There are so many games I would like to play, but I’m stuck in the past. It’s almost funny, really. The long-gone, glorious days of the sci-fi space opera. I can see it now; the swooping spaceships, the high-octane action as the heroes dog-fight for control of the city, the deadly intrigue as the heroes try to untangle the web of corporate back-stabbing. I miss all that, and the dazzling effects of the game world. Sometimes, I wish I could have my world back… Until I saw Firefly, of course. With all its cheesy effects and campy simplicity, Firefly was an anomaly; an aural and visual post-modernist lullaby. I wanted to make a game like that. I wanted to build the world. And I wanted to know what the hell was going on. Because it was impossible to make an actual „Firefly game“ without a license that you couldn’t buy, I decided to create an imaginary one. What if the crew of Serenity had landed on the streets of New York or Detroit or Melbourne rather than a spaceship in space? What if they had been captured and taken to a prison? How much and what would they learn of the world around them? And what would happen to them? That’s what Satellite Reign is. An imaginary Firefly game with a license that is impossible to buy. (Honestly, though, when I make the first real Firefly game, it will be largely based on Serenity. A “Firefly” game in space.)
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How to implement a master-detail pattern without UITableView
I’m in the process of trying to create a master-detail pattern on iPhone.
I’m struggling with how to implement a view that has a navigational bar on top and a number of details below the navigational bar that are right aligned. The features to be displayed in the view change dynamically on the back end (the various details I need are fetched from a database), which is why I need to pull them out and display them.
I have seen previous posts on this topic, but they were implemented as a UITableView subclass, and I think it is possible to use the MVC architecture
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Features:
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Welcome to the 1980s!
When the world finds itself thrown into complete chaos
because of a new, unknown enemy who has gained all the media coverage
that the world could desire. Each day the media is covering stories of
a new weapon, a new attack, a new disease. People everywhere are terrified.
Suddenly, it seems as though they have outrun the unknown, and that they are in the clear.
But as it slowly dawns on the people that the fear is not just in their heads,
and that the unknown is not being ignored, but that a new threat exists.
The world is in for one hell of a ride!
HellCrunch is a game that attempts to re-invent the First Person Shooter genre as we know it, with a constant emphasis on gameplay and atmosphere.
Just like an old 1980’s First Person Shooter, we have tried to capture the essence of the genre and its various aspects, with the intent to not detract from what the genre does well, but to enhance it.
HellCrunch has been designed with a focus on fast-paced, brutal and challenging gameplay, and a free roaming design that rewards constant movement, accurate aim and a quick trigger finger. The levels have been designed with a focus on open environments and evocative atmospheres with each world being distinct from any of the others.
As with your typical FPS, weapons range from your trusty axe and shotgun to the devastating MegaGun which emits streams of high explosive projectiles and sends your enemies flying across the map!
Story:
The 20th Century has seen many terrible atrocities, and mankind is far from victory as the world succumbs to a virulent disease that has become common place.
As the player, you are the one person with a chance at stopping the unknown enemy by fighting their nightmares and corrupting their dreams. It is up to you to journey through several worlds of varying environments and terrors to fight your way back to victory.
It is essential that you use your intelligence and resources wisely as your enemies, as well as the dream worlds you venture through, are not what they seem. Some of your foes will be friendly, but you’ll have to be alert as others will be overtly hostile.
Your choice to see these worlds through is up to you – only you can decide whether to fight your way through this dark and twisted dream world or run from it. The choice is yours, but don’t forget the enemy is always out to get
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Spacefighters use shields to deflect incoming bullets (just like the arcade). There are no offensive bullets or fire. So don’t worry about destroying an enemy.Your ship’s shields are limited and if they are deactivated, the ship takes damage and is damaged for one frame.Hurt for one frame equals one-hit kill.The score-system (which is different in each „Level“) is based on who destroyed the most enemies in one second.No matter what, you’ll get an exact score even if you lose a shield. What is the point?To learn to know what kind of skills and strategies are required for the later stages.To simulate the real arcade-experience.And that’s it. All that for just 1,99$.
„Spacefighters use shields to deflect incoming bullets (just like the arcade). There are no offensive bullets or fire. So don’t worry about destroying an enemy.Your ship’s shields are limited and if they are deactivated, the ship takes damage and is damaged for one frame.Hurt for one frame equals one-hit kill.The score-system (which is different in each „Level“) is based on who destroyed the most enemies in one second.No matter what, you’ll get an exact score even if you lose a shield. What is the point?To learn to know what kind of skills and strategies are required for the later stages.To simulate the real arcade-experience.And that’s it. All that for just 1,99$.
That’s almost exactly how I played the arcade version. Perhaps you could add in the ability to use the lasers to damage enemies.
I haven’t played it myself but I assume you can tap the screen when enemies appear, the hit-box of that screen movement covers your ship and your shields will block the bullet. Maybe you can shoot at them and reflect the bullets back at them for more damage but that was never mentioned by the developer.Maybe add a timer for the the number of times you get hit before it’s game over.
Also I have one request. Try not to have enemies always go to the bottom of the screen, that ruins the perspective. If it’s unavoidable then try not to make it too obvious. I’d prefer if you make it obvious when enemies change direction and that they only do so when they get close enough to your ship.
I don’t know how the score system is supposed to work. I am a veteran of arcade space games and it doesn
What’s new:
- : Essential Readings On Flash Fiction And Long Form Writing
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Submitted by the Online Writing Curriculum on December 3, 2015 – 4:26am
Last Updated by Jennifer Hitchcock on November 28, 2015 – 2:19pm
Browsing Category C
· Got Writer’s Block? Visit the archives to read old posts for solutions.
Last September the Online Writing Curriculum published Unread Unwound: Essential Readings On Flash Fiction And Long Form Writing [PDF], our special package of essays exploring the history and practice of flash fiction, microfiction, and short story publishing. Subsequently, we’ve been inviting readers to offer responses to a lengthy set of questions about the writings of master practitioners like Kurt Vonnegut, George Orwell, Joseph Brodsky, and Cormac McCarthy, each of whom has little or no involvement with the online writing community.
We asked:
What are you interested in?
Who are your favorite writers of the long form?
What work do you love and why do you love it?
What’s the best thing that’s happened to you as a short story writer so far?
What’s the most exciting thing you’re working on right now?
How does writing fit into your life?
What would you tell the next generation of (online) writers?
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Time for tea and crumpets, and maybe a glass or two of port. It’s time to hunker down and craft some fancy new hats, and we’d like you to be in it with us! Minigame Hats is a new minigame exhibition featuring your very own hats that have been customised in your workshop.
Just like the Hats Workshop in the Humble Bundle, you’ll be prompted to sign in to Steam after downloading the game to unlock the hats workshop.
This content is free to download and play, however optional in-game purchases are also available.
You’ll have to sign in on Steam (once you download the game) to use the hat workshop.
You can even purchase hats on your phone!
Since hats of different types can be combined in various ways, you can even create some really special hats!
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So what are you waiting for? Start crafting some wacky hats and create some fun in the Minigame Hats workshop!
Minigame Hats is a brand-new Minigame exhibition featuring your very own hats that have been customised in your workshop.
Just like the Hats Workshop in the Humble Bundle, you’ll be prompted to sign in to Steam after downloading the game to unlock the hats workshop.
This content is free to download and play, however optional in-game purchases are also available.
You’ll have to sign in on Steam (once you download the game) to use the hat workshop.
You can even purchase hats on your phone!
Since hats of different types can be combined in various ways, you can even create some really special hats!
You can even use your Steam Account to share your creations.
So what are you waiting for? Start crafting some wacky hats and create some fun in the Minigame Hats workshop!
You can even use your Steam Account to share your creations.
NOTE: Humble Bundle requires you to enable External Software to play games.
What’s New
1.5.2
Apr 24, 2015
– Fixed hats disappearing when you open the Hat Workshop
– Fixed wrong-sized hats loading on some clients
1.5.1
Feb 17, 2015
– Fixed typos and names
1.5
Jan 18, 2015
– You can now sign in to Steam
– You can now use your phone to purchase hats on the marketplace
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Lightblade VR
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System Requirements For ɭ神之战:
1.65 GHz Intel Core2 Duo or AMD equivalent with 2 GB RAM
Mac OS X 10.6.4 and above
Broadband internet connection (up to 2 MB/s)
Game was tested on the following hardware and drivers:
Dual 1.8 GHz Core 2 Duo, Windows 7 with GeForce GT 330M graphics (current Nvidia drivers)
Core i5-750, Windows 7 with Radeon HD 6350 graphics (current ATI drivers)
Core 2 Quad Q6600, Windows 7 with GeForce GTX 460 graphics
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