is and what is not being taught to young players. This is not a negative outlook, it is just looking at the reality. Many mistake this style of play as just non-stop pressing and chaos. Yes, these two aspects are important but it is a much more deliberate and planned way of playing that is used to predict where the opposition will play the ball, where the ball can be dictated and what areas the opposition leave open for transitions when they attack. In 2019, I was introduced to Ernst Tanner former Academy Director of Red Bull Salzburg and current Philadelphia Union Sporting Director that has led the club to being one of the top clubs in MLS and arguably the best academies in North America the last few years. Both organisations are known for their pressing and fast transitions in addition to producing top players. He became a mentor to me and gave me insights and education on this style of play. He has changed the way I look at football. Every season we try to recruit players that can play this style that I will describe below and we do not waiver in the way we played. Every game since 2019 Alliance United FC have played either in a 1-4-2-2-2 or a 1-4-4-2 midfield diamond....every game. We have no secrets in how we play. We focus on defending, pressing, forcing teams into mistakes and transition football. It is important to understand that we do not care how much possession we have and we actually want the opposition to have the ball most of the time. Stats in football show that only when a team has the ball 70% or more in a match their is a correlation to winning. Anything less is not correlated to winning in a certain match. In addition, 80% of goals are scored under 5 passes or less and under 10 seconds when regaining possession. We follow the trend! So, here are some important points based on the video: a) Pressing higher up the pitch when possible. All 11 players are committed to the team intention (principles) and if anybody is not committed and does not contribute to this style of play, they do not play. There is no leeway on this. Either you are in 100% in or you are not. All it takes is one player to not commit and the plan will not work. If we do not win the ball on the high press, everyone is to drop behind the ball as fast as possible to restart the press closer to our goal. b) Based on the opponent's scouting we press certain players and decide if will press closer to the sideline and 'pin' the player to the sideline or we dictate the passes and dribbles centrally and 'surround' the player to win the ball in central positions. We also decide if we will sometimes drop lower for the opposition to advance so we can play behind them when winning the ball. This is done if we scout that the opposition centre-backs are slower than our two strikers. This means we will 'outrun' them in the space they leave behind. c) When winning the ball we want to exploit space behind their backline as the priority which means that a player(s) need to be passing options behind the backline and preferably centrally which is closer to the goal, players winning the ball has to look to play the ball to the player furthest up the pitch. Possession is not a priority but scoring goals as fast as possible is. d) When winning the ball we stay as central as possible with passes and dribbling. We use the width of the penalty area (44 yards) as the preferable dimension when transitioning. We want to stay within this width. The wider the team plays the ball, the more time the opposition has to block the middle. PLAY AS VERTICALLY AS POSSIBLE! The emphasis is to get the ball to the two strikers and play 1v1 against the CBs. e) We know that most youth players grow up playing against a 1-4-3-3 which means there is one central striker meaning the centre-backs one back press and one can cover. Against 2 strikers this is not possible and many centre-backs do not have the ability to play 1v1 with space behind them. They are not taught the cues to step and press or drop to protect space behind them. They are never taught at youth level. We exploit this deficiency. e) All 11 players must get up the pitch to close the spaces if we lose the ball from our attacking transition so the opposition cannot transition against us and we can counter-press. f) A goal is the best outcome based on the objective of attacking but at the minimum we want to get a shot on goal from a transition. This is a quick overview of a different way of playing football that Canada will see with the Men's National Team.

Ilya Orlov

14,114 Aufrufe • vor 2 Jahren

** Mega Parodius Update ** Since last showing : Added HUD power up line. Added animating water layer. Added HUD Score / Hi Score & Lives top HUD. Added Missiles - the way they run on the ground and follow hills is pretty cool I think . Added Double shot . Added 2 Lazer segments per Ship / Option as per Arcade , also variable width lazers ( this was a major pain to get working ) - now they can be up to 256 pixel wide. The longer attack is pressed the longer the lazer segment. Still need to add Lazer collision detection with forground, Lazer coding is the gift that keeps giving it seems ! Stage 1 music is on its 3rd revision from Vector Orbitex , the Orchestral beat was added via the PSG chip since the last update . Its really a treat for the ears working with Vector !! Pyron has been feeding me lots of samples for the voices / SFX , also retouching a tonne of GFX from the arcade and early start on Level 2 artwork, which is looking superb ( as usual from Pyron ) even at this early stage. Speedup Horizontal Interupt Sorting routines by converting from C to Assembly for a 40-50 % speedup . Took 3 days but was worth it . Good thing is this will be backported to S.O.TA also. Using nested macros in Assembly for the lazer segments ( there are 10 of them ) I've been able to clean up the Lazer handling code and with the sorting routine speedup its helped as its now handling twice as many lazers segments. Using forground for game objects like we do here for the lazers is much more painfull that it should be due to the forground plane wrapping around. So every lazer segment has to check for plane wrapping boundaries etc. Worst case 10 lazers get split into 20 smaller segments to handle the plane wrapping . Benefit ofcourse is the massive coverage we have with no sprite overloading , I estimate its saving up to 40 sprites to use the FG for Lazers !! Hopefully get some enemies in the next update !! #SGDK #Parodius #SegaMegadrive #SegaGenesis

Shannon Birt

17,584 Aufrufe • vor 10 Monaten

Cole Anthony Film + Notes 🧵🪡 Best thing I saw: Very good at getting into the paint. I think it’s by far the best trait in his game. Can get 2 feet into the paint and give himself a chance to finish from basically anywhere on the floor. Biggest Concern: Very average to below average 3pt shooter and not a very good C&S 3pt shooter. This alone could put a cap on your ceiling and playability alongside Giannis, especially as a smaller guard. NEEDS a jump here to be a real piece. Positives - extremely quick first step - looks to push the ball at every opportunity - is going to get to the rim a ton. Has the ability to get 2 feet in the paint whenever he wants - very crafty finisher at the rim - has a variety of finishes he’s able to go to in the paint (goes to a cool step through move more than anyone in the league) - Not afraid of having to step up and take on a bigger role offensively - Very active on the boards for someone his size - super high energy player. Doesn’t have all the height to do much defensively but that doesn’t take away from his effort. He’ll always give you everything he has defensively - tries to make all the hustle plays at all times Negatives - will probably be closer to 0 then negative on defense but just not great on ball most of the time - Not great out of the PnR as a play maker - not reliable as a 3pt shooter. C&S or pull up. - Somewhat limited offensively if his shot isn’t falling - Not going to give you much off ball - the lack of size defensively just hurts him

Bucks Breakdown

44,801 Aufrufe • vor 1 Jahr

I WILL NOW RELEASE THE TRUTH BEHIND CHEMTRAILS ACCORDING TO THE CLASSIFIED FILES Before encountering this video, I have never once seen ANYONE get this right. NEVER! It all ties into PRESALT GASOLINE DRILLING. There is a Classified version of this where the United States government has tasked certain companies within BIG OIL, they have controlled interests of MJ-12, to drill extraordinarily deep. Deeper then what we're told. Not many things were redacted in the classified files I was briefed on during my eight classified briefings between January 2003 and September 2012 as part of Operation Society Hike for AFOSI, ran out of Fort Belvoir VA, BUT this particular briefing had the reason to drill this deep completely redacted. My handling agent Robert May also did not have this information. The briefing itself was specific to chemtrailing. The REAL reason for the chemtrailing is to counter the side effects from when they pull out the drill & do it wrong after puncturing the Earth's protective layer of its core. You can drill 8 miles down and not touch this later if you don't drill straight down. If you drill at an angle you could drill for miles and miles and miles, but for some redacted reason; THIS Classified Project was purposely drilling directly INTO the Earth's protective layer around the core. Of all the things to not be redacted during all my briefings, really begs the question; what in the fuck are they doing, for THIS to be so heavily redacted?!? And the byproduct of pulling out this drill and having hot molten rock and shoot into the atmosphere, it then hardens back into rock and then begins to fall back down to Earth. This is called SKYFALL. I have provided video evidence of this below that I am authenticating as legitimate. Before my CGI expert went on vacation, he and my videographer examined the footage and it did not take long for them to see it was legitimate. It was actually one of the easiest footages to do so, according to them. This Skyfall then rains down and becomes extremely dangerous and damaging! This Skyfall process is only a piece of what happens when all this shoots into the atmosphere. If it were not for us chemtrailing, the weather would be so out of control and the climate shift would be so drastic that we would be facing an ELE. (Extinction Level Event) So they chemtrail and use what they put into the sky to entirely control weather and climate when what is released into our skies is paired with technology controlled by us. Creating clouds for rain is child's Play compared to what they can do. People think that the Majestic 12 Group is controlling the weather in order to destroy things. No. They're controlling the weather because if they don't, then we will all pay for their fuck-ups with this pre-salt drilling side effect of pulling the drill out and doing it in a way that backfires like a faulty gun! I did not see any information on how long it lasts each time it happens but I know it has happened no less than five times since 1990. And has been happening for a while before that. It does not happen every time they pull the drill out. But when it does happen, it's bad. CHEMTRAILS AND CONTRAILS ARE NOT THE SAME THING! Contrails are just condensation and it's been happening since the early 1900s. Chemtrails were meant to blend in with contrails. Do not let them lie to you!!

WHISTLEBLOWER

30,372 Aufrufe • vor 1 Jahr

🛠️ Patch Notes - Early Access Patch 2 We are incredibly excited to be releasing our largest patch yet, marking the One Month Anniversary of our Steam Early Access Launch! Patch 2 is chock full of highly requested features such as Weapon Tryout, the ability to Respec, DLSS / FSR Upscaling and Controller Remapping. Lots of Balancing and Quality of Life improvements, Audio, Animation, and Visual Effect polish as well as a multitude of bug fixes are also included! Between DLSS and FSR, numerous CPU, GPU performance improvements, and memory optimization we are confident that your experience of playing No Rest For The Wicked will be significantly smoother across a wide range of hardware. For NVIDIA users, we are excited to mention that there’s a new Game Ready Driver for No Rest for the Wicked! Be sure to check out our Patch 2 Highlight Video and the full patch notes below. ⚔️ Performance: • Performance Mode now lowers texture resolution, reducing crashes on lower-end machines • Numerous Significant CPU optimizations • Fixed performance degradation that might occur on some gamepads • Fixed numerous memory leaks • Reduced instantiation spikes for numerous objects • Disabled detail meshes on generic humanoids faces when not needed • Reduced latency, overhead and improved stability of GPU Culling • Optimized texture resolution and memory budgets for Steam Deck • Optimized Art content in Ship Prologue and its cinematics • Removed unused weapon assets to free up memory • Removed leftover developer tools to free up memory • Optimized CPU spikes of a variety of common content loading operations • Added texture streaming for character portraits during dialogue interactions to save memory • Fixed some persistent log spam being generated by potatoes in Nameless Pass • Cleaned up numerous NPC prefabs, reducing memory footprint and instantiation costs • Optimized Ambient Occlusion Rendering • Extended GPU culling usage for more cases • Configured and optimized pooling for more prefab instantiations reducing CPU spikes ⚔️ Gameplay Systems: • Added new Respec System! ⚬ Players can now Respec by examining the statue in the Cerim Crucible Atrium ⚬ Respec allows players to take back Attribute Points that have been allocated at the cost of 1 Fallen Ember per Attribute Point returned ⚬ Players can then allocate returned Attribute Points for no cost at the Respec screen or in the existing Stats screen ⚔️ Quality of Life: • All weapons can now be equipped regardless of their Attribute Requirements to allow players to try out weapons they acquire ⚬ Weapons that the player does not meet the requirements for will deal less damage through negative scaling on the Attributes that are below the weapon’s Attribute Requirements • Inventory Items can now be docked to compare them ⚬ Press F (Keyboard) or Y (Controller) to dock items and hover other items to compare • Brought back the Misc category to the Inventory ⚬ Housing items, Runes, Fallen Embers and other miscellaneous items will now be sorted into this category and free up space from other categories • Vendor screens are now sorted by item type so that items are more organized for purchase • Improved Stamina player HUD brightness for better visibility, and readability of stamina debt • Added side notifications for when Danos Sacrament Upgrades are completed • Added Floor Indicators under the Clock HUD to show the Cerim Crucible floors • Improved visibility of LB/RB button icons for Equipment HUD on Steam Deck ⚔️ Settings: • Added support for Upscaling with DLSS 3.7 and FSR 2.2 • Added custom key rebinding options for Controller • Added support for Mouse Buttons 4,5 and F1-F12 Keys for custom Keyboard bindings • Default Keyboard layout set to Mouse+WASD • Added support for worldspace Player HUD (Stamina wheel, NPC name tags, etc) brightness to UI Brightness setting ⚔️ Content Additions: • Added a new set of enchantments • All Throw runes can now be added to Spears ⚔️ Loot: • Added Pig Sticker Blueprint to Fillmore's Level 1 Shop • Added Assegai Blueprint to Whittacker's Level 1 Shop ⚔️ Balance: • Nerfed Throw runes ⚬ Reduced Poise Damage on all Throw runes ⚬ Reduced Damage on Ice Throw Rune • Nerfed Focus Regeneration enchant curve so that it no longer generates too much Focus too quickly • Focus Regeneration enchantment no longer drops with Gloves and now only drops with Helmets • This includes enchanting items at Eleanor • Falling Sky and Woodland Protector’s initial item levels were set too high and have been lowered to the intended levels ⚔️ Weapons: • Updated animation for backstabbing with Staves, Spears, Greatswords and Great Hammers • Updated visual effects for Piercing type weapon attacks (such as Spear or Rapier) ⚔️ Enemies and Bosses: • Polished Darak boss fight ⚬ Improved behavior to prevent him standing idle after attacking ⚬ Improved behavior when fighting ranged builds • Added Bite Attack to Plague Rat • Added Back Attack to Risen Axe Bruiser • Added escape logic to Risen Fire Bomber • Added Elemental Affix visual effects to Nith Brute, Nith Screamer and Shackled Brute • Adding cloth simulation to Boarskin Bruiser • Polished rigging on Plagued Boomer • Reduced camera shake intensity on Risen Hammer Bruiser, Boarskin Bruiser and Riven Twins • Smaller enemies can now smash breakable objects (barrels, crates, etc.) ⚔️ NPCs: • Changed the name of the worried woman in the Sacrament Town Square to Nell • Polishing dialog for Druo, Lucian and Everwyn • Updated the dialog for NPCs at the Cerim Gate in Nameless Pass • Added eavesdrop to Sleeping Guard Gerard in Sacrament ⚔️ Areas: • Improved collision, faders and set dressing in Prologue Ship, Orban Glades, Mariner’s Keep, Nameless Pass, Sacrament, Multiple Sacrament Interiors, Cerim Crucible, Cerim Cave, Riven Twins Boss Arena and Potion Seller Cave • Polished lighting for the ship in Prologue, Sacrament and Cerim Crucible • Updated foliage in various locations • Added physics and wind simulation to Spruce trees ⚔️ Cinematics: • Polished animations for characters in the Inquisition Arrival cinematic • Improved lighting, character rim lighting and volumetrics for the Prologue Ship Crash Outro and Inquisition Arrival cinematics • Removed a background character who was blocking part of the view in the Inquisition Arrival cinematic • Fixed cloth and camera pops in the Inquisition Arrival cinematic ⚔️ Audio: • Environment update for Sacrament: ⚬ Added Ambience Emitters for certain Residential and Vendor buildings like the Cook, Tavern, Woodcrafter and Enchantress ⚬ Updated zone beds and oneshots for unique parts of town (Cemetery, Poor Area,Training Grounds, Dasha Sanctuary) ⚬ The church near the cemetery now has bells ringing to service playing at certain times of day, followed by churchgoers praying and chanting from behind the doors. ⚬ Updated ambience for Sacrament Town Square to feel busier during the day ⚬ Updated environment audio for the Cerim Gate zone in Mountain Pass • Increased audio buffer to help alleviate audio crackle artifacts • Increased available audio resources to help prevent sounds from dropping out during long play sessions • Updated audio for Cerim Vision cinematic • Updated audio mix for Barrel and Crate destruction • Saluting Guards in Sacrament now have sound • Added Weapon-specific Impacts on parrying and blocking actions • Added ladder sliding sound effects for Kickdown Ladders • Added sound effects for going down Ladders • Added new sound effects for Plague-Enchanted weapons • Polished audio for Bounties enemies • Fixed missing sounds for Plagued Mutant Soldier • Fixed rain sounds appearing in Sacrament Interiors • Fixed enchantment-specific weapon whooshes cutting a bit too early • Fixed NPCs not making footstep sounds when walking around • Fixed environment states sometimes not resetting when returning to the main menu ⚔️ VFX: • Blood effects are now juicier and used more often! • Improved blood visual effects attachment to characters bodies from attacking and getting hit • Increased intensity of shiny item drop VFX ⚔️ Bounties and Challenges: • Updated Crustacean Conundrum bounty to spawn 14 Crabs while still only requiring 8 Crabs be killed to complete ⚔️ Localization: • Added and updated localized text in many places across multiple languages • Added localization support for new Controller Remapping screen and for various missing localized elements • Fixed incorrect font on the Activities screen ⚔️ Bug Fixes: • Fixed various enchantments on unique weapons and rings that weren’t working properly • Fixed Rested Bonuses for sleeping in beds • Fixed Key Items respawning after pick up • Fixed navigation in Nameless Pass which was preventing certain enemies and the Riven Twins boss from patrolling and moving to the player • Fixed Echo Knight falling off the arena and blocking progress • Fixed Cerim Armor missing upgrades at Filmore • Fixed Risen Pavise, Eye of the Beholder and Wooden Howler Shields not showing their proper models • Fixed SHIFT key not being recognized in the Main Menu • Fixed certain environment textures overriding certain armor textures • Fixed certain armor having missing or incorrect cloth simulation • Fixed rigging on certain armor • Fixed The Wallow boss attacks not having sound effects • Fixed Falling Sky Blueprint not giving the Unique version of the weapon when crafting • Fixed an issue where completed but not yet turned in bounty/challenge rewards were being automatically given to the player at reset • Fixed wall cannons not firing in Cerim Crucible • Fixed XP UI not showing “Max Level” after reaching the level cap • Fixed Level and XP UI being present without a Character selected in the Main Menu • Fixed “Long Area Name” appearing on the map where map is unavailable (such as Cerim Crucible) • Fixed being able to skip through locked doors in The Shallows • Fixed players getting stuck at the end of the entrance corridor in the Echo Knight Arena • Fixed Enchant Item Challenge counting enchanted items that are picked up • Fixed mortuary guard popping in on screen during Spoken and Unspoken quest • Fixed extra Elsa map marker during the Spoken and Unspoken quest • Fixed Giles and Petra standing instead of sitting on the chairs in Caroline’s Inn • Fixed Arrows not hitting Plagued Wolf • Fixed Wolf and Plagued Wolf target point • Fixed Tanth Knight getting stuck during patrolling in Mariner’s Keep at Endgame state • Fixed Darak leaving his shield in Orban Glades when he escapes • Fixed chest opening VFX in Performance and Balanced quality presets • Fixed Wolf having a dance party after death • Fixed Chest floating in the air in Mariner’s Keep • Fixed incorrect texture on the Crafting Table • Fixed 4096x2160 resolution appearing as 256x135 aspect ratio, instead displays as 1.9:1 • Fixed overblown bonfire lighting at The Shallows • Removed rogue rim light at The Shallows • Removed lighting debug shortcut See the full patch notes here -

No Rest for the Wicked

184,300 Aufrufe • vor 2 Jahren

Player Profile: Khanyisa Mayo[27]📝 Position: RW/RF/CF Foot: Left Club: Kaizer Chiefs FC Kaizer Chiefs has made another bold move in adding quality to the teams attack. Khanyisa Mayo provides immediate and long-term attacking solutions for the club on the right. 1. Technical Qualities Mayo is a skillful, left-footed attacker with a profile built for modern, high-intensity attacking football. ■ A very direct winger, always looking to advance play instead of recycling possession. ■ Excellent at carrying the ball through pressure, breaking lines, and forcing defenders into retreat. ■ His dribbling and progressive runs add verticality to the team’s attacking structure. Shooting and Passing: ■ Strong shooting range when cutting inside from the right. He provides that unpredictability to the attack with his quality to strike the ball from range. Consistently attempts to feed the box: goals, assists, and key passes. A finisher and creator between the lines. Positional Versatility: ■ In a 4-3-3/4-2-3-1, his best role is as the right forward or right winger, cutting inside to shoot or combine. He can also be effective stretching play and still carry goal threat and creativity. ■ As a No. 9: While not his best role, he is capable of leading the line. He uses his pace to run in behind. He can compete but lacks the physicality to hold off defenders, though his finishing is good. ■ As a Second Striker[442]: A role that plays better to his strengths than as a 9. He is comfortable operating between the lines, combining with midfielders and a traditional box striker. His mobility, creativity, and shooting ability allow him to function as the link player, collecting the ball, supporting the primary striker, and creating or finishing opportunities. This ability to operate both wide and centrally makes him tactically flexible, giving Chiefs options in various attacking structures. 2. Physical Attributes ■ Pace & Explosiveness: Quick acceleration makes him a constant outlet for balls in behind. ■ Strength & Balance: He is strong enough to hold off fullbacks, sustaining attacking sequences under pressure ■ High Intensity: Matches the tempo of Chiefs’ pressing and counter-pressing game. We do most actions with a lot of intensity, and his explosive nature will be very much welcomed in our attack. 3. Tactical Fit at Chiefs Under Coach Nabi, Chiefs are shaping into a side that plays with directness, intensity, and aggression across all phases of play: ■ Pressing & Counter-Pressing: The team applies immediate pressure after losing the ball. Mayo’s speed, defensive work rate, and forward momentum align seamlessly with this system. ■ High-Tempo Attacking: Chiefs don’t rely on slow possession. Attacks are vertical, sharp, and quick. Mayo’s instinct to drive forward, dribble at defenders, and attack space makes him an ideal fit. ■ Attacking Personality: His ability to provide not just progression but also the final goal, final pass, and decisive action elevates Chiefs’ attacking efficiency. Mayo’s game is inherently aligned with protagonist football: high tempo, forward intent, and productivity. 4. Experiential Value ■ Continental Experience: Spent a season in Algeria with CR Belouizdad, scoring 6 goals from wide positions. Notable not just for the numbers but for adapting to a challenging cultural and tactical environment. ■ Tactical Growth: North African teams are disciplined and organized, with compact defenses and structured pressing. Mayo sharpened his decision-making, spatial awareness, and ability to operate against tight blocks, preparing him for high-level CAF competitions. ■ Mentality: At 27, he blends maturity with hunger. His willingness to take risks reflects confidence and attacking intent. Yet to reach his peak, now is the perfect time to step up, showing the quality glimpsed at Cape Town City. Mayo joins Chiefs as both a system player and a game-changer. A top signing by the Glamour Boys! 📝

El Capitano⚪

87,172 Aufrufe • vor 10 Monaten

Claymotion ads are crushing it on Meta right now. Built a free claude skill to make them 👇 If you've been scrolling Meta lately, you've seen them — stop-motion clay characters, tactile textures, weirdly satisfying to watch. CTRs are 2-3x the feed average. Almost nobody is running them. The problem: they look impossible to make unless you have a studio. They're not. You just need the right prompts. So I packaged the prompt system as a Claude Code skill. It's free. Here's what it does: Paste your product URL. Out comes a full claymotion ad plan: 1/ Shot-by-shot storyboard 5-7 shots with the narrative arc. Setup → product reveal → payoff → CTA. 2/ Image prompt per shot Exact prompt you paste into Midjourney, Nano Banana, or any image gen. Camera angle, lighting, clay texture specs, character details — dialed in for consistency across shots. 3/ Video prompt per shot The animation prompt you paste into Kling, Veo, Seedance, or Sora. Motion direction, pacing, transitions — so the shots actually flow. 4/ VO script per shot Voiceover copy written for rhythm. Timed to the shot length. Hook, body, CTA — all on brand. 5/ Music + sfx direction Tone notes for the track. Specific sfx cues per shot (squish, pop, whoosh) You take the outputs. Paste them into your image + video generators. Stitch the shots. Record the VO. A full claymotion ad in under an hour, at the cost of a few API credits. Instead of $3,000 and 3 weeks with an animation studio. Why claymotion works right now: → Pattern break — nothing else in the feed looks like it → Tactile feel — clay reads as "real" even when AI-generated → High dwell time — people watch the whole thing → Cheap to test — 5-10 variations per product is now feasible Comment "Clay" and I'll send you: → The Claude Code skill (free) → A starter prompt pack → 3 example storyboards so you can see the output (must be connected)

Ahad Shams

16,779 Aufrufe • vor 3 Monaten