Thứ Bảy, 7 tháng 10, 2017

Youtube daily game Oct 7 2017

Hello Guys,I don't have mic so... Whatever

I just learned to add subtitles so... ok!!!11!!!

Credits: Me ( video ) HatOfRainbows ( game )

Alright Subtitles will be back but... For now watch

- enlarged ego intensifies -

My Morph... If you see it well idk....

For more infomation >> TheHatOfRainbows' Game! :D - Duration: 2:34.

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Daly's make & miss, Hadley's 59 watch & a game of "Somebody's Closer" - Duration: 2:45.

When it's the weekend, but you're too busy to get to golf course...

Oh snap!

Chesson Hadley has us on 59 watch in Round 2 at the Safeway Open.

Fun fact: Hadley is known as both the Human Wind Sock and Gumby by his peers.

Friday, he was the one laughing and snapping…

How about a 21-foot eagle to make the turn at 6-under?...

Oh snap!

From Oh snap, to awe shucks…

Hadley with a shot at eagle on 16 while on 59 watch...

Then almost chipped it in on 17!

But had to settle for the course-record and career-low round of 61...

All that was cool, but no 59…

How about an ace instead?!

45-year-old Jason Schmuhl qualified as a section champ and clanked one in on 15 with a 7-iron

from 163 yards!

… Oh snap!

But the hole-out of the day goes to John Daly, because, come on!

It's John Daly!

Ok Martin Laird, we'll show yours too...

But now it's time for a game of "Somebody's Closer"…

D.A. Points thought his approach on 17 was pretty good…

Then along came Smylie Kaufman..

Leader and defending champ Brendan Steele's approach on 13 wasn't too shabby either…

And one of the best putts of the day goes to first-time Safeway Open participant Zach

Johnson from 30-feet for birdie on 11…

The first cut of the 2017-18 PGA TOUR season was set at 1-under.

But hey, they're in Napa, so at least they have wine…

Speaking of wine…

Grab a glass and check out The Takeaway again Saturday night for your Round 3 recap.

See you then!

For more infomation >> Daly's make & miss, Hadley's 59 watch & a game of "Somebody's Closer" - Duration: 2:45.

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Trilomaze - A VR game (Part 1 - Concept) - Duration: 2:21.

hello everybody

so recently I have a project of developing a game

or environment for VR platform

and today I decide to record a gameplay video

to give you an overlook of the game I have created

about the project

it's an individual assignment of VR course

developed throughout three months long

in facts I have no experience in modeling

using 3d software game engine or coding before

so please don't expect too high from me

to make sure you understand the game

let's talk about the concept a little bit

so this is kind of a solving maze game

the different is it's a looping maze

there're total let's say 7 floors

all the floors have the same look

a core with three parts lead to

three teleport portals

and each portal can lead you to another

all the portals are one-way direction

which means when you use a portal to teleport to another

you cannot use the last portal to teleport back

to the portal that you've just used

at the beginning you're at floor 1

and your mission is to get to the 7th floor

the end stage

there's no specific order in the teleportation flow

you also cannot define where you are

there's nothing indicate the number of the floor you are at

and each time you teleport

you'll end up in a space that look the same

make it feels like you're trap inside a loop

and that's why it's so called the looping maze

to help player win the game

I have put many small puzzles inside the maze

but it's still a little bit tricky as for example

a puzzle in this floor need a key from another floor

and do you know the way to move between these two floors

no

but that's what I aim for

a game that every small action

lead to another

just be patient be wise and be luck

and you will complete it

however for experience purpose

I combined all the floors into one so that

people can try all the interactions inside the game

in short time of playing

and that's why it is called a demo version

if it's potential and I have time

I will develop a full version later

and that's it

now let's jump into the game

For more infomation >> Trilomaze - A VR game (Part 1 - Concept) - Duration: 2:21.

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Dalton greyjoy the Red Kraken By Euron Greyjoy - Game of thrones history House Greyjoy - Duration: 4:26.

EURON GREYJOY: All across the Iron Islands men sit around driftwood fires

and drink to the Old Way.

When the ironborn were feared wherever the waves were heard,

when our strength was in our ships, not our stories.

I don't blame them.

Drinking to the Old Way is easier than living it.

Our ancestors took to the sea because the Iron Islands were shit

without the crops that grow from it.

Thirty cold wet rocks off the coast of Westeros,

and a dozen more clustered around the lonely light deep in the Sunset Sea.

But, hard places breed hard men.

The First Men feared the sea, they had walked to Westeros,

and even their fishermen never left sight of shore.

How I wish I could have seen the face of the first watchmen

to see our ships climb over the horizon.

He was not the last.

No matter how dark the night, or how high the waves,

come dawn our prows cut through the morning mist

and struck the beaches and riverbanks.

Before the sun reached its height, we vanished again into the sea.

Our longships filled with gold, food, scared children, and sobbing women.

For thousands of years the ironborn reaved up and down the Sunset Sea,

driving the men of the green lands far inland,

or into walled castles where they paid us tribute.

In the depth of winter we feasted,

while the men who had planted and harvested crops starved.

-(METAL CLANGING) - Their sons worked our mines,

and their daughters warmed our beds.

Stories claim that the Old Way died

with Harren the Black and his sons in Harrenhal.

Our ships and axes were no match for Aegon's dragons,

so our ancestors bent their steel into fish hooks,

and our kingdom into villages.

And started telling the red tales around the fire

of how we used to be strong.

And how one day we'd be so again.

Generations later, a young boy listened to them.

Dalton Greyjoy, the wild young heir to Pyke

was rowing at five and reaving at 10

in the Basilisk Isles with his uncle.

By 14, Dalton had sailed as far as Old Ghis, fought in a dozen battles,

and claimed four salt wives.

In his 15th year, he avenged his uncle's death in battle.

But he took a dozen wounds and emerged from the fight

drenched head to heel in blood.

From that day forth, men called him the Red Kraken.

During the Dance of Dragons,

the Red Kraken picked the side that was fighting the Lannisters,

and fell upon the Westerlands while the Lannisters were off at war.

Casterly Rock itself proved too strong

once the lady of the castle barred its gates,

but the ironborn burned the Lannister fleet,

and sacked Lannisport, carrying off gold, grain,

and hundreds of women and girls.

Including Lord Lannister's favorite mistress, and all of his bastards.

The Red Kraken now ruled the Sunset Sea as his forebears had.

And his longships again brought the Old Way to the coast of Westeros.

But then the war ended, and the mainland armies came home.

The Iron Throne commanded the Red Kraken to stop reaving.

And when he didn't,

a mistress opened his throat as he slept.

While his sons squabbled,

the Lannisters sent their soldiers to the Iron Islands.

Thousands of men, women, and children were put to the sword.

And scores of villages, and hundreds of longships

were put to the torch.

The glorious return to the Old Way had lasted almost two years.

My brother vowed to return us to the old ways

while he sat on the Salt Throne

and sent our reavers to the shores of Westeros.

Just as he remembered from the stories he heard as a child.

An old way for an old man.

But while he listened to the stories, I lived them.

It was never the Old Way to me.

It was the only way.

For more infomation >> Dalton greyjoy the Red Kraken By Euron Greyjoy - Game of thrones history House Greyjoy - Duration: 4:26.

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DECA MC-Purple Game- Ft.Ace (Prod. Anima$tudio) - Duration: 3:46.

For more infomation >> DECA MC-Purple Game- Ft.Ace (Prod. Anima$tudio) - Duration: 3:46.

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Football 'Pink Out' game raises breast cancer awareness - Duration: 1:36.

For more infomation >> Football 'Pink Out' game raises breast cancer awareness - Duration: 1:36.

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Top 10 Racing Games For Android & iOS 2017 - Duration: 9:27.

CSR Racing 2

For more infomation >> Top 10 Racing Games For Android & iOS 2017 - Duration: 9:27.

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Cubs Win Game One In NLDS - Duration: 2:08.

For more infomation >> Cubs Win Game One In NLDS - Duration: 2:08.

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DATE NIGHT W/ BF! (LA KINGS GAME) 10.05.17 ~CAPTIONS SUGGESTED~ - Duration: 8:22.

were winning one to zero one goal were still winning until they score and we have to get another one

hopefully they don't blow it they lost last time we came but its opening day just so you know crossing fingers

yeah so one to zero one to zip and hopefully we win if we just stay either we stay one to zero or we go more to zero

is kind of a birthday present it is a birthday but like nooo kind of? kind of? late like my birthday is in august and its october i got tickets to the opening game for her birthday

we've been waiting a couple months I'm just awesome like that...... *pats back*

but yeah anyways I'm going to insert a clip of the kind of opener its freaking great its like beautiful lights

I don't know if you guys can hear me but I'm hoping you guys can.

gotta get you a microphone.. yeah!

um anyways so um see you guys in a bit

finally got to a game where we win , were undefeated.. undefeated!

*DANCE BREAK*

For more infomation >> DATE NIGHT W/ BF! (LA KINGS GAME) 10.05.17 ~CAPTIONS SUGGESTED~ - Duration: 8:22.

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game new motorbike 🏍🏆🏍 motorcycle game - Duration: 4:36.

subscribe to our channel to see more videos

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For more infomation >> game new motorbike 🏍🏆🏍 motorcycle game - Duration: 4:36.

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Fun Power Super Girls Care Kids Game City - Baby Learn Colors Makeover Rescue Games. - Duration: 13:07.

For more infomation >> Fun Power Super Girls Care Kids Game City - Baby Learn Colors Makeover Rescue Games. - Duration: 13:07.

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🎮 Fun Girls Games - Play Mermaid Princess Clean Up, Doctor Learn & Have Fun Game for Kids - Duration: 13:28.

🎮 Fun Girls Games - Play Mermaid Princess Clean Up, Doctor Learn & Have Fun Game for Kids

For more infomation >> 🎮 Fun Girls Games - Play Mermaid Princess Clean Up, Doctor Learn & Have Fun Game for Kids - Duration: 13:28.

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THE DOWNLOAD EP3 | Gaming Round Up With Pixelbitch - Duration: 4:04.

For more infomation >> THE DOWNLOAD EP3 | Gaming Round Up With Pixelbitch - Duration: 4:04.

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A Hat In Time: Spiritual Successor to Original IP - Good Game Design - Duration: 10:43.

After 4 years in development, the cute as heck 3D platformer A Hat in Time has finally

graced us with its presence, and I truly mean that!

It's a delightful journey from start to finish and every single chapter is unique

and full of charisma.

There is so much to unpack about its game design, but what has stood out to me most

now that I've played it for myself is how it has successfully bridged the gap from being

a spiritual successor of the collectathon genre, to a truly original IP.

Let's talk about it.

I had the pleasure of chatting with A Hat in Time's creator and director, Jonas Kærlev,

about its development process and how it became the final product it is today.

His dev team, Gears for Breakfast, faced a lot of challenges along the way, but it seemed

like their vision was clear from the start.

(Some games, when they make a spiritual successor, they're like alright, we'll follow the thing we like.

The pros and cons and the atmosphere and the feeling of everything, we want that perfectly

encaptured into our game.

We didn't really want that, we wanted the game to kind of like be able to stand on its own.

We realized that the games we're inspired by, they're not flawless, and trying to pretend

they aren't flawless is a mistake.)

A Hat in Time obviously has a lot of inspirations, but the key was taking those influences and

expanding on them to give us something fresh.

In our discussion, it was apparent that 3 main areas were considered in how to push

A Hat in Time over the edge from homage into standalone classic: versatile movement, improved

camera, and a buttload of charm.

Let's start with the movement.

Kærlev stated that this is where it all began - they wanted to make sure Hat Kid felt good

to move around the various levels before starting anything else, which makes sense, movement

is the bread and butter of a platformer after all.

But all of the various abilities at the player's disposal appear to be based around a singular

design principle: (If you have no double jump, you jump and you miss, then oh, you're dead, right?

There's no way to recover from that.

But I feel like if the player recognizes they made a mistake, then they should be able to

salvage that mistake.

Which is what the double jump is there to do.

It's not just to reach higher places, it's to make sure they can salvage their mistake.)

A Hat in Time's movement is about more than just what feels good, it's goal is to give

the player as many options as possible for fixing mistakes and chaining moves together

to traverse stages (A lot of our moves can connect into each other, like you can do a

double jump, dive, dive cancel, to a hat ability for instance.

A lot of people might think that our moveset is very small, but I think that we designed

that on purpose, because we wanted to focus on just a few moves and how much those moves

can connect and intertwine with eachother to create interesting movesets).

And there certainly is a lot more under the hood in A Hat in Time than originally meets

the eye.

While a double jump, dive and wall climb might seem relatively basic, you can get a third

jump by canceling out of a dive, and this is actually taught in one of the missions,

the devs want the player to have as many choices for mobility as they can.

Furthermore, there's complex secret mechanics that, while not explicitly told to the player,

could be found by a more attentive audience.

If you hit jump just as Hat Kid touches the ground from a dive, she'll quickly bounce

back up with an insane speed boost.

You can also recover from a large fall by pressing the same button as you land, similar

to teching in Super Smash Bros.

Not only could this lead to completing a level extremely fast when combined with the Sprint

cap, it further demonstrates the team's focus on what feels satisfying, not just in

movement, but in opportunity.

If everything flows well from a motion standpoint, it allows the rest of the game to shine through.

Similarly, the camera has always been the crux of the 3D Platformer genre, either making

or breaking some people's experience.

And while a certain amount of bad camera placement can be assumed from these types of games,

Kærlev feels differently: (Some people say "oh this game has bad camera, oh but that's

expected because it's inspired by old games".

Like, that's such a cop-out, just make a proper camera, gosh-darnit!

Just do it right!)

A huge part of setting A Hat In Time apart from its contemporaries is not settling for

what people might expect out of a game like this.

Without a doubt, some camera issues are unavoidable, it's a natural product of platforming in

3D space, but Gears for Breakfast spent a lot of time developing an extremely complex

camera to make sure it was as little of a nuisance as possible.

(What we actually do is we make some predictions, right?

Like the player might move over here, and we're like alright, where is the camera going

to be?

Let's feed that into the algorithm, where's the camera going to be then?

Alright let's slowly make some like, middle ground between where the player is now and

where the player's going to be, and then that's our new camera position.

So the camera is constantly trying to like predict where you're trying to go, which is

like, an insane thing to do for just a tiny little detail with the camera).

On top of this, the team worked tirelessly to add effects like Silhouette, Passthrough,

Camera Whiskers, and Geometry Dithering to give it that extra polish that helps it stand

tall among other platforming giants.

Not only do these changes make the gameplay seamless, but it can help the audience to

have an easier time watching a let's play or stream of the game, which was important

to the dev team as well.

While it was a headache to develop, Kærlev thinks it was worthwhile.

(I don't blame anyone for just taking the easy way out, but we really wanted that to

be solid because the moment you feel you're out of control, especially with the camera,

that's when you're gonna get hit by a brick wall, because you lose control of your character

which is awful).

But finally, what I think is most important in transforming A Hat in Time from a spiritual

successor into its own original behemoth was the level of charm bursting at its seams.

I had the opportunity to test out a demo level before the game's release entitled "Murder

on the Owl Express", and it perfectly exemplifies the care and detail Gears for Breakfast employed.

The act begins with a bunch of shady crows asking you ridiculous personal questions and

letting you input your answers, like what your pet's childhood pet would be named,

your uncle's sister's maiden name, or a body part that you're self conscious about.

Eventually you find a dead body with a knife in its back, and a cardboard cutout of what's

supposed to be your aunt at the scene of the crime.

The stage quickly turns into a whodunit murder mystery where you have to find clues about

the suspects and stealthily avoid being spotted by the Crow Agent Watch.

Note Hat Kid's detective finger gun, that's very important.

As a clock slowly ticks down, you travel from car to car finding keys, rescuing your pet

dog you named earlier, and even overhearing crows gossip about the body part that you

said you were self conscious about - man that actually cuts real deep.

As you find your last clue, you're asked to identify who the murderer is between 6

options, including that cardboard cutout of your aunt, the victim and even yourself.

Little do you know, that there's a big secret here: (Spoilers for everyone who hasn't played

the level yet - every ending is correct.

Like, no matter which one you pick it's the correct answer.

And every time someone plays the level for the first time, they're like "*snaps* I knew it.

I knew that was the one.

The one I picked, that's the right one."

Who you pick doesn't really matter too much, what matters is you had fun along the way).

From a game design perspective, the journey is more important than the destination in this chapter.

The time limit isn't actually counting down in real time, but rather triggers when you

enter certain rooms, and it doesn't matter which suspect you choose, it'll give you

a comical outcome either way.

The crazy thing is, every world has a memorable act like this, and tries to inject as much

personality as possible: (Yeah we tried to make it as fun as possible.

That's really what it's about, it's not just about, ya know, platforming.

Ya know, it's not just hardcore, "you have to jump this and you have to jump over here",

it's about having fun, and that's really what we're all about).

Over the course of A Hat in Time, you'll go from a seaside town controlled by the mafia,

to a parade on the rooftops to a haunted mansion (and seriously it's actually really terrifying),

and making sure you never tread the same ground twice was paramount to Kærlev and his team

(Every chapter is completely unique, and not just in visuals, in that how they operate.

So, in Mario 64 you complete a star, and the next star becomes available.

And that is true only for our very first world, but just straight into the 2nd world, we change

that up completely.

We have our very own little bird-metacritic that tells you how much your movie got.

And how well your movies perform decides who you get to fight as a boss.

Then the next chapter, which is called Subcon Forest, like again we throw everything you

know completely out the window, and now there's no like, missions.

Instead there's contracts.

Like, you meet this shady character who's like "Alright, you work for me now", so you

have to complete your contractual obligations).

And this thought continues into chapter 4 where it literally becomes an open world adventure

with no missions at all, allowing you to just roam freely and find time-pieces and other

goodies as you go.

Making everything as cute as possible not only affected the art direction but mechanics

as well, like the various hats you can knit, just because they thought it would be adorable

to have all these little beanies and masks to wear.

All it takes is booting up the game for just a few minutes to see how apparent this is,

and while it took a lot more time to be released than some had originally hoped, Kærlev knew

how important polish was to A Hat in Time's development (If we wanted to, we could have

like, just shipped the game out in like a year or two, right?

But we didn't, we chose not to do that, we chose to actually care about the game.

And it has been an immense pain, but I think it's paid off).

And I couldn't agree more - all the little details is what helps set A Hat in Time apart

from its predecessors and its competition.

From bouncing on burger cushions, to scaring mafia men as a swamp monster, to crossing

off parts of a contract to become a ghost's best friend, it seemed like every step I took

in A Hat in Time made me smile, and turned it into an experience I won't ever forget.

If you're interested in hearing my full interview with Jonas Kærlev, you can check

it out in the description below.

New IP's are important, I think they help drive the game industry forward and into new

territory we've never seen before, and it's cool to see how some of them get there in

the process.

If you've played A Hat in Time, what are some of your favorite parts of the game?

Do you think it lives up to its goals?

Tell me in the comments below, I'd love to hear it.

Thanks for watching another episode of Good Game Design.

I'll see you guys next time, stay frosty my friends!

Hey guys, it's snomaN, I hope you enjoyed today's look at A Hat in Time.

I wanted to give a huge shoutout to my Patreon supporters, they gave me input about what

questions to ask Jonas about the game and got to take a look at the interview early.

If you ever want to help support the channel and gain access to all sorts of rewards in

the process, consider chipping in at patreon.com/snomangaming.

For more infomation >> A Hat In Time: Spiritual Successor to Original IP - Good Game Design - Duration: 10:43.

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GAMING FOR THE 1st Time - Duration: 3:40.

For more infomation >> GAMING FOR THE 1st Time - Duration: 3:40.

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North Monterey County H.S. hosts first game in new stadium - Duration: 1:48.

For more infomation >> North Monterey County H.S. hosts first game in new stadium - Duration: 1:48.

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Bowmasters #9 Cartoon Game about the DUEL of HEROES Game cartoon is not for children Boumaster - Duration: 15:39.

For more infomation >> Bowmasters #9 Cartoon Game about the DUEL of HEROES Game cartoon is not for children Boumaster - Duration: 15:39.

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How to hack the game "Family Guy Freakin Mobile Game" - Duration: 1:03.

Freeze moves

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