CoreCtrl Is A Libre Hardware Manager


A new tool named CoreCtrl aims to be the first friendly libre GUI application to customize CPU, GPU and other hardware settings for GNU/Linux. This is exciting news for all gaming enthusiasts and developers who seek a way to optimize hardware efficiency without having to go down and dirty into console commands or accessing the BIOS directly.

The developer Juan Palacios describes the app succinctly:

CoreCtrl is a Free and Open Source GNU/Linux application that allows you to control with ease your computer hardware using application profiles. It aims to be flexible, comfortable and accessible to regular users.

You can use it to automatically configure your system when a program is launched (works for Windows applications too). It doesn't matter what the program is, a game, a 3D modeling application, a video editor or... even a compiler! It offers you full hardware control per application.

Support-wise, only AMD GPUs seem to be on the list for now, but different vendor cards are planned for the future as well, according to the roadmap. CPU support is only basic at this point. While I haven't tested the application myself due to compiler errors, this seems to me as a very promising project to keep an eye on for the future.

The developer also has a Patreon page for all those wishing to contribute towards development.

Code license: GPLv3

Via GamingOnLinux

Got something to say? Post on our forum thread.

Types Of Projects

When I started writing articles on my site, sometimes I had great results, like writing the hexagonal grid guide in 6 weeks, and sometimes I had terrible results, like writing article about curved roads in 5 months. I eventually realized that the difference was that with hexagons, I understood the topic well, but with curved paths, I spent most of the time trying to understand the topic. To make matters worse, because I had a high standard for my articles, I spent too much time trying to polish the article about curved paths, even before I understood it well.

Back in 2013 I decided to create a separate directory /x/YYWW-name/ where I'd put the lower effort and experimental pages, numbered by year and week. For example, 1942-isometric means year 2019, week 42. Over the last few years I've realized I do two different types of projects:

  • fixed scope, variable time, usually focused on explaining something
  • variable scope, fixed time, usually focused on learning or understanding something

The fixed time articles typically go into /x/. An unexpected benefit of these short unpolished experiments is that sometimes it lets me explore a set of topics that comes together into a larger polished project. The best example of this is my map generation work in 2017–2018. Back in 2017 I had started experimenting with map generation topics:

This structure let me try things quickly, and also abandon things quickly. Those of you who know garbage collection algorithms know that there are two general strategies: throw away the garbage, or keep the non-garbage. In my regular projects I follow the "throw away garbage" strategy, but in this experimental folder I follow the "keep non-garbage" strategy. Things that work I can copy into a new project. Things that fail I leave alone. When I wanted to produce mapgen4 in 2018, I went back through these small projects and picked the parts I could use, and turned that into a new big project.

People ask me if I share links to all the /x/ pages. I don't do this because I found that by not sharing at first, it increases how much I write. I don't start every page worrying about how to explain something, or cross-browser compatibility, or making things work on any machine other than my own. If something works out, I can then fix it up and share it. Many things don't work out, and then I can abandon them quickly. This strategy has been extraordinarily successful at getting me to write more. I started these in 2013, with 7 pages, and then 11 in 2014, 20 in 2015, 24 in 2016, 33 in 2017, 36 in 2018, and 27 in 2019 so far. The downside is that it's so much easier to write the /x/ pages that I am not making many of the regular pages. I'm annoyed with myself for that but I'm just going to have to accept it for now.

EGLX, Day 1: Come Find Me This Morning At The Mentor Lounge!

#SuzyCube #gamedev #indiedev #madewithunity
The EGLX developer conference kicks off today! My first order of business is to help warp young minds at the Mentor Lounge! Come find me and all the other mentors in room 713B at 11:00 this morning to partake of our pearls of wisdom! Hope to see you there!

Wizarding Dayz Review



More fans of fantasy are finding Wizarding Dayz is the convention to attend. When Wizarding Dayz started, it was seen as the premier event for the world of Harry Potter created by J. K. Rowling. The latest convention was a festival of the diversity of fantasy for all ages.

Along with the numerous Hogwart's school uniforms, there were adventuring parties and characters from favorite books, movies, and games. They represented our world's fantasized past, present, and future and other-worldly settings.

Wizards, knights, and witches attended. They mingled with sailors, dragon riders, and mermaids. All around them, we muggles wove our way to take in the sights, sounds, and smells of the event.

On Thursday night was the Yule Ball. This event was held for the young (18 years or older) and young at heart crowd. There was food and drink available to get into the spirit of the ball. It ran into the evening allowing the wizards along the Wasatch to greet each other and kick up their heels for a few hours.

The next two days were filled with activities, shows, and shopkeepers with their goods for sale.

Creating potions

Activities and Shows

Everyone could be involved with the activities taking place. Knights and maidens were testing to see if you could pull the sword from the stone. Young wizards, warlocks, and witches learned how to make potions and use wands. Some were mingling with the guests and watching the magic that was being performed.

Magic shows were performed to the delight of the audience. Other met with, and took pictures with the Mermaids of the Great Salt Lake. Looking around, you could see more people meeting with the characters of Evermore and learning about the interactive fantasy provided. You could also sit back and hear more about your particular fandom.

Mermaids of the Great Salt Lake

Some fans become part of the experience by cosplaying. Along with being able to mingle with us mundane sorts, they had a place where they could meet up and share interests and information. The days completed up with a contest to compare one against the other and to cheer new friends on.

A number of panel discussions covering fantastical topics took place. These gave a place for a little respite from the marketplace where all sorts of goods are available.

Evermore and guests

Goods Galore

In the market, along with the street performers, were goods for sale. The range of goods covered areas for fans, wizards, knights, and those wanting something to remember the gathering.

You could find a new wand in one stall, fantasy novels in the next, and dragon eggs in another. There were artisans showing their talents in picture, cloth, leather, metal, and more. You could fine something for your wall, your bed, or to hang from your belt.

The variety of products available kept many a festival goer interested in what to spend their coin on.

New Wands

Overall
 
Wizarding Dayz gets better with every event they hold. Each time they learn from the last to improve and make the experience better for everyone. This was seen through the smiles on the faces and the conversations being had.

Fantasy fans of all styles should look for the next time Wizarding Dayz announces an event. They have held events in different locations (the previous one in Logan) so everyone can enjoy the atmosphere. When the next one comes around and you want to meet up, let me know and we will plan on grabbing a table at the tavern and sit back with a couple of butterbeers.

I'm working at keeping my material free of subscription charges by supplementing costs by being an Amazon Associate and having advertising appear. I earn a fee when people make purchases of qualified products from Amazon when they enter the site from a link on Guild Master Gaming and when people click on an ad. If you do either, thank you.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

I have articles being published by others and you can find most of them on Guild Master Gaming on Facebookand Twitter(@GuildMstrGmng).
Some work from Wasatch Forge


Shadow Of The Comet – Flight Of Icarus

By limbeck

Things have progressed more smoothly in this session, with a bit of excitement and a lot more exposition. I finished the previous one after getting a quest from Mr UNDERHOUSE to get a diary from the Mayor's safe and with Miss PICOTT vehemently refusing to give me her Bible. I need the Bible to find the aforementioned safe's combination.

No amount of talk seems to change Miss PICOTT's mind, so I leave her and do some more walking around. My wanderings bring me to MYER's shop again. He obviously does not mention WILBUR or keys casually left on counters, but he gets to what he knows best: business. He tells me he received a lot of nice new goodies overnight, such as a cheap locket, an even cheaper brooch and more photosensitive plates. I buy the lot, because I still have access to Mr GRIFFITH's funds. I feel quite satisfied with my purchase, but as soon as I get out of the store, the pin falls off the brooch.


I have been scammed!

I go immediately inside to ask for a refund, but MYER just acts as if everything is in order. I decide to roll with the punches and see the positives. The pin I now have in my inventory may still be used to pick a lock. Not the one in the cemetery though.

I pay a visit to CURTIS's shack, but he is not in. I wonder if he is dead, like poor JUGG. In the tavern, ZEKE again offers me some of his water for beer and mocks me when I don't buy one.


Sorry, I just spent $3 on a broken brooch and a fake silver locket.

I then go to the pharmacy and order three more pills, just to be on the safe side. I have money and I want to be alive to spend them. Dr COBBLE was seen leaving the pharmacy but I could not interact with him. It is nice that the NPCs seem to follow their own schedule. It is not critical to gameplay, but it is a nice touch. They are simple actions, but most of them are realistic and help with the immersion and the feeling that you are indeed in a living town.

Further down, I come across BISHOP outside of the Archives. I approach him and try to talk to him about TYLER, but he gets scared and says he indeed has something to tell me, but at a place and time to be determined later. With that, he leaves.

Finally I am back in front of the post office and in the company of Miss PICOTT. I try to give her the brooch, but she is offended that I try to "buy her respect" with worthless shiny baubles. I double my bet, offering her the $2 locket instead of the $1 brooch and she happily accepts and trades me her Bible for it.


Just before I propose to Miss PICOTT

Reading the Bible, I get three options:
  • Austin, errr John 3:16 from Saint PAUL's epistles
  • Peter doing something in front of some 120 people from the Acts of Apostles
  • The Number of the Beast from the Apocalypse
Well, we needed a number that symbolises evil to open the Mayor's safe. I am pretty sure that the Number of the Beast fits that role perfectly. But we first need to get to the safe. The Mayor is rarely at his office, which is good, but access to it is forbidden by his very diligent and busy clerk. So, I go to the Town Hall ready for a confrontation with a clerk.


He seems to have called in reinforcements

I arrive just in time the annual town hall clerk conference or it's just lunch break. When I try to talk to anybody, I find out that I am facing a dialogue puzzle. It takes me a few tries to get it right:
  • I first tell that I need to go to the Mayor's office (yes, in his absence)
  • Then I try to bluff my way in and tell him that the Mayor himself invited me to admire Illsmouth from his window. The clerk, Mr SWING, swallows it hook, line and sinker and concludes that I am the photographer.
  • I correct him that I am a reporter and I am free to walk upstairs.
I walk in the Mayor's office. There's nothing interesting in it apart from the safe, hidden behind a painting.


Not that hard to spot if you want my opinion

I open it and get to the task of opening it. I am presented with three slots with very slowly sliding numbers. I put 666 and hope for a satisfying click, but I am disappointed. Apparently the Number of the Beast itself is not evil enough. I try a couple more times and I get arrested.

I try again after reloading. I suppose I am given three tries to get it right (or infinite with reloading). I must note that the Bible is not working any more, so I should have noted down what I read.


A screenshot would also work I suppose

After a bit of thought, I put the page number in the Bible, where the number of the Beast is mentioned. So, either all Bibles have the exact same layout or there is just the one Bible in town and they pass it around. Either way, it doesn't really make much sense as a solution, but I only had a few options, so I will not complain much.

When I open the safe, I find a diary and a cigar case. I take both. But now that I have the diary, I find that I cannot give it to UNDERHOUSE or use it. UNDERHOUSE in particular congratulates me for taking it and then tells me to put it back where I found it.


Was this some kind of initiation challenge?

I am seriously confused this time, so I walk around the town again. The fact that all NPCs are still where I left them indicates that the scene I am playing in has not yet changed. I have noticed that once I reach a milestone, all NPCs just move to different locations. Walking around this time just gives me the same dialogues.

I do come across CURTIS and GREENWOOD (the blind man) walking out of the latter one's house and into the forest. I follow them, but I lose them as soon as I enter the forest. Are they buddies from old out for a walk?

While in the forest, I decide to try and use the cigar case. Nothing happened there. I focus on the 'there', because as soon as I return to the village, PARKER takes initiative and unscrews the case. Inside it is a deposit note. I head to the post office, but I cannot use it. I return to the Mayor's office and now I can read the notice! It is about a parcel delivery under WILBUR's name. Reading of the notice IN the Mayor's office make me think that I can only read the diary in there. I am correct. I sit on his desk and receive the first batch of exposition for the day.


I am not that interested in you, JONAS. Feel my indifference

The diary belonged to JONAS HAMBLETON, father of WILBUR and CURTIS. JONAS made his fortune at sea and signed an unholy pact with NARACKAMUS and an ancient god of the sea, named Dagon, in exchange for immortality. He sacrificed or offered (it's not clear) his wife to that foul being and in return, he got his two sons. JONAS claims that some plans of theirs were foiled by BOLESKINE, but he also says that time means nothing to him and the stars will be right again. WILBUR has the gift of "begging to the stones", whatever that may mean. JONAS's burial place is where earth, sky and water come together. Could that be a beach or something? Finally, he speaks about some families (four in number) and the same number of statuettes, which he guards in his crypt. According to my journal, I need to find these 4 statuettes and wait for the comet to pass to stop those 4 families. I must say that the narrative during the cutscene could use some improvement. It was too dry and not up to Lovecraftian standards. Anyway, it seems as if JONAS is still alive.


Thanks for the hint JONAS

After reading the diary, I put it back in the safe and walk to the post office, a bit shaken I must admit. Miss PICOTT and CYNTHIA are gone from the front of the post office, which signals that something has changed in the game. I've reached a new milestone.

Walking to Ms WEBSTER at the post office counter, I give the notice for WILBUR's package and she hands me the package without many questions. Now, I would find that very funny if I had not had some horrible experiences with the post service here in Ireland recently. Anyway, I wonder why the Mayor would keep WILBUR's delivery notice in his safe.

The parcel contains a frock, like the one that WILBUR wears. He only buys his ritual cloaks in Boston I am told. Later, I meet Mr COLDSTONE, who offers me a drink at his house. I hadn't saved for a while, so I decline, but I am sure this would be another death scene. One of my responses could have been that I was going to the Lighthouse. Why would I go there? Is it where JONAS's tomb lies? Maybe I'll take the not so subtle hint and go there. At least I have the proper disguise for it.


But closed minds prevent me from putting it on

Before I visit the lighthouse though, I decide to go to the cemetery, in case the tomb is there. On my way I meet Mr BISHOP, who offers me his help, as he believes I have come to lift the curse that haunts Illsmouth. I also learn that the HAMBLETONS are out for me. I still cannot get in the cemetery, so I head to the lighthouse.

Whenever I try to put the frock on in the open, I am interrupted by the locals (in one case CYNTHIA, who threatens to call the police). For me this is a nicely executed comic relief in the game. I go to my room, but still cannot change there. Sometimes you just can't get rid of a bomb.

After failing to set myself free of the conformism that clothes bring, in various locations, I succeed to change behind the well and only behind the well.


Modesty for the fourth wall

I then go to the gate for the lighthouse, which is guarded by the two gorillas. I grunt at them when given the option and they let me pass. I suppose being more articulate would give away that I am not WILBUR.

At the base of the lighthouse, I take the frock off and try to find a way in. With the door locked, there is only one way in and that is through the window, by using the rope ladder I had picked up very early from outside CURTIS's place.


Have I mentioned already how deep in the uncanny valley these cutscenes lie?

I run to the top of the lighthouse, where I realise that the two goons were not fooled for long by my disguise and are after me. I lock the door to the balcony, but something tells me that I am again in a time-constrained puzzle. Fortunately I only have a limited number of objects to use and interact with. A sundial has a mechanism which opens and reveals a set of wings. There is also a lamp that has a candle in it.

If I try to use the wings, I fly off the balcony and crash to death like a proper idiot. Fortunately I happen to recall the myth about the flight of Icarus, who flew too high and the sun melted the wax that held his wings together. Now, if only I had a source of wax... I take the candle and place it on the ground. I try using the wings again, thinking that I would use them on the candle, but the candle is not lit and I get a Wile. E. Coyote death again.

Third time is the charm and this time I first use my magnifying glass to light the candle and use the melted wax from it to strengthen the wings. I can then use the wings to fly safely away and land in the middle of the gypsy camp in the forest.


The lighthouse is far to the right, but I seemed to fly in from the south.

It was satisfactory to solve this puzzle, simple as it was. I like it when I can use an item multiple times during a game. In this case, it was the magnifying glass. I don't expect a sonic screwdriver or a passe partout, but I see no reason to discard potentially useful items after using them only once in a puzzle.

On the other hand, the whole lighthouse sequence didn't really make sense. I learned nothing out of it and it only progressed the plot in a ridiculous manner. Who keeps a set of wings on top of a lighthouse? Why couldn't I just find the gypsies just by wandering through the forest? Why did I want to go to the lighthouse in the first place?

Back to the gypsy camp, I speak to the fortune teller, who is the only person or thing I can interact with, and I am treated to my second exposition sequence of the session. This one features Lord BOLESKINE himself, who tells me that I have to repeat what he did 76 years ago and stop the cult of the Ancient Ones (and get mad in the process I suspect). All the exposition is given in a nicely stylised scene in ochre tones. I liked this one better than JONAS's diary.


It can also be used as a puzzle screen for Gobliins 2.

Lord BOLESKINE tells me that Illsmouth was built where an ancient temple used to stand. A temple, in which horrific sacrifices to the Ancient Ones were performed by a sorcerer. When the comet passes in two days, I will have to stop their unholy plan to bring those extradimensional horrors back to Earth. What I must do is go to where JONAS HAMBLETON is buried, which I assume must be in the cemetery.

It is night again when I get out of the forest and head to the cemetary. Outside of the pharmacy I meet Mr BISHOP again, who tells me that Dr COBBLE has proclaimed JUGG's death a suicide, but he does not believe it. I don't believe it either. BISHOP seems as if he wants to run away, but he also mentions a cemetery key. I ask him for it and he gladly lends it to me. I'll next go to the graveyard, but I want to have a quick walk around first, because the scene has again changed and I need to be sure I have not missed something.

I feel vindicated. In front of MYER's shop there is some rotten fish in the bin. I pick it up to cover my own smell of fear.

I use BISHOP's key and I enter the cemetery, which I must say is very nicely drawn.I see a light at the keeper's house, but I'd rather ignore it for now. Wandering around, I pick up a bar and a piece of rope. I also notice some named tombs: PRATT, ELIZABETH SULLIVAN, BELLA BLASKO, but I cannot see any use for them. So, I ignore them and go in the crypt, which has even nicer artwork.




Artwork from cemetery and crypt. I like the use of colours

The gate to get deeper is barred, but nothing that a good iron bar cannot open. Of course I drop to my death again, because I forgot to tie the rope and use it to climb down. Once I do so, I arrive at the beginning of what I remember was a horrible maze.

I will stop the session here with the realisation that I never went to pick those three pills from the pharmacy. I hope I will not come to regret it. I expect a full showdown in the next session, which will result in insanity or, if I am lucky, in my death.

Session time: 1:40
Total time: 7:40

Sanity lost: 5 from the double exposition
Total sanity lost: 17 (I need more candles. Leave no shadow alive. I can still hear that violin from under the bed.)

Note Regarding Spoilers and Companion Assist Points: There's a set of rules regarding spoilers and companion assist points. Please read it here before making any comments that could be considered a spoiler in any way. The short of it is that no points will be given for hints or spoilers given in advance of me requiring one. Please...try not to spoil any part of the game for me...unless I really obviously need the help...or I specifically request assistance. In this instance, I've not made any requests for assistance. Thanks!

Encounter At Smallerton

There seemed to be a certain air of satisfaction in the troops as they marched onto the battlefield.  They were back in their old units, fighting under the old rules and with real table edges instead of masking tape bounds laid out by the engineers.

The situation seemed easy enough, march on, occupy the town that controls the road, and keep the other buggers out of it.


 The Rebels were first on table but the Lancers doubled their efforts and got there first. A spirited clash of cavalry on main street resulted  in the Lancers making what they later referred to as "a feigned retreat". 


The White Hats had a go at it but twice their numbers of Bluecoats drove them back and it took the combined work of the Black Watch and the Lancers to settle the issue.
 

Now it began in earnest. Both sides deployed, the guns opened up, and the fight was on.


With the Rebel artillery silenced and driven off the field and every Blue attack on the town repulsed, it seemed like time to finish it. In went the Lancers and the affair seemed settled. Brigadier Marten's staff began to congratulate him and asked if he wanted to launch a pursuit or let the enemy go.


The question of how it all went so wrong so quickly as never been satisfactorily  answered. The Lancers, having suffered heavy casualties, were ordered back to escort the guns while the Fort Henry Garrison moved up to support the Grenadiers and the troops in the town. Suddenly the remains of the Rebel cavalry, which had been written off, doubled around the town. The artillery, startled no doubt, did not adjust their aim quickly enough and sent their shells over their heads. In moments the Rebel riders were upon the Grenadiers and the remnants of the Lancers. Whether it was the surprise or just fickle lady luck, both the Grenadiers and Lancers crumbled and fled without harming the enemy! Now with the light fading, and each side tottering on the edge of exhaustion, Victory or Disaster hung by a thread! 


The wisdom of placing the regulars in reserve now became clear. The steady, accurate fire of the Rebels had been taking its toll on the White Hats who held the Northern block and eventually Brigadier Marten could no longer hold them in place. He approved a disorderly retreat to save a rout and went with them. The Rebel infantry swarmed into the streets while their cavalry charged into the Fort Henry Guards lining a hedge along the road just behind the town.  One close range volley was enough to clear off the rebel cavalry while the fire of the Black Watch encouraged the Blue infantry to go with them. The remaining Rebel infantry pulled back and formed a rear guard while the red coats loaded up their rifles and began to tend to the wounded toy soldiers that littered the ground.

Battle For Boulder Badge


After the devastating loss of Rascal, I went back to training out on Route 2 with Lucky. There was no way a mere Metapod was going to stand up to Gym Leader Brock. I had confidence that Rascal, Nibbles and Kiwi would help me earn the Boulder Badge, but without Rascal my confidence faltered. It took us a few days, but eventually Lucky sprouted wings and evolved into Butterfree, a significant improvement over the lovably little lump of a Pokémon he was as Metapod. I did not neglect Kiwi and Nibbles during this time, either, but their progress was a bit less important.
Once Lucky had evolved, I spent what little money I had on a couple of potions at the PokéMart. Although they were expensive, I would not let another Pokémon fall in the Pewter City Gym. I absolutely would not. My nerves were shot as I stepped into the gym for the second time. I remember I was sweating and shaking just thinking about facing Brock. I saw the Junior Trainer who had bested my poor Rascal. He gave me an approving nod, but it did little to improve my disposition. Brock stood at the far end of the gym and beckoned me forward. He had seen my fight with the Junior Trainer several days ago and was eager to face me.

I clenched my jaw tightly as I threw out my first Pokémon. Kiwi met Brock's Geodude face-to-face in the gym's arena. We wasted no time kicking up as much dust as possible to obscure Geodude's vision. Brock had Geodude spend most of its time curling up into a defensive ball, but every now and then it lashed out with a tackle that it simply couldn't land on Kiwi. When I felt it's accuracy was sufficiently incapacitated, I withdrew Kiwi and used Nibble to wear down the Geodude slowly but surely. The Geodude was powerless in the dust Kiwi's sand-attack had kicked up and against Nibbles relentless tackling.
Then Brock threw out his champion, the Onix. I tossed Kiwi back into the ring hoping to repeat our earlier performance on Geodude. Kiwi kicked up as much sand as he could, but Onix still managed to land a lucky strike on him. It hurt Kiwi enough to discourage me from keeping Kiwi on the field any longer. Nibbles was sent out while Onix merely bided his time. I knew immediately that any attacks on Onix while in this defensive state would be unleashed twofold onto its attacker. Your only choices are to crush it swiftly, which is difficult against a rock hard Pokémon like Onix, or to wait it out.
Nibbles began to stare down his opponent while it remained in its defensive posture. Slowly this would lower the Onix's defenses and leave it vulnerable to a massive strike. Eventually, Nibbles was exchanged for Lucky who covered the Onix in its string shot while it continued to wait for our attacks. Feeling safer, Kiwi returned to the battle to continue whipping up sand into Onix's face. Then as soon as Onix released its defensive posturing, Kiwi slammed it with a gust from his wings and knocked the Onix to the floor.
That was how I won my first badge in the great region of Kanto.

Brock was impressed and clasped me firmly on the back with a great slap of his hand. He knew about Rascal, of course, and was pleased at my stance on training. He liked how patient and defensive I was and as a reward not only gave me a handsome sum of PokéDollars, but a Technical Machine that would teach certain eligible Pokémon his Onix's signature technique of biding time and waiting for the counter strike. This strategy didn't really work out well for Brock that day, so I wasn't sure how I would incorporate it on to a team that I intended to take as few hits as possible. I didn't want to be rude, though, so I graciously accepted the TM #34 and the Boulder Badge.
I was now officially on the road to challenge the Indigo Plateau League. I really hadn't come to Kanto expecting to do something quite that dramatic, but I was slowly being pushed in that direction. Professor Oak had prompted me to take this journey and running into Wolf made me question what the journey really meant to me personally. The encounter with the snarky trainer in Viridian City helped me shape my personal goals and encouraged me to challenge the gyms to seek reputation and understanding in the world of Pokémon training. Now, I had my first badge pinned proudly to my backpack and I was on my way to the next adventure — with considerably more money to spend thanks to my winnings.

Current Team:
Attacks in Blue are recently learned.

Metal Gear Solid 2: Substance (PS2)

Metal Gear Solid 2 substance title screen playstation 2 PAL
Developer:Konami|Release Date:2003 (Sons of Liberty 2001)|Systems:PS2, PS3, Vita, Xbox, Xbox 360, Windows

March 4th, 2000, two decades ago, the second and most popular of the sixth-generation consoles was released in Japan. That means that today is the PlayStation 2's 20th birthday!

My first idea was that I could play one of its original launch titles to celebrate, but then I looked at what they were and decided that I could do better. So this week on Super Adventures, I'm playing Metal Gear Solid 2: Sons of Liberty! Actually to be precise I'm playing the re-released Substance edition (PAL version) but really it's the same thing. They were just getting people to double dip for a handful of special missions. Well okay, lots of handfuls of special missions.

I actually beat this game once, many years ago, on PC. So I'll have a vague idea of what I'm doing but not what buttons to press to do it. Though one thing I definitely haven't forgotten, is how great the opening theme by Harry Gregson-Williams is. I think it sounds even better the original Metal Gear Solid theme by TAPPY, which sounds better than "The Winter Road" by Russian composer Georgy Sviridov. Unfortunately it also sounds kind of similar, and the other song was written back in the 70s, so Konami had to stop using their own MGS theme in the MGS games. This means they won't get to use it in the movie either!

Okay, I'm going to be playing the game up to a little bit into the Plant chapter, so there'll be SPOILERS for the first two hours or so. I might also mention at some point that the story becomes a bit of a confusing mess by the end and the game left a lot of questions that weren't answered for seven years.

Read on »

A Treatise On Probability By John Maynard Keynes

A Treatise on Probability by John Maynard Keynes

The Division 2 Review (PS4)

Written by Anthony L. Cuaycong


TitleThe Division 2
Developer: Massive Entertainment
Publisher: Ubisoft
Genre: Action, Adventure, RPG
Price: $59.99
Also Available On: Steam, XB1



The launch of Tom Clancy's The Division in 2016 was met with great expectations. As an online role-playing game, it bore the expertise of developer Massive Entertainment, whose previous work in seeing Assassin's Creed: Revelations and Far Cry 3 through gave it the confidence to pledge the setting of new standards in multiplayer engagement. Needless to say, the assistance that it received from other Ubisoft subsidiaries, particularly Red Storm Entertainment, Ubisoft Reflections, and Ubisoft Annecy enabled it to meet its objectives, albeit not without growing pains.




The cutting-edge visuals, outstanding combat mechanics, and immersive setting of Tom Clancy's The Division shone from the outset, but Massive Entertainment still needed to scramble after it hit store shelves in order to address the glaring lack of content, frustrating capacity of enemies to absorb damage, paper-thin storyline, and significant technical glitches that all detracted from the overall experience. That said, it bore such promise, and met said promise soon enough, that it went on to become Ubisoft's best-selling title of all time, generating revenues north of $300 million worldwide and, in the process, ensuring the release of a sequel.

Parenthetically, Tom Clancy's The Division 2 picks up from where its predecessor left off, following the narrative seven months after events showing the devastation the release of Green Poison, a reengineered strain of smallpox, wreaked upon New York. This time, however, Washington serves as the backdrop for its progression, with the White House used by the Joint Task Force as base of operations. Gamers assume the role of an agent of the Strategic Homeland Division and help keep as much order as possible within the chaos created by a de facto civil war.




Outside of the plot, which remains paper thin, Tom Clancy's The Division 2 proves superior to its predecessor in all aspects. It certainly hits the ground running, presenting the District of Columbia as a near-perfect facsimile of its real-life representation and providing gamers with open-world choices within rewarding mission structures. Combat is straightforward, if challenging; stealth and precision marked by care are keys to survival, whether going solo or as part of groups, and regardless of the type of factions to which enemies of the moment belong. And, yes, the degrees of difficulty fluctuate, but, unlike the first offering, stay eminently fair. Thusly, a commitment to persevere prevails; failure is inevitable, but frustration does not set in because insight borne of experience does pay dividends.

In this regard, Tom Clancy's The Division 2 encourages the proper planning of skill upgrades, and in the context of group excursions. Meanwhile, skirmishes yield loot drops that expand equipment and weaponry. Side activities are offered in abundance, but invariably within the context of enriching story perspectives and stakes. For the more adventurous, there is the Dark Zone, where other gamers can and will be enemies — sometimes under the guise of collaboration. Within this area, a separate leveling regime is in place, and going rogue offers the opportunity to appreciate the challenges from the other side. In any case, the interactions underscore the sharpness with which player-versus-player scenarios are laid out.




Significantly, Tom Clancy's The Division 2 continues to receive programming support. A recent patch, for instance, enables loot targeting; map updates occur every day and show specific locations for specific gear. Moreover, it gives relevance to brand loyalty; in-game equipment makers now have items for all customizable slots, thus enabling access to bonuses. If nothing else, Ubisoft's commitment to keep tweaking the title long after release signifies sensitivity to feedback and dedication to process improvement. Future content updates promise map expansions, talent customization, and further understanding of the overarching narrative.




All told, Tom Clancy's The Division 2 keeps gamers going for more. If there's one thing developers have known to be harder than generating interest in their products, it's keeping said interest over time. Clearly, Massive Entertainment is bent on continually cultivating the interest, a decided boon in this day and age of infinite entertainment choices. Consumers are intrinsically fickle, and the sheer number of options available to them taps into this nature. Ubisoft is betting that quality breeds allegiance — and winning.



THE GOOD:
  • Superior to predecessor in all aspects
  • Combat is challenging but fair
  • Continued support encourages long-term commitment
  • Near-perfect representation of Washington, D.C.

THE BAD:
  • Paper-thin plot
  • Absence of a narrative hook
  • Still subject to loot fatigue


RATING: 8.5/10

Devil May Cry 5 | Release Date, Gameplay Preview, Trailer, News, & More..


Devil May Cry 5 game, Devil May Cry 5 ps4, Devil May Cry 5 pc, Devil May Cry 5 release date, Devil May Cry 5 gameplay, Devil May Cry 5 review

Devil May Cry 5 | Release date, Gameplay preview, Trailer, News, & more..


Devil May Cry 5 is turning out to be one of the great game from Capcom in the principal quarter of 2019, and it's set to highlight new and old characters alike. Going about as a continuation that fans have been holding up a long time to play, Dante and Nero return close by newcomer V, the last of which we've just observed a little bother of up to this point. 


It feels so fulfilling to have capcom's badass child back and all prepared to kick some ass. So here Pro-GamersArena has compiled everything you need to know about DMC 5 including all the latest gameplay, news, trailers, and more...



Quick facts:


  • Release date: 8 March 2019
  • Developer: Capcom
  • Platforms: PlayStation 4, Xbox One, Microsoft Windows


Devil May Cry 5: Release Date


Capcom has affirmed that Devil May Cry 5 will release for PS4, Xbox One and PC on March 8, 2018. This is an entirely bustling quarter of 2019 as DMC 5 will contend with different blockbusters like the Resident Evil 2 Remake, Sekiro: Shadows Die Twice, Anthem, and more. 



Devil May Cry 5: Trailers

We've compiled two of the most recent trailers for Devil May Cry 5 beneath. The latest trailer from Tokyo Games Show uncovers V as the third playable character and a broad take a gander at how Dante plays both in investigation and battle. He can part his bike into two swords and murder evil presences with them, which is pretty F**king cool.




Somewhere else in the trailer simply above, we can see the third playable character, referred to just as 'V'. There's valuable little to go ahead about this newcomer at the present time, however we do realize that we'll be playing as him for specific segments of the game, and we'll additionally have the capacity to pick which character we need to play as in a few segments of Devil May Cry 5. 





Gameplay Preview:

Devil May Cry 5 is an immediate continuation of the fourth part that knows precisely what it's doing as far as story, style and being a total rebel. 


So the demo starts as Nero and colleague/tricky specialist Nico walk around a crushed Redgrave City on board a corroded old van with 'Devil May Cry' disdained over the side in splendid, fluorescent neon. It's obvious from an initial couple of moments that DMC is back, and it's prepared to let you know it. 

Subsequent to dropping you off, Nero is tossed straight into some renegade activity. London has been crushed, with evil spirit going crazy among the nearly non-existent, post-Brexit populace. Clearly, being evil presences, they focus on Nero like a flash, which means it's the ideal opportunity for a battle. This is the place you get the chance to see Devil May Cry 5's most inventive new highlights: Devil Breaker.


This is Nero's arm and can be separated and modified to your loving with a variety of gnarly powers. Squeezing the circle catch evokes a little punch, yet holding it is a totally extraordinary story. When you will do as such, Nero throws an appallingly hard left hook before his arm heaved forward a consistent light emission that managed silly measures of harm. 

Obviously, Nero's Red Queen (Sword) and Blue Rose (Revolver) make a merited return and have additionally been skilled a shocking update that enables his character to pop simply more. They're massive and satisfying to use, and show that Devil May Cry 5 is expecting to make battle feel weightier and more noteworthy than past sessions. Sending demons back to the profundities they originated from is an impact, particularly when they look so awful.


The boss fight that finished the demo was with Goliath. Obviously, he was a transcending behemoth that any consistent individual would run and escape. Nero, in the entirety of his astuteness, chose to experiment with his comic drama hacks and estrange the devil. The fight itself partook, to begin with, on the top of a building, at that point inside the building lastly in a gigantic open square. The progressions were consistent and striking as Goliath made short work of anything around him.


So, How's It?

Devil May Cry 5 is a wonderful return for the outrageous action series, displaying all the vital trademarks while pushing the limits of what we anticipate from it. 

So subsequent to viewing the gameplay, it's simply tingling to kill a cluster of evil spirits, however we should hold up until 8 March 2018 to accept the rules as a portion of the world's most noteworthy devil hunters.

MIND ALONE Available For Download

Today is a happy day for me. In a partnership with Sioux Studio (São Paulo) I'm launching my new mobile game named MIND ALONE.



I already wrote about this game here and now I'm presenting the final version, ready for download.

MIND ALONE is an experimental mobile game that uses puzzle mechanics to create a dark narrative about somebody trapped in their own mind. Each puzzle is a memory and the player needs to solve them to find hints about how it happened. Check the trailer below:



It's the first game of a trilogy and it's free for download on Apple and Android platforms.

We are just adjusting some puzzles – any feedback would be awesome.

One more for the portfolio and for the game designing classes!

#GoGamers

Project Gutenberg Is Temporarily Unavailable

Project Gutenberg is Temporarily Unavailable

Verb-noun Vs Noun-Verb

I went to the Roguelike Celebration over the weekend and enjoyed Thomas Biskup's talk about Ultimate ADOM. Among the many interface improvements they're making based on user testing is they're simplifying the controls from the traditional roguelike controls to W A S D + E F. I don't know how roguelike game players will respond to that but I'm a fan! This reminded me of two things from my past, so I thought I'd say a little about those.

Sometime in my teens I got to meet Lord British (Richard Garriott) and Iolo the Bard (David Watson). My mom was shopping, and I went to the computer aisle to browse the games I couldn't afford. Richard and Iolo were talking about Ultima 6. Nobody else was there, so I got to talk to them for half an hour! I learned about OOP, UI, testing, systems thinking, and more. Really cool!

They told me about how they coded puzzles to look for the state of the world (nouns) instead of the player actions (verbs). For example, there was a puzzle where they expected players to cast Telekinesis (ᚩᚣᛕ ORT POR YLEM) on a lever on the other side of a chasm. Instead, during playtesting, they saw that one player killed a party member, tossed the body over the chasm, cast Resurrect (ᛁᛗᚳ IN MANI CORP), then have the party member pull the lever.

Wow! That wasn't something I had ever thought of in the simple games I had written at that age.

Another thing they told me about was the simpler control scheme. Previous Ultimas had a control scheme similar to what roguelike games have. W to wear armor, I to ignite a torch, K to klimb a ladder, D to descend a ladder, B to board a ship, etc. You specify the verb such as J to jimmy a lock and then after that you can choose a noun such as the lock to jimmy.

In Ultima 6 they reversed the order so that the noun came first and then the verb. This meant the game could tell whether you were trying to J jimmy a lock or B board a ship or K klimb a ladder because the game knew that it was a lock or a ship or a ladder. And that meant they didn't need separate keys for these verbs, but instead one key, U use object. There are times when they had multiple verbs for a noun but for the most part they could get away with just one.

I haven't closely followed Ultimate ADOM but I'm guessing they're doing something similar.

The noun-verb thing comes up in another context. After I stopped making games for a living I went into programming language research. My main topic was studying how functional programming languages and object-oriented programming languages can be combined. Something I noticed at the time was that the syntax for functional languages tends to be verb then noun: f(x), whereas the syntax for object oriented languages tends to be noun then verb: x.f(). At some level these can be considered equivalent. You can express with one what you can express with the other. There's a big difference in usability though: auto-complete.

What happens when we auto-complete f(x)? First we need to know all possible f that are valid in this context. Since the programmer has just started typing in the expression, any function is valid, and that means there's a very long list to choose from. It takes many keystrokes to pick one. Second we need to know all possible x that are valid in this context. These are usually local names, so there aren't that many. Knowing the type of f narrows down the list but the list was already small, so there's not much to gain.

What happens when we auto-complete x.f()? First we need to know all possible x. The programmer has just started typing, so any local name is valid, but there aren't many. Typing just one character can narrow down the list to one or two elements. Second we need to know all possible f that are valid in this context. These are methods defined on the type of x, so there aren't that many compared to all possible functions. Knowing the type of x narrows down the list substantially, so there's a lot gained.

The two syntaxes seem equivalent in theory but they aren't in practice. I wonder if people who use regular text editors end up believing the two syntaxes are equivalent, whereas people who use IDEs prefer the object-oriented syntax, even if they're not taking advantage of object-oriented programming (inheritance, subtyping, etc.).

This asymmetry is orthogonal to whether you're using functional or object-oriented programming. It is better for programmers if they can choose from two medium length lists than to have to choose from a very long list (where a lot has to be typed before it's useful) and then a very short list (where not much is gained). You see this in other contexts too. Command line interfaces like DOS, VMS, and Unix shell typically specify a verb first and then the noun(s). GUIs such as Mac and Windows typically specify a noun first by clicking an icon, and then the verb by choosing from the right click menu. In text editors, vim's commands like d0 are verb then text selection (noun), whereas in more conventional text editors (including Emacs) you'd first select some text (the noun) and then invoke a verb like delete. Kakoune is a modal editor that uses noun-verb instead of verb-noun.

In games it seems like it'd be better for players to first choose an object from the environment and then choose from a small set of actions, than to first choose from a large set of actions and then choose from a set of objects. However I haven't surveyed enough games to see what's more common. The next time you're playing a game, look at the structure of commands to see if it's verb-noun or noun-verb.