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WWE 2K Gameplay Sliders | Player v AI V1 Difficulty: Hard (6-12mins) Legend (8-15mins) Gameplay/Presentation: Preference Match Options: Special: Normal Finisher: Slow Upper Midcard and Main Event: Slow & Slow More info in the comments: ⬇️⬇️⬇️ #WWE2K26

90,540 Aufrufe • vor 6 Monaten •via X (Twitter)

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I Survived a Crane Collapse in an AI-Generated AAA Game 🎮🔥 Seedance 2.5 on SJinn Agent Prompt ⬇️ Create a 30-second vertical 16 : 9 video that looks like authentic playable footage from an original, ultra-realistic modern AAA third-person open-world game. CORE: A young man rides a black motorcycle through a dense Asian-inspired construction district when a massive tower crane suddenly begins collapsing. He must react, escape blocked roads, abandon the bike, run through an unfinished building, dodge falling debris, climb to the rooftop, and reach safety. IMPORTANT: Original game world, characters, mission, vehicles, HUD and environment. Do NOT recreate GTA V or any copyrighted game scene, character, map, vehicle or interface. VISUALS: Photorealistic AAA game-engine graphics, realistic NPCs, traffic, construction equipment, concrete, steel, dust, debris, reflections, shadows and physically believable destruction. PLAYER: Same young male throughout — identical face, hairstyle, body, clothing and motorcycle. No morphing, outfit changes, duplicates or glitches. CAMERA: Consistent third-person camera behind/slightly above player. Natural player-controlled movement. No cinematic cuts, drone shots, slow motion or independent camera movement. HUD: Original modern open-world HUD. Circular minimap bottom-left, small health/stamina top-right, objective text top/center, contextual controller prompt bottom-center. Show only relevant inputs. GAMEPLAY — 15 BEATS / ~2 SEC EACH 0–2s — RIDE Motorcycle moves through traffic toward the construction zone. Objective: “REACH THE OTHER SIDE” Prompt: R2 — ACCELERATE | L3 — STEER 2–4s — LOOK Metallic creaking. Player uses the camera to look toward an unstable tower crane. Prompt: R3 — LOOK 4–6s — COLLAPSE Crane begins falling; workers flee and dust/debris start falling. Warning: “STRUCTURE FAILURE” Prompt: R2 — ACCELERATE 6–8s — BARRIER Metal barrier crashes onto the road. Player brakes and turns around it. Prompt: L2 — BRAKE | L3 — TURN 8–10s — DEBRIS Concrete debris lands ahead. Player swerves around it through dust. Prompt: L3 — STEER 10–12s — TRUCK Construction truck suddenly reverses into the path. Player brakes hard and narrowly avoids it. Prompt: L2 — BRAKE 12–14s — SHORTCUT Scaffolding blocks the road. Player turns into a narrow pedestrian-access lane. Objective: “FIND AN ALTERNATE ROUTE” Prompt: L3 — TURN | R2 — ACCELERATE 14–16s — DISMOUNT Fallen pipes block the lane. Player stops, dismounts and starts running. Prompt: △ — EXIT | R2 — SPRINT 16–18s — VAULT Player reaches a temporary fence and vaults over it while the crane collapses behind him. Prompt: X — VAULT 18–20s — BUILDING Player sprints through an unfinished concrete building filled with steel beams, pipes, lights and dust. Prompt: R2 — SPRINT 20–22s — DODGE A steel beam crashes across the path. Player instantly dodges sideways. Prompt: ○ — DODGE 22–24s — CLIMB Player reaches an unfinished staircase and rapidly climbs toward the upper level. Prompt: △ — CLIMB 24–26s — ROOFTOP Player reaches the rooftop, jumps across a small construction gap and lands safely. Prompt: X — JUMP 26–28s — ESCAPE Player sprints toward the marked safe zone as the crane finally crashes behind him, producing a huge realistic dust cloud. Prompt: R2 — SPRINT 28–30s — COMPLETE Player stops at the rooftop edge. Destroyed construction site remains visible below. HUD: “MISSION COMPLETE” Subtext: “CONSTRUCTION ZONE ESCAPED” Keep the minimap visible. End as gameplay footage, with no cinematic ending or fade. GAMEPLAY RULES Every displayed input must directly correspond to the player's action. Movement, steering, braking, sprinting, vaulting, dodging, climbing and jumping must feel player-controlled. Maintain continuous environmental destruction: fallen objects remain where they landed, the motorcycle stays where abandoned, and the crane progressively collapses.

Maverick | AI

13,689 Aufrufe • vor 13 Tagen

#CornucopiasGame is developing a unique #Web3 #Metaverse experience that has never been seen before in gaming. We will be inclusive to a number of different playing styles from Fast Paced Racing, to Slow and Methodical exploration, PVP, PVE and Casual Puzzle solving all in a Fun and Community Driven Environment. 🚡 Calido Valley is a MegaDome that has 2 main sections, Calido Valley Resort and Calido Valley Raceway. Calido Valley Resort is the largest "racing lobby" you have ever seen, however it was designed to do more than prepare you for racing.. Here are 10 things to know about Calido Valley Resort.. 💡 1) To date, it's a Gamified Starting/Testing zone for new features that will find their way into Solace and the other themed zones 🗺️and over time it will introduce new players into the basic and advanced controls that will help you progress in Cornucopias 2) It's a Community Meetup place where you can hang out with your friends🧑‍🤝‍🧑 3) It's a glimpse of the In-house AAA Artwork and gameplay that our team has, and continues to work hard on🎨 4) It's a Large, Multiplayer, Expansive, Emersive Environment that has more to offer than it seems at first glance 🌏 5) The HoloCache find-n-seek sub-game introduces the Compass which will be one of the Major Player-Functionality you will be invaluable in the larger maps 🔎 6) An early introduction to one of the XP and Leveling Systems can be seen and enjoyed💯 7) It has a number of different and Varied Puzzles already, and these will be added to very soon🧩 8) The simple Escape Room mini-game (as shown), adds an exciting twist to Calido Valley Resort that brings out the adventurer in you ↕️ , more Advanced Single and Multiplayer escape rooms are planned 9) Ongoing gameplay will be added over the next few months as we invite more Early Testers to come and enjoy #CornucopiasGame🗓️ 10) As we Evolve Calido Valley Resort it will introduce Core MMORPG elements such as Fishing, Mining, Farming, Inventory, Tasks, Multiplayer "Raid" Puzzles, Boss Levels and much much more.. 🎣⛏️🏡🪴👨‍🌾 The Community Feedback will be pivotal to help us create and shape the best Web3 game we can. Cornucopias is built different.. 🏝️🌽🚀 #YearOfTheCorn #CardanoCommunity #UE5 #AAA

Rob the Fox

29,005 Aufrufe • vor 3 Jahren

Death Stranding 2 | Hands-On Details ▪️Press got to play a whopping 30 hours of the game, that is around 40% of the story says Kojima ▪️"Tighter, pacier, more dynamic, more gripping" than the first game ▪️4 difficulty settings: Story, Casual, Normal, and Brutal ▪️Played on base PS5, "impressive photorealistic graphics" that draw you in right away, "hugely increased" level of detail ▪️"Fantastically surreal" bossfights ▪️Takes place 11 months after the first game with Sam living with his daughter Lou in a remote area in Mexico ▪️After connecting America to the chiral network, deliveries are now automated by AI ▪️His peaceful life is disrupted by the return of Fragile, now running the company Drawbridge, who sends Sam on a mission to connect Mexico to the network and then to Australia ▪️Pacing is improved over the first game, swiftly gets players into gameplay ▪️Corpus: In-game glossary similar to Final Fantasy 16 that can be opened at any time, including mid-cutscene, to recap and explain plot points, characters, places etc ▪️Expanding gameplay systems was a major focus, world feels more dynamic and diverse with more opportunities for player expression ▪️Still focused on taking cross-country delivery jobs through hostile landscapes, but much more evolved like going from MGS1 to MGS2 ▪️More streamlined menus, clear info on your objective, equipment, routes, less frustration in traversal ▪️Combat now plays a greater role, Kojima added more options because so many people all over the world were asking him to make another Metal Gear ▪️Sam now has to also contend with extreme weather conditions. Sandstorms can topple you over, intense rain leads to floods, earthquakes shake the ground, avalanches can come crashing down ▪️Tons of environmental diversity, barren mountains, white sandy deserts, lush jungles, cities, etc makes the first feel static by comparison ▪️Time of day (sunlight, nighttime) can impact the temperature of your precious cargo ▪️Asynchronous online connectivity expanded with more structures like ziplines that now curve, safe houses for checkpoints, ramps that can shoot Sam across the air like Sonic ▪️You can level up your abilities through use, like stamina, proficiency with weapons, skill tree buffs like better stealth that gives improved noise cancellation and enemy alerts. Likewise more time in combat unlocks better ammo, scanner range, etc ▪️You can customize your backpack with lots of attachments like extra ammo pouches, shields, and more ▪️You can also customize vehicles like adding an arm to a truck that will automatically grab lost packages, machine guns to auto shoot enemies ▪️Lots of new options to encourage experimenting your approach, like finding extra tools like powerful gloves that let you punch mechs in the face or an otter hat to float in water ▪️"Significant" number of side quests with meaningful rewards: special weapon schematics, narrative payoffs, skill points to unlock footstep dampeners, aim assistance, vehicle recharger, etc ▪️Combat is vastly expanded and improved, in many ways "feels like Metal Gear Solid 6" ▪️Mexico and Australia are filled with enemy bases to infiltrate, ripe for silent takedowns or gunfights that feel "punchy" ▪️There are new human enemy forces such as bandits and armed survivalists ▪️You can wear different camo types to blend in and throw out small puppet "Dollman" into the air to scout out enemies ▪️You can now put down Sam's backpack to allow for more agile movement ▪️Lots of weapon options from pistols to assault rifles, shotguns, sniper rifles, grenade launchers, 'blood boomerang', the rope-firing Bola Gun, and more ▪️Battles against BTs are much more engaging, with new enemy types that can also physically see Sam, not just sense him ▪️You can unlock a music player in the game that lets you play a playlist of tracks you collect at your choosing Full IGN Video ▶️ VGC ➡️ Eurogamer ➡️ #DeathStranding2 #PS5

Shinobi602

1,078,190 Aufrufe • vor 1 Jahr

GTA in Brazil 🇧🇷 All this chaos just to deliver the package to the right house! Created using Seedance 2.5 on Pollo AI Prompt: Create a 30-second ultra-realistic AAA third-person open-world gameplay sequence set in a densely populated Brazilian neighborhood inspired by Rio de Janeiro. The video must look like genuine next-generation GTA-style gameplay captured directly from a playable open-world game — not a cinematic film. Use a consistent third-person gameplay camera positioned naturally behind the protagonist, realistic player-controlled movement, seamless environmental interaction, physically accurate collisions, natural NPC behavior, detailed Brazilian surroundings, and believable game-world physics. MAIN CHARACTER: Use the uploaded character image as the exact identity reference for the protagonist. Preserve her face, facial proportions, hairstyle, hair color, skin texture, body proportions and overall identity consistently throughout the entire sequence. She is a young Korean woman in her early 20s with long black hair, wearing a casual summer outfit with a pastel-lavender top, loose white cargo pants and sneakers. Her clothing, face and hairstyle must remain completely consistent from beginning to end. OPENING — 0–3 SECONDS: Begin immediately in playable third-person view. She is casually walking along a busy Brazilian residential street. The environment instantly establishes Brazil: dense hillside homes, colorful painted walls, Portuguese storefront signs, overhead electrical cables, parked compact cars, motorcycles, pedestrians, small neighborhood businesses, tropical plants and realistic street clutter. Without warning, a motorcycle delivery rider pulls up nearby and places a sealed cardboard package on a low wall while checking his phone. The protagonist looks at it. A contextual gameplay prompt appears: “TAKE PACKAGE [E]” She looks around. She takes the package. Immediately: MISSION STARTED “DON'T GET CAUGHT WITH THE PACKAGE” 3–8 SECONDS: The delivery rider looks up. He realizes the package is gone. A red alert appears: “PACKAGE STOLEN” He points toward her and starts chasing. She freezes for half a second, realizes what is happening, then runs. The camera smoothly follows her like authentic third-person gameplay. She runs downhill through a crowded Brazilian street, narrowly passing pedestrians and motorcycles. NPCs react naturally — some step aside, one briefly looks back, another continues walking while barely acknowledging the chaos. 8–15 SECONDS: She cuts through a narrow alley between houses. The rider follows on foot. She jumps over a low concrete barrier and continues running. A motorcycle passes extremely close in front of her. She instinctively stops for a fraction of a second. A notification appears: “BAD DECISION” She immediately turns down another street. Her stamina bar visibly drops. “STAMINA LOW” She reaches a small local football court where several people are playing. A ball suddenly rolls directly into her path. She kicks it aside without stopping. The players briefly react as she runs through. 15–22 SECONDS: She reaches a steep hillside street. She looks back. The delivery rider is still chasing her. She notices an open doorway beside a tiny neighborhood shop and quickly ducks inside. The rider runs past. The screen briefly displays: “THEY LOST YOU” She quietly steps back outside. The rider suddenly appears at the other end of the street. “THEY FOUND YOU” She panics and runs again. 22–27 SECONDS: She finally reaches a small Brazilian house matching the address printed on the package. She looks at the label. Then at the house number. A subtle objective updates: “DELIVER PACKAGE” She rings the doorbell. A Brazilian woman opens the door. The protagonist hands her the package. The woman checks the address and happily accepts it. Objective instantly changes: “DELIVERY COMPLETE” 27–30 SECONDS: The exhausted delivery rider finally arrives. He stops. Looks at the protagonist. Looks at the woman. Looks at the package. He slowly realizes that the protagonist accidentally delivered it to the correct address. He is completely confused. The protagonist gives him an innocent smile and casually walks away. Final HUD notification: “MISSION COMPLETE” “CHAOS +250” The rider remains standing there, speechless. GAMEPLAY & VISUAL STYLE: Ultra-photorealistic AAA open-world game graphics with realistic human characters, detailed facial animation, physically based materials, realistic skin, individual hair strands, natural cloth movement, accurate shadows, global illumination, realistic reflections, detailed road surfaces and authentic environmental imperfections. Brazil must be visually recognizable through authentic environmental details rather than exaggerated stereotypes. Use realistic Rio-inspired hillside neighborhoods, dense residential streets, Portuguese signage, Brazilian motorcycles and compact cars, local stores, football culture, tropical vegetation, concrete walls, balconies, utility poles and tangled overhead wiring. NPCs should have varied appearances, clothing, animations and reactions. No duplicated-looking crowds. All physics must be grounded: the cardboard package has believable weight, pedestrians react naturally to collisions, motorcycles have realistic acceleration and suspension, clothing responds naturally to movement, and characters maintain consistent proportions. CAMERA: Strictly authentic third-person open-world gameplay perspective. No cinematic establishing shots. No drone shots. No slow-motion hero shots. No dramatic camera transitions. No movie-style depth of field. No impossible camera movements. The camera should behave as if a player is controlling the character in a real AAA open-world game. HUD: Use a restrained GTA-inspired gameplay HUD integrated naturally into the screen: - circular minimap - health bar - stamina bar - mission objective tracker - contextual interaction prompts - alert indicators - small gameplay notifications The interface should feel like part of an actual AAA game rather than an overlay added afterward. NEGATIVE REQUIREMENTS: No anime. No cartoon. No cel shading. No mobile-game graphics. No fantasy. No exaggerated physics. No gore. No distorted faces. No changing character identity. No changing clothing. No inconsistent package size. No duplicated NPCs. No teleporting objects. No floating objects. No rubbery character movement. No cinematic movie shots. No unrealistic facial expressions. No artificial-looking crowds. The final result should feel like a completely authentic 30-second gameplay clip from a huge, photorealistic AAA open-world game set in Brazil, funny because of the situation and gameplay mechanics, not because the visuals are exaggerated.

Johnn

42,806 Aufrufe • vor 13 Tagen

Efsane Platform Introduction I. Platform Overview • Platform Positioning: EFSANE (main domain is the world's fastest-growing blockchain news portal, serving as the core gateway to the entire ecosystem. The platform integrates multiple modules, including predictions, live streaming, games, and social networking, striving to provide users with a one-stop on-chain entertainment and interactive experience. • Core Mission: To establish a secure, reliable, low-threshold, and diverse on-chain entertainment platform, enabling users to conveniently participate in Gem (GEM) trials, USDT live games, prediction markets, live streaming interactions, and community exchanges, forming a complete closed-loop ecosystem. II. Core Values ​​and Features 1. One-Stop Ecosystem Hub • Integrated Sub-Channel Access: The main site homepage and user center clearly display channels for various modules, including prediction network, live streaming, blockchain games, and efschat (social networking), allowing users to directly access their desired scenarios without having to navigate multiple platforms. • Unified Asset and Account System: Centrally displays Gem/GEM and USDT balances, records participation in each module and historical returns, and enables one-stop asset management. • Unified Notifications and Customer Support: Integrates platform announcements, event reminders, and reward notifications, providing multiple customer service channels to significantly enhance the overall user experience. 2. Brand Trust and Security Transparency • Operational Data Announcements: The platform publicly discloses core metrics such as registered users, daily active users, withdrawal success rate, and total bonus pool, ensuring data authenticity and verifiability. • Compliance and Audit Visualization: Displays security audit summaries, risk control systems, and compliance instructions, allowing users to immediately perceive the platform's professionalism and credibility. • Risk Warnings and User Education: Key pages and workflows prominently highlight participation risks, and provide resources such as operation guides, video tutorials, and live streams. 3. Diverse Gameplay and Incentive Design • Gem/GEM Beginner Mechanism: Users can earn gems by signing in, completing tasks, or participating in events, allowing them to try out the game before converting, lowering the barrier to entry. • USDT Payment and Real Earnings Mechanism: Used in advanced games and predictive gameplay, ensuring authentic payment and cash-out mechanisms, enhancing asset authenticity and building trust. • Cross-module Incentive Mechanism: A task system enables cross-module linkage. For example, completing prediction tasks earns rewards in the live streaming/gaming modules, fostering deeper user engagement. • Multi-tiered Promotion Revenue Mechanism: Through an invitation code system and a three-tiered fission reward structure, promoters can earn high commissions, with commissions increasing to higher levels during special periods, stimulating user enthusiasm for cross-platform sharing. 4. Social and Community-Driven • Community Aggregation Portal: Enables cross-scenario discussion and sharing among users of modules like prediction, gaming, and live streaming. • User-generated Content Creator System: Encourages users to contribute high-quality content such as tutorials, guides, and reviews, providing incentives and resource support to outstanding creators and streamers. • Interactive Operational Activities: Regularly organize AMAs, online competitions, and data review livestreams to enhance user engagement and a sense of belonging to the platform. 5. Technical and User Experience Assurance • High-availability Architecture: The platform utilizes CDN acceleration, load balancing, and site-wide SSL/TLS encryption to ensure stable access and data security. • Full-Device Support and Multi-Language Optimization: Compatible with mobile and desktop devices, it supports a multi-language interface, offers a simple registration process, and quickly guides new users onboarding. • Behavioral Data-Driven Optimization: Analyze user behavior to deliver precise recommendations, improving gameplay conversion rates and user retention. III. Introduction to Key Modules (Platform Portal and Linked Examples) 1. Prediction Module ( Provides prediction scenarios for multiple sectors, including the crypto market, hot events, and sports events. Gameplay includes time-limited battles, binary options, and multiple-choice intervals. It features transparent settlement, a leaderboard mechanism, and integration with live streaming and the main platform's asset system. 2. Live Streaming Channel Showcases project roadshows, platform tutorials, live event broadcasts, and community interactive live streams to enhance user engagement and trust. It supports both gem and USDT tipping mechanisms and can be directly linked to the main platform's event page or task guide. 3. Chain Game Entertainment Channel Offers a diverse selection of games, from casual mini-games to competitive GameFi, supporting gem trials and USDT live trading. A leaderboard and tournament system is integrated with the main site's asset management and livestreaming content. 4. Social Community Users can participate in discussions, post content, and share task results in interest-based zones. A creator development system and content governance structure are established, serving as a hub for cross-module communication and feedback. 5. Other Expandable Portals The platform can subsequently expand subdomains such as dedicated event pages, tutorial pages, and creator centers as needed, all under the main domain for unified management. IV. User Flow Examples 1. First Visit: Users visit and register/log in. The homepage displays featured events and module portals, encouraging participation in gem trials or popular gameplay. 2. Onboarding: New users receive gem trial coupons and are guided through live tutorials or tutorials to quickly understand the platform's core mechanics. 3. Multi-Scenario Participation: Users can choose to participate in prediction betting, game battles, watch live streams and give rewards, join communities to express their opinions, or complete tasks and invite friends. 4. Asset Management and Withdrawal: Users can centrally view their Gem and USDT balances and earnings on the platform and withdraw them or use them to participate in other modules. Promotional earnings and commission details are displayed simultaneously. 5. Sticky Loop: The system periodically pushes cross-module tasks, community events, leaderboard incentives, and other content to promote continuous user engagement and platform retention. V. Trust and Compliance Assurance • Operational Transparency: The platform regularly publishes key data and security audit information to ensure openness and verifiability. • Risk Control Mechanism: Key processes such as withdrawals, deposits, and prediction participation are equipped with anomaly detection and anti-cheating mechanisms; large-scale transactions require KYC review. • Compliance Strategy: The platform monitors the regulatory status of crypto entertainment and prediction mechanisms in various markets and implements grayscale openness, geographic restrictions, and compliance disclosure procedures. • Privacy Compliance: The platform strictly adheres to local data protection laws to safeguard user privacy and security, and clearly states the scope of data usage in the user agreement. VI. Brand and Promotional Positioning • Suggested Platform Slogan: • " A one-stop on-chain entertainment platform with low barriers to entry, high transparency, and real returns." • "Gem Trials, USDT Play, the new standard for secure and reliable on-chain entertainment." • Core Marketing: Focus on beginner gem experiences, real USDT withdrawals, diverse gameplay options, and safety and compliance mechanisms. • Promotional Channels: Includes Telegram, Discord, and WhatsApp groups, livestream promotions with influencers (KOLs), and SEO/advertising (using keywords such as "on-chain entertainment platform" and "GameFi Real Returns"). VII. Technical and Operational Support System • Multilingual Operational Capabilities: Currently supports Chinese, English, Turkish, and Japanese, and will gradually expand to 16+ languages ​​globally, providing a localized experience for the international market. • Data-Driven Growth Analysis: Build a full-chain conversion analysis system to monitor new user conversion rates, retention rates, paying behavior, and task completion. • Customer Support and User Feedback Mechanism: Provide a multilingual customer service portal for immediate responses to user questions; promptly integrate community suggestions into product iterations and provide regular announcements. • Platform Optimization and Emergency System: Develop a security incident emergency response plan to ensure rapid platform recovery in the event of an emergency; continuously optimize the user experience through a data feedback mechanism. VIII. Future Development Outlook • Deep Ecosystem Development: Continuously optimize existing gameplay and module integrations, and explore the introduction of new economic mechanisms such as NFT incentives, DeFi mining, or staking. • Technology Evolution: Follow cutting-edge technologies such as Layer 2 expansion, off-chain settlement, and AI-powered recommendations to improve transaction efficiency and user experience accuracy. • Compliance Expansion Strategy: Promote legal operations in regions with mature regulations, and proactively prepare for compliance in high-potential markets to mitigate legal risks. • Community Brand Ecosystem: Cultivate a community of core players, influencers (KOLs), and creators, building a trusted brand image and enhancing user belonging through online livestreams and offline salons. 🔗 Register as a new user and receive $6. Join now:

EFSANE

28,263 Aufrufe • vor 11 Monaten

Warhammer 40K: Space Marine 2 | Details from Hands-On Media Previews ▪️"Taken aback by the sheer scale, atmosphere, and attention to detail", "feels like 40K nirvana" ▪️A lot of effort has gone into worldbuilding, "could very well be the most authentic Warhammer 40K game we've seen to date" ▪️Blend of shooting and melee feels very fluid and satisfyingly brutal ▪️Parries, dodges, counters, gun strikes. Parries can instantly kill smaller enemies or interrupt larger enemies' combos ▪️Some liked the parries and finishers, others felt they broke up the flow of combat and slowed it down too much ▪️Multitude of execution style attacks, like tearing limbs off tyrannids and ripping apart the power armor of The Thousand Sons ▪️Gain health through consumable stims found in the game, executions are vital as they fill a portion of your armor ▪️More strategy: Take out groups of smaller enemies first that are surrounding you, or focus on the larger, tougher enemies to sever their synaptic link to the smaller ones? Ranged enemies can slow you down or poison you, while other enemy types buff others ▪️Jump Pack: Fire from high up, dive down on enemies with a devastating strike ▪️Boss Fight: Example of one with a Thousand Sons sorcerer - completely different gameplay experience that was a visual spectacle, cast spells and traverses across the battlefield, 'horrific' eyes emerge from the walls and ceiling of the room, ground turned to liquid, etc (lots of magic) ▪️Graphics are a "feast for the eyes": tons of details in characters, armor, weapons, environments, animations, bolt round explosions, skies filled with tons of enemies, "chaotic soundscape is spot on" ▪️Operations Mode: PvE co-op missions, takes place alongside the main story, play as your own customizable space marine in a squad of 3 ▪️One PvE mission sees your squad spring a trap on a Tyrannid Hive Tyrant, which disables a Tyrannid swarm that Titus was fighting in a separate campaign mission, makes you feel like a part of the bigger picture in the story ▪️PvE missions will take about 30 minutes on normal difficulty, variety comes from the AI director that changes up enemies depending on your class and playstyle, springing surprise ambushes, etc ▪️Classes | Tactical Marine, Assault, Vanguard, Bulwark, Sniper, Heavy - each comes with different weapons, perks, abilities that have unique uses on the battlefield Gamespot: IGN: Push Square: #Warhammer40K #SpaceMarine2

Shinobi602

246,670 Aufrufe • vor 2 Jahren

Total BS. Kobe is ranked 10 or 11th all time Bill Simmons Tell me once when any player ever uttered “Kobe is my GOAT”. Name one player who stated “Duncan is the toughest to guard in the league”. Never been said once. But for Kobe, it’s said. “Duncan is our Jordan”. Never said about Duncan, but said about Kobe. Why don’t these people ever mention Duncan getting clapped up by Kobe in 2008? We’ll get there but There’s a host of other stuff to get into though 1st. Kobe not Top 10? Really? How, with this resume. And I’m not even going to mention everything: People leave Kobe off the top 5 list and it’s a shame because you claim to know ball. Let’s dig into this. People get on Kobe for winning with Shaq when you know good and well Kareem and Magic hasn’t done what Kobe has done. Kobe proved that he was an all time Top 5 legend by winning back to back Chips without a Top 75 Teammate POST SHAQ!! They said he couldn’t win without him and he DID, yet they you and the media still punish him. Kobe was already on pace to be a Top 15-20ish player had he never won anymore championships without Shaq because his talent demands that. But he did over and above that POST SHAQ. Kobe proved the “you can’t win without Shaq narrative” was a sham. Not only did he prove it wrong, he totally obliterate that stronghold the media put on his career. Kobe faced the toughest of competition, TORCHED his rival Tim Duncan, had an all time run from 08-10 that saw him outdual and beat the same teams in the finals that Lebron, his Co-Megastar of the league at the time, would lose to. Kobe was ONE of the reasons Wade teamed up with your #2 All time guy Lebron, to get rings in a league where the Celtics and Kobe seemed to be unbeatable to Lebron and Wade. People act like Kobe didn’t cross every box and jump every hurdle y’all put in front of him. He has championships, Consensus 1-2 Most skilled all time, Stats, 4th points all time (despite slow start to career) and is the 1-2 greatest scorer of all time considering he did what he did in the slowest paced era where the league still esteemed defense and drafted and paid big money in free agency for “KOBE STOPPERS”. AND HE DID ALL THIS IN THE WESTERN CONFERENCE!! 25-10 vs. 50 WIN PLAYOFF teams (most all time) 122- 40 point games 25- 50 point games 6- 60 point games 12 time All Defensive team 9 time All Def 1st(most alltime for Gaurd) Revered by his rivals as Top 1-5 all time AND MJ STATED THAT Kobe is the only player he thinks can beat him!! And you know the only reason Kobe doesn’t have more MVPS is because of COLORADO so don’t even bring up that media driven narrative award. I’m done 🫡 Oh, before I go, here’s that spanking I was referring to in 2008⬇️

THE KOBJECTIVE VIEW

379,733 Aufrufe • vor 9 Monaten

Now that I'm 80 hours in and have completed Rinacita, I want to give my thoughts on Wuthering Waves as a whole, both from the perspective of a new player and as someone who hates the gacha monetization model. When I first started I was told that 1.0 (The first arc/region of the game) was mid. I disagree with that sentiment. While the first 7 or so hours were bogged down a bit by lore terms and exposition that often left me confused, around Yinlin's companion quest is when I started getting invested and upon reaching Mt. Firmament (10-15 hours?) I was locked in. What I WILL say, is that the first arc of the game is mid in COMPARISON to what the game offers and becomes later on in every single regard, writing, dialogue, gameplay, music, map/world design, everything. Rinacita is truly a game changer and you can see the game's budget increase in real time with higher quality animations and cutscenes, as well as the map basically being an entire game on top. Every single companion quest without fail has ranged from solid to great, even making me tear up on a few occasions (Encore lol) and making me care about characters I never thought I would. They're truly a highlight and the writing is what makes this game go from just playing with attractive characters to playing with characters you actually care about. The sheer amount of content this game offers is absurd with both varying forms of short/long form content. It's hard for the game to feel repetitive when it gives you a new character to play as or constantly introduces new mechanics. (puzzles, traversal, combat challenges, bosses, etc) Even 80 hours in there's constantly new mechanics being introduced to me. The combat and team building is great, simple but with a level of depth that allows for some player expression (especially newer characters) and the various Forte's and movesets of the characters are both satisfying and incredibly flashy. The audio design specifically on some attacks is very punchy like Chisa's ult. The game is also just, gorgeous. The art design for everything in Wuwa is stunning, the map sizes are huge with varying biomes and the heights you can fly can be jaw dropping at times. Almost every location is screenshot worthy and the music does a lot of heavy lifting to, especially once you get to Rinacita. Wuwa just might also be the most F2P friendly Gacha that exists and while I stand by the idea that every game (including this one) would be better without gacha systems I have to give credit where it's due. It is INCREDIBLY generous with summoning currency (asterite) and I'd even wager to say, due to the store prices being absurd (If I remember correctly it's about $25 for 1 multi-summon) unless you're very well off it's a horrible decision to spend money for summons in this game when you could easily grind that in 2-3 hours of gameplay. Not to mention the pity system being very favorable and lenient. Even if you find yourself playing with mostly base characters for 40 hours (like I did because I didn't know you got more asterite from exploring than doing quests) the game is constantly giving you new characters to temporarily play as in quests to stop combat from getting too repetitive. Once again the characters are a massive highlight, in design, gameplay and writing, this is quickly becoming one of my favorite worlds where every arc introduces new favorites for me. I find myself enjoying where Rover is being taken as a character and that she's starting to speak more and more, slowly seeming to become less of a self-insert even if she'll always be that to an extent. I'm not going to lie to you and say the story is some unique masterpiece that avoids all tropes. It's not, you've likely seen similar stories told, but it executes everything at a high level and accomplishes what it's trying to do. The biggest flaws are the file size and the prices of the in-game store, as well as it's nature as a gacha game. Even if it may be the most generous one. The actual optimization of the game I find is solid, on PC with a 4060 I run on almost max settings and get 70+fps even with how massive the world is. The starting few hours can also be slow and exposition heavy with lore-terms you don't understand. Leaving you confused and disconnected for awhile, even later on in Rinacita the dialogue can stretch on for too long sometimes which can be a pace killer, but it doesn't ruin the quality of the stories it's trying to tell. From what people say I haven't even gotten to the best part of the game and I'm very excited! If I were to give a current rating, it would be a 8/10 and as long as you don't spend money on summons, I would recommend at least giving it a try.

🎮𝙆𝙖𝙞𝙮𝙖🎮

100,729 Aufrufe • vor 4 Monaten

Have a Bullish Thursday! Let's smash it and have fun while doing it!! Why I'm Bullish on Valeria Games In the ever-evolving landscape of gaming, Valeria Games Games stands out as a trailblazer, seamlessly integrating blockchain technology to offer players unparalleled ownership and immersive experiences. Here's why Valeria Games is capturing the attention of gamers and investors alike: 1. Innovative Gameplay with True Asset Ownership Valeria Games is pioneering the Web3 gaming space by providing players with genuine ownership of in-game assets. This means that items you earn or purchase are truly yours, secured on the blockchain, and can be traded or sold as you see fit. 2. Strategic Partnerships Enhancing the Ecosystem Valeria has forged significant partnerships to bolster its ecosystem: 🔹XAI Foundation: Blockchain Integration 🔹Animoca Brands: $LOV Token Advisor & Investor 🔹SuperVerse: Details TBA 🔹Aethir: Game Accessibility Partner 🔹Arbitrum: KOLs & Ambassadors 🔹Mocaverse: UA Campaign + Game Integration 🔹Snag Solutions: Marketplace 🔹Helika: Engage Campaign 🔹Dynamic: Login-Functionality 🔹VoyceMe: Webcomic 🔹Gamelancer: Web2 Marketing These collaborations not only enhance the game's functionality but also expand its reach and appeal within the gaming community. 3. Diverse and Engaging Product Lineup Valeria Games offers a rich array of products that cater to various gaming preferences: 🔹Valeria: Land Before the War: A free-to-play, real-time strategy game available on iOS and Android. Players can summon Valerians, unlock champions, and engage in various game modes, including dungeons and PvP 🔹Phygital Card Game: This innovative game combines physical card play with digital NFTs. Each card features a QR code, allowing players to redeem it as a digital asset, bridging the gap between physical and digital gaming Webcomic: Land of Valeria: An official webcomic that delves into the enchanting world of Valeria, offering fans a deeper narrative 4. Robust Tokenomics with $VAL and $LOV The ecosystem is powered by two tokens: 🔹$VAL: Used during Season 1 for acquiring cosmetics, booster packs, Valerians, and more. Players can swap $VAL for GEMS at a 50% discount, enhancing in-game progression. Notably, any $VAL spent during Season 1 will be refunded 1:1 as $LOV tokens at the Token Generation Event (TGE), ensuring players retain 🔹$LOV: Set to be the primary token post-Season 1, with a total supply capped at 400,000,000. will be integral to the game's Play-to-Airdrop (P2A) campaign, rewarding active 5. Community-Centric Approach Valeria Games places a strong emphasis on community engagement. By building in public and prioritizing player feedback, the company ensures that its products resonate with its user base. This transparent approach fosters trust and loyalty among players. Click here to listen to their recent townhall⬇️ 6. Strategic Migration to Xai Network To enhance performance and scalability, Valeria: Land Before the War is migrating from Polygon to the Xai Network. This move aims to leverage Xai's processing capabilities, ensuring a smoother and more responsive gaming experience. 7. Exclusive Marketplace with Enforced Royalties Valeria Games has established its own marketplace, ensuring that all transactions honor creator royalties. By restricting trading to their royalty-enforced platform, they provide a unique shopping experience and maintain the value of in-game assets. Valeria Games Games is one of the better Web3 titles out there built for skill, strategy, and true asset ownership. Every battle is a test, every win is earned, and the economy actually rewards smart play. This is Web3 gaming done right. Join the Discord and start your journey⬇️ This post is in collaboration with OG creator community Smok3, thanks for the opportunity

Maverick

17,022 Aufrufe • vor 1 Jahr

I think I can finally report some success training a quite accurate IDM capable of recovering keystrokes from Minecraft gameplay, even in quite PvP-heavy situations. At this point the model does not only know what keys are pressed to the extent reasonably discernible, it also knows how fast it is moving in 3D space at all times, even when knockback is mixing with the self-move impulse. Now, recovering keystrokes from normal external capture footage is just about impossible. E.g. W/A/S/D does exactly nothing during partial tick frames and jumping mid-air is also equally useless, so asking the model to recover key down states is inherently unreasoanble. Mouse deltas are also completely arbitrary units, as game mouse sensitivity introduces an arbitrary scale factor into the equation. The only good option is to think carefully about your model-environment contract, and only record "logical actions", not raw keystrokes. So here's a few unfortunate lessons I had to learn in roughly this order. - Choose good units. (bad: mouse deltas, good: delta radians [yes, you will need game-internal state]) - Capture from inside the main game loop and read the game fbo to get consistent frame-action pairing. Doing post-mortem pairing is hopeless. - Carefully define when you think keystrokes actually have an effect. (jump only works on ground, when flying or in water etc.) More subtle: The key may already be down, but no tick has happened yet to actually use the value. Hence: ignore Seperate gamestate into "fast and slow-moving" components. E.g. movement is likely tick based, camera rotation is very likely updated every frame in essentially every game ever. - Think about your frame-action correspondance contract (How old is the frame in relation to the inputs you capture? Will double or tripple buffering affect you?) Think about the game loop timeline, where you are sampling, how old the data you are reading is, and where the ticks are happening around you. Language models used to simply not have a model-environment contract, but even now with the model "living" in a designated harness, the contract still boils down to formatting, and tool implementation intrinsics. While also important, it is still quite a bit more obvious because the violations are in some way shape or form reflected as text you can actually see. - ffmpeg dropping frames cummulatively screws the model the further you get into the sequence because your targets are now shifted. If you can't encode the video in real-time, too bad. - Sodium has a frames in flight system different from vanilla Minecraft, which will also offset your targets from your frames. (there goes that data...) - Models are succeptible to latency. If there is too big of a delay between action and on-screen reflection, your performance degrades. At this point I realize ~100hours of gameplay is essentially no longer usable as a dataset. You can train on this data, but all you'll get is a mushy mess. However, some good news: - Making the model predict physics gamestate scalars helps the model generalize. For instantaneous events like jump, it's unreasonable to ask the model emit a short burst of jump=true at exactly the right time, however if you also predict your current y-velocity, the model has supervision signal for the "latent" from which that onground jump becomes apparent. Recovering x/z motion is also somewhat easier than unmixing it into plausible keystrokes for inertia-heavy player controller logic. - Regressing physics gamestate scalars also seems to make your dataset "bigger". While pure keystroke classification will overfit quickly, predicting exact physics gamestate scalars forces the model to generalize more and you can tolerate far more epochs before validation loss starts to stall out. This is the only reason why it was bearable to dump 100h+ of dataset hours and replace it with ~3 hours of gameplay after the 4th revision of the file format (yeah...) and somehow still have better performance. Now, you might be asking, "isn't this brittle?" and the answer is yesn't. Frame-action correspondance matters for training, but not so much during inference. So as long as you are sampling in roughly the same interval as your training data, you aren't violating any hard contract per-se. Somewhere around the frames ticks are happening, and during training you capture various tick-capture offset relations per random chance, so nothing is too obviously wrong here. HOWEVER, you will get screwed by gui scale, shaders, resource packs, "shit that recording is 1920x1040 because somebody doesn't know fullscreen exists" and other unfortunate edge cases of reality. But I suppose this is the role of dataset size. If all those "contract violations" that a youtube video has compared to the training data are addressed, I think this is a way to turn Youtube into a labeled dataset. I could never shake the feeling that VPT is a sound idea in practice, while never having been properly executed, and I think one reason why it hasn't is because that label boostrapping part is just a pain in the butt to get right. Now, what the player is doing is of course not the only label you can extract from video, but it has to be one of the targets predicted during pretraining to "align" the pretraining objective. Some notes on the video here, the colored dots on the analog visualizer are the ground truth, while the gray dot is the model prediction. Green means correct prediction, red means incorrect prediction at that frame. Model P(key) reports how wrong the prediction is from green (0.0) to red (1.0). You will also notice that during periods of rapid slow down, left and right actions become close to irrecoverable, because there is just that little motion. And some jump actions are not predicted correctly because I got the detection condition for jump events wrong... (duh) LMB/RMB for other than sustained events (like item-consume and block break) also seem to be hopelessly irrecoverable for now. Swing was supposed to do the same thing as motion y did for jump, but its too well behaved as an increasing counter. Maybe partial-tick interpolated values work better (v5 file format then... ugh..)

mike

18,969 Aufrufe • vor 5 Monaten

A team tested Pi0, Pi0 Fast, Gr00t, and ACT on real robot arms in manufacturing tasks. (🔖 Bookmark this for later!) The task was precise: place thin rectangular frames from a messy stack into a holder. The team fine-tuned each model on 100 real trajectories and compared training time, inference speed, motion quality, and success rates. ⬇️ Here’s a breakdown of what they found Pi0 (Original) ✅ Strongest overall performance in precise pick-and-place ✅ High success rate even in edge cases ✅ Longest training time (~11 hours, ~$30 per run) ✅ Inference time of 80 ms causes short pauses between actions Despite delays, it handles complex scenarios well… solid for high-precision tasks, but slow to train. Gr00t ✅ Trains fast (~2 hours, ~$5 per run) ✅ Performs almost as well as Pi0 on large-object tasks ✅ Struggles with fine precision; random movement in some trials ✅ More training didn’t fix jitter or random offsets Best suited for tasks where exact precision isn’t critical. Not ready for manufacturing-grade accuracy without more tuning. Pi0 Fast ✅ Promised faster training, but results were underwhelming ✅ Training at 6 hours still showed low success rates ✅ Inference was slower than expected ✅ Not reliable for generalizing even slightly new tasks Currently too unstable for real-world deployment. Doesn’t live up to the “Fast” name yet. ACT (Baseline) ✅ 200MB model—lightweight, but limited ✅ Struggles with stacked objects or ambiguous scenes ✅ Success rates around 70% in best-case setups ✅ Can’t match newer models on precision or generalization Still a solid baseline, but clearly a generation behind in robustness. 🚨 Extra Notes All newer models share a common issue: •Inference takes longer than a frame (80 ms vs 33 ms), so robots “pause” between chunks. •This results in jittery movements, but not a dealbreaker unless tasks are time-sensitive. Language-conditioned tasks also fell short: after training on two labeled tasks, the model couldn’t generalize to a third unseen combination using only text prompts. ✅ The good news? These models adapt well to new robot arms with quick fine-tuning. ❌ The bad news? There’s still no plug-and-play solution for improving performance after deployment. Reinforcement learning or DAgger-style data collection during real-world operation may be the next big step, something many teams in robotics are actively working on.

Ilir Aliu

21,844 Aufrufe • vor 1 Jahr