thank u all!!!
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Not today Justin
hello vonnie

shark vs the universe

@theartofmadeline
Show & Tell
Misplaced Lens Cap

JVL

if i look back, i am lost
AnasAbdin
trying on a metaphor
will byers stan first human second

❣ Chile in a Photography ❣
art blog(derogatory)
tumblr dot com
YOU ARE THE REASON
Sade Olutola

JBB: An Artblog!

Kaledo Art

seen from Brazil
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@ggamerz
thank u all!!!
|very minimalistic video games collection| |edits made by me :)|
Oh, you think you have weapon triangle advantage, do you…?
Dante’s Infernya is a mischievous cat simulator the sees you attempting to wreck all your owner’s belongings without getting caught!
Read More & Play The Full Game, Free (Windows)
THIS IS THE HARDEST I HAVE LAUGHED IN SO LONG YOU HAVE CURED MY DEPRESSION
10 indies I’m really looking forward to playing:
1. Oxenfree [TRAILER] 2. Night in the Woods [TRAILER] 3. Hyper Light Drifter [TRAILER] 4. The Flame in the Flood [TRAILER] 5. Firewatch [TRAILER] 6. Inside [TRAILER] 7. Rime [TRAILER] 8. Below [TRAILER] 9. No Man’s Sky [TRAILER] 10. Unravel [TRAILER]
Significant update
Stress testing bunny herds… with unforeseen consequences.
@edderkopper
she has come to protect her children
@bunnyspymaster
Favourite thing: Video Games referencing the Dark Souls bonfire [x]
www.instagram.com/aloedesign
My problem with this is it looks real at first which makes the eventually murder of physics that much more jarring.
Death Stranding looks great
this is the fucking funniest Genji video I’ve ever seen
Fallout shot glasses
“People are naturally lazy and will never do any kind of work for free.”
Minecraft Players:
Minecraft YouTubers are the the true heroes of the proletariat
The thing about the Bethesda jokes is that it’s not just them. Game engines for Western CRPGs have literally always been like that.
Like, take Baldur’s Gate. Along with the Fallout series, it basically established the formula that mainstream CRPGs follow to this day; in terms of the genre’s history, it’s kind of a Big Deal.
It game engine is so incredibly limited that it can’t script combat. The only way to have a fight in a cutscene is to literally have a couple of AI characters fight each other and hope the intended party wins.
Normally you can arrange this simply by giving the participants unbalanced stats, but since it’s a real fight, with real (well, virtual) dice rolls, unlikely outcomes are always possible.
The upshot is that during the prologue, when the Big Bad shows up to assassinate the player character’s mentor, there’s a small but non-zero chance that the game will softlock during the ensuing cutscene because your mentor scored a freak crit and killed the baddie before the plot even gets started.
In retrospect, it was an omen of what was to come.
anonymous replied:
Is there any particular reason why the game engines of WRPG have always been so… well, “buggy”?
Budgets and QA practices are definitely part of it, but I think a great deal of it is basically a case of the old “when all you’ve got is a hammer, everything looks like a nail” problem.
In a nutshell, JRPGs tend to be developed as collections of discrete modes or minigames: you have one mode for navigating the world map, another for interacting with NPCs in town, another for exploring dungeons, and still another for combat. These modes may share features, and certainly there are JRPGs that don’t follow this pattern, but in general the game’s subsystems are separate tools, each built for a particular purpose.
WRPGs, conversely, tend to start with a combat engine, then try to cram absolutely everything into that combat engine, no matter how ill-suited a tool it is for the task at hand. You can see this phenomenon in play as early as the original Fallout games, which oblige you to use the combat engine’s awkward hex-grid-based movement even when you’re just walking around in settlements, but implementing cutscenes as combat scripts is another big culprit, and Baldur’s Gate is by no means the only offender there.
Let’s take Star Wars: Knights of the Old Republic, for example. There’s a quest partway through the game where a cutscene may softlock based on whether a particular character has their Stealth skill active at the time that you trigger it. Why? Because cutscenes are implemented as combat scripts, and consequently, and if your Awareness skill isn’t high enough to beat the NPC in question’s Stealth check, the cutscene trigger that initiates dialogue with them fails because you can’t see them.
Basically, everything from the weird physics glitches to the main quest breaking because some innocuous action on your part inexplicably aggroed half the town can at least party be laid at the feet of the design pattern that treats all gameplay activities as modified forms of combat and implements them via the combat engine.
In your tongue she is dovahkiin, dragonborn.
Reach for the sky.
Since someone reposted my art, I guess it’s better to just put them all in one post and share it from the original source with you guys. Thanks for everyone who’s kind enough to tell me about this!
Everyone is here except Mr.Doomfist.
Prints and other products(shirts, totes, notebooks, cards) are now moved to my society6 store:https://society6.com/elapuse/prints?show=new
Dragon Age: Inquisition - The Avengers parody.