Overall, it does remind me of Advanced Generation in many ways, not too memorable in terms of style and some bland character design choices.īest Wishes!: An attempt to rejuvenate the artstyle in the anime, look more like Sugimori's evolved style as it had become rather than what was it was when the show first begun - BW was quite, in a word, vibrant. The backgrounds were usually fine.ĭiamond and Pearl: unfortunately made use of some not aesthetically pleasing CGI during its appeal rounds and this was incredibly jarring. I think the colour scheme of the character designs wasn't very inspiring and nor were some of the designs either. ![]() Overall, it doesn't stand out in my mind for being memorable and this was the series that produced the infamous Team Aqua/Magma two-parter but it's not fair to base the whole series off of that very unfortunately animated piece. Sometimes I felt it was slightly desaturated (maybe this is just me) and the colours were a bit dull.Īdvanced Generation: AG actually was a series for me that depended on whoever was the main animator overseeing the episode, although I couldn't tell who it was exactly that was my favourite for this series, I felt there were noticeable differences depending on whoever was in charge. I actually didn't really like Johto's digital animation but I feel I can't be too harsh on it, since it was something quite new that they were exploring. This, though not a sunset, very simply captures the wonder of such nature. I feel sometimes the 90s art-style deployed and the 90s Sugimori-inspired style does look a little rough on the edges but it still could produce some beautiful results - for some reason, the way nature was animated, such as sunsets had such a serene quality to them. There's also the factor of its age and the technology that was available to take into account, but this has to be considered for more than just the original series now. ![]() Original Series: the start of OS has a completely different technique of animation than the end of it, so for me it's a little hard to deal with it as a single unit for the purposes of this thread.
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There he remained with his reflection until taken by old age, or, in some tales, until he killed himself or dove into his reflection and drowned. For one day, Narcissus was lured to a pool where he spied and fell in love with his own reflection. As his blood splashed upon the steps, he cursed Narcissus, saying that he wished someday the hunter would too know the pain of unrequited love.ĭepending on the myth, it was either the curse of Aminias or Nemesis (Goddess of Revenge and Retribution) hearing of Echo’s fate that led Narcissus to his fate. Aminias took the sword and killed himself before the door to Narcissus’s home. Having rejected all of his other male suitors, Narcissus also rejected Aminias, but then presented the unfortunate young man with a sword. In another myth, Narcissus was also pursued by a young man named Aminias. Heartbroken, Echo wandered the mountain until fading to nothing but the remaining sound of her voice that repeated the words of all other visitors thereafter. Narcissus turned away and told her to leave him alone. When she finally mustered the courage to reveal herself, she confessed her love. Each time he asked, “Who’s there?” she would repeat his answer. In one myth, he was followed through a mountain pass by an Oread (mountain nymph) named Echo. It was named for a beautiful young hunter from Thespiae in Boeotia who was desired by both men and women alike. Narcissus (derived from the word meaning “sleep” or “numbness”) was a yellow flower (known today as the daffodil). The inclusion of cypress in a bouquet indicated the giver’s mourning, loss, or despair. Later in floriography (the Victorian language of flowers) the associations with death and mourning remained. ![]() Bodies of the respected were also placed upon a bed of cypress branches preceding burial and mourners would carry cypress branches as a sign of grief and respect. ![]() ![]() Being buried in a coffin made from cypress was a symbol of everlasting life, usually reserved for the interment of heroes. Cypress trees were planted near graves or in front of vestibules to signify hallowed ground and as a warning against entry. It is for this reason the cypress is known as “the mournful tree” and thus became a symbol of death and mourning, and therefore sacred to Hades. His grief was so great that as he lay beside the fallen creature he was transformed into the cypress tree. His favorite companion was a tamed stag he pierced accidentally with his hunting javelin as it lay sleeping on the ground. The Underworld Pt.6: Sacred Plants & SymbolsĪ list of the sacred plants of The Underworld (many of which attributed to the already featured consorts of Hades), including origin myths and tidbits on Victorian floriography (flower meanings), and the details behind the other symbols associated with the God of The Dead…Ĭypress was a tree named for the youth Cyparissis, a prince from Ceos beloved by Apollo (God of The Sun, Music, and Poetry).The Underworld Pt.3: Five Rivers of The Underworld.The Underworld Pt.2: Five Regions of The Afterlife.The Underworld Pt.1: Hades & His Estate. Formations, path following, movement, path recovery, and animation come after A*. Grids are easy to work with but not always the best approach. Map design and map representation come before A*. However, it’s only one piece of a pathfinding solution. It can handle varying terrain costs well, and it seems to be faster than most graph searching algorithms. It’s a fairly popular choice for pathfinding. Maze Solving AlgorithmsĪ* is a variant of Dijkstra’s Algorithm and Breadth First Search. Using Regions for Shortest Path (discussion).Movement in space, with spaceship acceleration.Terrain recognition and obstacle avoidance.More Pathfinding algorithms (minimum spanning tree, Dijkstra’s algorithm, Johnson’s Algorithm, Bellman-Ford, Floyd-Warshall, …).Introduction to Pathfinding Algorithms.Cooperative Pathfinding - useful when you have many units moving in narrow spaces, and need the units to be aware of each other.Fringe Search - possibly faster than A* for games (download the code here ).Pathfinding: the basics covers different types of graphs (grids, waypoints, navmeshes) used for graph search algorithms like A*.Coordinated Unit Movement part 1 and part 2.Pathfinding movement in RTS games including groups and formations.Terrain Analysis used in Age of Empires.Collision Avoidance Behavior of Pedestrians.Pathfinding for Tower Defense - with interactive diagrams and sample code.Applet showing obstacle avoidance (also see more steering behaviors ).These pages are about specific techniques for pathfinding and object movement : Technical papers about navigation and paths.Choosing a graph representation for pathfinding.Overview of the main issues that come up when choosing a pathfinder.Overview of Motion Planning covers both movement and pathfinding algorithms.Amit’s Introduction to A*, Breadth-First Search, Dijkstra’s Algorithm, and Greedy Best-First Search - with interactive diagrams and sample code.These are pages about pathfinding in general, with some bias towards A*: There are many different approaches, ranging from simple ( walk forward until you hit something) to the complex ( path finding algorithms with heuristics). Shortest Paths #ĭetermining how to move around on a map is an interesting problem. Other sites, like Gamedev Tuts+, , and Gamasutra, cover lots more topics than mine does. As a result the set of links here reflects the types of things I needed to know: only a few specific topics (not everything related to game programming), general ideas instead of platform-specific information (graphics, sound, compilers), and ideas and designs instead of source code (I find it easier to go from an idea to code than from code to an idea). This page contains bookmarks that I collected while working on games since 1990 I did not write most of the content linked from here. What’s on this page? I’m interested in producing complexity out of simple parts. What are the key concepts to start with?. ![]() What do I need to learn once I know how to program?.How can I write my own (more complex) game?.How do I make games? 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Finally we have the Vodyani, religious fanatic worshipers of the Endless, extreme industrialist, they exploit resources and drain the life force of the people of all colonized planets from within orbit. Their fleets are larger but less expensive, making it the perfect pick for someone who opts for a warmongering tactic. Then we have the Cravers, an insectoid race, built like cybernetic warriors, and consume planet resources to survice. This allows them to spread rapidly throughout space and resell to other empires. They can for example delegate the colonization of planetary subsidiaries against a small fee, instead of having to build colony ships. This allows them to have the technology advantage than any of the other factions. The Lumeris on the other hand are mercantile and peaceful amphibians, focused solely on making money. Experts of the game with a specific plan of victory in mind will appreciate this, but this may be a bit overwhelming to new players, because unless you thoroughly read the description and bonus details in each technology node, it is very easy to miss absolutely indispensable ones such as instant purchase of buildings and more.įor now in this preview access, only four out of the eight factions are available, each with a fairly specific feel and concept. The Sophons are weak militarily but they are brilliant scientists and explorers, and can see which technologies have already been discovered by other empires. This has the merit of offering a more flexible technological path, and not focus on “unnecessary” technology to get the key one you aim for in the tree. The technologies are no longer separated by four trees forming a gigantic spider web, but are now grouped by eras like in Endless Legend, so you can research without any particular order in the first era, and once you have gained enough of them, you will be able to advance to the next one, and thus more advanced technologies. However, besides the important government and political system (which I will discuss later and makes me almost describe the game as a 5X), is the way the technology and heroes were redesigned. The game mechanics are still running on some pretty conventional ways found in the majority of 4X games, such as managing resources like food, production, science, satisfaction, mist (which here replaces energy or gold) and influence that allows to take diplomatic and political actions. That will need lots of building, research, colonize new areas while repelling pirates and making sure not to get invaded by other races. You start on your home planet with a survey ship and a settlement which you will need to take care of to extend your borders. ![]() On the front of gameplay, little has changed from Endless Space, but I found the majority of the elements that made the charm of the original title. In any case, Endless Space 2 has the 4X base roots of the old game, pushing you to work on the development of your economy, while juggling diplomacy and other elements inherent in this space, while reaching for the ultimate goal of becoming Emperor of all space. If you never played these kind of games, Endless Space 2 is what we call a 4X strategy game (4 Xs stand for eXplore, eXpand, eXploit, and eXterminate), but with a great twist: the game is completely crowdsourced even on the development front. While Amplitude Studios did get acquired by Sega recently, the process called “ GAMES2GETHER” is still there, allowing community to take part of the creation process of Endless Space 2, with probably the help as well of other Sega studios that are known for these strategy games (Creative Assembly and Relic Entertainment). I had the chance to get my hands on a preview copy of their Endless Space 2, sequel to their early 2010s 4X strategy and first ever game. French based studio Amplitude might be a small company, but over the course of the years, they managed to build a strong reputation among strategy game players, by building a common universe split into three different games: Endless Legend, Dungeon of the Endless and of course Endless Space. ![]() It's for all the Japanese porn/anime fans out there, we know there are plenty of you, folks. Here we offer diversity, we have hentai XXX content, that's pretty hot. You get just right amount of perverted, nothing too outlandish. 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But now the work starts in serious fervor because the next time Wisconsin lines it up, Fickell's fingerprints are going to be all over everything. Īll he does is win win win no matter what /tdzZb6qynHįickell took a backseat and let Leonhard cook. 1:38 Former University of Wisconsin defensive coordinator and interim head coach Jim Leonhard has interviewed for an NFL defensive coordinator spot according to ESPN's Jeremy Fowler, and it's a. On our Riley Files podcast series from last summer, Oklahoma expert Kegan Reneau elaborated on. Leonhard would have been a real problem for Lincoln Riley when USC played Wisconsin. The Wisconsin Badgers ended one era - and started another - on a high note. Jim Leonhard chose not to work on Luke Fickell’s staff at Wisconsin after Paul Chryst was fired and Leonhard was passed over for the permanent head coaching job. Here are the top media reactions to Fickell's surprising-to-some decision to coach the bowl game and where Wisconsin might be headed: Subscribe to 247Sports YouTube for the latest college football, basketball and recruiting news including live college commitments. I've got the utmost respect, not just for him, but what this place really means. And I wanted to make sure I said more than anything that I appreciate what he's done for me and how he's handled these last few weeks. I thought it was important for him to be recognized. "Three and a half weeks, I don't know that that's enough time to stand up there," Fickell said in the postgame press conference. In the postgame celebration, Fickell made sure to call up Leonhard to the podium and give him his moment. Instead, the former Cincinnati head coach deferred to Wisconsin's former interim coach Jim Leonhard and the rest of the UW staff to handle most of the hands-on teaching during the game. But Fickell wasn't doing a whole lot of intense coaching during the Badgers' win. Jim Leonhard - former Wisconsin defensive coordinator Mark Hoffman-USA TODAY Sports If Alabama wants to have one of the more established defensive play-callers in the country, they may look to. Technically speaking, new Wisconsin coach Luke Fickell earned his first career victory after the Badgers held off Oklahoma State, 24-17. Fickell assistants Mike Tressel (defensive coordinator) and Mike Brown (passing game coordinator/receivers) are already on the recruiting trail for UW, and the. Tuesday’s Guaranteed Rate Bowl game was a little odd for all parties involved. ![]() ![]() Saints Row’s First DLC The Heist & The Hazardous Skids Into Action This latest soundbar not only features the impressive audio capabilities of the Katana series but also delivers booming bass without the added bulk. Sound Blaster Katana SE: Room-Filling Audio, No Sub Needed Xbox Game Search Site Statistics Registered Members: 76,779Ĭheat Codes: 1,706 Latest News ViewSonic Announces First "Certified for Xbox" ProjectorĬombining true 4K UHD resolution with HDR/HLG support, theater-level sound by Harman Kardon speakers, and flexible installation capabilities, the X1-4K and X2-4K provide a bright choice for home entertainment. In fact, I have taken a few days off work to play and I am staying up until 2:00 am on work days to play. There has been only one other game since the 360 launched that has caused me to become addicted like I have. This is my very first review, but I wanted to let everyone know about this game. This tends to happen a lot at the first, when players might be winning a majority of the achievements in their first play through. Also, their seems to be a slow down in the game when an 360 achievement is awarded. After a few hours in a game, it can become irritating. Suggestions: The only suggestions and concerns I have would be the option to turn off the dialogue from the advisors and fellow leaders. After that, you may want to turn down the in game options for dialogue. The leaders do not speak, but engage in a sim language, this hilarious the first few times you listen to it. Weather its swords clashing, tanks firing, or airplanes attaching, it helps add to the enjoyment of the game. Sound: From an audio standpoint, the combat is absolutely a delight to listen to. The Cities and maps are easy to see and empire leaders are well done. The units have just enough detail that you will enjoy watching them change as they rank up. The level of detail that is on the PC version is not there, but it still allows for a great overall experience, and does not detract from the game. Graphics: Visually, the game has been simplified, but I thin it looks great on the 360. There is nothing like being attacked from every angle, and holding your breath in anxiousness, hoping that your cities defenses will hold for 2 more turns so you can hold out and win. All alliances will be broken and you will be hunted down. Be warned, once you are about to achieve a victory condition, you become public enemy number one. Every empire plays differently, so depending on what condition you want to reach, you may want to select a certain empire. Lastly a technology victory is triggered by reaching a pre-determined level of technology. Once you have reached a pre-determined amount of gold, you will win. ![]() An economic victory comes in the form of gold. Once this has been accomplished, you will be given the power to build the United Nations and achieve victory. Another victory could come in the form of a cultural victory, as you discovered, robbed, or help convert 20 great people form history. These include a domination victory, where your military might was shown, as you crushed all other empires under the might of your military. You are the master of your empire, creating units and buildings striving to reach one of the four conditions for victory. Gameplay: Gameplay is fairly simple but very addictive. There are five levels of difficulty, so if you think you are a Civilization stud, move up a level and see how more challenging it really is. Especially if you underestimate your opponent(s). Sometimes these lessons are learned the hard way. That is the real beauty of this game, and where strategy comes into play. Each nation or empire has its own advantages and disadvantages. The choices include :Abe Lincoln: United States, Alexander: Greeks, Bismarck: Germany, Caesar: Rome, Catherine the Great: Russia, Elizabeth I: England, Gandhi: India, Isabella I: Spain, Genghis Kahn: Mongolia, Mao Tse China, Cleopatra: Egypt, Montezuma: Aztec Nation, Napoleon: France, Saladin: Arabia, Shaka Zulu: Zulu Nation, and Tokugawa Ieyasu: Japan. With the ability to control 16 different empires, players will be able to test their skill in a “risk like” setting. I had thought those days were over until I played Sid Meier’s Civilization Revolution. Depending on how advanced my opponents were, games could end up lasting 2-4 hours each. The game that was all about strategy and a little luck. Overall: During my youth, many Saturdays were spent playing Castle Risk. You won't find a better 24 Hour Tire Shop in Los Angeles (310) 497-4295. 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