Super Hexagon - Download ISO Game PC Free

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Game I used to play on the PC around 2007ish. It was free to download and was a bunch of hexagonal maps. You'd play as halflings, elves, and I think dark elves or something. It played kinda similar to Shining Force on Sega back in the day (IIRC) lots of cool magic spells and stuff

submitted by Ashripp to videogames [link] [comments]

A list of all the mods I love playing with in Battlefront 2 on PC!

PREFACE

To all gamers who joined us via the Epic Games free week, welcome to the Battlefront! If this is your first foray into the game you will find the in-game content fresh and entertaining for many weeks and possibly even months to come. However you can spice things up a lot by trying out some mods from the excellent modding scene this game has developed over 3 years! If you've been playing the game on PC for a while now but without any mods, hopefully my post gives you an idea of what you've been missing out on.
Mods for Battlefront 2 include:
If you're new to modding BF2, in a nutshell the steps for installing and using mods are as follows:
  1. Download and install Frosty Mod Manager (FMM) and give it permissions to Run as Administrator every time.
  2. Start FMM and give the path to the BF2 exe file.
  3. Download the mods you want from NexusMods and import them into FMM.
  4. Apply the mods you want in the right panel.
  5. The mods will be applied in the order specified in the right panel. If multiple mods modify the same file, the mod lower in the order will be the one whose changes will be in effect.
[Video tutorial showing the above steps]

DISCLAIMER

There is a non-zero risk associated with using mods in mutliplayer matches. The chances of anticheat picking up cosmetic, UI, sound and FX mods while playing online are extremely low but nevertheless they are there. Gameplay mods or stat/ability changing mods that the mod creators explicitly state never to use online have the highest risk of getting you banned and should only be used in offline game modes. I am not responsible for any mistakes you may make while using mods that could lead to you getting suspended or banned.
That said, I have been using mods in BF2 for online play since mid 2019 and I have never been banned or suspended. If you're sensible about which mods you use and when, you will most likely never have a problem. This is a luxury very few games offer.

MY LIST OF MODS

I've listed my mods by the categories they belong to. Each mod's name is the NexusMods link is to the images of the mod to let you directly view the images of the mod as I figured it would be what people would be most interested to see at first. My favourite mods which I consider to be must-haves are marked with ⭐. For some of the mods I've written a few short words. Here we go!

User Interface Mods:

This is my personal favourite category as I cannot imagine playing BF2 without these mods. Most of them are developed by u/Szaby59 and are mainstays in my mod load order.

Visual and Graphic Mods:

Gameplay Mods:

Cosmetic Mods:

Audio Mods:

And that is my list of mods! It may not have some of the very popular mods out there but this is my personal list. Hopefully this helps those who are new to modding to discover some amazing mods. If you know a mod not on my list that you feel is worth sharing, please do so in the comments.
submitted by ThrillSeeker15 to StarWarsBattlefront [link] [comments]

Fallout 76: Update 22 Patch Notes – September 15, 2020

We’re releasing Update 22 today, which includes new features like One Wasteland, Daily Ops, Legendary Perks, and the start of our second Fallout 76 Season. This update also brings a number of additional improvements and bug fixes to the game, so be sure to read on to catch the patch notes.

Update 22 Highlights

Update Version

Check below for the update version and download size for today’s patch on your platform of choice:
  • PC (Bethesda.net): 1.4.0.20 (23.3 GB)
  • PC (Microsoft Store): 1.4.0.20 (37.8 GB)
  • PC (Steam): 1.4.0.20 (27.5 GB)
  • PS4: 1.4.0.20 (35.2 GB)
  • Xbox: 1.4.0.20 (42.6 GB)

One Wasteland

  • With today’s update, we’re excited to introduce One Wasteland to Fallout 76, which allows creatures to dynamically adjust their levels up or down on the fly to more closely match each player they encounter.
    • If multiple players all come across the same enemy at the same time, its level will simultaneously rise for the higher-level players and drop for the lower-level players.
  • In addition to their levels, each creature’s damage, health, and resistances, as well as the loot they drop and the XP they award, will also better match each player.
    • This means that all players who are adventuring together can have an impact on any given combat encounter, even if there is a large level gap between them.
    • While creatures will still have minimum and maximum levels, such as a max of level 50 in The Forest, they are now much more flexible overall.
  • One Wasteland opens up more opportunities to adventure anywhere in Appalachia, whether alone or with your friends. It also smooths out some of the early game bumps for new players, allows higher-level players to get max-level loot in previously lower-level regions, and should offer more consistent combat encounters for everyone.
  • Catch even more details by reading our recent One Wasteland Preview article on Fallout.com.

New Season, Board, & Rewards

  • Join Armor Ace and the Power Patrol in their march against the oppressive Subjugator and his army of Red Viper minions during Fallout 76 Season 2, which begins today!
    • Season 2 brings the all-new “Armor Ace” S.C.O.R.E.board to the game, featuring 100 ranks for you to achieve during the next 10 weeks.
    • We’ve added a host of rewards that you will unlock as you rank up, including new Power Armor paints, Armor and Weapon Skins, themed cosmetics, C.A.M.P. items, in-game currencies, Perk Card Packs, and more.
  • We’ve made several adjustments this Season that you may want to keep in mind as you dive in:
    • Rank-ups will be purchasable immediately, so those who would like to rank up using Atoms can join the fight to crush the Red Vipers starting today.
    • We’ve implemented some new Daily and Weekly Challenges, such as Daily Ops themed Challenges, to offer you even more day-to-day variety as you rank up.
    • We’re also adding more Weeklies to the Challenge lineup so you have more flexibility to progress on your schedule.
    • Finally, we’ve made several of last Season’s rewards, like Lunchboxes, the Ammo Converter, available at Gold Bullion vendors so players who missed them have another opportunity to unlock them.
  • Head to the Seasons page on Fallout.com and read our recent Season 2 Preview article to get more information about Season 2, as well as a look at the rewards that will be up for grabs.

Daily Ops

Put your skills to the test by taking on instanced, randomized, and repeatable encounters called “Daily Ops.” Daily Ops are fairly challenging, and so we recommend them for characters who are level 50+.
  • Our first Game Mode for Daily Ops is called “Uplink,” which will require you to secure a series of Uplinks to track down and destroy enemies that are threats to Appalachia.
    • In Daily Ops, you’ll square off against enemies from a single faction who are affected by a unique “mutation,” which will make them deadlier and more challenging to take down.
    • Complete your objectives, eliminate the enemy threat, and you will be rewarded for your efforts to make Appalachia a safe place for everyone.
  • To join a Daily Op, open the Map screen and find the new World Activity tracker we’ve added in the lower-left corner.
    • Select a Daily Op from the list to learn more about it, including which location, enemies, and mutations you’ll face.
    • Enter Daily Ops directly from the tracker by clicking the “Join” button.
    • You can take on Daily Ops alone or in a team of up to four other players.
  • Each day, Daily Ops will feature a fresh combination of location, enemy faction, and enemy mutations to keep you on your toes.
    • Locations: The Burrows, The Burning Mine, Valley Galleria, or Vault 94
    • Enemy Factions: Super Mutants, Blood Eagles, or Robots
    • Enemy Mutations:
    • Piercing Gaze: This mutation is always applied to enemies the “Uplink” Daily Ops mode, and gives them greatly enhanced perception of players.
    • Volatile: Enemies will explode on death
    • Active Camouflage: Enemies will be cloaked when not attacking
    • Resilient: Enemies can only be killed by a melee attack
    • Freezing Touch: Enemy attacks will freeze players
  • Since you will be facing constant combat and deadly threats during your Operations, we’ve reduced the condition damage taken by your weapons and armor by 50% while in a Daily Op.
  • Like the event “A Colossal Problem,” creatures in Daily Ops will drop ammo based on the weapons you’re using when you take them down. This will help keep your ammo reserves topped off through lots of combat.
  • You can repeat Daily Ops as often as you’d like each day, and you will receive a base set of rewards every time you complete one. However, there are three additional reward tiers that you can reach once per day by completing a Daily Op within certain time limits:
    • Initiate Tier: 16 minutes or less
    • Paladin Tier: 12 minutes or less
    • Elder Tier: 8 minutes or less
    • The higher the tier you achieve, the higher your chances to get better rewards, including more XP, larger amounts of in-game currencies, legendary items, and even brand-new items like the War Glaive, which is a customizable two-handed melee weapon.
  • After finishing a Daily Op, you’ll be able to view an Operation Report, which shows you how fast you managed to complete it, which reward tiers you reached, and a list of the rewards you earned (except for XP and currencies).

Legendary Perks

Legendary Perks are new high-level Perk Cards for players who have reached level 50+, which will help you add even more power and build diversity to your characters.
  • We’ve added a new “Legendary Perks” button to the top of the normal Perk Card Menu, which you can use to access and modify your Legendary Perk Slots and Cards.
  • You will unlock your first Legendary Perk Slot at level 50, and up to 6 slots in total at certain level milestones after that: 75, 100, 150, 200, and 300.
    • If you already have high-level characters, they will immediately have access to one Legendary Perk Slot for each of the above milestones they've reached.
    • For example, a level 250 character will have access to 5 Legendary Perk slots, and will gain a 6th slot at level 300.
    • One Legendary Perk Card can be equipped to each slot, and you can unequip them at any time in exchange for 1 Perk Coin (more on Perk Coins below).
  • Legendary Perk Slots are account-wide, and will be available to all of your characters as soon as you unlock them.
    • Even your characters below level 50 will be able to equip Legendary Perks in these slots, which gives them access to more power at an earlier stage of the game than your higher-level characters had at that level.
  • With Legendary Perks, we’re introducing “Perk Coins,” which you can use to increase the power of your Legendary Perk Cards by upgrading them.
    • Earn Perk Coins by scrapping your unused normal Perk Cards. Each Perk Card you scrap will grant you 2 Perk Coins per rank.
    • For example: When you scrap a rank 1 Perk Card, you’ll receive 2 Perk Coins, and scrapping a rank 3 Perk Card will award 6 Perk Coins.
    • Each Legendary Perk Card can be upgraded up to three times, at a price of 50, 100, and 150 Perk Coins to reach ranks 2, 3, and 4, respectively.
    • While Legendary Perk Slots you’ve unlocked are account-wide, your Legendary Perk Selections and upgrades are separate for each of your characters.
    • To help give your Perk Coin collection a boost, we’ve added a “Become Legendary” Challenge to the Character Challenge Menu, which awards 50 Perk Coins to characters who reach level 50.
    • Please note: If your characters are already level 50+, this Challenge will already be completed for them the next time you log in, and the 50 Perk Coin reward will be added to your Perk Coin total automatically.

Design Updates

General
  • Fast Travel: It is now free to Fast Travel to Foundation and Crater.
Combat
  • Bonus Damage: We’ve changed the way that damage bonuses are calculated so that they now apply additively instead of multiplicatively.
    • Please Note: While stacking damage bonuses will now have a smaller overall effect on your damage output than before, these changes will make the resulting damage much more predictable and allow for future improvements. This is very important for the health of the game going forward. It will also create better opportunities for us to make smarter and more effective balance changes.
    • We are still evaluating feedback we gathered on these changes from the PTS, but we also welcome your thoughts on how different weapons and builds feel after today’s update so that we can make additional adjustments in the future.
Items
  • Alien Blaster: Damage increased by 30%.
  • Legendary Weapons: The Assassin’s legendary attribute now applies its bonus damage to human NPCs.
  • Secret Service Armor: Plans for Light and Ultra-Light Limb Mods for Secret Service Armor have been added, and they are now purchasable from Regs in Vault 79.
  • Shishkebab: Now deals Fire damage instead of Energy damage.
Perks
  • Modern Renegade: Increased Modern Renegade's chance to cripple limbs from 2%/3%/4% to 4%/8%/12%.
  • Tank Killer: Pistols now benefit from the Tank Killer Perk Card.
User Interface
  • Public Teams: We've renamed the "Building" team to "Casual" and removed the Casual team bonus. In its place, we’ve added a “Daily Ops” team type, which offers bonus XP for completing Daily Ops (+25% bonus XP to start, +100% bonus XP for a fully bonded team).
    • We did this in part because it is not possible to build in Public Teammates' C.A.M.P.s., and partly because most players were using the Building team the way we had intended Casual to be used anyway.
    • Removing the Casual team option, it made room for us to add the new Daily Ops team type, which we feel players will find more useful following today’s update.
World
  • Vault 94: Is now accessible during world exploration in Adventure Mode and Private Worlds.
  • Vault 51: We've added a new no-C.A.M.P. zone around Vault 51's exterior in preparation for future content.

Bug Fixes

Art & Graphics
  • Apparel: Underarmors no longer clip through Chally the Moo-Moo Outfits.
  • Emotes: While equipped, Grognak’s Battlecry Emote now correctly displays its icon in the Emote Wheel.
  • Headwear: Extreme facial features no longer clip through the Ghillie Suit Hood’s facemask.
  • Lighting: Corrected lighting issues affecting the inside of the Charleston Capitol Building.
  • Lighting: Corrected lighting issues that were affecting building interiors in Morgantown Trainyard.
  • Loot Bags: Fixed an issue with the Vault-Tec Duffel Bag model that made it difficult to interact with.
  • Weapons: Fixed additional issues that could cause clipping when reloading a Handmade Rifle with the Screaming Eagle paint.
C.A.M.P. and Workshops
  • Ammo Converter: Attempting to sell 40mm Grenade Rounds no longer results in a “Transaction Failed!” error.
  • Blood Eagle Nest: Allies can now enter and exit the Blood Eagle Nest more easily.
  • Blueprints: The “Select” option in the Blueprint menu now correctly appears greyed out when the player is not currently highlighting an object.
  • C.A.M.P.: Resources generated by objects like the Collectron, Fertilizer Producer, and etc. are now stored in the player’s Stash or Scrapbox if they move C.A.M.P. locations before collecting them.
  • C.A.M.P.: Fixed an issue that could prevent Fast Travel to another player’s C.A.M.P. if the C.A.M.P. owner had the Future-Tec C.A.M.P. skin equipped.
  • Camp Fires: Objects that can only be placed in dirt can no longer be built on a Camp Fire.
  • Communist Bunker: Objects placed on the floor of the Communist Bunker no longer appear to float.
  • Communist Bunker: The interior walls of the Communist Bunker are now hexagonal rather than cylindrical to help players more easily place wall décor.
  • Communist Bunker: The building requirements for the Communist Bunker now correctly call for Concrete instead of Asbestos.
  • Communist Fence: Added an alternate version of the Communist Fence that can be freely placed without needing to snap to other objects.
  • Displays: Wall Weapon Racks can now be correctly snapped to Walls.
  • Exploit: Items can no longer be stacked on objects that are in disrepair.
  • Exploit: Fixed an exploit allowing players to build Workshop Ammunition Factories in their C.A.M.P.s.
    • Please note: As a result of this fix, C.A.M.P.s and Blueprints that contain a Workshop Ammo Factory are now invalid and can no longer be placed.
    • Players will also receive a notification that their C.A.M.P. or Blueprint cannot be placed if it contains a Workshop Ammo Factory.
  • Exploit: Addressed a C.A.M.P. budget exploit related to Generators.
  • Floors: Farmable Dirt Tiles can no longer be replaced by other floor types.
  • Floor Décor: The Standing Taxidermy Gorilla Plan now correctly unlocks the Standing Gorilla instead of the sitting version, and vice versa.
  • Floor Décor: The Standing and Sitting Taxidermy Gorillas now correctly display their destroyed states when they are in disrepair.
  • Fusion Generator: When scrapped, Fusion Generators now correctly return Aluminum, Copper, and Rubber.
  • Log Cabin: Players can now correctly place items in the window of the Log Cabin.
  • Rain Water Collector: No longer becomes invisible when destroyed.
Challenges
  • Daily: Scrapping Fertilizer now correctly progresses the “Collect Fertilizer” subchallenge for the “Gather Building Supplies” Daily Challenge.
Death & Respawn
  • Ash & Goo Piles: Players now die immediately when turned into an Ash or Goo Pile, rather than entering the “down but not out” state.
  • Respawn: Implemented a fix to reduce cases where players could become unable to respawn after being killed during an event or in an interior.
    • Please Note: This fix may not address all situations that can cause this issue to occur, but it should help, and we are continuing to work on a more complete fix.
Enemies
  • Scorchbeast Queen: The Scorchbeast Queen’s wings can now be crippled to cause her to land, and her legs can be crippled to slightly reduce her rotation speed.
Items
  • Aid: Fixed an issue in which players were unable to die from Radiation damage while affected by +Max Health buffs, like those offered by Buffout, Bufftats, and Psychobuff.
  • Aid: Mud Cookie, Swamp Tofu, and all Omelette Recipes no longer incorrectly appear in the Cooking Station’s Meat category.
  • Aid: Seared Venison with Berries and Cranberry Meatball Grinder now correctly appear in the Cooking Station’s Meat category, and will now progress the “Cook a Meat-Based Meal” Daily Challenge.
  • Alien Blaster: Players can now correctly switch back to the Standard Grip mod after applying the Sharpshooter Grip.
  • Armor: The Pocketed Mod for the Raider Chest Piece no longer incorrectly grants more carry capacity than the Deep Pocketed Mod.
  • Exploit: Addressed an exploit in which players could intentionally double the stat bonus offered by Unyielding Armors.
  • Fireworks: Equipping Fireworks no longer causes players to reload much faster than intended.
  • Gatling Gun: Erroneous “Crafting item unlocked” notifications no longer appear when scrapping Gatling Guns.
  • Loot: Enemies that drop contextual ammo can now correctly drop Arrows, Crossbow Bolts, .38 rounds, 40mm Grenade Rounds, Ultracite Plasma Cartridges, and Ultracite 2mm Electromagnetic Cartridges instead of random ammo when players kill them with the appropriate weapons.
  • Power Armor: Fixed an issue in which Power Armor with the Junkyard Paint was not providing the correct amount of Radiation Resistance.
  • Shotguns: Fixed an issue affecting Suppressor Shotgun Mods that could cause the weapon’s range value to be negative.
  • Underarmor: Secret Service Underarmor Lining Mods can now be correctly applied to Camo Secret Service Underarmor.
  • Underarmor: Fixed an issue that allowed players to craft the Camo Secret Service Underarmor without knowing the Secret Service Underarmor Recipe.
Mutations
  • General: Players can now correctly acquire more than one Mutation in a given play session.
  • Speed Demon: Fixed an issue that reduced Stimpak healing while under the effects of the Speed Demon Mutation.
NPCs
  • Critters: Now cap at level 5 and can no longer spawn as legendary.
  • Fishbones: No longer flees from nearby hostiles at Ohio River Adventures.
Performance and Stability
  • Client Stability: Fixed a crash that could occur when using the Pip-Boy.
  • Client Stability: Improved client stability on Xbox One when players sign out of their profiles during active gameplay.
  • Performance: Fixed an issue with the Tesla Rifle that could result in poor framerates for nearby players.
  • Server Stability: Addressed multiple issues that could result in a server crash during normal gameplay.
  • Server Stability: Addressed a server crash that could occur during Nuclear Winter matches.
  • Server Stability: Addressed a server crash related to player Vending Machines.
  • Server Performance: Addressed an issue that could cause a “Waiting for response from server” message to appear after using a nuke keypad.
Perks
  • Class Freak: Fixed an issue that caused some Mutations to not interact correctly with the Class Freak Perk Card.
  • Concentrated Fire: Rank 3 of the Concentrated Fire Perk no longer causes the chance-to-hit in V.A.T.S. to suddenly jump to 95% when using an automatic weapon.
Quests and Events
  • A Colossal Problem: Players will no longer receive the MIRV Frag Grenade Plan multiple times after completing the event.
  • A Colossal Problem: Fixed an issue where equipping certain types of thrown explosives caused Wendigo spawns to drop random ammo on death.
  • An Ounce of Prevention: Further addressed an issue that could block quest progression when attempting to analyze the Ghoul Blood Sample.
  • Primal Cuts: Quest targets will now appear on all Prime Beasts, instead of only on the last few, which will help players track down any wayward Beasts.
  • Primal Cuts: During the final wave of Prime Beasts, players are now only required to kill the boss to complete the event.
  • Vital Equipment: Fixed an issue in which a player could complete Vital Equipment multiple times per day if they already had one of the quest items in their inventory.
Sound
  • C.A.M.P.: Sound effects now play after use the “Repair All Items” option in C.A.M.P.
  • Music: The music volume in the Atomic Shop no longer reverts to its default setting when the first song finishes playing.
User Interface
  • Controls: Fixed an issue that could prevent the quick-heal button from working properly after switching game modes.
  • Controls: Fixed an issue that could cause the controls to become unresponsive when opening the Social Menu under certain conditions.
  • Damage Numbers: Grenades and Mines now correctly display damage numbers when they hit enemies.
  • Item Transfer: Fixed an issue that could cause items to be transferred from unintended inventory categories when spamming the transfer button.
  • Notifications: Reduced the size of Season rank progress bars and rank-up notifications so that they take up less space on the screen.
  • Notifications: The “Challenge Complete” flyout notification is now correctly translated in non-English versions of the game.
  • Notifications: S.C.O.R.E. rank-up progress and reward notifications now correctly appear to players who are wearing Power Armor.
  • Notifications: Purchasing multiple rank-ups using Atoms and then leaving the Season board no longer causes the S.C.O.R.E. meter to progress very slowly or rank-up sound effects to loop repeatedly.
World
  • General: The following locations can now be accessed at all times, and attempting to enter them no longer sometimes displays a “Location available at a later date” error.
    • Arktos Pharma Biome Lab
    • Eta Psi House
    • Pi House
    • The Burrows
    • The Nukashine
    • Van Lowe Taxidermy
  • Fort Defiance: The No C.A.M.P. zone at Fort Defiance has been expanded to include the road in front of Allegheny Asylum to resolve an exploit affecting enemy spawns during the Line in the Sand event.
submitted by BethesdaGameStudios_ to fo76 [link] [comments]

The Witcher 2: Assassins of Kings Enhanced Edition - Updated Modding Guide

This modding guide is written for The Witcher 2: Assassins of Kings Enhanced Edition version 3.5.0.26 (A) from GOG. It should be compatible with the steam and retail versions as long as they're patched to patch 3.4. This guide's main goal is to provide a balanced experience by fixing gameplay bugs, introducing secondary gameplay mechanics and other quality of life features. It also includes lore-friendly character textures and additional animations as optional files.
Modding The Witcher 2 can be a slow, boring and even difficult process, especially if you have never done it before and you need to manually update, and combine outdated mods. For that reason, I've combined all conflicting mods and packed the edited scripts into one main mod compilation. That's why there's only 1 mandatory mod in this guide. 99% of the code in this compilation is other people's hard work, so I'll go into details about the fixes and I'll link every mod that has been used. I'll appreciate it if you take five minutes of your time and like/endorse the work of the modders that made this possible.
This modding guide is divided in three steps - 1 mandatory and 2 optional. The optional steps cancel each other out, so you must pick one. If you don't like either, you can just ignore them. The first optional step introduces only minor texture and animations changes. The game stability is identical with the vanilla game, so if ANY crashes happen, it's not mod related.
The second optional step replaces the vanilla environment, character, weapon and armor textures with 4k textures. It also increases the vegetation rendering distance - an engine limitation the game has been suffering from since release. The downside is that its stability is hardware dependent. Crashes can occur, but its tough to say if you'll experience them until you do. I did my testing on a couple of pcs and I'm satisfied with the results, but your mileage may vary. I'll provide instructions that should work for most people.
To prevent crashes, I advise you not to use the launcher and launch the game straight from witcher2.exe located in The Witcher 2\bin folder via a shortcut. Ubersampling makes the game less stable, and I can't recommend it unless you have a beastly pc. If you keep it turned off, you'll double or even triple your frames depending on the resolution you're playing on. Even if you have a strong graphics card, RTX gpus have some problems with the game, so keep that in mind.

[ MANDATORY STEP ]

Here's a complete list with a short explanation of what each of the mods added to YAMC does:
Enhanced Mod Compilation - Minimal 0.6.5 by QuietusPlus. This wonderful mod serves as the base for the compilation. The 'Minimal' version comes with several features, some of them notably overpowered. To keep the in-game balance some of them were cut, those that made the cut include:
Link to original mod: https://www.nexusmods.com/witcher2/mods/696
Mutagenology - 0.3a by kamilius - This mod introduced craftable mutagens long before TW3 did it. You can pay craftsmen to combine for you lesser mutagens into more powerful ones. In order to do so you have to buy formulas from specific merchants. The mechanic is available at the start of Chapter 1.
Link to original mod: https://www.nexusmods.com/witcher2/mods/75
Junk Dismantling - 0.2 by Barrodin - This mod is expanding the crafting by allowing Geralt to dismantle all of his useless junk items to raw materials. The action can be performed by any craftsman for a small fee. The mechanic is available at the start of Chapter 1.
Link to original mod: https://www.nexusmods.com/witcher2/mods/85
Circles of Power Vigor Bug Fix - 1.0 by WutTheMelon - Circles of Power with the hexagon symbol now give the vigor regeneration effect.
Link to original mod: https://www.nexusmods.com/witcher2/mods/323
Melitele's Heart As It Was MEANT to BE - 0.8 by thebunnyrules - Fixes a small bug that was preventing the talisman's passive bonuses from working properly.
Link to original mod: https://www.nexusmods.com/witcher2/mods/799
Medallion Cooldown Reduced - 1.0 by shiki00 - By default the witcher's medallion has a 10 seconds cooldown before it can be used again. This tweak reduces the cooldown to 3 seconds.
Link to original mod: https://www.nexusmods.com/witcher2/mods/722
Grass Color Fix - 08B by Diegog5 - A fix for a texture bug in Chapter 2 on Roche's path.
Link to original mod: https://www.nexusmods.com/witcher2/mods/274
Grass color fix for Vergen - 1.0 by roggan - A fix for a texture bug in Chapter 2 on Iorveth's path.
Link to original mod: https://www.nexusmods.com/witcher2/mods/303
Market Prices Tweak by menyalin (code) and Paul_NZ (original idea) - In The Witcher 2 you're constantly strapped for cash. Geralt has limited opportunities to earn money and if you want the best gear, you have to go dumpster diving or farm harpy feathers. The unfair 24:1 buy/sell ratio doesn't help either. In comparison, the ratio in The Witcher 1 was 5:1. This mod applies the older ratio and makes sure Geralt doesn't get taken advantage of by greedy merchants. The changes are balanced, so don't expect from him to be swimming in money.
Link to original solution: https://www.nexusmods.com/witcher2/mods/67?tab=posts
Whirl Oil Hotfix - 0.2 by Kindo - Fixes a problem with whirl oil's recipe that prevented the player from creating it. The problem was first introduced by CDPR with the Enhanced Edition and left unpatched.
Link to original mod: https://www.nexusmods.com/witcher2/mods/218
Increased Maximum Dice Poker Wager Amount - 1.0 by zdanman - Increases the maximum bet in dice poker from 10 to 100.
Link to original mod: https://www.nexusmods.com/witcher2/mods/702
Radovid Persuasion Fix - 1.0b by TGirgis - Fixes a small bug that prevented Geralt from passing the check to persuade Radovid. The mod restores the persuasion level to 3, as it was in the original game, before the Enhanced Edition update.
Link to original mod: https://www.nexusmods.com/witcher2/mods/763
Prologue Archpriest Axii Fix - 1.0 by Liudeius - Fixes the scene with the archpriest in the prologue. Geralt can successfully charm him with the Axii sign.
Link to original mod: https://www.nexusmods.com/witcher2/mods/845
Story Ability Bug Fixes - 1.0 by MidnightVoyager (mod) and menyalin (code) - Fixes for several bugged abilities tied to story progression and specific gameplay decisions (like destroying 10 training dummies in Flotsam). Geralt can gain them as permanent character bonuses. Most them were bugged after the release of the Enhanced Edition and left unpatched..
Link to original mod: https://www.nexusmods.com/witcher2/mods/823
Wild Hunt Fix - 1.0 by Klubargutan - Restores bugged journal entries and conversations about the Wild Hunt with Dandelion and Roche in Flotsam and Vergen.
Link to original mod: https://www.nexusmods.com/witcher2/mods/885?tab=description
Walls Have Ears and Suspect Thorak Fix - 1.0 by Klubargutan - Removes the bug that marks the two quests as failed after a certain point in Chapter 2 even if they were previously completed.
Link to original mod: https://www.nexusmods.com/witcher2/mods/886
The Scent of Incense Fix - 1.0 by Divius666 - This mod provides a fix for one of the paths in the 'The Scent of Incense' quest. Link to original mod: https://www.nexusmods.com/witcher2/mods/908

[ OPTIONAL STEP 1 ]

  • [OPTIONAL ] - Hiuuz's The Witcher III shaved Geralt for The Witcher 2 1.0 - Extract the 'CookedPC' folder to the main game directory. This mod ports Geralt's face from TW3. Good for continuity - https://www.nexusmods.com/witcher2/mods/919
  • [OPTIONAL ] - Hiuuz's The Witcher III Triss Merigold for The Witcher 2 1.0 - Extract the 'CookedPC' folder to the main game directory. This mod ports Triss' face from TW3. Good for continuity - https://www.nexusmods.com/witcher2/mods/920
  • [OPTIONAL ] - Pirouette Dodge 2.0 - Extract the 'characters' folder to The Witcher 2\CookedPC folder. The mod replaces the default rolling dodge animation with a custom made piroutte animation. It s how the witcher fighting style is described in Sapkowski's books. The only downside is that the pirouette animation is equal to the upgraded default one, so the 'footwork' talent in Geralt's talent tree does nothing with the mod installed. - https://www.nexusmods.com/witcher2/mods/697

[ OPTIONAL STEP 2 ]

  • [OPTIONAL ] - Extreme Vegetation Rendering Distance 1.0 - Extract the 5 folders to The Witcher 2\CookedPC folder. The mod provides increased rendering distance for over 250 vegetation models. - https://www.nexusmods.com/witcher2/mods/898
  • [OPTIONAL ] - AI Upscale Textures 1.73OPT - Download the three 'OPTIMIZED' main files. Also, download the 'AI Upscale Hiuuz's The Witcher III shaved Geralt for The Witcher 2' and 'AI Upscale Hiuuz's The Witcher III Triss Merigold for The Witcher 2' miscellaneous files. Extract the folders from each of the main files to The Witcher 2\CookedPC folder. Then extract the folders from each of the miscellaneous files to the same CookedPC folder. Overwrite when/if prompted. Now navigate to C:\Username\PC\Documents\Witcher 2\Config, prepare a text editor and follow the detailed instructions I've written in this pastebin. - https://www.nexusmods.com/witcher2/mods/889
If you experience issues and want to get rid of the mod, navigate to CookedPC folder and delete every folder with 'movies', 'sounds' and 'globals' being the exception. Don't forget to delete the two edited .ini files from the Documents folder, too.
  • [OPTIONAL ] - Pirouette Dodge 2.0 - Extract the 'characters' folder to The Witcher 2\CookedPC folder. The mod replaces the default rolling dodge animation with a custom made piroutte animation. It s how the witcher fighting style is described in Sapkowski's books. The only downside is that the pirouette animation is equal to the upgraded default one, so the 'footwork' talent in Geralt's talent tree does nothing with the mod installed. - https://www.nexusmods.com/witcher2/mods/697
If you used only the mandatory file or the mandatory file + the optional files from step 1, you don't have to do any testing. If you've installed the mandatory file + the optional files from step 2, it will be a good idea to walk around the maps in Chapter 1 and Chapter 2 for about 30 minutes and see if you're going to crash or if the textures are loading properly.
I also posted The Witcher: Enhanced Edition - Revised Modding Guide a couple of days ago. Here's a link if you're interested.
submitted by bigballsbuchanan to witcher [link] [comments]

[PC] [2005] jungle temple ball shooter block breaker

Platform(s): Windows PC
Genre: Classic Ball shooter block breaking game in a similar vein to peggle as you could download free timed trials of it
Estimated year of release: Between 2004 and 2006, as i played chuzzle, zuma and peggle around the same time Likley 2005 onwards since chuzzle came out then and i played it a lot However it may have come out before chuzzle
Graphics/art style: Semi realistic 2d art with jungles and temples on the main menu. Theres a lot of plants and vines growing out of everything in game and the level background was the crumbling brick wall of a jungle temple
Notable characters: once you complete enough normal block breaking levels you reach bosses, the first boss is a pink flower that comes out of the background temple and shoots pink flame balls at you I dont remember any other bosses The platform you control to bounce the ball is metalic gold from what i remember
Notable gameplay mechanics: powerups in the shape of hexagons that fall from broken blocks, these powerups were upgrades for the platform or the ball, however some of the hexagons gave you negative effects. I dont think you could tell the negative effects from the positive ones, but i was like 5 at the time so i may have just not been able to tell them apart
I remember the negative effects being making the platform or the ball smaller, or making the ball move slowly. Positive ones would be multi ball, making the platform or ball bigger and the fire ball
There were also bonus levels where you could collect pink crystals, i cant remember what these do
Thanks for any help :) this is actually all i can remember of this game and ive been looking for it for years so id would love to see it again
submitted by lordijack to tipofmyjoystick [link] [comments]

[PC] [Early 2000's?] Small game like risk and civilization

Genre: 4x game, similar to Risk and Civilization games. I am pretty sure it's indie, downloaded as a zip file off of the website.
Estimated year of release: early 2000's I think?
Platform(s): I assume the only PC as I believe it was downloaded as a zip file off of their website
Graphics/art style: Top-down, Simple graphics, (pretty bright colors I think?) You moved around your land across pentagons (or hexagons? some shape) I believe the colors were relatively flat. I think as you expanded you put these little tent looking things down as base-centers.
Notable gameplay mechanics: Turn-based, strategy, I believe all game modes were against AI, (possibly in randomly generated worlds with presets). Similar to risk and civilization you would expand out and try to cut off the AI and win by either killing everyone (or I think capturing a certain amount of land).
Other details: The game was free to play but I believe there was a paid version as well. Found it a couple of years ago when some guy made a small series playing it on youtube.
Thanks a ton for taking a look!
submitted by JustJoeTM to tipofmyjoystick [link] [comments]

Having issues running the game

Hello there,
So here's the thing, I had a little birthday money on the 7th that I spent on steam to buy Undertale like I'd been meaning to for the past 5 years. However, when I made the purchase, downloaded it and ran it and... nothing. No window, no splash screen, no taskbar icon, no thing I can tab into. Nothing. The only reference to the undertale program I could find when it was running was in the task manager as a background process;
https://ssl-forum-files.fobby.net/forum_attachments/0047/7361/taskmanager.png
I checked the steam store-page and it turns out that my Packard Bell iMedia S2984 desktop PC dose indeed have the hardware to run it and the game is compatible with windows 10, so I asked around for possible solutions; I rebooted my PC multiple times, reinstalled the game at least five times and verified the integrity of the games files each time, I cleared my steam download cache, checked I had direct X and the c++ redistributables installed (turns out I did), ran the game as an administrator and in compatibility mode for XP, launched the game while steam was in offline mode, deleted the steam .dll and started the game from the local files, checked to see that windows defender wasn't blocking the program (it had not), and the same thing keeps happening. Sometimes the game doesn't even show up in my task-manager which makes it even more frustrating to troubleshoot because then I can't stop the game running and try something different. Now, I'd like to make this clear, I'm thoroughly convinced this seems to be a problem I'm experiencing exclusively with undertale. Other steam games in my collection (TF2, FTL, Terraira, Portal 2, Super Hexagon, kerbal space program and the Binding of Issac) all work just fine. So do other titles made in game maker studio, like the Starstruck Vagabond demo and Deltarune:
https://ssl-forum-files.fobby.net/forum_attachments/0047/7364/deltarune.png
Unfortunately, I also do not possess any other way to play this game. So if you could, please may you point out anything I may have not have tried yet, that would be very much appreciated. (PS, no giving me hints on actually playing the game. I consider those spoilers.)
submitted by Gregory_Andounuts to Undertale [link] [comments]

[Windows PC][Early 2000's] Squares made up of colors with sliding rows and columns to match and eliminate colors

Platform(s): Windows PC. I'm fairly sure that it was a free game you could download from like Windows Arcade or something like that?
Genre: Puzzle Game
Estimated year of release: I think I was around ten, so early 2000s is my best guess.
Graphics/art style: Very pinball-esque definitely in the genre of Microsoft arcade games, with levels and really good music!
Notable characters: There are no characters in this game.
Notable gameplay mechanics: I distinctly remember that you would usually start with a square, with a bunch of colored balls comprising the square. It wasn't a match 3 kind of game, instead you could slide the rows or the columns around to try to cancel out certain colors by making the whole row be that color. It had lots of colors like turquoise and you added colors or shape complexity (i.e. pentagon, hexagon, etc) as you progressed through difficulty levels.
Other details: I know it must have been free access because I was a kid with no money and was always looking for fun free games, and I am almost positive I was able to access it in this like game add on kind of thing. LIke you'd go to your normal game arcade with like solitaire, spider solitaire, free cell, and then click to go to the internet store and I think it was a free game in the microsoft arcade internet store, but this was like 20 years ago and I googled forever and could not find anything.
Thank you!
submitted by Mischiefmanager934 to tipofmyjoystick [link] [comments]

Fallout 76: Update 22 Patch Notes – September 15, 2020

From FC Mods

Disclaimer: This is an automated post, taking whatever is posted on Bethesda's news and copying it to Reddit. This is done as a courtesy for any users that can't view Bethesda's site, or prefer to use the Reddit feed to keep up on news. FC Mods are NOT Bethesda staff, and responding to this message won't get your message to Bethesda staff (they might see it if they stop by, but it isn't guaranteed). As always, for official feedback, go to the official fo76 subreddit, Bethesda forums, or Bethesda support page.

From Bethesda.net

We’re releasing Update 22 today, which includes new features like One Wasteland, Daily Ops, Legendary Perks, and the start of our second Fallout 76 Season. This update also brings a number of additional improvements and bug fixes to the game, so be sure to read on to catch the patch notes.

Update 22 Highlights

Update Version

Check below for the update version and download size for today’s patch on your platform of choice: * PC (Bethesda.net): 1.4.0.20 (23.3 GB) * PC (Microsoft Store): 1.4.0.20 (37.8 GB) * PC (Steam): 1.4.0.20 (27.5 GB) * PS4: 1.4.0.20 (35.2 GB) * Xbox: 1.4.0.20 (42.6 GB)

One Wasteland

New Season, Board, & Rewards

Daily Ops

Put your skills to the test by taking on instanced, randomized, and repeatable encounters called “Daily Ops.” Daily Ops are fairly challenging, and so we recommend them for characters who are level 50+. * Our first Game Mode for Daily Ops is called “Uplink,” which will require you to secure a series of Uplinks to track down and destroy enemies that are threats to Appalachia. * In Daily Ops, you’ll square off against enemies from a single faction who are affected by a unique “mutation,” which will make them deadlier and more challenging to take down. * Complete your objectives, eliminate the enemy threat, and you will be rewarded for your efforts to make Appalachia a safe place for everyone. * To join a Daily Op, open the Map screen and find the new World Activity tracker we’ve added in the lower-left corner. * Select a Daily Op from the list to learn more about it, including which location, enemies, and mutations you’ll face. * Enter Daily Ops directly from the tracker by clicking the “Join” button. * You can take on Daily Ops alone or in a team of up to four other players. * Each day, Daily Ops will feature a fresh combination of location, enemy faction, and enemy mutations to keep you on your toes. * Locations: The Burrows, The Burning Mine, Valley Galleria, or Vault 94 * Enemy Factions: Super Mutants, Blood Eagles, or Robots * Enemy Mutations: * Piercing Gaze: This mutation is always applied to enemies the “Uplink” Daily Ops mode, and gives them greatly enhanced perception of players. * Volatile: Enemies will explode on death * Active Camouflage: Enemies will be cloaked when not attacking * Resilient: Enemies can only be killed by a melee attack * Freezing Touch: Enemy attacks will freeze players * Since you will be facing constant combat and deadly threats during your Operations, we’ve reduced the condition damage taken by your weapons and armor by 50% while in a Daily Op. * Like the event “A Colossal Problem,” creatures in Daily Ops will drop ammo based on the weapons you’re using when you take them down. This will help keep your ammo reserves topped off through lots of combat. * You can repeat Daily Ops as often as you’d like each day, and you will receive a base set of rewards every time you complete one. However, there are three additional reward tiers that you can reach once per day by completing a Daily Op within certain time limits: * Initiate Tier: 16 minutes or less * Paladin Tier: 12 minutes or less * Elder Tier: 8 minutes or less * The higher the tier you achieve, the higher your chances to get better rewards, including more XP, larger amounts of in-game currencies, legendary items, and even brand-new items like the War Glaive, which is a customizable two-handed melee weapon. * After finishing a Daily Op, you’ll be able to view an Operation Report, which shows you how fast you managed to complete it, which reward tiers you reached, and a list of the rewards you earned (except for XP and currencies).

Legendary Perks

Legendary Perks are new high-level Perk Cards for players who have reached level 50+, which will help you add even more power and build diversity to your characters. * We’ve added a new “Legendary Perks” button to the top of the normal Perk Card Menu, which you can use to access and modify your Legendary Perk Slots and Cards. * You will unlock your first Legendary Perk Slot at level 50, and up to 6 slots in total at certain level milestones after that: 75, 100, 150, 200, and 300. * If you already have high-level characters, they will immediately have access to one Legendary Perk Slot for each of the above milestones they've reached. * For example, a level 250 character will have access to 5 Legendary Perk slots, and will gain a 6th slot at level 300. * One Legendary Perk Card can be equipped to each slot, and you can unequip them at any time in exchange for 1 Perk Coin (more on Perk Coins below). * Legendary Perk Slots are account-wide, and will be available to all of your characters as soon as you unlock them. * Even your characters below level 50 will be able to equip Legendary Perks in these slots, which gives them access to more power at an earlier stage of the game than your higher-level characters had at that level. * With Legendary Perks, we’re introducing “Perk Coins,” which you can use to increase the power of your Legendary Perk Cards by upgrading them. * Earn Perk Coins by scrapping your unused normal Perk Cards. Each Perk Card you scrap will grant you 2 Perk Coins per rank. * For example: When you scrap a rank 1 Perk Card, you’ll receive 2 Perk Coins, and scrapping a rank 3 Perk Card will award 6 Perk Coins. * Each Legendary Perk Card can be upgraded up to three times, at a price of 50, 100, and 150 Perk Coins to reach ranks 2, 3, and 4, respectively. * While Legendary Perk Slots you’ve unlocked are account-wide, your Legendary Perk Selections and upgrades are separate for each of your characters. * To help give your Perk Coin collection a boost, we’ve added a “Become Legendary” Challenge to the Character Challenge Menu, which awards 50 Perk Coins to characters who reach level 50. * Please note: If your characters are already level 50+, this Challenge will already be completed for them the next time you log in, and the 50 Perk Coin reward will be added to your Perk Coin total automatically.

Design Updates

General

Combat

Items

Perks

User Interface

World

Bug Fixes

Art & Graphics

C.A.M.P. and Workshops

Challenges

Death & Respawn

Enemies

Items

Mutations

NPCs

Performance and Stability

Perks

Quests and Events

Sound

User Interface

World

submitted by PaulJP to fo76FilthyCasuals [link] [comments]

How I decided to make a game inspired by Heroes of Might and Magic and lost money (part 1/3)

How I decided to make a game inspired by Heroes of Might and Magic and lost money (part 1/3)
This story consists of 3 parts because I've released three games:
  • Beasts Battle
  • Necromancer Returns
  • Magicians Legacy
Every article will contain particular figures: how much I invested (spent) in the game I'm talking about, and how much I earned.
I should say, I am a fan of Heroes of Might and Magic (HoMM) and King's Bounty series. I've played almost all parts and addons — except HoMM7 because time goes by, life changes, and there's no time left for playing games.
I got acquainted with the HoMM series in the early 2000s — it was HoMM3 I played at school. When I got into university, I started skipping classes to play Heroes with my friends on a single computer. The other player's turn always lasted forever, so we never finished the game =)
Since 2005, I started developing flash games, and the years went by. And when the year 2013 came, I decided to play HoMM 2 once more. So carried away was I! Even though I'd finished the game before, this time I had an idea: what if I make my own game with turn-based battles?!
This article is focused on the first game I made — Beasts Battle. I'll tell you how it was step-by-step released on different platforms: Web, Mobile (GooglePlay, AppStore), and PC (Steam).

https://preview.redd.it/melarq8mbbt51.jpg?width=512&format=pjpg&auto=webp&s=ffe7728a6f65babc98a4391dd381d1c4b543c5d4
Flash version development
I started developing on April 14, 2013. I made a hexagonal field like it was in Heroes 2 and added 2 types of units: warriors and archers. The units looked like hexagons with the number of troops and type. They moved around the field and fought each other.
I worked on the game in my spare time within a year. However, the development process wasn't smooth and continuous: I did two long pauses. Actually, it was approximately so:
A week: development of combat mechanics.
Then a pause for a few months.
One more week: development of troops purchase, victory screens, etc.
A pause for a few months. Again.
2.5 months of intensive work without any breaks — and the game is ready =)
The idea was to just make Heroes-like battles, and that's it. Without any maps, without taking castles, and so on. I was going to make arenas with different units and spells, that's all. I wanted to do the minimum to see if players would like the game. And if they did, I would've continued improving it in the next parts. Working on a game can last forever — many beginners like to do so. =)

https://preview.redd.it/3p9jlh2nbbt51.jpg?width=709&format=pjpg&auto=webp&s=9b75bab73a7c4808bc0f1cc214ad6e94f852bc97
Art
After I finished the battle mechanics, I decided to show it to my friend NeexGames. He is an artist and also has his own hits (Heaven or Hell); we have already worked on lots of other games together.

https://preview.redd.it/rrrz90pnbbt51.jpg?width=1920&format=pjpg&auto=webp&s=ca8e1bda1c650bb874fc3e987667f373956074f1
When I showed him my project, he shared with me some sprites of units from his game so that I could add the animation to the battles, and the game would look smoother and more interesting (far better than just watching static hexagons). Lucky for me, he agreed to cooperate further, as long as I finished writing the whole game engine with all the screens — so that he would just make art and insert it into the game.

https://preview.redd.it/xpna5k8obbt51.jpg?width=718&format=pjpg&auto=webp&s=be74b17e82779729cf291512f18c8bdfeb7a241a
Thanks to him, the game was improved, it became bright and juicy. He really brought a lot to the concept. I decided not to make stereotypical races and came up with something original, so the theme became "animals". But still, the demon race appeared in the game. I was excited about the fact he completely redrew the "store" in the game in a way I hadn't planned. I had to rewrite the mechanics of the entire store, but it was for the good of the game.

https://preview.redd.it/jkp2k00pbbt51.jpg?width=1445&format=pjpg&auto=webp&s=6dd7b7cc8912082766b35ab59716178074a8509a
Testing
I sent the game to the flash games community to get reviews (in those times it was active 'cos flash was alive!). I got a lot of comments and tips and then spent about a month improving the game.
I added a bunch of stuff I hadn't planned at the start (because it would make the development process much longer).
What was added:
- Russian localization;
- complexity levels;
- the game plot (I got bored while I was waiting for the art so I decided to take a look at the game Kingdom Rush);
- 2 campaigns instead of one (the artist also had spare time and decided to draw main heroes for both races and the selection screen);
- achievements;
- tutorial (well, of course, it wouldn't be a good game without it, thanks gamers for reminding me).
The feedback helped me a lot, and the game became much better.

https://preview.redd.it/866pm8lpbbt51.jpg?width=737&format=pjpg&auto=webp&s=fcca7a57c8c567b08664d3bb8fef502afccc3631
Balance
I spent about 4 or 5 months working on the game balance. And still, the game was not balanced — it was often mentioned in comments. At first, the game was difficult (after all, Heroes is a hardcore one), but because of the gamers' comments I was making it easier and easier. But still, some creatures turned out to be cheap and strong, and some expensive and unnecessary. It was difficult to balance. I've played the game hundreds of times.
Expenses
Time was the most valuable resource we spent. The agreement with the artist was to pay him a fixed price after the game would be sold. The music was completely written by a novice composer, completely free — he needed samples for his portfolio. Lucky for us, he did a good job.
I also ordered an art for the game ending for $20 and English localization for $7. It was my first time spending money on freelancers. It was so difficult to part with money. =) At that time my salary from the main job was $400 a month.
Selling the flash version
Developers used to sell flash games through the FGL platform, where every game was evaluated by moderators and then watched by sponsors. If sponsors liked any game, it would be sold at auction. But, of course, sometimes there were games no one paid any attention at.
So, I put my game on this site for sale. And then came an exciting moment. I wondered if there would be any suggestions? =) Fortunately, there was a bid at $200 on the first day and $500 on the next day from a different sponsor. And that was it...
2 months of silence passed. I mailed sponsors and wrote to admins — how could nobody like such a good game with a good rating?! There were no views at all! I put a lot of effort into getting the game watched. I did everything I could. No one answered, and no one wanted to buy it, except the sponsor who made a $500 bid. The sponsor was the Armor Games Studio.
On this site there was one more opportunity. It was called "The Last Call" which literally meant you can make the last call to everyone interested notifying them you are ready to sell your game.
I wrote to the $500 sponsor and asked if they could get my game for $800 in case the Last Call wouldn't help. They said OK, and I was very glad because with this amount I could pay my artist.
I did the Last Call with an easy heart. And suddenly one more sponsor appeared. He upped the price to $1000 for the exclusive. Armor Games reacted immediately and offered $1,200. I waited a couple of days and accepted the offer.

https://preview.redd.it/1crr3jaqbbt51.png?width=740&format=png&auto=webp&s=ed608601eb070e0065212f85f30774762a46686f
Web release
When the game launched on the sponsor's website, it got a 50 points rating. To be honest, I was very upset) But in time, finally, its rating reached 64 points (which is OK). There were 694k views and 600 favorites on the sponsor's website for a month (it may not look so big, but I was very pleased). In general, I was happy with how the game was perceived (and the sponsor did too). It met my expectations: after all, the game turned out quite simple, despite all our efforts. And I admitted that the project had been too hard for me, I barely managed to cope with it.
After that, I sold a license for my game to several sponsors for a small amount.
Summary for the Flash version of the game
It took a year for two of us to develop the game from the beginning to the release. The game brought me $1,710.
Mobile version development
In the summer of 2014 I received a lot of comments from players of the web version about what I need to improve. I was very passionate about the project, so I got inspired and decided to port the game to mobile phones! For this purpose I decided to use the Corona SDK engine (now it's called the Solar SDK). I was good at using this engine and spent 4 months porting the game to it from the previous one. I had to rewrite everything in the new programming language. The engine is multiplatform, like Unity or Unreal, so I expected to publish the game on GooglePlay and AppStore.

https://preview.redd.it/afq0i6yqbbt51.jpg?width=1920&format=pjpg&auto=webp&s=b47e6c74a66189462f460b94b1ca7e5d91687885
What was new
I changed the balance of buying troops completely. In the flash version the troops were limited in the store, so at some point you could lose some unit types without restoring possibility. In the mobile version I added a new parameter "leadership" so units in the store became unlimited, but the player's ability to buy them depended on the number of "leadership" points (as well as on the gold amount, of course).
I also added a third campaign in which you could play the Boss as a main hero — I thought it was an interesting idea and made it just for fun. A player could open this campaign only after clearing the main one.
Also implemented the new HotSeat mode, which allowed players to choose any race and fight with a friend on the same device.
Besides, I added a hardcore mission to each campaign, it was even marked by a skull pic. =)
And moreover, I updated the art from 640p to 720p.
Since this was a mobile game, updates followed the release. I added:
● a new arena
● a new unit for each race
● a new achievement
● artifacts for heroes

https://preview.redd.it/w99ziqsrbbt51.png?width=2048&format=png&auto=webp&s=0b7f0b2256d8582a772575cf5c18cd73405e219d
The mobile version release
I released the game in 2015.
It was completely free, without any ads or donations. I really wanted to release a clean game, I mean, when else would I have a chance to do this? =) Everyone wants to make money, of course, and, obviously, so do I =) So why would I do a free game without any ingame payments?
I had a clever plan: I knew I was going to make the next part. I expected that since the game is free people would download, play and enjoy it. I would have traffic, fans, and community that would switch to my new game in the future.
BUT! I was naive: without marketing no one knew about the game and nobody even cared. Sometimes gamers found it and even left positive reviews. They wrote what needed to be improved in the game, what content should be added and so on. This was nice and unexpected, because the mobile game development turned out quite simple for me, especially compared to what came later =)

https://preview.redd.it/blw7u7ksbbt51.jpg?width=1920&format=pjpg&auto=webp&s=a4298a95f4d9127618c5712624a23f4803cc4f9f
Developing the Steam version
The year 2016 arrived and I decided to release the game on Steam. Back then there was a Greenlight system for indies, so I had to work hard to get through. I was looking for options, people who would vote for the game and so on.
When the game was approved, I created a Steam page. After that, I began to work on API to make leaderboards, achievements and other stuff work.
The game even had Steam Trading Cards!!! Nowadays you need high sales to take part in this program.
What's new
● 1080p graphics
● Redrawn global map
● Multiplayer (!)
Yes, I added cross-platform multiplayer, a friend of mine helped me with this one. You could play on Steam with someone using his phone.

https://preview.redd.it/xaj258ntbbt51.jpg?width=1920&format=pjpg&auto=webp&s=c3f59cf0c06290e3b67d33a1e42c09267064b2b0
Steam version release
First I intended to release the game on Steam for free, because it's free on mobile phones, but I was dissuaded. They said, free games don't get cards. So then I released the game at the price of $1. After I added multiplayer to the game (it was an update), I raised the price to $2 — this happened about 4-6 months after the release.
The game was released on June 15, 2016. Within 4 years it has sold out 3,341 copies ($2,642). Among them 2,474 copies ($1,597) were sold during the first year, and 826 copies ($698) were sold during the first month.
This is the total revenue from Steam without deduction of commission, taxes and refunds — so we can safely divide it by 2.
Total result
This time I took a profit, without considering all the time I spent.
Developing all the game versions lasted 3 years, from 14.04.2013 till 15.06.2016.
Game was released on the Web, GooglePlay, Appstore, Steam.
A $3031 profit for the entire lifetime of the game in release (2014-2020).
This game helped me to feel the market and find out how everything works from start to finish. It gave me a huge experience. Next, I started the development of a new game called Necromancer Returns...
submitted by J0xFlash to indiegames [link] [comments]

Ya Know, Asking for Roms is bad...Unless they are legal:) Get ready for some truly amazing Homebrew! Disk Swapping for Genesis Plus GX! Better Amiga! 60 FPS SNES, HD PS1, FBNEO! Core Set Update for the Mini Classics! Enjoy:)

Two Releases in Two Days, Enjoy:)
Release Link at bottom of this Post!
06-23-2020
Guess who's back, back again:)?
Here we are for another Update, touching up a few things, adding others! I watched Looks That Kill, a new movie, that the trailer would kind of lead you to believe is a comedy! But, it is actually a well acted Drama movie with a dark comedy twist! I think it will become a Cult Classic. And, I overall enjoyed it:) Now, I need to finish up Future Man!
And, I randomly started listening to some newer music. I am quite eclectic in my music tastes, from Chicago, to Electric Light Orchestra, to KMFDM, to Pantera, to some stuff you might not expect me to listen to! Christine and the Queens I found to be quite interesting. The lead singer has an amazing voice. Reminds me quite a bit of the sheer raw power that Beth Ditto of Gossip also has. And like Beth, Chris simply does not give a rat's ass what others think, and it shows in the pure energy conveyed live and even in the Studio Music!
In any case, let's get to this Update!
Da Videos!
The Videos come first this time, as I only did 2!:) You can see my exploiting and demonstrating the amazing 3dSen Emulator on PC, and analyzing things in such a way to pull off some fun additions that one night not expect to work! Within my current Release, in Xtras/MXYZPTLK/ is a 3dSen ReadMe, that I will Update in future Releases, with any and all Exploits or Additions I am able to work in, environmentally, or otherwise! And, a showcase of the amazing Random Game Mode Activate, to top things off with the icing on the cake:)
3dSen HD 3D NES Games! Xtreme Exploit To Add MORE 3D Games! Castlevania Goes More Xtreme, Literally!
https://www.youtube.com/watch?v=lu9cl-Dt5EE
Genesis Mini Classic - Random Game Mode Activate! 6 Button Fix! Easy RetroArch Exit!
https://www.youtube.com/watch?v=d2fg4tKNqzY
And, for those that might need a good laugh:)
https://www.youtube.com/watch?v=Ljku9N-KfGM
And, of course, plenty more on my YouTube Channel:)
VVVVVV Fix Up! (Mini MD-S-NESC)
VVVVVV is now 6 MB Smaller on Install. The CLV is now CLV-G-VVVVVV to ensure there are no conflicts. Delete the CLV-VVVVVV one. Thanks for the heads up bslenul! All good now:)
Random Game Mode Activate! (Mini MD-S-NESC)
As you can see in the above linked video, this is a truly beautiful addition! When you are in a rut, and have a game on the tip of your tongue to play, but can't think of what to click...Let the amazing Random Game Mode Activate, courtesy of the scripting prowess of DanTheMan827, take charge, Roulette Style:) It works most effectively and optimally with SNESC! But, it should function quite nicely with MD/NES, as well. If things work out, Dan may be able to touch things up to have more variables. But, as is, it is a truly solid staple and will remain on my Main UI, along with RetroArch UI and Easy OC, as a permanent fixture! Go ahead, try it out! Note: if you are playing games where saves truly matter, it is probably best you load them the "old fashioned way". This is meant more as a fun gimmick, to throw some randomness at you! It is especially cool if you have thousands of games, and have no clue where to start! My video shows some fun shenanigans, in any case! Thanks again, Dan!
Genesis Mini Classic (6 Button Fix! (Mini MD)
Just a reminder, if using 6 Button Controller, you can now open RetroArch, Quick Menu, Controls, Load Mapper, Genesis Mini, 6 Button Fix:)
Genesis Mini Classic (More Optimal RetroArch Exiting! (Mini MD)
Due to popular demand and request, I did a quick touch up, so that you can easily tap Reset Button on your MD Mini ONCE, to Open RetroArch! Twice, to immediately Exit RetroArch! You can see me do it a few times in the Random Game Mode Activate Video! This should please both audiences, as you can Stay or Go, Clash Style:) Personal thanks to ReyVGM and jonnyOr for testing!
PS4 Controller Fix! (Mini MD-S-NESC)
Thank you bslenul for doing a quick patch up of incorrect mapping! You simply rock, as always! And, I know, many many many people will be most appreciative and less frustrated, as things will work more optimally!
Nestopia Fixed! (Mini MD-S-NESC-PSC)
Personal thanks to NESminiling0618 and cosmicpineapple (stand out user name, for sure:) for the heads up. I quickly jumped onto fixing it for this Touch Up Release!
Refresher Course on Mod Hub Games! (Mini MD-S-NESC)
Don't forget to check out the 2 amazing Commodore 64 Collections on Mod Hub, that Requiem put together! He had spent a ton of time putting these together. Also, remember, after each game, restart the game in RetroArch Twice to be able to properly select from the list again! Thanks Greenchili for helping test these fantastic games! These will be absolutely always in my Main UI! And, we will try to get even more homebrew games into the Next Update! And, once you try these C64 Collections out, be sure to post a comment on which games you most enjoyed!
3D NES Games Possible on the Mini Classics?!
Studio Geod did such a fantastic job with their amazing 3dSen emulator for PC. I do a video showcase demonstration above in the YouTube Link. You can see me do some fun exploitation of what I feel is a decent enough pattern of recognition asset wise! And, it worked out, successfully, in a couple games. I feel, once more of us experiment, we will get many more fun results!
As far as this working on the Mini Classics. I am going to have to simply say, NO, not at all, for now. It would take Studio Geod and any preexisting licensing agreements, whether Steam, or otherwise, to not be tied up...Plus, either their direct efforts and/or assistance, and of course, Open Source Code, is greatly helpful!
In that respect, even DraStic should be Open Source enough for us to touch it up even further in fairly near future Releases!
For now, enjoy 3dSen, either on VR HeadSets, and/or PC! But, in time, it may migrate, with a bit of work, to the Mini Classics! Not to say that 3d Hacks cannot be made, however! But, the amazing gimmick of Mode 7 like scaling and rotation, amongst other magic, is near untouchable! I will also help anyone who needs assistance, running this as optimally, depending on what computer setups they are currently on! It is a fairly cpu intensive application. But, I will help Xtreme Mode Activate it, as much as possible, to help you all along! I will also do many more videos, showcasing games people request to be seen. And, I will try to see what I can do for best results as far as pseudo or near full fledged 3D, depending on whichever game! Plus, more mappers can potentially be added, over time! Thanks again for the amazing early year end gift, Studio Geod! Much obliged!
WIP and Final Thoughts!
I have gotten a crap ton of feedback since the Release. I thank you all! And, as far as WIP for Next Release, I will try to work in suggestions you all leave me in the comments on YouTube, Reddit, Discord, etc! Enjoy this touch-up Update, and be sure to let me know what current games/tv/movies you are all checking out! Always love good suggestions! And, I will be in contact with screemer and Axanar of AutoBleem, as well as Genderbent of RetroBoot, and try to make sure we all have a nice collaborative Next Release, together!
KM:)
https://github.com/KMFDManic/NESC-SNESC-Modifications/releases
https://www.youtube.com/watch?v=Ive7J3TZzvU
Link to Release Page, at bottom, per usual:)
06-21-2020
Hello Everyone! Here we are again for yet another awesome Update! We have games, we have Cores, we have fixes, we have everything but the kitchen sink!
The world has been an absolutely crazy place over the last few months. But, hey, when is it not! That doesn't mean you all have to just stop enjoying life, clinging for fear and having anxiety over things to come, what is to be! Good and bad have always existed. You adapt, learn, progress, move forward, positive thinking wise! In any case, I truly hope all of you are staying safe, and enjoying your lives as best as you possibly can...in a most harmonious way!
I have tried to find the right balance between priorities, responsibilities, and personal enjoyment. Between working and updating, I also tried to catch up on some more TV Shows and Movies, as well as play a few games. Ozark, a Netflix show I initially passed right on by, thinking it wouldn't be that great...I checked it out, and ended up binge watching all 3 seasons. Aside from Breaking Bad, other shows that were similarly binge worthy to me were ones such as Shield, Prison Break, Heroes, and so on. The Writers' Strike occurred amidst the latter two, causing the overall quality to severely diminish in the final seasons...(kinda like Dexter and Game of Thrones!)
And, lastly, I finished Ozark on Netflix, also a great show...especially if you like crime style dramas, on the edge of your seat dramas, like Breaking Bad! I am now gonna finish up Future Man on Hulu, which is a fun, and very goofy show! Shows that are just absolutely goofy are few and far between. One I grew up with was called Get a Life, with Chris Elliott, heh. And, I also loved Sledge Hammer! In any case, let's get down to mod business!
3D NES Games!? Can they run on the Mini Classics?
Unfortunately, they would more than likely run as unoptimally as Mesen does on the Mini Classics! And, similarly, Mesen has some incredible HD Sprite Replacement Games, along with Custom CD Soundtracks...such as with Metroid and Castlevania! Mesen is incredible on PC. I would love to see it run better on the Minis!
3D wise, I played Metroid Cubed in 2003, of which Nintendo did a Cease and Desist Takedown Notice on! I was thoroughly surprised and happy to see that the current 3dSen just got Released for Steam! I will be doing videos on it, soon after this Update. There are roughly 70 Supported NES games, with a bit of magic handling, have amazing 3d Effects! You have to see it to believe it, and play it to truly comprehend! Again, expect a video of this in action, probably later today, if not tomorrow:)
As far as "this" kind of 3d running on ANY of the Mini Classics. It is too intensive, cpu wise, and would run slow...unless a miracle happened! So, for now, it is best enjoyed via PC or such! Maybe, one day, however, the miracle of it working reasonably on the Minis would be nice. But, do not expect it anytime soon!
Requiem For A Mod Dream! (Mini MD-S-NESC)
How many of you remember Requiem for a Dream, the movie! I used to rent about any new movie that came out. And, damn, that was quite a different kind of movie! It verged on the oddball kind of stuff I would expect from a David Lynch film! But, even to this day, I still vividly remember some of the crazy imagery that happened on screen! Now that I think about it, the newer movie Horse Girl seems like might have a semblance of the weird that RFAD had!
In any case, will the "Real" Requiem stand up! Requiem is a very cool, upstanding individual in the Mini Scene now. I have been in contact with him for over a year now, via the various Venues I communicate with people on. He kept suggesting and recommending games I try out, and vice versa. And, of course, I tried to fix up things based on his feedback. We started talking about "Homebrew" games, of which I have never really wanted to jump out of bed to just play! But, tried and true, more and more of these games have been getting my attention!
Where does Requiem come into play, you might ask? Well, he has painstakingly been seeking out and destroying...Had to do the Metallica reference! Such a badass song! Pretty much since my last Update 2 months ago, he had been searching every nook and cranny of the internet for the best of the best Homebrews, for many different systems. We started brainstorming a few ideas. And, in the end, it culminated in him putting together 2 absolutely, phenomenal collections of Commodore 64 Games, which are NOW on the Mod Hub, via hakchi2 CE! And, of course, those with PSC, if you watch my last video where I use Hakchi as a Game Manager for PSC! (Maybe, one day, true support!), you can grab well over 100 games now, which will keep increasing each and every update!
Back to these 2 collections of Commodore 64 Homebrews! You have roughly 50 or so great games, of many different genres, by several great enthusiasts who fan made them! And, "MarcosGM", it even includes the Caveman Remake you kept asking me about getting the real version of working on MAME, which isn't easily done on the Minis!
Be sure to grab these 2 collections of games from the Games Tab, and enjoy hours and hours and hours of game play! Try out I Wanna Flip The Sky, particularly...as it is a great companion piece to the Next Great thing in The Update! VVVVVV! Thanks again, Requiem, you have been an absolutely amazing part of the Homebrew Selection Process! I sense more to come in future Updates!
The Two Commodore 64 Collections. After you play a game, go into RetroArch Settings, Restart Game Twice, so you can properly select another!
VVVVVV...No, not the Cult Classic TV Mini-Series!:) (Mini MD-S-NESC-PSC)
V was a great TV series, as well as Mini Series! I loved the show as a kid, and even the remake roughly a decade ago! There were action figures, comics, even some PC games based off of it. And, Freddy Krueger was in it, before he turned evil:)
But, VVVVVV is as mindbendingly cool, gravity wise, as Inception! And, yeah, very much looking forward to Nolan's upcoming movie! That, and Top Gun will be fun movies this year. Hell, I may even check out Wonder Woman, since the first standalone movie (Non-Justice League), was not too shabby. And, I also see that a director's cut should be coming out of Justice League, which might be a great deal better. Zak Snyder has done some fun movies before. And, apparently, only 25 percent of his work was used in the final film. He had to step down from the director's chair due to a tragedy in real life, unfortunately!
Terry Cavanagh developed VVVVVV on a variety of platforms. DanTheMan827 was a huge fan of one of his other games, Super Hexagon...By the way There is a Mini Version of Hexagon (albeit, with an epilepsy warning, due to the crazy flashing) on one of the C64 Collections Requiem put together! Dan got things up and running, VVVVVV wise, for the MD/SNES/NES Classics! You simply need to download the game from the Mod Hub, throw the data.zip into the CLV Folder. data.zip can be gotten from the purchasable GOG or Steam Versions. I am personally using the Steam Version, which can be grabbed for roughly 3 USD. It is a masochistic game, that is incredibly addictive and fun to play. You flip gravity to traverse the levels in very unique ways, with some fun puzzles along the route! I did a video demonstration of the game in action! And, of the time of this Release, Patton's take on the game, demonstration wise, should be up, or soon to be up! And, I am sure he will also showcase some of the other fun games that pop up in this Release!
Thor, of Retroguru, helped get VVVVVV up and running for the Playstation Classic. And, I am indebted to him for the great efforts he has put forth on some other amazing homebrews, as well...which I am also very happily posting in the Release! This works with AutoBleem, RetroBoot, my Xtreme Inector! VVVVVV for PSC is in my PSC Folder, AB, RB_APPS, simply install the game to your Flash Drive, then navigate to Apps/vvvvvv/vvvvvv and copy data.zip there. Then, push start on Main UI, then push select a few times til you get to the Custom Apps, which will now have VVVVVV and any others you decide to install! Some require you to add the game files, due to legal reasons, just like VVVVVV! Try out Fruit-Y, Hermes, and SqRxZ 4 for PSC! And, you can try out SqRxZ 1-4, Xump 1-2, Trap Runner, Super Nutmeg, Fred's Journey, for the other Minis! Thanks again, all of you at Retroguru!
And, Retroguru also worked on the fanmade Giana's Return, off of Great Giana Sisters! There will be a nice definitive version of it coming out, due to their hard work and dedication! And, we could probably expect this sometime in the fairly near future! Giana games have always been fun, from the first time I played on Commodore 64 and Amiga! They are also on Nintendo DS and Sony and Microsoft Systems. Fun, slighly inspired by Mario 1. But, there is enough awesome sauce in the games to carry their own weight! Nintendo put a little pressure on the original developers, to get the first game removed from Store Shelves. It worked, to a degree. But, Giana became a cult classic, and is now here to stay!
Retroguru! (Mini MD-S-NESC-PSC)
These guys are great, and have worked on roughly a good dozen+ amazing games. Many of which are now in this Release! Several you can get from the Mod Hub, and a few from the same spot VVVVVV is in, directly above!
Nestopia Sound Better Than Ever! (Mini MD-S-NESC-PSC)
You may have noticed, quite a few games had scratching sound with Nestopia...No More! Thanks carmiker!
Genesis Mini Classic Placeholder 6 Button Controller Fix! (Mini MD)
Some of you with 6 Button MD Mini Controllers, may have noticed remapping tends to be off by +1! We should be able to work towards a true fix, in the future. But, with some great testing power and patience, both ReyVGM and myself have a placeholder fix for those of you who are tired of the frustration of accidentally pushing the wrong button and using your magic or power in games, such as Streets of Rage, etc! Simply go into RetroArch Settings, Controls, Mapper, Load Mapper, Genesis Mini, 6 Button Fix! It tests and works great.
Genesis Plus GX Sega CD Disk Swapping! (Mini MD-S-NESC-PSC)
Yes, you can now swap disks for Sega CD, with Genesis Plus GX! Simply go into RetroArch Settings, Disk Append, and select your disk, there. Now, you can finally beat Night Trap and other such games on Genesis Plus GX! This will not work on Genesis Plus Xtreme, for now! Thanks so much Ekeeke!
ScummVM Fixed Up! (Mini MD-S-NESC)
You should be able to have no issues running games with /bin/scummvm as well as /bin/km_scummvm Thanks to any and all who gave me feedback on problems loading a few games.
gpSP RetroAchievements Fix! (Mini MD-S-NESC-PSC)
For those of you who are uninitiated, gpSP is a solid GBA Core that is fast and powerful. Its main drawback is that it is not completely reliable with saves. But, now, RetroAchievements should finally be fixed for the Core!
Thanks negativeExponent!
RetroArch Xtreme Performance Touch-Ups for Amped/Ozone/RGUI! (Mini MD-S-NESC)
Got quite a bit of feedback from over 100 people. And, I touched up all 3 to have slightly better performance, without trading off too much stability and latency! Remember, only install one RetroArch at a time! Speaking of which, bslenul also helped with a nice coding addition to help properly push Amiga Saves to the folder they belong to. You can view this and more info, whilst viewing the Core in hakchi!
Playstation Classic Goodies! PS1 in HD! SNES at 60 FPS! FBNEO W/ColecoVision! (Mini PSC)
Unfortunately, these are strictly for Playstation Classic, for now!
PS1 in HD! Yeah, this was no easy task. Many games used to have bad stutter and/or be unplayable, while in HD Mode Activate! After installing the Xtreme Injector, load up even R-Type Delta, a game that had issues before, and watch the magic happen! And, of course, try many other games, even Ridge Racer! I also updated special case scenario video plugin setups for Neon, Peops, Unai! So, you have 4 nifty options to choose from!
Use Mednafen SNES Faust to run SNES games at 60 FPS, even with Rewind on! SNES9x 2016-2018, and up lose 20 FPS, roughly, with Rewind enabled! You also get an added perk of being able to run many FX Chip Games, like Star Fox, Yoshi's Island, Stunt Race FX, also at 60 FPS! And, even Mega Man X1, 2 work great! Fun fun Core! Thanks Mednafen, for your helpful efforts with this amazing addition! Thanks so much nl255, for helping test this great addition...And, having excellent attention to detail. I can make improvements to it, as time progresses. This is one can of whoop ass that is a Beast Mode Activate Core, without a doubt!
FBNEO is an amazing Arcade Core, nice companion piece to MAME. I run both! In any case, thanks to dinkc64 and Gab75, we have quite a few nifty homebrews for ColecoVision, as well as Team Pixelboy Games, working with direct load from FBNEO! They must be inside a folder named coleco (case sensitive), along with the appropriate Coleco Bios. coleco.zip Greenchili and myself have put efforts into getting many of these coded in last year. Dinkc64 was nice enough to push some of the coding, and add to the awesomeness, for even more games! I was happy with Dragon's Lair SGM and Buck Rogers SGM! But, now, you can run over 40+ games, as well as many more! I will do more videos of this, as well as help any of you that need assistance running these. You are also welcome to ping or pm me on our Discord! And, if you check back periodically, you may see a surprise or few turn up inside Xtras/MXYZPTLK, in my Release! So, anyone who wants to run these, or has trouble running them, simply let me know! And, we will go from there! Coleco Via FBNEO will be a priority for me to do more info and help you all run. I just ran a little short on time, so will follow-up right after Release with more of this magic! Just don't forget to refresh the MXYZPTLK folder! This will be the next priority, along with getting some 3d NES Videos up! Also, Requiem did a nice little compilation of Team Pixelboy Cheats, for the Coleco Games, which I threw in Xtras/MXYZPTLK! Other fun stuff may show up there, this week, too! Just keep refreshing, and maybe, just maybe, you will see some goodies pop in! Thanks again Greenchili, dinkc64, Gab75, and all else involved!
Commodore Amiga/64/Vic-20 All Accounted For, and better than ever!
Thanks Sonninnos and RSN8887, per usual! And, I also did what I could to help improve things on the Mini Classics. Games now load Warp Speed Ahead, automatically! Try Fix it Felix, as an example, especially the slower C64 Formats! Additionally, did some sprucing up, and you can...on the Minis (aside from PSC), use these command lines.../bin/c64, /bin/c128, and /bin/vic20 ! Vic-20 is fun. I would recommend trying homebrew games first, as some of the retail games do not yet work! But, things are getting better each update! Have tried quite a few in my schedule, when not working! And, a personal thanks to MadFranko008 for some of the incredible wealth of Commodore Knowledge he has continually passed along! It has helped give some fun ideas of things to mess with, Core wise!
I also did a new tutorial on my YouTube, to cover "Legal" BIOS. I also did some personal testing, and matched up all of the "out in the wild" MD5 Checksums, with their appropriate names, too! You can see this information, in Xtras, Amiga, Direct Load txt. Scroll all the way down, for BIOS MD5s for both sets of Forever Amiga BIOS, as well as the "Out in the Wild" ones! And, don't be a stranger, if you ever need assistance! Many of you have already come to me, and are now playing Amiga "Forever", literally:)
What the hell is going on with the Turbografx-16 Mini!? (PCE Mini)
You may be wondering, when the hell is this thing gonna be hacked in a way that the public can use it, user friendly wise! Don't get your hopes up, too soon. It is a tricky system to work with, as entering FEL mode, like with the other Minis (requiring power+reset), is not possible the same way on the TG-16 Mini! There is no Reset Button! The Reset, even on the real hardware, was on your controller! select+start! Sound familiar? There are some great people picking at the system. But, with all the crazy stuff going on in the world, true dedication, day in and day out, may not be as easily a goal, as was when we were all doing MD Mini, SNES Mini, and so on! No matter the case, be patient, be careful if someone DOES release a modification...as, it can potentially be risky. If you screw up the Uboot, you would typically have to take the system apart to fix it!
Da Videos!
Playstation Classic - MORE Badass Homebrew! Bonus! Hakchi as Game Manager!!!
https://www.youtube.com/watch?v=fF72_fJWz3Y
Playstation Classic - Badass Homebrew! Missile Command, Tower Defense, etc!
https://www.youtube.com/watch?v=dZVGd7xyujA
Playstation Classic - Playstation Games in HD! NBA Basketball FTW!
https://www.youtube.com/watch?v=ndnyvIFDQVI
Playstation Classic - ColecoVision Arcade Quality FTW! FBNEO Wins Per Usual!
https://www.youtube.com/watch?v=MQVIjHMBWdE
Playstation Classic - Sharp X68000 Tutorial! Arcade Games FTW!
https://www.youtube.com/watch?v=SLBvI9Tmh6g
Playstation Classic - ColecoVision Homebrew FTW! FBNEO Rulez! Direct Load!
https://www.youtube.com/watch?v=uMsdpKTmQHs
Genesis Mini Classic - VVVVVV FTW! Truly Badass HomeBrew!
https://www.youtube.com/watch?v=jBOCz1BRUNs
Genesis Mini Classic - VVVVVV FTW! Truly Badass HomeBrew!
https://www.youtube.com/watch?v=jBOCz1BRUNs
Genesis Mini Classic - SHMUPS That Will Literally Kick Your Ass!
https://www.youtube.com/watch?v=_1mdWIyMtKM
Genesis Mini Classic - ColecoVision SGM Showcase! Dragon's Lair, Pac Man Metal Gear Crossover, etc!
https://www.youtube.com/watch?v=uTC1vbA35zI
Playstation Classic - Commodore 64 Goes More Xtreme! Faster Loading! Badass Games!
https://www.youtube.com/watch?v=h1V9uGel87s
Turbografx 16 Mini! First Impressions! Worth Buying? Rondo of Blood FTW!
https://www.youtube.com/watch?v=wsXT0FbFWJE
Turbografx 16 Mini Unboxing!
https://www.youtube.com/watch?v=Ive7J3TZzvU
Playstation Classic - SNES Games Running At 60 FPS FTW! With Rewind!
https://www.youtube.com/watch?v=ddexqlSR7Uo
Check out my channel for a plethora more Videos! Thanks!
Closing Notes!
It has been a crazy and wild ride, this year! Who would have ever thought 2020 would be like what many felt 2000 would have been! Hopefully, things smooth out, in the future...And, harmony happens to a degree! We can all just try our best! Keep pushing forward, positive forward thinking!
DanTheMan827, who of course works on Hakchi2 CE, has also gotten into another thing we have chatted about in the past...Squashing files to even smaller sizes! Expect some examples of these for the MD/SNES/NES Classic, in likely the Next Release! Some test examples, potentially can drop in size, 7 MB, at a fair low, to over 100 MB+ at a high! Just needs some testing to ensure all rolls out smoothly!
Requiem also did the Custom Arts for several of the newest Game Additions to Mod Hub. I, of course, had to do a little editing, getting them to proper dimensions, and all that fun stuff, for appropriate display! Also check out the little animation for VVVVVV when viewed in the Mod Hub! I may get more demonstrations like these up, in the Next Release!
I will also work towards trying to have games for nearly every Core, available, on Mod Hub!
As I type this last section, I have succeeded in working in maximum overdrive, doing my double shifts at work, as well as finishing up the Update, trying to help troubleshoot others, as well as take care of real life responsibilities. Many of you have already reported to me that now, with the lockdown not being as bad, you are taking a long needed vacation! Well, I can say it first...Enjoy it! Try to really grab the moment, and just have fun for a little bit, rather than letting despair take hold, with the world situation! Things will get better, you will get better, you will see!
See you Next Time! And, in between! And, remember...Once I get a little sleep, I will be back in action with more videos, and even MORE WIP Updating!
And, looking forward to the feedback, as well as catching up on all of your many messages!
PS I have also communicated with Genderbent. And, once he is done with his mini vacation, he should be back to getting another kickass RetroBoot together, complete with a new RetroArch! We have decided to not jump right onto the newest ones, without some extensive testing. 1.7.8 and on, have had various fun factors to contend with. 1.8.4 is quite good, at the moment. 1.8.5 became 1.8.6 became 1.8.7, quite fast. Typically, a new RetroArch Release would be 6 months, give or take...unless issues "butterfly mod effect" arise. Butterfly Mod Effect is a part of any development process. You gotta break a few eggs to create an omelette, metaphorically speaking! But, in any case, Libretro is doing a tremendous job, as well as we all are attempting to bring more and more future nostalgic awesomeness to you all!
Signing out, KM:)
https://github.com/KMFDManic/NESC-SNESC-Modifications/releases
submitted by MDFMKanic to PlaystationClassic [link] [comments]

[LOOTFILTER] NeverSink's itemfilter 7.5 - Conqueror/Metamorph Update, Leveling Revamp, Tons of general polishing

NeverSink's itemfilter 7.5 - ConqueroMetamorph Update, Leveling Revamp, Tons of general polishing

Hello guys, this is the Conquerors/Metamorph update for my lootfilter. It includes a TON of changes (check changelog below) and improvements to a lot of systems! It was a blast developing and streaming this update for you guys and I'm really looking forward to the league!
Some technical announcements:
If you're leveling bows: here's my profile. You can download an optimized bow leveling filter (I've designed for myself, but I think most people will like it): http://filterblade.xyz/Profile?name=NeverSink&platform=pc

Download and URLs:

Source Description
FilterBlade.xyz (DOWNLOAD) Recommended way of downloding the filter. Has all strictnesses, styles and economy versions! Experienced users can also edit filters there comfortably.
Changelog Contains information about latest and previous changes
Additional Links:
Description URL
For additional information, questions and feedback FilterBlade Discord Forum Thread
GitHub Filter Repositories - mostly for developers Stable Version , Softcore Version, Hardcore Version
Support the development Patreon, PayPal
Stay in touch and get informed about updates Twitter, Youtube, Twitch
FilterBlade tutorials (more can be found on youtube above) Youtube Videos

Changelog

  • [TIERING] Added new Divination Cards. The "Underground Forest" card is not previewed, so it's in T3, until we know what it does.
  • [TIERING] Adjusted all tierlists. Implemented special tiers for early league pricing predictions (divination cards, uniques).
  • [CHANCING] New chancing bases: "Glorious Plate" "Occultist's Vestment" "Sadist Garb" "Prophecy Wand" "Leather Belt"
  • [METAMORPH] Added a section for tradable metamorph fragments and a section for non-tradable ones (not sure if it'll work, since organs seem to have a special appearance)
  • [WATCHSTONES] Added a section for tradable watchstones and non-tradable watchstones.
  • [EARLY LEAGUE UNIQUE PREDICTIONS]
  • [FRAGMENTS] Added all 8 new fragments (eldeuber elder). They all have the divine orb sound. Moved Mortal hope/ignorance into that tier as well.
  • [GEMS] Awakened Gems added. Currently they're all treated as a tier 1 item (exalted orb sound, white background etc). Will be updated, once economy is established.
  • [METAMORPH] Catalysts added. Currently one tier, later auto-updated.
  • [CONQUEROR INFLUENCE TYPES] Introduced the 4 new influence types. Their treatment is currently temporary, but it has 3 tiers. ILVL 85 top bases, high droplevel/itemlevel combinations, rings, amulets, belts etc. are treated advantageously. Expect a full rework of that section in the next weeks, once we have more data.
  • [LEVELING] Minor rework of the leveling section, especially the first levels. Normalized font sizes, simplified some rules and made things a bit more visually appealing.
  • [LEVELING] Tweaked the strictnesses a bit.
  • [LEVELING] The act1 breakpoint, has been increased to 16
  • [MAPS] Increased the map outleveling threshold by several levels. In practice it means, that only T1-T5 maps will be eventually hidden/less highlighted (strictness dependent) in T13+ maps
  • [BESTIARY] Added a section that selectively highlights Bestiary items on "Rings" "Amulets" "Belts"
  • [MAPICONS] The “Hexagon” Icon is now used for most pseudo-currencies, fragments, splinters etc. The diamond icon is now used for influenced items, crafting bases etc.
  • [BLIGHT] Blighted map appearance now only has 2 tiers. 15+ (treated as a T1 drop) and rest (treated as a T2 drop). I’ll keep a close eye on that change
  • [BESTIARY] Increased the strictness of other bestiary-modded items, to not be shown on strict and up
  • [WARBAND] Warband mod items are no longer highlighted starting with Strict
  • [INCURSION] Added advanced incursion filtering. On higher strictnesses (strict and up) mods are only highlighted if the item class can have interesting incursion mods. That means, there will be a lot less damage over time, mana and random staves highlighted.
  • [IDENTIFIED MOD FILTERING] Integrated incursion mods into the rare permutation section. This allows better detection of valuable identified rare items. (You’ll thank me, if that thing will highlight a 10ex rare at some point).
  • [IDENTIFIED MOD FILTERING] Introduced +5/+2 to all gems combinations
  • [IDENTIFIED MOD FILTERING] Added extra chaos damage, +X to all gems and cold/fire multiplier combinations to the identified rare caster weapon and shields.
  • [IDENTIFIED MOD FILTERING] Improved identified mod filtering sections. Lot’s of minor improvements all over the system. Also changed their appearance.
  • [UNIQUES] Adjusted algorithmic handling of Sorcerer Boots uniques (They won’t be getting into the T1 tier quite as easily anymore)
  • [UNIQUES] Tabula Rasa moved a tier down (T2)
  • [DIVINATION] Changed divination card appearance of exception tiers
  • [CURRENCY] Moved binding shards a tier down.
  • [STRUCTURE] Removed several redundant entries, such as Synthesis, ShapeElder ORB entries etc. Simplified multiple entries. Did a lot of structural improvements.
  • [CRAFTING-BASES] Reduced the text-size of crafting bases.
  • [PERANDUS] Slightly adjusted appearance of Perandus Coins. Low coins numbers (<4) are now hidden on very strict (instead of uber strict)
  • [FILTERBLADE] Reworked all leveling presets.

Filter and Styleversions

Strictness-es are filter configurations the affect how much/little a filter shows. The general rule is that: as you clear faster, you want to pick up less, because in the time you'd take care of a higher quantity of items, you can kill more monsters and get a higher chance at rare loot. You can start with RegulaSemi-Strict first (great for new players and leagues) and simply up the strictness from the option menu, once you feel like you want to see less.
Nr Name Short Description
0 Soft Shows too much. Includes low crafting bases, magic jewellery in the endgame. Not recommended for regular gameplay.
1 Regular Shows a lot. Recommended for beginners, new leagues and slow-clearing gameplay. Shows all rares. Good for chaos recipes.
2 Semi-Strict Healthy balance. Great for new leagues and beginners and medium-speed endgame gameplay. Hides the worst rares. Good for chaos recipes.
3 Strict Hides bad-base rares and scrolls. Universal and recommended endgame strictness. Hides random gems (hold alt in the first zone if you level with it). Bad for chaos recipes.
4 Very Strict Hides most rares, scrolls, augments, armourers. Good for the endgame and for speed-farming.
5 Uber Strict Hides all low currencies and rares. Great for quantity-farmers.
6 Uber+ Strict Shows too little. Sterile screen. Hides all kind of stuff, including mediocre divination cards, all kind of crafting material etc. Recommended for speed-clearing quantity-parties or as a base for further editing. Not recommended for regular gameplay.
Styles have no effect on how strict the filter is, but change the visual and audio configuration. Find one that pleases your eye most or make your own on www.filterblade.xyz
Style Description
Default The normal style. It uses a wide variety of colors and shadings to inform users about the drop type, value and properties.
Slick A less colorful version of the normal style.
Gaia (full restyle) Gaia is a nature-inspired style. It uses less colors, but is still very cheerful.
Vaal (full restyle) A brick, corruption, blood and gore styled filter.
Crimson (full restyle) Dark red hues, with some blues and purples in there. Similar to the Vaal filter, but different.
Velvet (full restyle) Soft green, blue, grey and pink hues, this filter is inspired by oceanic and royal colorsets.
Blue Minor changes. Changes the color of rares to blue.
Purple Minor changes. Changes the color of rares to purple.
Azurite A purple-cyan style, inspired by the delve league colors.
CustomSounds Special style. The visuals are based of default, but the sounds are different and are provided in mp3 files. You have to copy the mp3 files too for the filter to work. You can also replace the sounds with your own mp3's to create your own soundset.

Thanks to...

A special thanks to everyone who helped testing and provided feedback during the past days, you guys included! Thank you!
  • Tobnac and Haggis - the 2 others minds behind filterblade + great friends
  • A special thank you to all the patrons, especially: Mike E., Henry G., Greg D., Reilly M., Ryndaar, Matt Orsis.
Best regards,
~NeverSink
submitted by NeverSinkDev to pathofexile [link] [comments]

https://greenolor.medium.com/how-i-decided-to-make-a-game-inspired-by-heroes-of-might-and-magic-and-lost-money-part-1-3-dd0db1756f16

https://greenolor.medium.com/how-i-decided-to-make-a-game-inspired-by-heroes-of-might-and-magic-and-lost-money-part-1-3-dd0db1756f16
This story consists of 3 parts because I've released three games:
  • Beasts Battle
  • Necromancer Returns
  • Magicians Legacy
Every article will contain particular figures: how much I invested (spent) in the game I'm talking about, and how much I earned.
I should say, I am a fan of Heroes of Might and Magic (HoMM) and King's Bounty series. I've played almost all parts and addons — except HoMM7 because time goes by, life changes, and there's no time left for playing games.
I got acquainted with the HoMM series in the early 2000s — it was HoMM3 I played at school. When I got into university, I started skipping classes to play Heroes with my friends on a single computer. The other player's turn always lasted forever, so we never finished the game =)
Since 2005, I started developing flash games, and the years went by. And when the year 2013 came, I decided to play HoMM 2 once more. So carried away was I! Even though I'd finished the game before, this time I had an idea: what if I make my own game with turn-based battles?!
This article is focused on the first game I made — Beasts Battle. I'll tell you how it was step-by-step released on different platforms: Web, Mobile (GooglePlay, AppStore), and PC (Steam).

https://preview.redd.it/mm3k8ysuabt51.jpg?width=512&format=pjpg&auto=webp&s=da17041952026e0861fb6caefefbaa435384717b
Flash version development
I started developing on April 14, 2013. I made a hexagonal field like it was in Heroes 2 and added 2 types of units: warriors and archers. The units looked like hexagons with the number of troops and type. They moved around the field and fought each other.
I worked on the game in my spare time within a year. However, the development process wasn't smooth and continuous: I did two long pauses. Actually, it was approximately so:
A week: development of combat mechanics.
Then a pause for a few months.
One more week: development of troops purchase, victory screens, etc.
A pause for a few months. Again.
2.5 months of intensive work without any breaks — and the game is ready =)
The idea was to just make Heroes-like battles, and that's it. Without any maps, without taking castles, and so on. I was going to make arenas with different units and spells, that's all. I wanted to do the minimum to see if players would like the game. And if they did, I would've continued improving it in the next parts. Working on a game can last forever — many beginners like to do so. =)

https://preview.redd.it/wdqrdi3xabt51.jpg?width=709&format=pjpg&auto=webp&s=b389c72dcaff6d18fe70bee4748b055d81dece91
Art
After I finished the battle mechanics, I decided to show it to my friend NeexGames. He is an artist and also has his own hits (Heaven or Hell); we have already worked on lots of other games together.

https://preview.redd.it/osgn0z4yabt51.jpg?width=1920&format=pjpg&auto=webp&s=310e5b81c00bda97d844cce85c13755f25637d09
When I showed him my project, he shared with me some sprites of units from his game so that I could add the animation to the battles, and the game would look smoother and more interesting (far better than just watching static hexagons). Lucky for me, he agreed to cooperate further, as long as I finished writing the whole game engine with all the screens — so that he would just make art and insert it into the game.

https://preview.redd.it/jjzq4qdzabt51.jpg?width=718&format=pjpg&auto=webp&s=27336784f3458e2d5a868651873f67759d93a74f
Thanks to him, the game was improved, it became bright and juicy. He really brought a lot to the concept. I decided not to make stereotypical races and came up with something original, so the theme became "animals". But still, the demon race appeared in the game. I was excited about the fact he completely redrew the "store" in the game in a way I hadn't planned. I had to rewrite the mechanics of the entire store, but it was for the good of the game.

https://preview.redd.it/0e9pzkd0bbt51.jpg?width=1445&format=pjpg&auto=webp&s=58e832d0bc864e065ef5037c1b1a19b067a9d80b
Testing
I sent the game to the flash games community to get reviews (in those times it was active 'cos flash was alive!). I got a lot of comments and tips and then spent about a month improving the game.
I added a bunch of stuff I hadn't planned at the start (because it would make the development process much longer).
What was added:
- Russian localization;
- complexity levels;
- the game plot (I got bored while I was waiting for the art so I decided to take a look at the game Kingdom Rush);
- 2 campaigns instead of one (the artist also had spare time and decided to draw main heroes for both races and the selection screen);
- achievements;
- tutorial (well, of course, it wouldn't be a good game without it, thanks gamers for reminding me).
The feedback helped me a lot, and the game became much better.

https://preview.redd.it/8hdwxbn1bbt51.jpg?width=737&format=pjpg&auto=webp&s=d9c557c3ad62151d1cb2a9f1993843b0389e1020
Balance
I spent about 4 or 5 months working on the game balance. And still, the game was not balanced — it was often mentioned in comments. At first, the game was difficult (after all, Heroes is a hardcore one), but because of the gamers' comments I was making it easier and easier. But still, some creatures turned out to be cheap and strong, and some expensive and unnecessary. It was difficult to balance. I've played the game hundreds of times.
Expenses
Time was the most valuable resource we spent. The agreement with the artist was to pay him a fixed price after the game would be sold. The music was completely written by a novice composer, completely free — he needed samples for his portfolio. Lucky for us, he did a good job.
I also ordered an art for the game ending for $20 and English localization for $7. It was my first time spending money on freelancers. It was so difficult to part with money. =) At that time my salary from the main job was $400 a month.
Selling the flash version
Developers used to sell flash games through the FGL platform, where every game was evaluated by moderators and then watched by sponsors. If sponsors liked any game, it would be sold at auction. But, of course, sometimes there were games no one paid any attention at.
So, I put my game on this site for sale. And then came an exciting moment. I wondered if there would be any suggestions? =) Fortunately, there was a bid at $200 on the first day and $500 on the next day from a different sponsor. And that was it...
2 months of silence passed. I mailed sponsors and wrote to admins — how could nobody like such a good game with a good rating?! There were no views at all! I put a lot of effort into getting the game watched. I did everything I could. No one answered, and no one wanted to buy it, except the sponsor who made a $500 bid. The sponsor was the Armor Games Studio.
On this site there was one more opportunity. It was called "The Last Call" which literally meant you can make the last call to everyone interested notifying them you are ready to sell your game.
I wrote to the $500 sponsor and asked if they could get my game for $800 in case the Last Call wouldn't help. They said OK, and I was very glad because with this amount I could pay my artist.
I did the Last Call with an easy heart. And suddenly one more sponsor appeared. He upped the price to $1000 for the exclusive. Armor Games reacted immediately and offered $1,200. I waited a couple of days and accepted the offer.

https://preview.redd.it/xnwgrfr2bbt51.png?width=740&format=png&auto=webp&s=35c4726e2ec8fa09252362e52c8941ce8c0b3a73
Web release
When the game launched on the sponsor's website, it got a 50 points rating. To be honest, I was very upset) But in time, finally, its rating reached 64 points (which is OK). There were 694k views and 600 favorites on the sponsor's website for a month (it may not look so big, but I was very pleased). In general, I was happy with how the game was perceived (and the sponsor did too). It met my expectations: after all, the game turned out quite simple, despite all our efforts. And I admitted that the project had been too hard for me, I barely managed to cope with it.
After that, I sold a license for my game to several sponsors for a small amount.
Summary for the Flash version of the game
It took a year for two of us to develop the game from the beginning to the release. The game brought me $1,710.
Mobile version development
In the summer of 2014 I received a lot of comments from players of the web version about what I need to improve. I was very passionate about the project, so I got inspired and decided to port the game to mobile phones! For this purpose I decided to use the Corona SDK engine (now it's called the Solar SDK). I was good at using this engine and spent 4 months porting the game to it from the previous one. I had to rewrite everything in the new programming language. The engine is multiplatform, like Unity or Unreal, so I expected to publish the game on GooglePlay and AppStore.

https://preview.redd.it/w7xkp6s3bbt51.jpg?width=1920&format=pjpg&auto=webp&s=91dfd82192ed016609fdcfbebdf4f74383c9b289
What was new
I changed the balance of buying troops completely. In the flash version the troops were limited in the store, so at some point you could lose some unit types without restoring possibility. In the mobile version I added a new parameter "leadership" so units in the store became unlimited, but the player's ability to buy them depended on the number of "leadership" points (as well as on the gold amount, of course).
I also added a third campaign in which you could play the Boss as a main hero — I thought it was an interesting idea and made it just for fun. A player could open this campaign only after clearing the main one.
Also implemented the new HotSeat mode, which allowed players to choose any race and fight with a friend on the same device.
Besides, I added a hardcore mission to each campaign, it was even marked by a skull pic. =)
And moreover, I updated the art from 640p to 720p.
Since this was a mobile game, updates followed the release. I added:
● a new arena
● a new unit for each race
● a new achievement
● artifacts for heroes

https://preview.redd.it/6cvfj1k5bbt51.png?width=2048&format=png&auto=webp&s=a851c431eca247d1d77867c6a38740d3e8c91473
The mobile version release
I released the game in 2015.
It was completely free, without any ads or donations. I really wanted to release a clean game, I mean, when else would I have a chance to do this? =) Everyone wants to make money, of course, and, obviously, so do I =) So why would I do a free game without any ingame payments?
I had a clever plan: I knew I was going to make the next part. I expected that since the game is free people would download, play and enjoy it. I would have traffic, fans, and community that would switch to my new game in the future.
BUT! I was naive: without marketing no one knew about the game and nobody even cared. Sometimes gamers found it and even left positive reviews. They wrote what needed to be improved in the game, what content should be added and so on. This was nice and unexpected, because the mobile game development turned out quite simple for me, especially compared to what came later =)

https://preview.redd.it/1irc60p6bbt51.jpg?width=1920&format=pjpg&auto=webp&s=be39df955e50a1fb393d4b03df72c21468d2398f
Developing the Steam version
The year 2016 arrived and I decided to release the game on Steam. Back then there was a Greenlight system for indies, so I had to work hard to get through. I was looking for options, people who would vote for the game and so on.
When the game was approved, I created a Steam page. After that, I began to work on API to make leaderboards, achievements and other stuff work.
The game even had Steam Trading Cards!!! Nowadays you need high sales to take part in this program.
What's new
● 1080p graphics
● Redrawn global map
● Multiplayer (!)
Yes, I added cross-platform multiplayer, a friend of mine helped me with this one. You could play on Steam with someone using his phone.
https://preview.redd.it/o3y238r7bbt51.jpg?width=1920&format=pjpg&auto=webp&s=26367650ba59a719d2df152e769b4e2bf27e488d
Steam version release
First I intended to release the game on Steam for free, because it's free on mobile phones, but I was dissuaded. They said, free games don't get cards. So then I released the game at the price of $1. After I added multiplayer to the game (it was an update), I raised the price to $2 — this happened about 4-6 months after the release.
The game was released on June 15, 2016. Within 4 years it has sold out 3,341 copies ($2,642). Among them 2,474 copies ($1,597) were sold during the first year, and 826 copies ($698) were sold during the first month.
This is the total revenue from Steam without deduction of commission, taxes and refunds — so we can safely divide it by 2.
Total result
This time I took a profit, without considering all the time I spent.
Developing all the game versions lasted 3 years, from 14.04.2013 till 15.06.2016.
Game was released on the Web, GooglePlay, Appstore, Steam.
A $3031 profit for the entire lifetime of the game in release (2014-2020).
This game helped me to feel the market and find out how everything works from start to finish. It gave me a huge experience. Next, I started the development of a new game called Necromancer Returns...
submitted by J0xFlash to IndieGaming [link] [comments]

hexagon pc game download video

Super Hexagon Free Download; Super Hexagon (2012) Games. Posted by Lebedev30 at Aug. 29, 2017. Super Hexagon (2012) PC Game/Linux Developer: Terry Cavanagh 56 MB Languages: English Version GOG: 2.0.0.2/2.1.0.4 Genre: Action - Arcade - Modern. Details. Super Hexagon (2012) Games. Posted by Lebedev30 at July 26, 2018. Super Hexagon (2012) PC Game Developer: Terry Cavanagh 29.7 MB ... Download and play this new game right now totally for free and enjoy the new variant of the famous game. It will come to taste of all types of gamers regardless of age. The tile game "Hexagon Mahjongg" develops your logic thinking, trains your brain and entertains at the same time. The new version of the famous tile game for smart guys. Hexagon 3D modeling software free download. Photo & Graphics tools downloads - Hexagon by Daz3D by Daz3D and many more programs are available for instant and free download. Hexagon is a game and your task is to put various balls on hexagon field, but you must obey some rules such as not to put two balls with the same color one next to another and to avoid placing a ball with the same color as the surrounding border. Download and install Hexagon safely and without concerns. Hexagon is a game developed by Futurebit software and it is listed in Games category under ... Super Hexagon Free Download PC Game Cracked in Direct Link and Torrent. Super Hexagon is a minimal action game by Terry Cavanagh. Super Hexagon is developed and published by Terry Cavanagh. It was released in 27 Nov, 2012. Super Hexagon is a minimal action game by Terry Cavanagh, with music by Chipzel. Key Fetures: Hexagons are first order permutohedrons: The vertices of a hexagon can be ... The 2.5.2.109 version of Hexagon by Daz3D is provided as a free download on our website. Commonly, this program's installer has the following filenames: Hexagon.exe, EBO0.EXE, engine.exe, game.exe and Hexagon32.exe etc. The latest version of the software is supported on PCs running Windows XP/Vista/7/8/10, 32-bit. Our antivirus analysis shows ... Super Hexagon ist ein abgedrehtes Highspeed-Arcade-Game, bei dem man mit einem kleinen Dreieck Hindernissen auf einem sechsseitigen Spielfeld ausweichen muss. Download Hexagon for PC - free download Hexagon for PC/Mac/Windows 7,8,10, Nokia, Blackberry, Xiaomi, Huawei, Oppo… - free download Hexagon Android app, install Android apk app for PC, download free android apk files at choilieng.com Octagon Game free download - Game Speed Changer, Wise Game Booster, Game Editor, and many more programs Download Hexagon - A fully-featured graphic designer that helps users create complex 3D models and export them to CAR, OBJ, 3DS, DXF, DWG, STL, or other file formats

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