Senin, 15 Maret 2010

torchlight, diablo 3 killer?

I’m making a ridiculous statement right out the gates and oddly so because Diablo 3 has not even been released yet. Why say it’s a killer? That’s because Torchlight is exactly what you’d expect the next Diablo to be like.

From the start Torchlight submerges you in a neat new world, instantly throwing you into the action, where your character and your character’s (very useful) pet quickly start delving deeper into the troubled dungeons below.

Torchlight hugely surprised me in terms of it’s gaming experience and accessibility. Let me break it down for you…

Pros:

  • Gorgeous. Torchlight in-game is absolutely beautiful and crisp.
  • Smooth. This game runs smoothly on PC’s older than 3 years. It’s obviously very well built.
  • Tiny. Torchlight is less than 500MB in size! Most decent games average 5 to 8 Gigs.
  • Cheap. This game is going for $19.95 and is ready for download right now.
  • Playable. Torchlight is accurate, fast and really easy to play, with unique new interface features that makes this game loads of fun.

Con:

  • No multiplayer, yet. Currently in development for the MMORPG realm, Torchlight could become a serious contender in the online gaming genre. Good luck to you I say.

Blizzard will to be dangling the release date carrot in front of Diablo fans for a really long time to come. In the mean time I hope that Torchlight makes a big splash with their online gaming experience as they totally deserve it with this well polished game.

If you’re a gamer and haven’t played Torchlight yet, I highly recommend you do.

Next follows some eye candy for you to feast on…

Torchlight Screenshots

131

I’m making a ridiculous statement right out the gates and oddly so because Diablo 3 has not even been released yet. Why say it’s a killer? That’s because Torchlight is exactly what you’d expect the next Diablo to be like.

From the start Torchlight submerges you in a neat new world, instantly throwing you into the action, where your character and your character’s (very useful) pet quickly start delving deeper into the troubled dungeons below.

Torchlight hugely surprised me in terms of it’s gaming experience and accessibility. Let me break it down for you…

Pros:

  • Gorgeous. Torchlight in-game is absolutely beautiful and crisp.
  • Smooth. This game runs smoothly on PC’s older than 3 years. It’s obviously very well built.
  • Tiny. Torchlight is less than 500MB in size! Most decent games average 5 to 8 Gigs.
  • Cheap. This game is going for $19.95 and is ready for download right now.
  • Playable. Torchlight is accurate, fast and really easy to play, with unique new interface features that makes this game loads of fun.

Con:

  • No multiplayer, yet. Currently in development for the MMORPG realm, Torchlight could become a serious contender in the online gaming genre. Good luck to you I say.

Blizzard will to be dangling the release date carrot in front of Diablo fans for a really long time to come. In the mean time I hope that Torchlight makes a big splash with their online gaming experience as they totally deserve it with this well polished game.

If you’re a gamer and haven’t played Torchlight yet, I highly recommend you do.

Next follows some eye candy for you to feast on…

Torchlight Screenshots















The Very Definition of an RPG

The Very Definition of an RPG

There’s something very funny about pledging to do more blogging right before finals start at your new job as an assistant professor. Something had to take a back seat, though—and you didn’t think it would be video games, did you? Of course not. Fortunately, video games are what bring me back to blogging: I’ve just completed Mass Effect 2, and I must emerge from my cave to ramble on about it.

Regular readers of Geek Studies might recall that I use Mass Effect in a number of examples here because it represents a number of interesting developments in narrative gaming—and, of course, I really like it. Mass Effect 2 is quite similar to the original in that involves nearly as much player-chosen dialog as combat, though the latter system has been revised to play more like a Gears of War-style shooter. The game now has a greater focus on aiming over tactical use of super-powers, taking cover over dodging, aiming for enemies’ heads over shooting wildly, and—as turns out to be crucial in the minds of many—amassing “upgrades” over sorting through collected items.

Some players appreciate these changes. Others, however, point to them as a move to “dumb down” the experience for “mainstream” gamers. To many vocally upset fans on the Bioware forums, this is all evidence that “Mass Effect 2 is not an RPG.”

What defines a roleplaying game, or RPG? Years ago, I was chatting with a friend of mine named Kai, who was at that time a student at DigiPen, a major college for game design. We got to talking about how the Zelda games have been referred to as “action RPGs”: They tend to have a “real-time” combat system (in which pressing a button corresponds to an immediate response, like swinging a sword), rather than the “turn-based” system that characterizes most Japanese RPGs, like the Final Fantasy series (in which characters take turns to act, and actions are pre-selected from menus). I was interested to hear that turn-based combat was not a formally defining concept for RPGs in the minds of video game designers, so I asked Kai what did define a game as an RPG. His answer—”inventory management”—surprised me.

Inventory management refers to the process of sorting through items in a game to decide which are best to use and which deserve to be sold or destroyed. Mass Effect had a much-maligned inventory management system, in which the only real difference between most items was that some were better than others, and the ones that weren’t as good had to be manually disposed of, one by one. Some other games have attempted to reduce the abstraction of inventory management, though it still remains a generally narrative-breaking mechanic in most RPGs. In Resident Evil 4, for instance, your character has a “briefcase” that limits how much you can carry based on the number of things you have and their orientation; a decent amount of time is spent rotating things and dumping what won’t fit. The character model/avatar, however, doesn’t actually seem to have a briefcase on his person. Alone in the Dark had the least narratively disruptive inventory management of any game I know, as it involved simply looking inside your character’s jacket and seeing what was in each pocket. (And peeking in the jacket did not pause the game; enemies would continue to attack!)

How did inventory management come to be assumed to be synonymous with roleplaying games? The roots likely lie in the emphasis on the effectiveness of different kinds of equipment in Dungeons & Dragons, which is easier to translate into video games than the other defining characteristic of D&D: affording the opportunity to play a role, such as by providing the illusion of player choice in character actions. In this regard, Mass Effect is the quintessential roleplaying game series, providing options between what lines are spoken in dialog, whether to persuade others through reason or through violence, even how to manage a team in ways that determine who may survive a mission and who may not.

Personally, I enjoy Mass Effect 2’s new system—in which you “scan” new items for schematics, and then assemble new materials when you get back to your ship—for a few reasons. Mostly, I don’t appreciate spending tons of time in a game on “housekeeping” like deciding what to sell, but I appreciate that there are still options for upgrading items in the game that don’t challenge narrative consistency so much. In addition, while there are fewer named weapons and items in Mass Effect 2 than in its predecessor, there’s actually much more variety between weapons; rather than just being a question of one being better than another, now, you choose between rate of fire, strength, and accuracy, and the differences are very apparent in gameplay. And, as I’ll explore in a post following this one, not “looting” every enemy’s corpse means that you are not swimming in money, breaking the in-game economy.

I can understand how micromanagement of resources is an appealing feature of a game to many players, but in a game like Mass Effect, with its focus on cinematic storytelling, sometimes the details can get in the way of the narrative immersion. In my next post, then, I’ll be exploring this issue a bit further, examining how inventory management and in-game economics might be better handled to avoid narrative disruption.

The strategy RPG Famitsu is teasing is a Super Robot Wars game

masou-kishin-boxFamitsu has been teasing a new strategy RPG to be revealed next week. I know a lot of you guys who read our article on it are pulling for a new Disgaea, but rumor has it that this new game's coming from an even bigger Japanese franchise. The Super Robot Wars series, in particular.

Siliconera reports that a retail listing for Super Robot Taisen OG Saga: Masou Kishin The Lord of Elemental popped up and then quickly vanished, but not before a Japanese blog spotted it.

The listing reportedly said that the game would be a remake of the SNES original, Super Robot Taisen Gaiden: Masou Kishin - The Lord of Elemental. It would have ties to the current OG Saga series and would ditch the original's super-deformed robots for more realistic graphics but keep the old battle system.

Super Robot Taisen OG Saga: Masou Kishin The Lord of Elemental had a May 27 release on the pulled listing. We'll find out soon enough if it's right on the money.

Spotlight Interview

It's true—as much material as we can host on the D&D website, there's still no end to the glorious amount of advice, tips, tricks, house rules, and fan creations posted on other sites and blogs. But few sites can claim to assemble this material to the same level of the RPG Bloggers Network, "a coalition of people who blog about Tabletop Role Playing Games."

The past several months, we've been interviewing individual blogs (and would like to continue doing so) in an effort to help showcase D&D's community. This time, we wanted to speak with RPG Bloggers about their methods and goals for assembling and promoting some of the very best in the community.


Wizards of the Coast: We wanted to congratulate you on the incredible resource offered by RPGBloggers.com. For those not quite familiar with the site, can you introduce us to RPG Bloggers—who are you, and what material are presenting (not just for 4th Edition, but also from around legacy and other systems entirely)?

RPG Bloggers: First off, I'd like to make sure I set the record straight. I didn't start RPGBloggers, I just stepped in and took the reins when the previous owners (Dave Chalker, Graham Poole, Philippe-Antoine Menard and Danny Rupp) decided to make a change. They deserve all the credit for the success of the network and the value of the resource as a whole.

That said, the RPG Bloggers Network (RPGBN) is, simply put, a collection of blogs that cover material that would be interesting to pen-and-paper RPG enthusiasts, from players to GMs to game designers.

We syndicate content from network members and present it on rpgbloggers.com, so that readers can get a broader sense of what's going on in the RPG world, and so bloggers can get their content out to people who might not have seen it otherwise. Members retain full ownership of their content, and the syndication with RPGBloggers.com is non-exclusive. While there's a lot of 4E content that comes through the site, there's a wide range of subject matter. There are just over 300 member blogs, so there's quite a lot of variety, from game theory and design, GM tips, plot hooks, player advice, indie game development, and discussions about any system you can imagine. If it's out there, someone in the RPGBN has probably written about it.

Wizards of the Coast: So how did you become involved with RPGBloggers.com—and what might you be willing to share about your plans for the site?

RPG Bloggers: I maintain the blog A Terrible Idea. I identify myself as an aspiring famous game designer. I've been gaming since forever, and running games privately and at conventions for several years. I just released my first RPG. By day I'm a software engineer.

When Dave and company decided to step down from the RPGBN, they announced that they would accept proposals from people interested in taking over the network. I put a proposal together that I thought was interesting and that addressed what I thought were some of the problems with the site as it exists currently. To be honest, I didn't expect much of a response. My own blog was relatively new, nobody involved really knew who I was, and I didn't really know any of them either. Most of the people I had made connections with I had found on Twitter. But when it came time to review proposals, mine was selected unanimously. It was a bit of a shocker to me.

I decided to get involved because I believed the site was a valuable resource, one that needed to be preserved and enhanced. I had some good ideas about how to do this, so I put something together. It's been more work than I expected, and there's still a lot to do.

As far as my plans for the site and what I'm willing to share, I'm looking right now primarily at infrastructure improvements. However, the center of my proposal was putting together a system that rewarded good content without burying lesser known contributors. I also think that there's a great deal that can be done to analyze content that comes through the network to detect and present trends and hot topics in the gaming community.

Wizards of the Coast: Since a great deal of the site tackles Dungeons & Dragons, can you tell us about your current campaign, or favorite campaigns of the past? Any other game RPGs or game systems you're currently a fan of?

RPG Bloggers: As far as D&D goes, to be honest I've really not ever played a lot, and it's only been recently that I've played more than the occasional convention game. My personal tastes have usually tended toward modern and sci-fi settings. Even the D&D campaign I'm playing now is a homespun deal with a modern setting. I enjoy indie games quite a lot, and I'm a sucker for a good horror game.

Wizards of the Coast: Considering the amount of blog posts you're traffic-controlling, are there certain trends from around the blogosphere you've noticed—popular topics that have been recurring (or conversely, any topics that you'd still like to see covered)?

RPG Bloggers: I'm quite interested in games that are licensed using Creative Commons. There has been some interesting movement in that direction in the last year, if you look at Eclipse Phase and some other people that are dipping their feet in that pool (there's a neat story about how Terminus EST came about). I think that's something that we'll see more of this year, and we'll see more people writing about it as well, even if they are just musing. I'd love to see more of that. Google Wave was a big one this year, and a lot of people were writing about how to use it to run games.

As far as recurring topics go, there are some things that come up every once in a while. Debates about stylistic approaches, rules systems, the validity of certain mechanics, 3.5 vs. 4E, those kinds of things. Sometimes someone will start a new blog and write a post that they think is covering new ground, when they're actually re-hashing arguments people have been having for ages. It's normal, and in my opinion healthy. In Anathem, Neil Stephenson wrote, "Ideas are good things to have, even if they are old." I think that's a very true statement.

Wizards of the Coast: For bloggers out there looking to join the community, what guidelines are there for becoming a member of RPG Bloggers?

RPG Bloggers: To join the RPGBN we ask that people have a few weeks' worth of posts up, so there is some content to review for appropriateness. Certain things don't display on the site well, like posts that are only video or just a picture, so I've advised prospective members to add a couple paragraphs of context when they post those sorts of things. We ask specifically that prospective members provide us with an RSS or Atom feed that covers their gaming posts, so that the site doesn't syndicate off-topic posts. The network is tuned for blogs about pen-and-paper RPGs, so blogs about computer gaming, WoW, those sorts of things generally aren't going to work. The same holds true for blogs that are entirely campaign narrative or character fiction. We also only syndicate blogs that are in English. Other than that, members need to be comfortable with excerpts of their posts showing up on the rpgbloggers.com site, and they need to put up a link or banner on their site for the RPGBN.

Wizards of the Coast: Any final advice you'd like to pass on for creating and keeping a good blog, or even just for good blog posts?

RPG Bloggers: My advice to anyone wanting to create and keep a good blog is just to write. I see a lot of people—and I've suffered from this myself on more than one occasion—who start a blog, post avidly for a couple weeks, and then they stop writing. If you stop writing it's much harder to come back to it. If you don't have anything to write about, find something. Look around in forums, on Twitter, other blogs, find out what's going on and write about it. If you find something worth writing about, give credit where credit is due. Some of your posts are going to be better than others. Some of your posts are just going to stink. But if you don't write them, you'll never really know.






game RPG

IMO – Must have for MMORPG, RPG & Online Game fans

“Chatting is a big part of MMORPG. IMO: The World of Magic makes chatting easier than most other online iPhone games. You can choose to use emoticons that pop up above your character, and choose your audience. ”

“This game actually is THE FIRST FULL-FEATURED MMORPG for the iPhone/iPod touch. It is the only online game that allows you to interact with other users at this level, and with such a big world and large amount of NPCs.”

“The game is slightly over-challenging, but is a must have for MMORPG, RPG, and online game fans.

Famitsu to reveal new strategy-RPG game next week

Famitsu has announced that their next week's issue will carry news about a new strategy-RPG game to add to a popular series. If you loved Disgaea, FF Tactics, and many others in the genre, that's definitely something to look forward to.

laharl_etna

About the only hint Siliconera got about the new game is that it will be another insallment to a "popular" SRPG franchise. There are many popular names on the genre, but we'll have to look at the more likely suspects.

Seeing as Nippon Ichi Software has already promised a PS3 Disgaea game, that's where I'll be setting my hopes for.


New Game From A Popular Strategy RPG Series To Be Revealed Next Week

Famitsu has a pending announcement about a popular strategy RPG franchise. Next week, the mag will reveal a brand new entry in the mystery series.

No other details were given so we’re left to guess. Popular is a pretty big hint though. Final Fantasy Tactics? Fire Emblem? Disgaea? Shining Forc- wait a second, is Shining still considered a tactics series?

Anyway, my bet’s on Disgaea since Nippon Ichi said they are working on a new Disgaea game for PlayStation 3.

TAGS: , , , ,

Oh blast, you spilled distance game on my RPG!

Blast RPG

Blast RPG has all the hallmarks of a Nitrome title - which, by strange coincidence, it is: old concept, new twist. Let's not forget those awesome cartoon graphics either.

The old concept? Well, it's just a distance game, innit. Point and click at the optimum moment to launch your knight into the air, then hold-click to keep him there for as long as possible.

The new twist? Well, any creatures the knight collides with mid-flight will latch onto him and start beating him up. He'll retaliate, of course, thwacking them with a ferocity determined by his stats. If our hero emerges victorious, he'll get a boost. If not, he'll get dead.

Between flights, you can raise the little chap's strength, health and so forth and buy him new kit. Try Mega Drill for something with its feet on the ground.

Sabtu, 13 Maret 2010

history of game


Single screen movement
Platform games initially appeared at the beginning of the 1980s, when many video game genres were just beginning to form. Because of the technical limitations of the day, early examples were confined to a static playing field, generally viewed in profile. While platformers offered a new kind of gameplay, they still borrowed from earlier games. Frogs, an arcade game released by Gremlin in 1978, was the first game to feature a jumping character, making it the genre's earliest ancestor. Players could not control the direction of the jump however, nor was it possible to jump between different platforms, only to fall off either side of the one platform on screen.[6]

Space Panic, a 1980 arcade release, is sometimes credited as the first platform game,[7] but the distinction is contentious, since the player had no ability to jump, swing, or bounce, or fall, and as such, does not satisfy most modern definitions of the genre. However, it was clearly an influence on the genre, with gameplay centered on climbing ladders between different floors, a common element in many early platform games.

Donkey Kong, an arcade game created by Nintendo, released in July 1981, was the first game that allowed players to jump over obstacles and across gaps, making it the first true platformer.[8] Donkey Kong had a limited amount of platforming in its first two screens, but its other two have a more pronounced platform jumping component. This game also introduced Mario, an icon of the genre. Donkey Kong was ported to many consoles and computers at the time, and the title helped to cement Nintendo's position as an important name internationally in the video game industry.

The following year, Donkey Kong had a sequel, Donkey Kong Jr.. The third game in the series was not a platformer, but it was succeeded by Mario Bros, a platform game that offered two-player simultaneous cooperative play. This title laid the groundwork for other popular two-player cooperative platformers, like Fairyland Story and Bubble Bobble, which, in turn, influenced many of the single-screen platformers that would follow.

Beginning in 1982, transitional games emerged that did not feature scrolling graphics but had levels that spanned several screens that could be traveled between. Pitfall!, released for the Atari 2600, featured broad, horizontally-extended levels. It became the best selling game on the system and was a breakthrough for the genre. Smurf: Rescue in Gargamel's Castle was released on the ColecoVision that same year, adding uneven terrain and scrolling pans between static screens. Manic Miner (1983) and its sequel Jet Set Willy (1984) continued this style of multi-screen levels on home computers. Later that same year Epyx released Impossible Mission, which further expanded on the exploration aspect and laid the groundwork for such games as Prince of Persia.

Scrolling movement

Like many of the gaming firsts mentioned in this article, the first platform game to use scrolling graphics came years before they were the trend.[9] Jump Bug was a simple platform-shooter, developed by Alpha Denshi under contract for Hoei/Coreland[10] and released to arcades in 1981, only five months after Donkey Kong.[11] Players controlled a bouncing car and navigated it to jump on various platforms like buildings, clouds and hills. As part of a nascent genre, it was not strongly influenced by existing conventions, nor was it a major influence on games after it. In the years that followed, Jump Bug was largely forgotten, but it offered an early foreshadowing of what was to come, with uneven, independently suspended platforms and levels that scrolled both horizontally and vertically.[9]

In August 1982, Taito released Jungle King.[12] The title featured Tarzan (an unauthorized use of the character that would result in a lawsuit),[13] with vine-swinging mechanics similar to those in Pitfall!. It also featured a scrolling jump and run sequences that had players hopping over obstacles. In many ways, the gameplay was more simplistic than Pitfall!, but the scrolling proved a compelling addition to the formula. This same year Irem released Moon Patrol, a shooter with light platform jumping elements. It was similar to Jump Bug, but the platforming was not nearly as well developed, consisting of little more than hopping over small obstacles.

Platform Shooter and AI engine

Tutorial Description
After seeing countless people asking about this in the novice Q&A I decided I would make one. Probaly the most complete platform engine on the GMC. Also contains a fully working platform shooter engine.

Features Include:
2 Different AI's
A friendly and an enemy
Can Shoot
Patrol
Has line of sight
Metal gear style explanation mark !
Dodge things
Grenades
Also has cool partical effects
Has a platform shooter engine as well with lots of features
Also contains a pretty solid platform engine witch supports slopes, and includes a variety of easy to customize weapons and effects.
File Type - GMK
Game Maker version - GM.7 registered

Sabtu, 06 Maret 2010

max payne- guide














Game Guide

Max Payne Game Guide

With the GameSpot Max Payne Game Guide by your side, the dregs of society don't stand a chance. Check out our in-depth walkthrough, and learn from the experts exactly how you can fly through this gritty adventure in a New York minute.

platform games

Best PocketPC Freeware II - Mobility Site

7 PocketDivXEncoder v0.3.96 - PocketDivXEncoder is a Windows desktop program to re-encode video files in the DivX format in order to optimize them for viewing on the PocketPC. ... 7 Galactic Assault v2.0 - Galactic Assault is an "advanced" version of the classic Space Invaders (Needs 300 Clickgamer.com points for free download) 7 Fogron v1.0 - The Fogron is 3D arcade game, primary aimed to the PocketPC2003, based on a typical lightcycle race game (e.g. The Tron movie 1982 ...

Pac Man Fever (Video Game)

Space Invaders (Video Game); Alone in the Dark: Music from the Video Game (Audio CD); PSP 3000 Silicone Skin Case with LCD Screen Protector - Pink (2 Pack) (Video Game); Silent Hill 1 Original Soundtrack (Audio CD) ...

Space Invaders (Video Game)

Space Invaders (Video Game) By Activision Inc. Buy new: $50.94 25 used and new from $9.45 Customer Rating: First tagged "playstation" by Wesley Schneider "wesley" Customer tags: playstation 2(2), arcade(2), playstation, games, ...

Womb Level - Television Tropes & Idioms

The original setting for the Warhammer 40000 spinoff game Advanced Space Crusade, a spinoff and (relatively) family-friendly dumbing down of the previous "Space Crusade" and "Space Hulk", was inside Tyranid "bio-ships", .... All three tables in the pinball video game Alien Crush Returns. Levels six and seven of Flashback take place in the Morph homeworld. The Playstation game Alundra 2 featured a level inside the belly of a whale, only said whale had been turned into a ...
You Know That Show - Television Tropes & Idioms

This one video game I had for the original Playstation right when it first came out. It involved dinosaurs in a jungle. I forgot who I was playing as. Maybe a raptor? Possibly a Jurassic Park game, or not. ... It reminds me of Legend of Zelda: Majora's Mask where, on the Second Day, you can help Romani defend the cows from being abducted by a group of alien invaders. If you visit Romani on the Third Day without defeating the aliens, she'll have amnesia. ...

Space Match Memory game - Advanced

In this space style memory game you have to flip tiles over to match two icons. Flipping over all the tiles ends the game.

This game features a timer and the game remembers your time for the session you are in. The game also has sound.
This is the advanced version of this file. It has the following features:
1. PHP compatible saving to text file (.txt)
2. ASP compatible saving to tex tfile
3. Level select – Easy, Medium and Hard
4. Individual scores for each level
5. Sorts scores by best time

If you do not need all these features, check out the basic version of this file.
More files by me

Solitarious – Chinese Solitaire game

Themed memory game (Simple – No save)

Explosion of stars

Sliding multiple choice selector/slider

Shuffle type