Weird Games Free Online - Heavy Games .com Retro-gaming : les meilleurs émulateurs arcade et consoles the art of Video Game noise Media playback is unsupported on your device Sound design is often the unsung hero of video games. But when developers get it right, primal instincts are triggered, helping immerse players in the action. Below, the brains behind the soundscapes of five of this year's biggest releases discuss their art in exclusive interviews with the BBC: Skulking through the corridors of Alien: Isolation's derelict space station you strain to pick out the footsteps of the 9ft-creature hunting you from the creaks and ominous throbs of the surrounding walls and air ducts. In the distance you think you make out a reptilian "croak". A glimpse of the motion tracker confirms you're not alone, prompting you to hide inside a cabinet - but the door's slam is too loud and your own intake of breath threatens to give you away as the now unmistakable thud of beast approaches. Playing the spin-off of Ridley Scott's 1979 movie is a fraught experience. "We want the player to feel scared. Image copyright Creative Assembly
10 Weird NES Game Glitch Moments | Remember playing Nintendo as a kid and all of a sudden the game looked kind of funny on the screen? Usually that meant there may have been dust in the cartridge or the game was simply crapping out. I can recall playing entire levels where the game scenery was all messed up and you basically had to play the game based on your memory of what the boards looked like. In other cases you’d be playing a game and a big “WTF?” Some glitches are visual and some are physical, but these 10 NES game glitches are entertaining to say the least. Super Glitch Bros. Weird to play the game like that. Castlevania II I believe an apt title for this one would be the pit of despair. Major League Baseball Was it really a home run? Action 52 – Masturbating? Disturbing. Back to the Future Sex Scandal Even more disturbing. Double Dragon Weird.
Music4Babies: application musique pour les bébés Music4Babies est la version simplifiée de Music4Kids, une excellente application musique pour faire découvrir le solfège aux enfants dès 4 ans. Avec Music4Babies, les tout-petits, même bébés peuvent créer des mélodies. En effet, pour le faire, il suffit de savoir tapoter sur une tablette. L’écran est composée d’une portée géante sur laquelle chaque doigt posé créé une note de musique. Lorsque toutes les notes sont posées, il suffit d’appuyer sur le bouton Play en bas de l’écran pour rejouer la mélodie. Chaque animal fait des sons différents, il y a donc beaucoup à explorer avec les12 animaux disponibles. Comme dans Music4Kids, l’application est très vivante et colorée. Soyons honnête, il ne s’agit pas ici d’apprendre le solfège aux bébés.
Game Audio: The current state of play Rob Bridgett discusses how sound quality in video games has improved over the years, and predicts what the future may hold. Producer Rob Bridgett discusses how sound quality in video games has improved over the years, and offers his thoughts on what the future may hold. As little as five years ago, when pondering the future video game audio landscape, I don’t think anyone could have predicted the extent to which there would be such a huge schism in how we think of ‘video games’. Ten years ago, most of us would have predicted a steady increase in visual and aural fidelity as games inevitably crept towards a future ‘cinematic’ model, foregrounding photorealism and narrative immersion. To some extent, this is still happening. Firstly, the unstoppable rise of Indie developers – studios like Playdead, which have challenged what audiences think of as ‘game experiences’ by going back to the drawing board from both the design and artistic perspective. So where are we now? The Middle / Third Space
The Video Game Museum - The largest source for video games L'asymétrie c'est (parfois) de la bombe - Oculus Rift, Gear VR - News (11h06)MrPapillon Pour ceux qui sont intéressés, le taf' actuel sur les anti-aliasings : [j4lley.com] jeudi 13 octobre 2016 (23h06) MrPapillon D'ici 10 ça sera pour un prince saoudien. (23h05) MrPapillon À Francis Lalanne. (21h22) kimo c'est vrai qu'il y avait surement aucun autre écrivain à qui le donner (21h20) Doc_Nimbus Rhooo Bob Dylan prix nobel de littérature, les pisses vinaigre vont râler ! (21h16) fwouedd Je vais rester sur mon petit kit de pilotage cessna de rigolo perso :) (21h16) fwouedd Nayve > Y'a des types qui se font ça chez eux. (21h10)Nayve fwouedd > Ca ressemble également à ça (en moins accessible) [scontent-bru2-1.xx.fbcdn.net] (20h19)fwouedd D'ailleurs vous avez comme c'est beau un simulateur de 2016 : [i.imgur.com] (20h18) fwouedd Non mais, ouais, jsuis en full training pilotage d'avion là, my body is ready même si y'a des zomblards. (20h16) _Kame_ prépare toi qd même, c'est le pentagone qui le dit (19h40) kimo ignatius > simplet ! (19h25) ignatius (18h54) Niko > Atchoum.
Rob Bridgett on the virtues of VR Eidos Montreal's audio director offers an insight into what the advent of virtual reality could mean not just for the game audio industry, but the wider world. Eidos Montreal audio director Rob Bridgett offers an insight into what the advent of virtual reality could mean not just for the game audio industry, but the wider world. As the release of multiple VR formats grows tantalisingly close, we find ourselves on a precipice of the unknown. As content creators, we are already finding it challenging to conceive of and author content in the same ways we do for traditional game or movie media. This brings up an interesting schism that also occurred at the beginning of the 20th century when cinema was in its infancy. Forward thinking For a moment, we should consider the potential uses for VR that are far beyond just gaming or entertainment of any kind. Endless possibilities Rob Bridgett is audio director at Eidos Montreal.
Find search engines from across the world with Search Engine Col Daniel's base Genre: Action/AdventureContent: Mild fantasy violence Download Version 1.4 (22 July 2013) Download Mac Version 1.3 (14 May 2012) ported by Leon Arnott Watch trailer Flip Hero returns for the final battle against his nemesis, Cruiser Tetron - but can he really stop the reign of the machine warlord for all time? The "Normal" difficulty is about as tough as the first Hero, while "Hard" features a different game world and enemy patterns that will tax even the veterans. Beating the game on either difficulty unlocks a bonus screen with additional game modes, maps etc. Thanks to Brother Android for the game's music! Back to the games menu
Procedural audio with Unity AudioGaming offers an advanced tutorial on procedural audio, using HolyShield as a case study In the video games world procedural audio refers to the computational process of generating audio from nothing, or almost nothing. The goal is to use almost no wav data (pre-recorder audio files), but rather models that generate in real-time the equivalent audio data that would be contained in pre-recorded files. Procedural audio has many advantages: it saves memory by using code instead of wav data; it is flexible (computation can depend on all game parameters); it can lighten the burden of specific tedious tasks (sounding hundreds of interacting objects or animations) and it brings flexibility to the pipeline (since sound is directly linked to game parameters, changes will modify audio generation accordingly to keep it synced, avoiding the need for sound re-design). Starting from version 3.5, Unity3D offers support for procedural audio. using UnityEngine;using System; // Needed for Math
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