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🚨True Crime: New York City Widescreen Fix for PC version just got a massive update!🚓 If you never played this classic, now is the time to hit the streets of NYC. Huge open-world city, destructible environments, insane car chases, brutal hand-to-hand combat, moral choices, and pure early-2000s sandbox mayhem....

226,325 görüntüleme • 3 ay önce •via X (Twitter)

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NEW APP UPDATE! 👑 Update your apps, Kings. Release 2.5.0 is now available in app stores. This update introduces the fully revamped Destiny Attack mechanic, increases game speed, fixes numerous issues/bugs, and continues to optimize & improve the first-time user experience (FTUE). Upcoming releases will focus on further FTUE enhancement for new players, and continue to introduce new features aimed at early retention and stickiness — en route to scale as we strive to become the #1 Luck Battle game in mobile, supercharged by onchain features. NEW FEATURES — 👑 Revamped Destiny Attack: We've refreshed the Destiny Attack with updated animations, lightning effects, and improved audio for more immersive battles. 👑 Destiny Attack Multipliers: Rewards are now multiplied by your Deal Multiplier. 👑 Feature Map Widget: New animated map lets players track city progress and preview upcoming unlocks directly from the play screen. 👑 Customizable End-Of-Level Reward Chests: Complete cities to unlock bonus rewards, now delivered through a sleek new chest system that evolves with the player journey. 👑 Improved Offer Popups (Phase 1): Redesigned sales & limited-time offer popups to feature smoother transitions, cleaner visuals, and a better browsing experience. IMPROVEMENTS — ⚡️ 3-Sword Attack & Destiny Attack sequences can both now be skipped with a tap. ⚡️ City completion rewards are now configurable per city for better scaling (end-of-level rewards will be updated in the near future to better reward deeper game progression). ⚡️ Badge system & Avatar images now load faster. ⚡️ Sales popups now support multiple animation styles in higher resolution. ⚡️ Improved UI responsiveness across attacks, tutorials, and reward screens. ⚡️ Reduced app size to meet further reduce load time. BUG FIXES — 🐛 Fixed a bug where autodeal wasn't working for returning players. 🐛 Fixed a bug where Destiny Attacks were only granting coin rewards for some players. Rewards are now randomized based on the attack type. 🐛 Fixed a bug where the incorrect city was being shown during Destiny Attacks for certain existing players. 🐛 Fixed numerous minor bugs causing crashes for some players. Additionally, multiple different types of live ops have resumed for players. See you in the game, Kings!

King Of Destiny 👑

17,243 görüntüleme • 1 yıl önce

I didn’t expect Crimson Desert to grow on me this much, but here we are. 🫢 After putting more hours into Crimson Desert and getting close to the ten hour mark, I’ll be honest: my opinion of the game has shifted in a much more positive direction. Combat feels significantly better now that I’ve unlocked more skills, exploration is a ton of fun, and while the story is basically nonexistent, I personally don’t mind since I’m not the type of player who needs heavy narrative to enjoy a game. I’ve also done a few puzzles, and so far I’m really enjoying them. I genuinely appreciate that the game does not hold your hand. Enough with the yellow paint in every modern game. Developers should just force us to actually think 🤣 I’m constantly unlocking or discovering something new every couple of minutes. The game is absolutely massive. On the technical side, most of the visual issues I had are now gone after turning off DLSS and playing at native resolution, along with lowering lighting from Max to Cinematic. One of these changes, or maybe both, made the game far more stable, and visually it now looks phenomenal. I still find myself stopping just to admire how beautiful it is. My rating has gone from a 7-7.5 to an 8.5-9, and based on what I’ve played so far, that jump feels completely justified. The overall takeaway is that Crimson Desert does not fully click until you unlock more of its systems. The early hours undersell it, but once combat, exploration, puzzles and the world open up, the experience becomes dramatically better. I also love this intro when you start the game or load a save. It gives the whole experience a special feeling and sets the tone perfectly every single time. :)

𝑨𝒔𝒉𝒆𝒏 𝑶𝒏𝒆

26,852 görüntüleme • 3 ay önce

I played Clair Obscur Expedition 33 for 60+ hours, defeated all the superbosses and here is my review: -2 graphic modes on PS5 -Many options (Motion Blur, Film Grain, Chromatic Aberration and more) -Played the game on the PS5 in performance mode -Solid 60fps with great picture quality -Very fast loading times -Minimal hud design -Played on the normal difficulty (was just right) -You can change the difficulty anytime (up and down) -The visuals and art direction in this game are insane, trust me -Every new location looks stunning and tells a story -The art direction is so unreal but also so authentic at the same time, stunnig work, the art director should get a raise for this -THE VOICE ACTING is also top tier, every character is brought to life with so much passion and love -The dialogue quality is also amazing and really reminded me of Naughty Dog games -How the characters behave and communicate with each other is simply lifelike -The characters also have complex personalities -Some very dark themes and overall a very mature story (death/loss, love, swearing, blood and gore) -The story is amazing and remains exciting until the very end -Some insane "holy shit" story moments -The game is more linear with some open zones and one massive overworld -I would compare it to Final Fantasy 10 in a very good way -There are also some beautiful fixed camera angles that took me right back to that time -The best overworld map out there, the size is MASSIVE and full of content (hidden areas, superbosses, shortcuts, lore and more) -You can camp everywhere on the map -Camp is your hub that will change overtime (extra dialogue, new NPCs, side content, listen to music and more) -You can level up your relationships with various characters -Romances are also a thing -Exploration is very rewarding, no minimap works great -Dedicated jump button and no fall damage is a huge win -There are so many cool things to collect -The game will respect your time, no long walks and good checkpoints -New outfits and weapons will look different (also in cutscenes) -You can skip cutscenes before boss attempts -The combat is super fun and a mix of Persona, Final Fantasy 10 and Legend of Dragoon -One button press combat is just stunning and will flow over time -You can see every enemy before the fight, quick in and out -Some of the boss fights are gigantic with insane attacks and some stunning "From Software boss arenas" (no joke) -The enemy variety is great with some terrifying creature design -The build variety is also crazy with so many combinations -Some of the late game bosses and especially the superbosses are no joke -Soundtrack is insane and every track is a banger -Different battle themes, boss themes, secret boss themes and many more -Some of the tracks especially in the emotional scenes hit me so hard -Game is super polished but I've encountered some small bugs (sound disappear, could no longer jump and some other small things) -Bugs got easy fixed with a reload (day 1 patch could fix that) -Not a fan of some jumping puzzles, but there are optional -Skill management becomes a little bit confusing as the game progresses (menu design could be better) -Would love a mechanic to kill lower level enemies fast and quick -New game plus on day 1 (with extra stuff) is amazing -The game is made by around 30 people, 30 hours of main story, 30 hours of bonus content, insane number of outfits, story focused, no microtransactions bullshit, new game plus mode on day 1 and a price tag of around 50 bucks, need I say more This game is brimming with attention to detail and is a true passion project by fans for fans. The developers may not have had the biggest budget, but they had a clear vision and the result is simply outstanding. My Verdict: 9.5/10 #ClairObscurExpedition33 Clair Obscur: Expedition 33 Shuhei Yoshida

GermanStrands

800,064 görüntüleme • 1 yıl önce

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

70,254 görüntüleme • 1 ay önce

BAG CITY IS LIVE 🚨 The online casino experience you’ve been waiting for. Welcome to Bag City: an immersive 3D world where you can degen with your friends from the comfort of your home. Come play your favorite games, host your own private poker nights, and get a social experience you can’t find on any traditional casino platform. Today marks our official open beta launch featuring No-Limit Texas Hold’em poker and several web3-inspired avatars. To celebrate, we're giving away $20 in BAG to 10 people who like + RT + comment on this post. This is just the beginning. We wanted to get you all in early to start gathering feedback and building Bag City as a community. We’ll soon be adding more games, features, and avatars to establish Bag City as the premier degen destination for web3. Bag City 🏙️ You can play in $BAG City on any desktop browser. Interoperability is a key aspect of the Metaverse, so we’ve made our 3D and 2D game environments cross-play compatible. Bag City players and 2D players can play, chat, and socialize with each other across environments. Texas Hold’em Poker ♣️ Bag City’s first game is No Limit Texas Hold’em poker. Bag City offers 6-max cash games. You can play at public USD stablecoin tables in various stakes or set up private poker games with custom game settings. Avatars 🐧 Bag City features various memes, NFT collections, and web3 personalities as playable avatars. Hit the tables as Kevin de Rug, Pacmoon, Pudgy Penguins, Jeo Boden, doland tremp, and more. Your selected avatar will appear in both Bag City and 2D tables. Venues 🏟️ Personalize your gaming experience with different venues. Whether you’re drawn to the cyberpunk vibes of the Blast Lounge, the tropical island views of Villa Phuket, or the luxury of the Venetian room, there’s a setting to suit your every mood. Social 👥 Bag City offers an immersive and interactive experience like no other. Your avatar’s head tracks your mouse movements while playing, adding a new dimension to online poker. To connect with others at the table, you can use the in-game chat box or choose from various emotes to express yourself. We plan to add voice chat soon to make the table experience even more immersive, social, and full of banter. How to Start Playing ❓ Here’s how to hop into Bag City and start playing: • Sign up on bag dot win (link in bio). • Deposit crypto (BAG, USDB, USDT, or ETH). • Select the Bag City game mode from the home screen. • Select a venue. See you at the tables 🫡
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BAG CITY IS LIVE 🚨 The online casino experience you’ve been waiting for. Welcome to Bag City: an immersive 3D world where you can degen with your friends from the comfort of your home. Come play your favorite games, host your own private poker nights, and get a social experience you can’t find on any traditional casino platform. Today marks our official open beta launch featuring No-Limit Texas Hold’em poker and several web3-inspired avatars. To celebrate, we're giving away $20 in BAG to 10 people who like + RT + comment on this post. This is just the beginning. We wanted to get you all in early to start gathering feedback and building Bag City as a community. We’ll soon be adding more games, features, and avatars to establish Bag City as the premier degen destination for web3. Bag City 🏙️ You can play in $BAG City on any desktop browser. Interoperability is a key aspect of the Metaverse, so we’ve made our 3D and 2D game environments cross-play compatible. Bag City players and 2D players can play, chat, and socialize with each other across environments. Texas Hold’em Poker ♣️ Bag City’s first game is No Limit Texas Hold’em poker. Bag City offers 6-max cash games. You can play at public USD stablecoin tables in various stakes or set up private poker games with custom game settings. Avatars 🐧 Bag City features various memes, NFT collections, and web3 personalities as playable avatars. Hit the tables as Kevin de Rug, Pacmoon, Pudgy Penguins, Jeo Boden, doland tremp, and more. Your selected avatar will appear in both Bag City and 2D tables. Venues 🏟️ Personalize your gaming experience with different venues. Whether you’re drawn to the cyberpunk vibes of the Blast Lounge, the tropical island views of Villa Phuket, or the luxury of the Venetian room, there’s a setting to suit your every mood. Social 👥 Bag City offers an immersive and interactive experience like no other. Your avatar’s head tracks your mouse movements while playing, adding a new dimension to online poker. To connect with others at the table, you can use the in-game chat box or choose from various emotes to express yourself. We plan to add voice chat soon to make the table experience even more immersive, social, and full of banter. How to Start Playing ❓ Here’s how to hop into Bag City and start playing: • Sign up on bag dot win (link in bio). • Deposit crypto (BAG, USDB, USDT, or ETH). • Select the Bag City game mode from the home screen. • Select a venue. See you at the tables 🫡

Decentral Games

41,910 görüntüleme • 2 yıl önce

🚨 GTA 6 LEAK — INTERNAL DEBUG BUILD A new video has just leaked of Rockstar developers doing raw testing of the new creator mode coming to GTA 6. “Debug Paused” in giant red + full code overlays, logs and variables scrolling live. According to internal sources at Rockstar Games who leaked it to the Insider Gaming site, this new feature will completely revolutionize the open-world concept. In GTA 6, players won’t just explore Vice City anymore: they’ll build their own version of it. Imagine this: right after the initial tutorial, you gain access to the “City Creator Mode” (official name still unconfirmed). With an intuitive menu similar to the GTA Online map editor, but a thousand times more advanced, you’ll be able to: • Redesign the entire map: change street layouts, create new neighborhoods, raise or lower terrain, add bridges, tunnels and even artificial islands. • Customize the aesthetics: choose the architectural style (neon 80s, cyberpunk, modern realism, tropical decay, etc.), dominant colors, type of vegetation and even the predominant climate of your city. • Define the economy and crime: decide which companies will dominate (crypto firms, casinos, illegal synthetic drug factories), the level of police corruption, gas prices and even the crime rate in each district. • Create custom missions: build parallel stories that only happen in your city, with NPCs you edit yourself (appearance, dialogues, daily routines). • Share online: publish your city on the GTA 6 Hub and let other players enter it as a multiplayer world or download it as an official mod. Rockstar promised that everything will be saved in the cloud and that changes won’t affect main story progress — meaning you can play the “official” campaign of Lucia and Jason and then return to your personal Vice City and turn it into a chaos paradise or a luxurious life simulator. Still according to the leaks, this tool will use the new RAGE 9 engine with generative AI, which means you can simply type “add a cyberpunk favela in the middle of the beach” and the game generates everything automatically, with consistent lighting, traffic and pedestrians. The expectation is that this feature will be available at launch (scheduled for fall 2026) and that free updates will bring even more options, such as direct import of community mods into the editor. If confirmed, GTA 6 won’t just be the biggest game in history… it will be the game you create yourself.

Oblíquo

92,422 görüntüleme • 2 ay önce

🚨NYC Shutting Down Another Traffic Lane – Causing More Gridlock and Making You Pay for It !! 🚨 I’ve been investigating the streets of New York City for a long time. As a NYC driver, I see firsthand how congestion and traffic aren’t just happening by accident—they’re being created by the city’s own bad street designs. And now, they expect us to pay for it with congestion pricing, draining the wallets of middle- and lower-class New Yorkers. Last month alone, the city made over $50 million from congestion pricing—money taken straight from the pockets of hardworking New Yorkers who have no choice but to drive. And instead of fixing the streets, they’re making things even worse. Now, the city is rolling out a new street design that will shut down another traffic lane on Sixth Avenue to make way for a double-wide bike lane. This means fewer lanes for cars, leading to even more gridlock in one of the busiest parts of Manhattan. Sixth Avenue is already packed with delivery trucks, taxis, rideshares, buses, and regular commuters—now the city is making it worse by cutting down road space even further. What do they think is going to happen when they remove a lane of traffic from one of the most congested streets in Midtown? Traffic will back up even more, drivers will be forced to sit in gridlock for longer periods, and emergency vehicles will struggle to get through. This isn't about making the streets better—this is about making it impossible to drive in NYC, forcing people to give up their cars and rely on an already broken public transit system. Meanwhile, bike lanes keep getting expanded while the city ignores the real traffic problems. The reality is, bike lanes aren’t being used nearly as much as the city wants you to believe. Most of the time, they sit empty, while cars and buses are crammed into fewer and fewer lanes. This isn’t about safety—it’s about forcing an anti-car agenda on the people who actually need to drive. And what’s their solution? They want to force you onto the subway—a transit system that’s more dangerous than ever. Over the past few months, we’ve all seen the rise in subway violence—stabbings, robberies, and assaults happening daily. The same politicians who created this mess, like Governor Hochul and the MTA, expect us to just accept it. Instead of making the trains safer, they’re making driving impossible. And let’s talk about the MTA—New York’s never-ending money pit. Billions of dollars pour into the system every year, and yet we never see any real improvements. Trains still break down, stations are filthy, service is unreliable, and crime is out of control. The MTA always claims they need more funding, yet no one ever asks where all the money is actually going. Meanwhile, the people who rely on the subway are stuck dealing with fare hikes, delays, and dangerous conditions. But the damage doesn’t stop there. I’ve been speaking with business owners throughout New York City, and they all tell me the same thing—sales are down since congestion pricing rolled out. With fewer people driving into the city, foot traffic has dropped, and small businesses are suffering. Shops, restaurants, and other local businesses that rely on a steady flow of customers are now seeing empty stores and struggling to stay afloat. Business owners have told me the city just isn’t the same anymore. This isn’t about reducing congestion—it’s about punishing drivers, killing small businesses, and squeezing more money out of the people who can least afford it. New York City is no longer a place for the working class. The politicians and bureaucrats behind this mess don’t care—because they’re not the ones stuck in traffic, struggling to run a business, or riding the subways in fear. We are.

Viral News NYC

149,961 görüntüleme • 1 yıl önce

I think it’s about time Activision or Gameloop officials shared an update on the future of Call of Duty: Mobile on emulator. Gameloop is the only official emulator that allows you to experience the game on PC with a keyboard and mouse without the risk of being banned. However, the game hasn’t been updated on Gameloop for the past 3 months. The comment section of every official Gameloop post is filled with players asking for answers, yet officials are actively ignoring these concerns. I know many will argue about the necessity of playing a mobile game on PC, but it makes the title accessible to a wide range of players who aren't comfortable gaming on small screens. The game already has a full-fledged official PC edition, but it is currently exclusive to China. If Activision chose to, they could release it globally. This would be beneficial for them, especially since many PC and console players are frustrated with recent mainline CoD titles. Most agree that CoD: Mobile is the ideal game they want to play, but they just don’t want to play it on a phone. By releasing a dedicated PC version or restoring support on Gameloop, Activision could unlock a massive new player base, a percentage of whom would likely spend money in-game. It’s a win-win situation for both the developers and the players. The lack of communication needs to end! We need an official answer regarding the future of the game's global version on PC.

Call of Duty: Mobile News 📲

36,846 görüntüleme • 2 ay önce

To our Wicked fans, As 2024 is coming to a close, we want to take the time to thank you for joining us on our journey with No Rest for the Wicked. This has been a huge year for all of us at Moon Studios. Launching Wicked in Early Access in April was quite the beginning. We've been listening to your feedback very closely, rapidly rolling out hotfixes, balancing, optimizing and adding quality-of-life improvements to the game. With The Crucible Update we added a whole new rogue-lite mode, setting the stage for more replayability out of the existing Early Access content. Since then we've been hard at work on “The Breach” and our next big Content and Feature updates. We know we’ve been quiet - a lot has been happening for us at Moon Studios during this year, and we will finally be able to share all about it very soon! We will be kicking off 2025 with a new announcement in January and you can also expect better and more frequent communication on our Official Channels throughout the year. Thank you for sticking with us and helping shape No Rest for the Wicked into something truly special. Your passion, feedback and support continue to further fuel our passion since the very first announcement at the The Game Awards. We couldn’t be more proud of our team at Moon Studios and everything we have in store for 2025. Here’s to an even bigger year for No Rest for the Wicked, Moon Studios and all of you! Happy holidays! 🎉🎊🎁 The Moon Studios Team ❤️

No Rest for the Wicked

73,244 görüntüleme • 1 yıl önce

Recently I got some hands-on time with Crimson Desert and below are my first impressions as well as some of the gameplay I was able to capture. Crimson Desert is a good game, but it won’t be for everyone. I know the devs claim this isn’t an RPG, but I don’t know any other way to describe this game other than a HARDCORE action RPG. If you need the yellow paint to know where to climb this game isn’t for you. But if you love getting lost in a whimsical world with a boat load of content this game is going to be right up your alley. I think what impressed me most is the attention to detail. There’s so many little things the dev team took into consideration that I think people who enjoy being immersed into a world are going to appreciate. Even if you aren’t that person; on a basic level I think most will enjoy the game's combat. It’s fast, fluid and provides a ton of player expression with its deep skill tree. The world of Pywel is vibrant, large in scale and full of life. It’s easy to get lost off the main quest line as there’s always something to do and someone to speak to. An example being I was wandering through the open world and encountered a distressed woman seeking help. I agreed to follow her only to find out moments later she was with a gang and they were trying to back door me. That had me cracking up. I think if the open world is consistently full of fun, unique side content like that & the main quest line is fire this game has a lot of potential to impress. It’s just a shame that I didn’t get to spend more time with the main quests as I kept getting side tracked with cool stuff to do in the open world. So I can’t give you much insight into that. What I can say is after the opening section there’s NEXT TO NO tutorials in this game, the puzzles are hard & the default controls are a bit clunky. You will be getting lost and I can see that frustrating some people who aren’t interested in a challenge. That’s why I mentioned earlier that this is a hardcore RPG. It does not do a lot of hand holding. Because of that I predict you and your friends will be sharing tips and tricks similar to when Elden Ring first launched and nobody knew what they were doing. If you are a patient person and take the time to learn the game's systems I promise you will be able to put together some awesome combos that will make you feel like the main character. My biggest fear for this game is that I won't finish it. Not because it’s a bad game, but I can just tell from my brief time with it that it’s next level massive. As someone who's been gaming for 30+ years it’s very rare you’ll hear me say a game was overwhelming, but this game is. For people who lack a ton of free time I can see that being a turn off because once again the game doesn’t give much direction or tutorials outside the opening area. Not to mention this game could be big just for the sake of being big. I was curious to know how much of the content was engaging versus just open world bloat? Hard to tell because I only got a few hours with the game. I also fear that the Ai isn’t the best in this game. The Ai issues I encountered zapped all immersion away for those moments. I’m not sure if the final build will differ from the vertical slice we played, but what I can tell you is that on the build we played I wasn’t impressed by the Ai. Several times I attacked enemy camps and they never reacted to me attacking them. They just stood there and took it which made the world feel less alive. There were also times where enemies were looking dead at me just standing still as the battle music played threatening to beat me up, but they never did anything. It was 3 or 4 times I encountered this poor Ai which is a red flag for me because I only got two hours of hands on time with the game. Mind you in those two hours a good portion of it was just me working my way through the prologue and the early quests, so I didn't spend a ton of time in the open world. What I'm trying to get at is the janky ai was very noticeable. It wasn't something that took long to find. I will say when the game works it's great, but when I tell you the Ai was bad at times it was bad. It reminded me of the dumb NPC’s often found in Ubisoft open world games. I’m not looking for this to be a Souls game but I want some level of challenge in the combat. Hopefully that stuff gets patched out. That being said, I’m confident in saying this game is good. I just didn’t have enough time with it to determine if it’s good, or GREAT. Only time will tell when Crimson Desert drops on March 19th, 2026 for the PC, PS5 and Xbox Series. Pros —---------- - Combat makes you feel like demon - Deep Skill tree - Vibrant world - Solid voice acting - Fire OST - The little details (trust system, you can commit crimes ect.) - No Fall damage - Puzzles are creative & challenging - Game doesn’t hold you hand (some people will hate this) - You can swap in and out of 3rd and 1st person at will. Wasn’t able to explore much of how that changes the game, but it’s nice that it's an option. - EASILY over 100hrs of content (some will hate this though) Cons —---------- - Clunky controls (Default controls take some time adjusting too. I hope there’s other control schemes at launch) - Inconsistent Ai (Ubisoft bad at times. sometimes the enemies wouldn’t attack during combat or act like they never saw you) - Long load times (we were playing on PC’s, but idk the specs) - Your horse can faint & when they do traveling the large world wasn’t as fun (and I couldn’t figure out how to get him back - most likely a skill issue) - Early stamina management is OD. Early game it’s easy to drown & get tired running. I’d imagine it gets better late game, but early game it’s frustrating trying to explore. - Camera takes some getting used to in combat. Sometimes its too close and others too far. - Early arrows have no impact. Felt useless. Hoping later upgrades fix that

The Black Hokage

1,174,980 görüntüleme • 4 ay önce

Cyberpunk City: Stepping Boldly Into a New Era At Cyberpunk City, innovation and ambition have always driven us. We’ve built more than just a game—we’ve created an entire ecosystem where blockchain technology meets immersive experiences. From our token-powered economy to NFT-backed in-game assets, we’ve consistently pushed boundaries. Along the way, we’ve achieved significant milestones, expanded our community, and shown resilience in the ever-changing world of Web3. Now, we’re excited to announce a pivotal new chapter for Cyberpunk City as we prepare to migrate to a new blockchain that aligns perfectly with our long-term goals. This move represents not just a transition, but an opportunity to build on our successes and scale the project further. With exciting updates on the horizon, we’re confident this journey will unlock new opportunities for our community and propel Cyberpunk City to new heights. Reflecting on Our Achievements Before diving into the future, we want to acknowledge the milestones and achievements that have shaped Cyberpunk City: Strong Token Economy: We’ve built a thriving token-based ecosystem and ensured real utility for in-game assets through NFT integration. Commitment to Decentralization: With the launch of @CyberpunkStake, we showed our dedication to decentralization and rewarded our community with substantial token distributions. Impressive NFT Volume: Cyberpunk City is currently ranked 10th in all-time volume among NFT projects, a testament to the trust and activity within our community. Price Action and Market Strength: Our token has demonstrated consistent strength in price action, reflecting confidence in our vision and project execution. Meaningful Partnerships and Community Events: We’ve secured valuable partnerships and organized gaming events that brought our community together. Recognition at xDay: Cyberpunk City has proudly participated in two xDay events, earning two awards that highlight the project’s innovation and impact. These achievements reflect the hard work of our team, the enthusiasm of our supporters, and our shared vision for building something remarkable. As we prepare for the next chapter, we’ll continue to build on these successes, creating more opportunities and experiences for everyone involved. What Does This Mean for Our Community? This transition is more than just a technical shift—it’s a chance to elevate the Cyberpunk City ecosystem, refine our offerings, and tap into larger, more vibrant ecosystems. Our mission is to ensure that Cyberpunk City thrives in an ecosystem that can support our ambitions. Here are the key updates that will take place during this migration: 1. Token Ticker Change Earlier, our community voted through a DAO process, selecting $CYB as the new token ticker. As part of this transition, $CYBER holders will be able to bridge their tokens to $CYB on the new chain. 2. Asset Bridging All community-owned NFTs and tokens will be bridgeable to the new chain. Our Cyberpunk City dApp will facilitate these transactions, ensuring the process is as smooth as possible. Some assets will receive enhancements, but rest assured, all updates will be completed within a reasonable timeframe. 3. xExchange Trading Our token will continue to be traded on xExchange throughout the migration process, maintaining liquidity and flexibility. You will also have the option to bridge your tokens to the new blockchain at your convenience. 4. Timeline and Chain Announcement The official chain announcement will be made on November 8, 2024, and the migration will be completed by year-end. The new blockchain aligns with our vision of expanding Cyberpunk City into a vast, more diverse ecosystem, with a significantly larger user base and even greater opportunities for growth. 5. Whitepaper V2 We’ve received many inquiries about our new whitepaper, and we’re excited to share that Whitepaper V2 will be part of a coordinated series of announcements. Due to uncertainties over the past 10 months, we postponed its release to ensure it aligns with the new direction of the project. Now, with a clear path ahead, we are working on a whitepaper that reflects new features and insights gained over three years of development. 6. Website Redesign Alongside the chain announcement, we’re launching a completely revamped website to elevate the Cyberpunk City experience. With a cutting-edge design that mirrors the sophistication and quality of our game, the new site will be more dynamic, visually immersive, and crafted to engage a growing community of gamers. This update will also roll out with Whitepaper V2, providing a clear and comprehensive vision of our roadmap and future plans. The redesigned website reflects our commitment to delivering a premium experience and attracting a larger audience. 7. Marketing Strategy Our decision to keep the blockchain confidential for now is part of a carefully crafted marketing strategy. We aim to reach the largest audience possible with this announcement and are preparing the necessary content and campaigns to ensure a smooth and exciting reveal. 8. Business Development and Partnerships Our business development team is actively working to establish new partnerships on the new blockchain. Once the transition becomes public, we’ll be announcing multiple collaborations to accelerate growth and expansion in our new ecosystem. A New Chapter for Cyberpunk City This transition is a bold and necessary step toward scaling Cyberpunk City into a truly global ecosystem. It’s not just a technical shift—it’s a new beginning, filled with opportunities to build on our past successes and embrace new challenges. We’re confident that this move will unlock new possibilities, helping us reach more players, forge deeper partnerships, and create a thriving community. We’re excited to share this journey with you and look forward to what lies ahead. Stay tuned for updates and get ready to experience the next evolution of Cyberpunk City! Thank you for your support—we’re just getting started!

Cyberpunk City

30,601 görüntüleme • 1 yıl önce

Ubisoft has kindly provided me with about 12 minutes of new Assassin's Creed Black Flag Resynced gameplay Here are some of the biggest key highlights: - Ton of footage from a new mission involving recruiting one of the Jackdaw's three new comrades: Lucy Baldwin. This mission appears to be quite in-depth and quite long. - Crouch, manually toggle hood, hide in shadows and hide HUD with a button press all as new features - New gear such as swords, pistols, and ship customization items can now be found out in the world in treasure chests, previously most items were simply bought at stores - 6 hours of new story content including a new Epilogue sequence, written by original writer Darby Mcdevitt - There are new interior spaces to buildings - Guards have new dialogue, adding further to immersion - Interact with animals in new ways such as feeding turtles food - While hidden blade combat is not in the game, you can still counter kill with the hidden blade and do hidden blade finishers if you don't pull out your sword, however you cannot attack with them. - Pistol finishers make a return and are fully intact from how they were in the original - You can now manually choose which shanty you want to listen to, from a new shanties wheel menu - Menus are akin to the RPG style, with a similar inventory screen but AC4 Resynced is not an RPG. Also the OG menu sounds all return - Graphics have made a huge leap from the original game in every sense - Footage also provides a special look at one of the cutscenes involving Blackbeard - There are new treasure chests to find and new types of treasure chests - The Mayan side activity is back, with using eagle vision to line up pillars same as in the original - New Modern Day related messages and data can be found in the open world Once again, thank you so much to Ubisoft for kindly providing all of this footage! #ubisoftpartner #ad

Synth Potato🥔

89,850 görüntüleme • 1 ay önce

Why the character movement in my custom game engine felt janky and how I fixed it. In a game engine, most often, a character moves using the physics engine. Meaning, the player is not just a coordinate in space but a physical body. It has velocity, it handles collisions, and it interacts with the world. Now, as you might know, physics engines need stability. If you run them at variable framerates, things start breaking. Objects phase through walls or fly off into space because the math becomes unpredictable. This is why most game engines lock their physics loop to a 60Hz fixed rate. But here’s the problem: If you have a high-end system, you don't want to limit it at 60 FPS. That's a waste of good hardware. Now, that said, if the GPU is rendering at 144 FPS but the player's position (physics driven) only updates 60 times a second, it creates a micro-stutter that ruins the "smooth" feel of the game. A good way to fix this is to treat the character as two separate things: 1. The Physics Body (Invisible part): This is the "real" character. It lives in the 60Hz physics world, it moves the player and handles collisions. 2. The Visual Model and Camera (Visible part): This is what the player actually sees. It doesn't care about collisions, its only job is to look nice and smooth at whatever framerate the GPU is pushing. Once you have this separation, you can use interpolation to keep them in sync. Every time the physics clock ticks, you save the previous position of the invisible body before moving it to the new one. Between those ticks, calculate how far we are between the last physics update and the next one. By using this to drive the visible parts of the game, the stutters disappear. The physics loop stays fixed behind the scenes, while the visuals slide smoothly between the snapshots. Example: - Right after a tick: blend_weight= 0.0 (The visual model stays at the old physics position). - Halfway to the next: blend_weight= 0.5 (The visual model slides to the middle point). - Just before the next: blend_weight= 0.9 (The visual model is almost at the new physics position). Pro-Tip A critical mistake I made initially, and one many devs make, is parenting the camera and visible parts directly to the player body. If you do this, the camera inherits the discrete 60Hz physics movement by default. In that setup, interpolation won't work because the camera is "stuck" to the physics clock. For this fix to work you must decouple the camera and visuals from the body and move them separately. Player movement processing in Detis Engine: - fixed_process: Physics runs at 60Hz. Handles collisions and raw movement. - process: Variable rate. Mainly used for player input caching in the player case. - late_process: Variable rate. Handles interpolated camera movement after physics and everything else is done being processed. - render. Submits the final interpolated transforms to the GPU. The test environment in the video is running on an old 2070-based laptop. Hopefully the video compression won't introduce any stutter... I’m sharing this in hopes it helps a fellow dev. Cheers.

Ioannis Koukourakis

48,518 görüntüleme • 6 ay önce

Guess it's that time of year again... The post to Start the rest of the "Star Citizen has raised 900 million and is still in alpha" posts 🤦🏽‍♂️.. monkey see monkey do... Followed by people looking for the highest priced ships to post... Conveniently leaving out the fact you can spend 30$ one time and spend anothet time after that because you can buy almost all ships in game currently with in game money. The game finished Kickstarter the end of 2012 with sky high promises, the game of a man who is a perfectionist and who has a massive vision. Has Star Citizen been managed well over the years? No, we got a hangar module in August of 2013 to let us walk around and view our ships. 2 years later The first iteration of the Persistent universe went live in August 2015 for the first time, here are the major milestones, The initial version of the Star Citizen Persistent Universe (PU) was first made available to backers as part of the Alpha 2.0 release in December 2015. This version was a huge deal, it's the release that combined several gameplay elements and introduced a persistent, multiplayer environment. The PU has been in an alpha, or early access, state ever since and continues to receive Monthly updates and new features with major milestone patches.. Below is a chronological list if all major patches . There have been a ton of "smaller ones" but each has brought new tech, features and improvements as well as bugs Alpha 2.0 (December 2015): The initial release, which allowed players to spawn at Port Olisar and introduced an early version of the persistent, multiplayer universe around the planet Crusader and its moons. Alpha 3.0 (December 2017): This update was considered a major core technology milestone, introducing features like planetary procedural technology, truly SEAMLESS atmospheric entry, cargo trading, and the addition of the Hurston system. Alpha 3.18 (March 2023) Implemented the Persistent Entity Streaming (PES) technology, a significant technical step that allows the game to track every item and ship across all servers, greatly enhancing the level of world persistence. Alpha 4.0 (Q4 2024) Introduced the second full star system, Pyro, which required the implementation of static server meshing technology to seamlessly link different servers. Alpha 4.0 and subsequent. Patches have brought tons of features, missions, activities, sandbox missions during it's. Course.. Today 2026 - Patch 4.4 is in development, currently being tested by us (the backers) which brings with it our 3rd Star Citizen, Nyx and Vanduul. NPCs (hostile aliens) once the NYX planets (specifically NYX 1)are patched in, that will bring with it the Genesis technology, the name is very bit a reference to the same technology from Star trek . We call it Planet Tech V5 which brings planetary visuals, interaction, biomes, textures, lighting, atmospherics an order of magnitude higher then what it already is. while Star Citizen is far from perfect and has had its massive share of growing pains and missteps.. Chris Roberts vision still lives and is in a better state then it's ever been for most of us. It's only getting better, this isn't meant to persuade anyone to play it's just mean to give you some info for those that care or are curious. Before you slander a game, atleast have enough respect to the developers who really bust thier ass day in and at out to bring this game to life.. To fix things, design weapons, ships, space etc. Video below was cut and put together from the Official to clip everything together and it shows NYX 1 Running the Genesis technology KungLi . Like the matrix no one can be told what Star Citizen is.. They need to see it for themselves to understand, The Visuals.. Flying from Space, through the atmosphere then landing anywhere you want, whenever you want, seeing the Star rise over the horizon.. #StarCitizen is beautiful IAE 2955 Event Comming up Nov 10th to Dec 5th, play and fly for free and try it

Citizen_of_the_Verse

50,843 görüntüleme • 8 ay önce