#eternal sofware
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Last Month In Review_1019
Tame Impala - It Might Be Time
Alfie Templeman - Tragic Love
Allah-Las - Star
Mating Ritual - King of the Doves
Nilüfer Yanya - H34T RISES
Men I Trust - Say, Can You Hear
Stereolab - The Flower Called Nowhere
Angel Olsen - Too Easy
Chromatics - You're No Good
Låpsley - My Love Was Like the Rain
Art d'Ecco - This Flight Tonight
Banoffee, Empress Of - Tennis Fan
Vagabon - Water Me Down
Barrie - Drag
Clairo - 4EVER *10/15 @ The Wiltern
Bayonne - Uncertainly Deranged (Yumi Zouma Remix)
Black Marble - Feels
Georgia - 24 Hours *10/08 @ The Moroccan
Charli XCX, HAIM - Warm *10/01 @ The Wiltern
Blue Hawaii - Trust
Spang Sisters - King Prawn the 1st
Moreish Idols - Mobile Phone
Oracle Sisters - Spotlight
MOTO BANDIT - KEANU: WEAPONIZED
GRMLN - Skeleton
BRONCHO - Boys Got to Go (Computer Magic Remix)
Caribou - Home
Caroline Polachek - So Hot You're Hurting My Feelings
Cass McCombs - Confidence Man
Mamalarky - Hero
The Drums, Jonny Pierce - I Didn't Realize
The Growlers - Truly
The Limiñanas, Lionel Limiñana, Étienne Daho - One Blood Circle
Cherry Glazerr, Portugal. The Man - Call Me *10/01 Fashion Pop Up Event @ Fred Segal
Peggy Sue - Motorcade
Penelope Isles - Leipzig
Cigarettes After Sex - Falling In Love *10/03 @ The Wiltern
Hildur Guðnadóttir - Bathroom Dance *10/12 Joker @ Los Feliz 3
Perfume Genius - Pop Song
Miya Folick - I Will Follow You Into The Dark
Korey Dane - The Big Undone
Michael Kiwanuka - Piano Joint (This Kind Of Love)
Kurt Vile, The Sadies - Baby's Arms
Primrose Forever Sanctuary, Korey Dane, Alyssa Miller - Lonesome Town
Steve Gunn - New Familiar (Acoustic Version)
Courtney Barnett - Keep On
Destroyer - Crimson Tide
FINKEL, NNAMDÏ - J Walk
Kilo Kish - BITE ME
FKA twigs - home with you
Tei Shi - Alone in the Universe
Sudan Archives - Glorious
Floating Points - Falaise
Frank Ocean - DHL
Toro y Moi Feat. Old Grape God - tron_new_rose_hifi_v2
Free Nationals, Chronixx - Eternal Light
Whyte Horses, John Grant - Hard Times
The Never Ending Fall - Trisha
Jacques Greene - For Love
Tyler, The Creator - EARFQUAKE (Channel Tres Remix)
Little Dragon - Tongue Kissing
Local Natives - Gulf Shores - (Tiger & Woods Remix)
Keep Shelly In Athens - Caryatid
Project Pablo - Sofware
Teebs, Panda Bear - Studie
King Princess - Useless Phrases
TOPS - Seven Minutes
Younghusband - Translation
Weyes Blood - Wild Time (Rough Trade Session)
Wilco - Love Is Everywhere (Beware)
illuminati hotties - I Wanna Dance With Somebody (Who Loves Me)
The Pains Of Being Pure At Heart - Free Fallin
Lucy Dacus - In The Air Tonight
SuperM - Jopping *10/05 @ Capitol Records
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Akira - the eternal Light
I wanted to create a lets say pure creature in its design and take inspiration from japanese designs and some color pallets, and eventually I achieved our new friend here. :::::::::::::::: Sofware: Clip Studio Paint Tablet: Wacom Bamboo. Furaffinity Page
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Video
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In the eternal words of Jack Danger; What’s up internet?
After a little hibernation, I’m back at it with more tutorials/ruleset write-ups! I could make any number of the usual excuses for a lapse in posts (holidays, laziness, anxiety, work yada, yada); but that’s not productive so instead I’ll just dive in.
Today I’m featuring this Jurassic Park vid from Pinball 101 (or Pinball 102, as the videos are titled). I had no idea that Pinball 101 did some rules/tips vids and I was delighted to come across their Youtube channel while trying to study up for an away league game a few weeks ago. More after the jump!
Jurassic Park; (Data East, 1993). Design by Joe Kaminkow, John Borg and Ed Cebula. Software by With art by Markus Rothkranz. Sofware by Neil Falconer, Lonnie Ropp and John Carpenter.
Objectives: 1: Start Tri-ball to get to CHAOS and collect super T-rex and super jps. 2: Get to System Failure via completion of all computer screens.
Skill Shot: Video mode; shoot the dino with the trigger. A hit dino is worth 2mil on Ball 1, 3mil on Ball 2, and 4mil on Ball 3. If the skill shot is made, Super Pops starts. The Turbo Bumpers are worth 100k during Super Pops. Every completions of the Turbo Bumpers is worth 1mil.
Start Tri-Ball: To lite Tri-Ball, hit all species stand-up targets. The lit boat dock also spots these shots. Mr. DNA also lites Tri-ball as does using the Smart Missle button (it’s better to save this for during Tri-Ball or Chaos). To start Tri-Ball, hit the T-Rex or the raptor pit a few times. During Tri-Ball, the ramp scores a 15 mil base JP and the inner loop scores the base 15mil + and additional 15mil. Spell C-H-A-O-S by hitting Chaos targets @ bumpers, the ramp and @ all scoops. Each CHAOS letter scores 5mil. Shoot the missile and score a CHAOS letter if down to one ball. Spelling CHAOS during Tri-Ball starts 6 ball play and the CHAOS letters have to be shot again with each shot being worth 10mil. After spelling CHAOS, feed T-Rex. Shoot the Boat Dock and then T-Rex for 50mil. The 2 Super JPs (the loop and the ramp) are worth 100mil per ball in play w/ 15mil bonus for the loop shot. When both sjs are collected, CHAOS restarts and continues with 2 balls.
Get to System Failure: Complete all Computer Screens. Light the Control Room by shooting the power shed scoop. It can also be temporarily lit via inlanes. The left inlane also lites the Boat Dock. Bumpers select the next screen when the Control Room is not lit. All computer screens increase in difficulty; Escape Isla Nublar being easiest and Mosquito being the hardest. The Screens are as follows: 1. Escape Isla Nublar: Pops, Boat Dock and the inner loop score a starting “Escape value” of 21mil and counts down 1mil every second. Each shot score the value + 10mil. The Mode ends after 10mil is counted down. 2. Spitters: Shoot any of the 3 Dino targets 3 times in 20 seconds. The first hit is 5mil, the second 10mil, and the third is 15mil for a total of 30mil. 3. Feed T-Rex: Shoot T-Rex within 30 seconds for 30mil. Right flipper>left loop>to upper right loop (like the Picard Maneuver). This is important to master for use during Tri-Ball.
4. System Boot: Shoot the scoops within 15 seconds for 5, 10, and 15mil. The Smart Missile can be used to score the total of 30mil. 5. Stampede: Stampede is automatically lit at the beginning of each game. 20 seconds each target score 300k and increases by 10k for each hit. T-Rex scores for 5mil. 6. Lite Extra Ball: Boat Dock for EB. Extra Ball is worth 25mil when EXB is disabled. 7. Electric Fence: Get Timmy off the Electric fence by making 20 shots to pops/slings in 20 seconds for 30mil. The Smart Missile can be used to save Timmy. Using the Smart Missile in this round will save Timmy and award the 30mil. 8. Velociraptor 2-Ball: The boat-dock is lit for a 2-ball MB. The Smart Missile will also start 2-ball if the boat-dock is lit (except when Tri-ball is also lit). Raptor JP will be lit at the Raptor Pit. Raptor JP’s have a base value starting at 7mil and increase by 2mil for every JP collected. Tri-ball cannot be started during 2-ball.
9. Raptor’s Rampage: The Raptor Pit is lit during this timed round. Hitting the Raptor Pit awards the indicated value (somewhere between 5mil-10mil).
10. Bone Busting: Shoot 3 ramps in 25 seconds to 20mil.
11. Mosquito: Shoot captive ball within 20 seconds for 5mil. This value increases by 1mil each time the captive ball is hit.
Other Stuff:
T-Rex Bounty: A bounty value that can be carried between balls and games. Spell T-REX by hitting the T-REX, the T-Rex Bounty (or the Paddock JP) is awarded. The Bounty begins at 5mil and goes up by 100k for each ramp shot. Progress towards spelling T-REX is indicated by four red lights above the rules card.
Mr. DNA; Certain number of ramp shots (7? Less? Most rules/forum posts I’ve read indicate that it may be fewer) lites Mr. DNA at Hammond’s Bunker. Mr. DNA offers a choice between 3 selections, which are randomly selected from the following: 5M, 10M, 15M, 20M, Super Pops, Million Pops, Complete Egg, Light Special, Runaway, Extra Ball (at the Boat Dock, )Runaway Score (Hurry Up, 20M down to 5M), Runaway Two-Ball (Hurry Up, 10M down to 5M), Light Tri-Ball, Spitters Double Round, Advance Park Revenue, Advance Raptors 5mil, Raptor Pit Value Held, Award Lit CRT, Super Egg, Bonus Held. Select the award by flipping or using the trigger.
Park Revenue: Small value awarded by hitting Hammond’s Bunker when lit via the right inlane. The award is valued at 500; at the start of each ball and increases by 30k for each Turbo bumper hit. The value does not hold over the the next ball.
Victory Lap: When a replay value is reached, the ramp will be lit for a Victory Lap for 30 seconds. 5 consecutive ramp shots are worth 5mil (ea.) and the 6th is worth 25mil. Victory Lap totals max out at 50mil. Smart Missile cannot be used to complete the Victory Lap. Apparently this feature was popular with Data East machines and Jurassic Park was the last to use Victory Laps.
Death Saves and Bang Backs*: If a Death Save or Bang Back is accomplished (when a ball rolls over an outlane switch and then another sensor is tripped before landing in the trough), an award of 3mil is given, along with a neat animation of a skeleton TREX changing back to regular TREX. Now that I think of it, this would be a cool idea for The Walking Dead or Alice Cooper; A dead guy turns into a Walker or a zombie or something? I don’t know much about the WD tbqh.
*Special Service Announcement: NEVER DEATH SAVE (or Bangback) DURING TOURNAMENTS. And probably not while playing with other people, too. You’ll be DQ’d and could potentially fuck up your wrist/the pinball machine. Also you sort of look scary/like a jerk to people who are new to the hobby.
If you’re in Chicago, Jurassic Park is usually available to play at Emporium Logan square. If you’re not in Chicago, check out PinballMap to see if there’s one near you!
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Làm thế nào mà Doom Eternal có thể đạt con số không tưởng 1000fps
Quay trở lại thời kỳ của những tựa game như Quake hay Quake 2, việc giới hạn thiết lập đồ họa của game để tối đa hóa tốc độ khung hình là điều vô cùng phổ biến đối với m ọi người chơi. Dù sao thì tốc độ vốn là sức sống của một tựa game. Nó cũng rất đáng để tự hào nếu bạn có thể duy trì game ở tốc độ 30 fps trong khi đạn bay và bom nổ khắp nơi, bạn sẽ trở thành một anh hùng thực sự trên các diễn đàn id Software.
Mọi thứ đã thay đổi phần nào kể từ những ngày rất lâu về trước khi người chơi sử dụng các lệnh điều khiển để loại bỏ giới hạn khung hình của Quake. Chia sẻ với IGN, Billy Kahn, lập trình viên chính của id Sofware cho biết, công cụ id Tech 7 đã được đại tu đáng kể cho Doom Eternal, cho phép “những vụ nổ lớn hơn, hiệu ứng trông rực rỡ hơn” và một số lượng lớn khung hình chuyển từ màn hình của bạn sang nhãn cầu của bạn trong mỗi giây.
“Trên id Tech 6, chúng tôi đã đạt tối đa 250 khung hình mỗi giây. Trong trò chơi này, nếu bạn có phần cứng phù hợp, nó có thể đạt tới 1000 khung hình mỗi giây. Đó là mức tối đa mà chúng tôi có”, Kahn nói trong video.
“Và nó thực sự không hề có giới hạn, tôi đã có một số phần cứng nội bộ mà chúng tôi xây dựng chỉ để thử nghiệm, ở đó chúng tôi đã có cảnh chạy được với 400 khung hình mỗi giây. Vì vậy, với những người có màn hình có tốc độ quét 144hz, hoặc thậm chí cả những màn hình mới mà khi ra mắt sẽ còn cao cấp hơn thế, trò chơi này sẽ tiếp tục tồn tại trong nhiều năm và nó sẽ cho bạn cơ hội thực sự tuyệt vời để tận dụng phần cứng đó. “
Sẽ khá là thú vị khi thấy một tựa game chạy với tốc độ khung hình 1000 fps, chúng ta sẽ cùng kiểm chứng điều đó khi công nghệ tiến xa hơn trong khoảng 10 năm tới và kiểm tra lại tựa game.
Những game được coi là ‘hậu duệ hoàn hảo’ của trò diệt Zombie đình đám một thời Left 4 Dead
Theo Nhịp Sống Việt
Link bài gốcCopy link
Nguồn: GameK
Bài viết Làm thế nào mà Doom Eternal có thể đạt con số không tưởng 1000fps đã xuất hiện đầu tiên vào ngày Đồ Chơi Công Nghệ.
source https://dochoicongnghe.com.vn/lam-the-nao-ma-doom-eternal-co-the-dat-con-so-khong-tuong-1000fps-12837.html
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DOOM Eternal won’t have microtransactions
id Sofware’s upcoming shooter DOOM Eternal will move away from the current trend of including a shop where to buy things with real money. If you were wondering if the upcoming installment in the DOOM series is going to require that you spend extra money to enjoy the game or be competitive during multiplayer gameplay you can rest assured that it will not be the case.
Doom EternalCreative…
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DOOM Eternal n'aura pas de microtransactions
Le prochain jeu de tir d'ID Sofware DOOM Eternal s'éloignera de la tendance actuelle consistant à inclure une boutique où acheter des choses avec de l'argent réel. Si vous vous demandez si le prochain épisode de la série DOOM exigera que vous dépensiez de l'argent supplémentaire pour profiter du jeu ou être compétitif pendant le jeu multijoueur, vous pouvez être assuré que ce ne sera pas le cas.
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From Software Organization Analysis
Daniel Duby
Ashley Godbold
GADA101 – Introduction to Game Development
1/12/2017
Assignment 02: Organizational Analysis
FromSoftware Inc.
From Software Incorporated [FromSoft] is a Japanese developer founded November 1st, 1986. It was originally established in Sasazuka, Shibuya-ku, Tokyo as a business application sofware developer. They were founded under the parent company Transcosmos, but bought by Kadokawa Corporation on May 21st, 2014. In 1994 they had their first taste of games development as a response to Sony's launch of the Playstation with the release of 3D real-time RPG “King's Field” and from there, their library grew at an impressive rate.
Their “Armored Core” franchise would receive its first entry in 1997 and makes up much of their history with 15 entries in 16 years. More of their titles include:
- [1999] “Frame Gride” [Dreamcast]
- [2000] “Eternal Ring” [Playstation 2]
- [2002] “Rune” [GameCube]
- [2002] “Murakumo” [Xbox]
- [2003] “Tenchu 3” [Playstation 2]
- [2004] “Another Century's Episode” [Playstation 2]
- [2005] “Adventure Player” [PSP]
- [2006] “[eM]-eNCHANT arM-” [Xbox 360]
- [2007] “Hello Kitty NO OSHARE PARTY SANRIO CHARACTER ZUKAN DS [Nintendo DS]
I couldn't help but laugh at that one but I guess you gotta do what you gotta do to make money sometimes.
- [2007] Bikkuriman Daijiten [Nintendo DS]
And from there they just get more obscure.
Finally in 2007, From Software began development on “Demon's Souls”; a third person action, open ended, dark fantasy, RPG, dungeon crawler and spiritual successor to “King's Field” franchise. It was a very ambitious game and publisher Sony Entertainment had it slated to be a Japan-only PS3 exclusive. It was very new in its style and gameplay and, in a demo shortly before its release, bad player reactions to the abnormal control scheme and vague plot posed concerns. Upon its initial release date of February 5th, 2009, it only sold 20-30 thousand copies in the first week and was seen as a commercial failure for Sony and FromSoft's then director, Hidetaka Miyazaki. Sony then ported its Japanese exclusive game to China and Korea to attempt to make up for the lost revenue and get some return on their initial investment. All the while, “Demon's Souls” was quietly building a cult following and began to spread like wildfire. Soon North American players would import the Chinese or Korean versions, which had English settings, just to see what this new game was that claimed to revolutionize the JRPG. Seeing this interest FromSoft approached Sony's international division for a worldwide release, but were turned down. Then Atlus Co., Ltd. stepped in as publisher for the international version of the game as of May 20th, 2009 and even released the collector's edition, jokingly titled the “Stop Importing It Edition”, to promote buying its version instead of importing the original release. “Demon's Souls” was officially released in North America on October 7th, 2009 and became the first entry in what fans call the “Soulsbourne Series”. It was followed by its spiritual successor “Dark Souls”, published by Bandai-Namco this time, in Novemeber of 2011. “Dark Souls 2” would come along in September of 2014 followed by “Bloodborne” in March, 2015 and finally “Dark Souls 3” in March, 2016.
Nowadays, FromSoft seems to just be a games developer, though they do seem to have an offshoot branch called FromSound Records which I couldn't find much about. Their current parent company, the previously mentioned Kadokawa Corporation, is a publishing, film and video game company owned by yet another company called Kadokawa Dwango Corporation, which itself is also a publishing, film, copyright, mass media and video game company. FromSoftware Inc. itself seems to make the majority of its revenue from the sale of games and investments from their parent companies and, based on some digging through a november 2016 financial report, from copyright sales.[Merchandise]
They currently have 3 new games in development, one of which is speculated to be a new entry in the “Soulsbourne” franchise and another being a new “Armored Core” title. The third is a mystery but is supposed to be “very ambitious” based on quotes from Miyazaki in several interviews. I personally look forward to seeing what's next for FromSoft and hope they don't bankrupt themselves pursuing realism graphics like so many modern companies seem obsessed with these days.
Sources
http://www.fromsoftware.jp/pc_en/company_history.html
http://www.fromsoftware.jp/pc_en/company_about.html
http://www.giantbomb.com/fromsoftware-inc/3010-760/
http://www.giantbomb.com/demons-souls/3030-24057/
https://www.youtube.com/watch?v=JoTCBh7bPZA
https://en.wikipedia.org/wiki/FromSoftware
http://info.kadokawadwango.co.jp/english/ir/pdf_kd/financial/20161110.pdf
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