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Hitman thread Comrade 07/11/2020 (Sat) 20:43:06 No. 2526 [Reply] [Last]
Secret societies and global elite crime rings Is this game based and redpilled?
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>>3031 they keep releasing new missions every two months or so. it's stupid, and confusing.
>>3036 they already announced Hitman 3 for January 2021, there won't be more missions until then
>that mission where you have to assassinate the Saudi pharmaceutical CEO and the South African Apartheid boogaloo during a deal in a casino Hitman is absolutely based and redpilled. Hitman 3 better have a Superbowl level.
Tbh I don't think any of the new Hitmans ever get as kino of a level as the theater mission in Blood Money.
>>3151 have you played them? Hokkaido is just top kino for me

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Visual Novel General Comrade 06/15/2020 (Mon) 18:46:23 No. 1751 [Reply] [Last]
Has anyone read pic related? On this note, visual novel thread~ Feel free to list recommendations and what you've read
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>>2182 Just looks like generic blue skies high school moe stuff.
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>>2199 You can still be a pioneer, there won't be socialist homeland and you wouldn't have had any chance with the girls anyway, but these things still exist.
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Care to recommend me some "unusual" visual novels/dating sims/otome? I cant stand high school setting or generic anime art style. Although I am willing to stomach those as long as there is interesting twist on gameplay. Just something that has different feel to it. Recently I played Salting the Earth (buff orc girls), Ladykiller in a Bind (consent and bdsm) and Teraurge (xenophile h-game).
>>2193 Subahibi pretends to be that to sucker you into the philosophy rambling and incredibly depressing mid section. Its worth a read.

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Self-imposed challenges Anonymous Gamer 03/31/2020 (Tue) 16:37:40 No. 540 [Reply] [Last]
How's that self-imposed challenge coming, anon? You do challenge yourself... don't you?
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Currently doing NES FF1 using 4 Master Monks.
>>1537 Is that even fun?
I challenged myself to play one retro game daily
>>1538 It wasn't as bad as I expected because of their massive damage output. Most bosses didn't last a single turn. I'll finish it at some point... can't train in the last dungeon without an exit spell.
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Recently beat Descent on Insane difficulty with a rule of no mid-level saving allowed. Maybe it's just because I learned what to expect about surprises around corners at some point, but I really feel like the middle of the game where it completely swarms you with homing missile-launching Super Hulks and hitscan insta-firing class 1 drillers is actually the hardest part. I was constantly struggling to make it to the next level with a good score bonus to earn just a few extra lives to survive the next stage. In the final stages, however, I was running around with 10+ lives across levels until the end. It's unfortunate, but gitting gud at Descent is really about either engaging enemies so far away that it doesn't activate their aggression or having foresight about the level design and making liberal use of homing and smart missiles to kill enemies around corners where they can't shoot. It's a shame this game didn't have some more fair enemy variety, the map design gets very cool in the later levels. Moving on to Descent II now, and it's amazing how much of an improvement over its predecessor it is. More interesting enemies, more weapons to tackle them in different ways, and the map design gets balls crazy already on the 2nd stage in the game!

Final mission/desperate attack music Comrade 07/14/2020 (Tue) 17:57:01 No. 2891 [Reply] [Last]
Let's hear some of your favorite music for confronting the final army, the last dungeon, your favorite themes for coming through in a pinch.
https://www.youtube.com/watch?v=ML4Jx76vSTk a perfect theme for the battle of true aces
https://www.youtube.com/watch?v=ijrpeLWqIHo I've having trouble thinking of a Konami game without an awesome final stage theme.
https://www.youtube.com/watch?v=xggWJLgN-Es&t Slave Knight Gael from DS3. The perfect send-off for the series, two undead nobodies fighting over nothing in the ashes of the world.
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Socialism with villainous characteristics. Doomsday Device Vanguardism.

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Metal Gear series Anonymous Comrade 11/05/2019 (Tue) 23:35:29 No. 2922 [Reply] [Last]
Are the MGS games based and REDpilled and Kojima /ourguy/?
I know Peace Walker placed Che and the Sandinistas in a positive light but 3 and 5 had some very red scare opinions on the USSR
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>>2922 >11/05/2019 LOL this thread is old
>>3013 I bamped it on /hobby/ before it was moved over here shortly afterwards. I wanted to call attention to the influences that hadn't been mentioned from the likes of literature and the sort.
Kojima is a genius unparalleled
>>3027 Based Metal-Gear anon
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Anonymous Gamer 04/24/2020 (Fri) 18:25:16 No. 103 [Reply] [Last]
So, what do you think about the FF7 remake?
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CHADley is the single greatest addition to FF conceivable. Can't wait til he rams his Seph-clone, materia-enhanced PENIS right into Cloud's cross-dressing BUSSY.
I see Squeenix still hasn't figured out how to make anything other than creepy hollow doll faces.
>>112 >The ghosts that can change the timeline of events that are from the future What? Was this in the original?
>>114 This explains what I was feeling pretty well. The irony of a large video game corporation remaking a game that critiques large corporations and softening the edge / changing the focus of the criticism is pretty funny. The anti-corporate theme just seems absurd when combined with the white-washing of Avalanche, the deaths of the sub-characters, etc.
>>114 Maybe you and anyone in general should check out what the PC version looks like modded with the Because retranslation which restranslates it to more closely follow the original Japanese script. Nothing more voluntary, communitarian, and syndicalistic than partaking in community fanmodding and media in general.

Command & Conquer thread? Comrade 07/19/2020 (Sun) 16:23:24 No. 3021 [Reply] [Last]

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Anonymous Gamer 04/04/2020 (Sat) 05:33:22 No. 521 [Reply] [Last]
Was he right?
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Law = tankiddies Chaos = anarkiddies Neutral = ENLIGHTENED CENTRISM
Neutral is the only alignment that ever makes sense. If you go law, you effectively enter slavery - all in service of a God that will destroy the world anyway. If you go chaos, it will just lead to the wipe-out of humanity because humans are not as strong as demons. Those that survive mainly become part-demon at that. Going neutral allows you to avoid slavery and the destruction of humanity (until YHVH gets bored). It effectively gives us the world we have now - which we can change in much the same way as we try now.
>>523 As far as identifying the alignments with actual political ideologies, identifying Neutral with anarchists makes more sense considering it's focus on autonomous action and humanist ideals. While they explicitly call Chaos anarchist on SMT4A it's fairly obvious that it was originally intended to be a parallel for japanese fascism and in most games it takes the form of some kind of enlightened anprim darwinism, particularly in Strange Journey. The true centrists are The White. >>524 None of the Law-aligned options ever turn into straight-up slavery (from an economic point of view), but still, it really depends on the game. SMT4's version of Law, for example, doesn't end up requiring any enforcement of authority and resembles post-human communism more than anything else, directly changing 'human nature' itself to create a more peaceful, selfless and understanding society, where conflict is either non-existent or resolved without much issue. Obviously this doesn't really make sense from our particular point of view, looking more like soft slavery than anything else, but then again, what makes returning to a previous, less organized state of humanity more appealing, exactly? Ultimately the way the megaten universe works means that even this return is just a temporary pause to the apocalypse, and that only the physically mighty (in the most literal sense) get to set the rules. So you might as well make sure that the good you do is permanent.
>>521 I really do enjoy an smt post but regarding your question then no he wasn't right per say due to the Axiom or the Great Will having perfect reason to oppose him he's basically the main villain behind everything but regarding Law vs Chaos it's very interesting
>>523 Law is fascist There's no materialist route in smt games.

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Difficulty in vidya games Comrade 07/18/2020 (Sat) 21:01:08 No. 2998 [Reply] [Last]
There seems to be a bit of a war that went on between the SJW and GG boys back in the day about the topic and I was pretty interested in it suddenly since I play a fair few vidyas that could be said to be on the harder side. That being said I think that the wank over difficulty is a bit pretentious at times.
Doesn't really have much to do with SJWs. Game journos have to pump out articles fast, so of course they want games to be easy. Plus, teens have better reflexes than adults. I think the shift to games becoming easier compared to the 90s is understandable. You want broad appeal, so you make it easy to get to the game's canon ending and put in some easter eggs and extra challenges for the more intense gamers.
I'm a busy adult these days and I simply don't have to time to waste on games that refuse to challenge me. If your game is trivial to beat, it sucks!
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>>2998 Life is already hard enough. I want my games to provide a bit of pushback but ultimately not be hard enough to be frustrating. I just want the easy feeling of achievement and the dopamine hit.

/gamedev/ - Game Development General (SHARE YOUR VIDEOGAME IDEAS ITT) Anonymous Gamer 04/12/2020 (Sun) 23:20:11 No. 295 [Reply] [Last]
So I'm not an experienced game developer or anything, but I figured we should have a general dedicated to this sort of thing, especially since I'm interested to hear peoples' ideas on lefty-orientated videogames that would be cool for me to make. I've been using Blender since I was 11 or 12 years old (I'm 20 now) so I'm pretty much at a level now where I can model any game asset I want. I'm also in school for Computer Engineering, and have been a hobby programmer since I was around 14 working with Python, C, and GLSL shaders, so I can script pretty much anything as well. I would say my main weaknesses when approaching a task like this are Sculpting, Spriting, and Painting, so to any drawfags/artfags with skills: I invite you to contribute on whatever projects we end up embarking on. FREE, OPEN SOURCE, EASY SOFTWARE I RECOMMEND >Modelling Blender: https://www.blender.org/ >Painting Kritas: https://krita.org/en/ >Game Development Godot: https://godotengine.org/
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>>1829 Ok, so I was recently thinking back on this again, and I do believe I would likely have enough programming experience to implement the things I've laid out in the image. However I guess the main thing that is confusing me is how do I, well, create a game. I've only created console applications previously, and while I imagine I could create a text-based game only using keyboard interactions, that is not what I would want the game to look. So how do I transfer all the information that I have in my program under the different variables into something that could be represented with graphics on screen, and how exactly do I make mouse clicks into a readable input from the player? So for instance how do I handle the end turn button? Seems like an obvious first thing to learn, especially if I am making a turn-based game. So obviously end turn will be a void function that alters all the variables I have in certain ways. If I was doing a console app, all I need would be to create a logical function that compares if player input text correlates with my chosen text that should initiate end turn. However since this isn't a console app, first, I need for the end turn button to be somehow presented on the screen, and also have it be so that a mouse click when over the specific area where the button is initiates the EndTurn() function (I have no clue how to do that). So, where do I start to learn to do what I just described. I'd imagine the information that I learn while finding out how to create the end turn button would also teach me enough to create the rest of the user interface which would display all the variables, as well as other functions such as ConstructBuilding() or whatever. Though I guess I'd also be interested how one would create different menu, lists etc. that would allow for the info to all be sorted separately.
>>2262 (me) I guess I do also have some technical questions as to how to write the code it self: It should all be in one single c++ file, only interacting with data files to create a savegame, right? I imagine I would end up using quite a few variables that would have to be shared each time I use a function. So is it better to stick them all as global? Or would that cause the program to slow down too much? What type of compiler is best? Currently I am using codeblocks since that is what is most advanced and still allowed to use during exams, but I heard good things about visual studio, so should I use it instead? And again going back to the previous post, if I am not creating a console application, what am I creating? I see whenever I create programs that there are tens of other types of programs, but I have no experience with those. DirectX sounds familiar, is that what I am supposed to use?
>>2262 use an engine, if you insist on using c++, there's probably some libraries out there for easy ui programming, search the web for them.
>>2265 As far as debug UI, this is all you need: https://github.com/ocornut/imgui Once you want to tackle in-game UI you are probably best off making your own immediate-mode implementation. I don't think I'll ever go to retained-mode UI programming again.
I have this idea for an idle game where you progress mainly/solely when you're not playing it, thinking maybe it could be based off of The Game, or do you think that meme's too old?


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