Beat ‘em Up: Ikari Warriors 3 The Rescue

The original first and second parts of the series were both released simultaneously in 1986. The guys from SNK had a brainstorm and decided to take a little rest and make the game in two or three years so as not to clog the market with conveyor belt products. So, it’s 1989 (don’t forget that we are traveling back in time). The end of the 80s was important for the gaming industry because it gave players many beat em ups (Final Fight, Golden Ax, River City Ransom, Splatterhouse, etc.).d), excellent games based on animated series (DuckTales and Teenager Mutant Ninja Turtles) and unusual strategies (SimCity and Populous). And the time, which is considered golden for games of the “beat ‘em up” genre, could not pass by SNK. They tried to play on this field by converting the series known as "shoot ‘em up" into something completely different. Previously, Ralph and Clark (the main characters of the game) ran through the jungle and fantastic locations with guns at the ready, but now they are trying to hit enemies with cabbage soup with their bare hands. In addition, looking at the success of the first part and the gaming community’s ignorance of the second, they also returned the main characters back to planet Earth of the 20th century. And they didn’t return in vain, because the presidential candidate is in trouble! The mighty South American knights had the task of rescuing his dear daughter/son, who had been kidnapped by terrorists. Will we save her/him?? How much the game has changed and what it has lost/gained by changing the genre. You will learn all this after my battle with this wild and unapproachable hero of old action movies.

ME VS IKARI WARRIORS 3: THE RESCUE

(There was a Flash player, but since 2020 Flash is not supported by browsers)

Gameplay: Since I told everything about the plot in the prologue, let’s move on to the key features of the game. There are few of them, when compared with the previous parts of the series, and they look more like rudiments. Essentially, you must, as in any standard beat em up, go from the beginning of the level to the end, beating all opponents to the point of insensibility. Having changed the genre direction, the game tried to follow the path of well-known projects at that time like the aforementioned Final Fight. It turned out terrible, I’ll explain why. From time to time you are given the opportunity to shoot as in the classic parts, but these are only moments and are mainly related to the bosses of the game (there is only one, but it is repeated – a tank). Enemy soldiers are coming at you with knives, grenades or bare hands. You knock them out and move on. Heroes can beat enemies with their hands, feet, jump, and also hit while jumping. The beating process was done extremely poorly. The hero has very few lives, the hitbox (kill zone) does not work correctly and the advantage is always on the side of the enemies. They hit faster, more accurately and stronger. It won’t be difficult for them to knock out the hero in a couple of seconds. In a good beat-em-up we have a chance to escape the trap of “endless beats”, but here for some reason this is not the case. The further into the jungle the worse it gets. Enemies become stronger and it is almost impossible to knock them out. In order to defeat one enemy at the last levels you need to hit 15-20 times (!). Usually the enemy will fall to the ground at least once so that the main character can change position or give his fingers a rest, but not in this game.

You can sometimes pick up barrels from the ground and throw them at enemies, destroying everyone (instant death). Sometimes enemies can grab you from behind and then you have to break out of the adversary’s grip by twisting the stick like a crazy spinning top. A funny game element that, in theory, only slows us down and nothing more. And time plays an important role in the game. The stupidest innovation hangs from above and indicates how soon some very dangerous enemy will come to us. If the countdown reaches zero, the heroes will be sent to the beginning of the level and forced to replay everything again. Problems with this counter will only occur if the player plays well (!!). If you fall and lose health, it will reset and start counting from the very beginning. Therefore, it is more convenient to lose and waste your money than to play like a super professional. And the controls are no better, so unresponsive that you sit and cry. As if other problems are not enough for the player.

Cover of the DOS version of the game. It is made with dignity and colour. In addition, thanks to small details, you can understand what awaits us in the game and what it is dedicated to. The faces are a bit weird, but it doesn’t bother me that much.

And this is a poster for the American version of the arcade game. Everything seems to be done beautifully and interestingly, but until you notice the faces of the main characters. These savages with tousled hair, embittered by the whole world, are supposedly not saving the son of the future president, but hunting mammoths. Although, considering that in the game you can destroy a tank with your bare hands, I think that such an outcome is quite acceptable.

The Japanese poster for the arcade version of the game greets us with scarlet color and flight from a helicopter. And also a blunder. Look at the hero who towers over the scene with a yellow bandage on his head. I don’t remember this character, to be honest. There is a blue bandage and a red one, but not a yellow one. They miscalculated and didn’t notice, apparently they took a three-year vacation in vain.

Classic anime game cover on Famicon (nes). Desert location? Same faces? The guy in the foreground (Ralph) breaks his legs? OK. Everything is quite logical and understandable.

Graphics: Very good. Large character sprites with lots of details and high quality animations greet and delight the player. Here, a three-year vacation gave the developers time and energy to give the game the shine and charm of a cool Rambo action movie. The color palette is not as annoying as before, but still, taking into account the location of the battle, you should not expect cool and beautiful arenas from the game. You walk through the jungle and hangars like a simple soldier and don’t ask for anything in return. In general, I have no complaints about the graphics. Music and sounds: It’s hard to call the music perfect, but it’s not bad. Pleasant musical compositions sound, but they obviously lack dynamics and power, which is why they quickly disappear from your head after playing. The sounds of impacts, falls and screams are loud and clear. All this causes almost no complaints.

1 – terrible (something on the level of Superman 64)

2 – bad (big problems, most likely in mechanics and gameplay)

3 – average (balances https://www.popularslotgames.co.uk/review/moneygaming-casino on the edge. The cons help the pros and vice versa)

4 – OKAY (graphics, music or something else prevents the game from taking off)

K.O.: Worst part in the series. Poor gameplay, so-so replay value, lackluster innovations and standard music. The only thing that somehow seems to keep the game from being shamefully staked is the graphics. But I didn’t come to watch the game, I came to play. I recommend playing only to avid fans of the original first and second parts.

But don’t worry fans, because I have a surprise for you. The second review is hidden deep under the first. Let’s take a look at Ikari Warriors III ports. They will greatly surprise you and me.

The game has very few ports and most of them are either terrible or nothing interesting. The Commodore 64 stands out due to its terrible graphics, controls and sound. They made an already not very good game even worse. Let’s give these talented developers a round of applause. But the guys who did it deserve applause nes version. Everything here (except for the graphics, although for a project on nes they are very good) is better than the arcade original. The character hitbox was fixed, various new enemies were added (there are ninjas, guys who throw their friends at the player and even guys with grenade launchers) and bosses. New levels have been added including underwater. Instead of the son of the future president, we are saving a daughter. The player’s lives have been added, which simplifies the gameplay a bit. Plus, in the European and American versions of the game you can use the continuation endlessly (in the Japanese it is limited to three).

The game on nes looks bright, juicy and interesting. Almost everything that is in the original arcade version is on nes (except for bad things and knives). But this version does even better with music. Almost exactly the same soundtrack sounds a million times more cheerful and fun. He lights a fire in the player’s chest, which, when blazing, helps him move forward. I don’t know how the composer achieved this effect, but he deserves a few nods from the fans. I rarely come across ports of games that are much better than the originals. A wild anomaly in the video game industry.

(There was a Flash player, but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

(There was a Flash player, but since 2020 Flash is not supported by browsers)

Beautiful Desolation: Review

I wonder what the first two parts would look like Fallout, be they not role-playing games, but isometric quests? The answer to this question is given by the developers from the studio The Brotherhood, authors of excellent Stasis And Cayne, in his new job – Beautiful Desolation.

Forward to the future

Associations with Fallout there’s no hiding here – the main menu is stylized exactly like “follow”. The action takes place in the future, where there is a lot of radiation and colorful factions. True, there are no direct indications of a post-apocalypse in the plot. It all starts in the 60s of the last century, when a huge and clearly alien object called the Triangle suddenly appeared over Cape Town. But he did not destroy half of humanity, but, on the contrary, contributed to a technological breakthrough. Among other things, many robots appeared, including, as it later turns out, intelligent and even more than emotional.

It was these robots (here I call them agnates) who were guarding the perimeter of the Triangle when journalist Mike Lasley and his brother Don flew up to it. Mike – decided to get data about the object and tell the whole world the truth, because he suspects that the authorities are hiding the true purpose of the Triangle. In the end, of course, something went wrong, the heroes were discovered by the security robot dog Bug, and all three were thrown in time far into the future.

Wonderful strange world

And there is exactly what all the fans love so much Fallout And Planescape: Torment: some sects, new gods and religions, bizarre creatures and animated talking air defense systems that shot down our ship. IN Beautiful Desolation you can chat with a talking skull at the bar, see a striptease performed by holograms, communicate with a faction of robotic skeletons, as well as creatures merged with drones and calling themselves “we-me”. There’s even almost a race of intelligent mosses here.

And our robotic Bug is https://sportsbettingmedia.co.uk/ extremely colorful – when communicating with her, we learn how experiments were carried out on her, how happy they were when they made the world’s first robot capable of feeling and experiencing emotions, and how she didn’t want to be dismantled again and again, implanted and selected other people’s memories for the sake of new experiences. You can encourage the bug, calm it down, or, on the contrary, you can laugh cynically and be rude. The same goes for communicating with your brother. And in one situation there is an option to try to sacrifice them..

And all this – the setting, the main characters and talking trains – is not here for show, everything works for the atmosphere. And the key factions are well written – they are really different and crazy in their own way. And you will have to interact with each of them more than once or twice in order to get key items to activate a portal that can return our heroes to their time. And often you have to choose who to support – sometimes it depends on who will survive and who will die. The partners approve of different decisions, and in any case we will get one of several endings.

Fallout without RPG

Like I said at the beginning, Beautiful Desolation – this is not an RPG, but a quest. There is no leveling up, constant battles or loot here. There are battles reminiscent of Heroes of Might and Magic (or rather, about Disciples), but they are simple, and there are not enough of them – to solve a specific problem, even if it stretches over the entire passage. There is gambling and rudimentary trading – for golden figurines hidden here and there we get credits, and with them we buy mainly quest items (for example, devices for access to a specific place), a couple of modules for improving our ship (we use it to move between settlements and interesting places) and souvenirs for decorating the cockpit.

But mostly we communicate with numerous characters and solve riddles. Well, what riddles… Really interesting situations happen: when, for example, you need to guess to turn on the android for recharging and at that moment hack it, thus finding out the password for the desired door. Or when, in order to remove the on-board processor, you need to place the symbols in the correct order on the access panel, checking the entries in the code, and images with these symbols have to be collected in a variety of places and settlements. In other situations, we fly drones or take part in gambling games where we throw dice and fight.

Item Adventure

However, in most cases it all comes down to constant running around looking for the right things. And all of them Beautiful Desolation ready to help us and give what they need only if we do something for them, and more often than not, bring it. Would you like to receive a disk with data?? Bring the sacred mask. Do you want a mask?? Win in the arena. Do you want to participate in battles?? Sacrifice a bone covered in blood. Entered the arena? Now search and insert special tokens here.

This is how we run back and forth all the way and insert tokens and other found objects into the right hole. Moreover, this process is implemented lousy from the point of view of interface and convenience. And objects for solving one problem are necessarily scattered across different (and sometimes very distant from each other) locations. Sometimes they have to be combined in the inventory, and very often we need to guess that in order to advance through the plot or find other solutions, we must return to distant lands and talk again with someone with whom we have spoken more than once.

On the other hand, this somewhat archaic approach was just typical for classic RPGs and quests from the 90s and early 2000s. Namely, the authors were inspired by them Beautiful Desolation – the spirit is maintained here. And in general, everything is fine with the style and “visuals” of the game – just look at the screenshots. This picture is also like a balm for the soul of all fans of old-school adventures and RPGs. It is this atmosphere that outweighs negative emotions – despite the inherently primitive gameplay, it is really interesting to discover locations, meet new colorful characters, make choices in dialogues and constantly learn something more about this unusual world. Although, of course, it could have been better if the authors had added more non-trivial riddles and various mechanics.

Pros: interesting plot; unusual and well-developed setting; many colorful characters and factions; nonlinearity, which also affects the fate of entire factions; there are interesting riddles and mini-games; gorgeous picture; great music from Mick Gordon (Mick Gordon).

Cons: almost the entire gameplay is based on primitive runs between locations in order to deliver the items the characters need; weak voice acting for many NPCs; there are problems with finding the way – often you can’t figure out where and where you can go.

Battlefield 3 Beta – åsikt.

I allmänhet gillade jag beta, även om spelet släpar på medium (enligt standarderna för beta) på min forntida GeForse 9800. Fördröjningar, men det är tolerant.

Det enda, som jag tror, minus beta är att det finns ett tråkigt tunnelbanekort. Efter alfa välsignade hon redan upp och bortskämde intryck av spelet lite.

Men så snart jag kom till den kaspiska gränsen, mitt intryck av beta, har mitt intryck av Bete förändrats. ”Den Kaspiska gränsen är en riktig Batlefield med allt efterföljande.

Från de allra första minuterna https://jupicasino.se/login/ känner du dig som de soldaterna från gränsens första släpvagn, där allt exploderades, flyger, rider. Allt är så och det här är inte skript. Det finns ett krig i luften, kämpar och helikoptrar flyger, spjäll och luftförsvarsskott mot dem. På jorden finns det redan sin egen batal, ett hav av teknik, tankar, jeeper, mörker, explosioner, explosioner. Efter en sladdliknande tunnelbana är gränsen som en slurk av frisk luft. Jag tror att datumen var dumma genom att sätta på Open Beto Metro, om de öppnade tillgången till ”gränsen”, skulle det vara en verklig vinst. Överraskande, på min gubbe, 9800 "gränsen" släpar inte, medan fördröjningarna finns på "tunnelbanan". Det skulle fortfarande vara bättre optimering ..

I allmänhet gillade jag verkligen beta, allt är i höjden: ljud, fysik, animation. Det finns brister, till exempel de galna "artefakterna" som kryper ut på skärmen eller blinkande skärmen. Men som sagt gillade jag beta.

De bästa kommentarerna

Jag gillade också beta, och jag håller helt med författaren, tunnelbanan är fortfarande trött på alfa, men det är svårt att komma till gränsen 🙁
P.S. De korrigerade inte ens tunnelbanestrukturerna i tunnelbanan, du faller alltid under MAPA, men detta är bara i steg 1.

Var inte upprörd och glöm samtidigt att vi spelar BET -versionen, så vi installerar också BET -versionen av drivrutinerna, som är utformade för att optimera systemet för att arbeta med spelet. Lagi, detta är antingen ett tecken på gränserna för ditt möjliga järn, eller en brist på föraren själv. Allt kommer att bli tydligt för utgivningen ..

Och jag har nya förare (285.38) flyger bort var tionde minut av spelet … med gamla (280.26) Allt fungerar bra på Hight och mer och mer OK-OH. Mest av allt blev jag förvånad över att spela med en ping 180 har jag ingen fördröjning under spelet.

Vad ville du? Tusentals människor känner pass och vill spela. Själv stod jag i rad i ungefär en halvtimme och slutade spela ungefär 20 minuter innan de satte ett nytt lösenord.

Det finns en lösning på problemet med BF3.exe, det hjälpte personligen. Turn off Orign, renamed Battlefield 3 folder into “Beta Battlefield 3” or just “Bf3”, as you like, but only by Cyrillic, then go to the register (launch regedit), click on the very beginning of the tree, that is, we open the search (CTRL+F), we write to the in Search "Betta Battlefield 3", without quotation marks, we see that all three checkmarks under the input line are active, click "Find further" as Så snart det finns något resultat öppnar vi, ändras på hur frasen "Battlefield 3" kommer att visas för namnet på mappen som du skapade, vi trycker på sökningen igen (från samma rad), och vi ändrar varje efterföljande post, och igen sökningen, och återigen ändras, och så tills sökningen är klar med meddelandet "Sök i registret är slutfört". Vi redigerar varje post så att de inte lider och inte letar efter de sätt du säger till dig här,
Öppet ursprung och starta spelet, webbplatsen öppnar, och sedan kommer du att räkna ut det.

AIMP 3 Test Start.

Pour ceux qui écoutent leur musique dans le lecteur AIMP2, les créateurs ont fait un cadeau sous la forme de test du tout nouveau AIMP3.

Les principales innovations de cette version:

Nouveau style du programme et du projet dans son ensemble
Prise en charge complète des textures translucides dans les couvertures
Propre moteur sonore (système de sortie sonore)
Le phonothek est complètement traité
Prise en charge complète de Replaygain

Les modifications restantes peuvent être visualisées sous le spoiler.

+ Moteur sonore: son propre système de sortie sonore, Bass est désormais utilisé uniquement comme décodeur
+ Sound Engine: Asio / Wasapi / Direct Sound Support
+ Moteur son: Paramètres de mélange de piste élargi
+ Moteur sonore: émulation 5.1/7.1 canaux
+ Moteur sonore: prise en charge des formats DTS / TAK
+ Moteur sonore: prise en charge des fichiers au format ogg avec plusieurs pistes à l’intérieur
+ Moteur sonore: travail amélioré avec *.ISO.Wv / *.ISO.Fichiers APE

+ Tags: préparation accrue de la lecture
+ Tags: ogg – couvertures d’album de lecture / enregistrement
+ Tags: M4A / M4B / MP4 – uniquement la lecture
+ Tags: TTA / OFR / OFS – lecture et enregistrement

+ Skins: support complet pour https://casinoseven.fr/ les textures translucides
+ Skins: Le Tricon définit maintenant la peau
+ Skins: la capacité de créer des régulateurs ronds
+ Skins: la capacité de cloner la jauge et les éléments du spectre
+ Skins: la capacité de placer les onglets des listes de lecture verticalement
+ Skins: les paramètres des éléments sont élargis

+ Joueur: nouveau design
+ Joueur: La possibilité de visualisations de commutation aléatoire
+ Joueur: La possibilité de faire honte au joueur avec une liste de lecture collée à la fenêtre principale à l’écran de l’écran
+ Joueur: La capacité de prescrire des clés chaudes mondiales alternatives
+ Joueur: La possibilité de réparer le joueur / playlist à l’écran de l’écran
+ Joueur: élargir les paramètres de l’exportation de la tracklist
+ Joueur: traité la fenêtre des paramètres
+ Joueur: le gestionnaire de pluginov est passé aux paramètres
+ Joueur: Paramètres d’animation élargis d’une ligne de course
* Joueur: La fenêtre principale n’est plus gelée lors de la traînée d’un fichier d’une liste de lecture à un appareil remplacé

+ Playlist: ajout "mode d’une playlist"
+ Liste de lecture: la possibilité de bloquer des changements
+ Liste de lecture: la possibilité de désactiver la répartition automatique des fichiers par cue
+ Playlist: la possibilité d’attribuer des paramètres d’affichage individuels pour chaque liste de lecture
+ Liste de lecture: Ajout de macros% up (),% bas (),% caps (),% remplace () et% char ()
+ Playlist: catégories – modèle de panne personnalisable
+ Playlist: catégories – a ajouté la possibilité de plier
+ Playlist: Catégories – Affichage des informations sur la taille et la durée
+ Playlist: les catégories ne peuvent plus être divisées en plusieurs parties
* Joueur: «Envoyer à. »- Ajout de paramètres pour le changement de nom des fichiers par modèle
* Joueur: «Envoyer à. "- la possibilité de copier des fichiers supplémentaires avec le principal

+ Queen Manager: Informations sur la durée de la piste dans le tableau
+ Manager de file d’attente: le temps total de toutes les pistes dans la file d’attente
+ Manager de file d’attente: le double clic sur la piste le concentre dans une playlist

+ Capturez Internet Radio: la possibilité d’enregistrer le flux «tel quel» (uniquement pour MP3 / AAC / AAC +)
+ Capture échographique: la possibilité de maintenir un fichier de marquage au format de repère
+ Capture à ultrasons: paramètres de réglage élargi dans des fichiers-by time / en taille

+ Téléchargeur CoverArt: mise en cache des résultats de recherche précédents
+ Coverart Downloader: la recherche de couverture ne démarre pas immédiatement par l’apparition d’une fenêtre

+ LastFM Skobbbler: Maintenant, il fonctionne directement avec le service
+ LastFM Skobbbler: Skrobling Tracks with Internet Radio

+ Infilete: la possibilité de réguler la transparence des antécédents
+ Infilete: la possibilité d’afficher la couverture de l’album

+ Le catalogue des stations de radio Internet: ajout de l’onglet préféré
+ Le catalogue des stations de radio Internet: intégration dans le phonotex

+ Un réveil: la possibilité d’une augmentation de volume en douceur

+ Ensembles d’icônes: Ajout de la possibilité d’attribuer leur icône à chaque format de fichier

+ Éditeur de balise: Renommer un fichier – Seul le nom du fichier est mis en surbrillance
+ Éditeur de TOGOV: Renommer par modèle – Ajout de dialogue pour la confirmation du remplacement lorsque les noms de fichiers coïncident
+ Éditeur de balises: Renommer par modèle – la possibilité de travailler avec une copie du fichier
+ Éditeur de balises: des haut-parleurs ajoutés à la table: débit binaire / durée / id3v1 / id3v2 / ape / wma / vorbis
+ Éditeur de balises: le champ "Trick / Nombre of Trins" est divisé en deux pour faciliter l’édition
+ Éditeur de Togov: Replaygain – La possibilité d’une entrée manuelle des valeurs
+ Éditeur de Togov: Replaygain – La possibilité de calculer automatiquement les valeurs

+ Phonotex: implémenté sous la forme d’une application distincte
+ Contexte: Filtrage rapide de contenu en fonction des valeurs de colonne
+ Phonotek: la possibilité de se regrouper par toutes les colonnes
+ Contexte: trier plusieurs colonnes à la fois
+ Phonothek: tags ajoutés ajoutés
+ Phonotex: Génération du rapport – Le temps total de l’écoute, interprète / album / genre préféré
+ Phonotek: filtre des fichiers en taille et / ou durée lorsqu’il est ajouté à la base de données
+ Phonotex: lors du regroupement par des albums, le numéro de disque est maintenant pris en compte
+ Phonotek: comptabilité des diviseurs ID3v2.4
+ Phonotek: la possibilité de cacher la fenêtre de regroupement

En joie, je l’ai installé.(Je ne sais pas à quel point la formulation est simple.Créqueter le cerveau!) Pak fonctionne de manière stable.Voici des captures d’écran.

I kölvattnet av Darkest Dungeon. Dagböcker för utvecklare i.

Hej stopgame. Detta är den första delen från serien av artiklar om utvecklingen av vårt spel. Dessutom är detta det första konstnärliga materialet som publicerats av mig på internet. Artiklarnas huvuduppgift är att prata om stadierna att skapa ett spel om vilka problem vi har stött på under utvecklingen. Tja, naturligtvis, så att vi själva kan övervaka utvecklingen av spelet, eftersom även under påskottet av det har förändrats så mycket att det är svårt att komma ihåg allt i våra huvuden, och informationen som registreras på papperets rester är så olika att det skapar ännu mer förvirring.

Den här artikeln är till viss del introduktion. I efterföljande artiklar kommer jag att försöka beröra alla aspekter av utvecklingen. Det är viktigt att förstå att spelet för tillfället är i ett tidigt utvecklingsstadium, så effektiviteten av vissa lösningar i praktiken i praktiken har ännu inte testats. I detta avseende är allt material som jag angav i detta ämne bara min synvinkel.

Dataspel

Det är förmodligen värt att göra lite reträtt innan du börjar :). Jag var alltid intresserad av spel. Detta har börjat med tiden för Dendy och fortsätter till denna dag. Att säga att jag spelade många datorspel är att säga ingenting. Och ju mer tid som gick och ju mer jag spelade, desto mer ville jag försöka göra mitt spel. Därför verkar det för mig att kärleken till spel över tid utvecklas till önskan att skapa spel. Låt alla göra vad han gillar :).

Det var ett spel i början

En av de viktigaste riktlinjerna var och är fortfarande spelet mörkaste fängelsehålan, nämligen genomförandet av striden i den. Striden görs så att det å ena sidan är väldigt enkelt, och å andra sidan öppnar det enorma taktiska möjligheter. Slåss och förmågan att samla in din frigöring, samt kombinera karaktärer i frigöringen som du vill. Detta är spelets huvudmekanik, som tar det mesta av tiden i spelet.

Men rörelsen genom fängelsehålorna, även om den https://videoslots-casino.se/login/ är gjord i den klassiska Roguelike -stilen, tillåter dig fortfarande inte att känna dig som en forskare. Kanske beror detta på nivåerna, deras konstruktion och fyllning. Känslan att du går på samma labyrint lämnar inte. Tror inte att jag inte gillar det här spelet, jag tror bara att det här är en av dess svagheter. Det är därför i vårt spel kommer rörelsen att implementeras annorlunda (i de kommande delarna kommer jag att bo på detta mer detaljerat).

Den andra svaga punkten i detta spel är tomten. Jag skulle till och med säga hans frånvaro, men jag är rädd för fansen i det här spelet kastade mig med arga recensioner :). Kanske kommer de en gång att avsluta honom, men låt oss titta på sanningen, det här spelet handlar inte om handlingen. Och jag tror att det var en bra tomt som kunde ge detta spel det nödvändiga djupet. Handlingen som kommer att dra spelaren framåt, tvinga honom att förstöra nästa grupp av fiender, inte bara för att få en annan del av erfarenhet och artefakter, utan också för att få nästa historikkorn.

Varför mörkaste fängelsehål?

-Vå, för det första eftersom det här spelet var något som en ideologisk inspirator. Tvingas riva ut ett flammande hjärta från bröstet och belysa deras väg för att sätta igång.
-Sekundet, tekniskt, att skapa ett sådant spel är inte särskilt komplexitet (åtminstone trodde jag det i början).
-Hirtly är skapandet av innehåll för 2D -spel till viss del enklare än 3D.
-Fureth, med begränsade resurser, ville jag göra något riktigt intressant, och inte bara "en annan plattformsspelare".
-Vå, och naturligtvis, femte, fanns det en vision eftersom du kan förvandla och förbättra det här spelet. Hur bra det kommer att fungera kommer att göras i slutet av utvecklingen :).

Vad gör du??

Kort sagt, Evilston: Way of Devil är ett två -dimensionellt roll -spelande spel, med steg -steg -steg -strider, där spelaren måste samla sin frigöring och förstöra alla fiender som kommer att stå i hans sätt. Om du fördjupar lite mer detalj, kan spelet delas upp i två typer: strid (slåss) och fredlig (ledning och studie av världen).

Kampen är som följer. På en del av skärmen finns spelarens karaktärer, på fiendens andra karaktärer. Striden består av rundor, i omgången bör var och en av karaktärerna få rätten minst en gång. Överträffande av rörelserna bestäms av karaktärernas initiativ. Vidare går alla karaktärer enligt deras initiativ, från det högsta värdet till det lägre. Tecken kan endast använda sina aktiva färdigheter medan de är i en viss position i frigöringen och kan också orsaka skador endast för en viss position i fiendens avskiljning.

Ledningen ser ut som följande. Spelaren efter slutet av nästa nivå går in i "HALT" -läget och kan ändra karaktärerna i frigöringen, pumpa dem, återställa hälsan, använd inte stridsfunktionen för karaktärerna (varje karaktär, förutom strid, kommer också att ha en icke -krigsförmåga som utvidgar spelmekaniken).

Studien av världen är att studera grenen från huvudhistorien och sökningen efter dold information om vissa händelser. Spelaren kan hitta andra motståndare och plotta stunder som inte är obligatoriska, men ger spelaren möjlighet att förstå denna värld djupare.

Med andra ord, vi riktar oss till: intressanta strider, ovanliga karaktärer med möjlighet att pumpa, olika monster, en cool tomt och ett hav av ett fan för spelare.

Lånade ut för att läsa allt. Vad gör du??

Sammanfattningsvis kan vi säga att spelet Darkest Dungeon riktade oss i en viss riktning och tillät oss att se ett annat spel med något olika lösningar, för vilka dess utvecklare är separata tack. Det är på ett sådant spel att vi nu arbetar.

Om du är bekant med Darkest Dungeon, skriv vilken typ av för- och nackdelar med det enligt din åsikt. Om du har några frågor, var inte blyg.

The Beginning of the Rayman Series.Part 3.

Hi all! This is the third part of the history of the Rayman series.And soon we’ll pass the halfway mark.In the meantime, you and I are on StopGame and have nothing special to do, you can read my article. Greetings!
I didn’t fully talk about Rayman 2… Or what happened next… So.After Rayman 2 there was an animated series.And what happened there and the like, read on)
(There would be cool music here.)

ANIMATION SERIES:
The next page in Rayman’s story is… the animated series. Yeah, there’s a lot I didn’t know about this franchise. “Rayman: the Animated Series” is an animated series broadcast in France, Europe and Canada from 1999 to 2000, consisting of one partial season consisting of four episodes. But, in order not to bother too much, and to quickly move on to the highlight of our program today, I will briefly talk about the plot.

The animated series begins with the forest city of Aeropolis, above which the air circus “Rigatoni” hovers, which later descends from heaven to earth in order to give the locals a performance. Circus performers are: An anthropomorphic, rabbit-like creature named Lack-Mack, a girl Betina with her tame fairy Flips and an anthropomorphic uh… wolf(?) Cookies. This circus is run by the evil Rigatoni (in some ways he reminds me of Clark from Rayman 2), and Admiral Sharp Beard, who migrated here from Rayman 2, where he was an antagonist and admiral of the space pirate fleet, is responsible for training the “animals.”.

Rigatoni keeps his subordinates in cages and forgets to once again feed and breathe the fresh air of freedom, forcing them to live in captivity and misery. A little later, Pointy Beard catches Rayman and tries to force him to become a circus performer, which the rusty pirate does not succeed at all. A dissatisfied Rigatoni throws Rayman into a cage, where the protagonist meets other heroes and plans an escape plan. The characters manage to escape to Aeropolis, where they are hunted by the police and Inspector Grub – a careless loser and a doormat who has become a local antagonist.

Here is such a strange plot, almost unrelated to the games and not having a single character or environment from the second part. Interestingly, Rayman is voiced in this cartoon by Billy West, who voices many characters in Futurama. Strange but good choice.

The animated series did not gain popularity throughout the world and ceased to exist on the fourth episode. Although maybe it’s for the better.
And now we come to the highlight of today’s program – Rayman 3: Hoodlum Havoc.

CARE OF MICHEL ANSEL:
https://onlinepoker247.co.uk/ />After developing the second part, Michel Ancel decided that he did not want to develop the third part, but to do something greater and better, some better game, his best game. And this game was… “Beyond Good and Evil”, a game that received the highest critical acclaim and recognition throughout the world.
But, Michel left the team developing games in the Rayman franchise at a time when fans began to demand a new big game in the series. The developers panicked, because without their star leader, they could hardly have created the same masterpiece that the second and first parts were, while Yubiki did not want to waste the moment and a satisfied audience. The developers were under a lot of pressure from all sides, and they had to quickly start working on a new title in the series.

And here you can turn on epic music or a game trailer.

START OF DEVELOPMENT:
The first thing the developers did was come up with some new ideas to diversify the gameplay, and one of these ideas turned out to be Laser Washing Powder – power ups that Rayman was forced to use during the game.
Then they started inventing enemies. These enemies turned out to be Hoodlooms – tall, scarecrow-like monsters with guns, bombs and other weapons. When the Hoodloom concepts were being developed, the creators resorted to the designs of such characters from Rayman 1 as Mister Dark and the Hunters. In general, the developers admitted that they were often inspired by unrealized ideas from earlier games and used the spirit of the original game – a less dark and more cheerful tone and atmosphere.
Unfortunately, more than one early version of the game has not reached us; only screenshots and a lot of concept art have reached us, in which Rayman was depicted in the same design as he was in the first and second parts.

CHARACTER DESIGN:
A little later, thanks to the development of technology, Rayman decided to change the design a little. Ansel himself took on the redesign of Rayman, making Rayman more “sensitive”, making his hair more disheveled, changing the red scarf to a red hood, Rayman’s body more athletic, and changing the pattern on his boots from white dots to black spirals. The rest of the characters were worked on less, they were only slightly tweaked and changed.

DEMO VERSIONS:
Only two Demo versions have survived to this day, very different from each other. The first Demo version is earlier and was released in 2002. The demo contains two levels and an early trailer for the game, shown at E3 2002. The first level of the Demo is the third level of the Transparent Leaf Forest from the final version, in which Rayman uses the orange Laser Powder for the first time and fights the HoodBomber in a giant structure. The differences from the full version are not very large, only the sounds, music, character voices (especially Globox and Andre) and animations differ.
The second level is the third level of the Leptis Tower in the full version – at this level, Rayman and Globox move around the Leptis Tower on a flying mechanism, called in the manual as “Armaguiddon”. The differences at this level are even more minimal and insignificant than at the previous level.
The trailer also doesn’t show much, but you can notice a few differences:
First: different animations and sounds.
Secondly: the characters spoke in the language “Raymanien” – the kind of gibberish that the characters spoke in the second part, while in the final version of the game, all the characters speak in human language.
Thirdly: the cutscene in which Rayman absorbs the Power of Leptis is very different; it contained a scene from which only one frame remained in the final version – after absorbing the Power of Leptis, several sparks and lightning flew out of Rayman’s eyes, like from the eyes of a statue of this god.
The Second Beta is more recent and apparently came out a few days before the release of the full version, but there are even fewer differences from the Final version than in the previous Demo version. There are three levels in total: the first level is the second level from the “Land of the Living Dead” of the final version (in this level, Rayman first encounters a Hoodlum wizard named Hoodoo and a Hoodlum with a shield named Grim Keeper), the second level is the third from “The Longest Shortcut”, and the third level is the third level of “Fairy Council” (in this level, Rayman first encounters Andre and the green Laser Washing Powder).

Rayman 3: Hoodlum Havoc was released on March 3, 2003 on Nintendo GameCube, PS2 and PC, on March 4, 2003 on GBA as Rayman 3, and on March 21, 2012 on PS3 and Xbox 360 as Rayman 3 HD.

DIFFERENCES BETWEEN VERSIONS:
Unlike previous games, versions on different consoles are almost the same. The only thing very different from the other versions is the GBA version of Rayman 3.
Rayman 3 on GBA is a 2D platformer like the first part (only not as difficult), not similar to the other versions in either the plot, gameplay, or music. The game’s plot takes place between Rayman 2 and Rayman 3 and tells about Rayman’s confrontations with the remains of an army of pirates. The pirates want to catch Globox, who swallowed Dark Lum. Robots want to use Dark Loom to produce powerful dark energy. Along the way, Rayman meets various characters from the second part who help Rayman on his journey (including Fairy Li, the snake Sssem, and even the god of nightmares named Yano). Although the game is more similar to the second part, it uses a new design for Rayman and references characters from other versions of Rayman 3 (for example, one of the levels is called “Begonyak Swamp”, Begonyak is a witch who appeared in other versions of Rayman 3 as a boss.).
The differences between the console versions are minimal, but the Gamecube version has two mini-games that are not in the other versions: one mini-game is a 2D level like “2D Madness” and the second mini-game is a multiplayer level that appears when you connect the console to the GBA in it Rayman 3.

THE GAME ITSELF:
Plot: As you know, Rayman and Globox are on a dangerous journey to cure the big blue guy from the parasite that has settled in him: the Dark Lum Lord named Andre, who seeks to take over the world with his army of Hoodlums, who are pursuing the heroes to save their Lord and pull him out of the womb of Globox.
The game actually copies the gameplay of the second part, there are only a few differences:
1. Globox. This blue fat man will walk with us throughout the game, and we will have to listen to his funny remarks, squabbles with Andre and watch him run away in panic from any suspicious rustle in the bushes. Also, Globox will sometimes help us by drinking plum juice, which can fly into the sky, turning into a balloon, create platforms from burp bubbles, and also get drunk in every possible way.
2. Laser Washing Powder. It is these power ups that are an integral element of the gameplay in this game. Laser powders that can be obtained from enemies can provide Rayman with additional abilities for a limited time. For example, green powder gives Rayman the ability to create small tornadoes that can spin platforms, causing them to descend slightly lower, as well as enemies, causing them to shrink.
3. Between worlds, Rayman moves on a “Funkyboard” through giant multi-colored tunnels made in the style of American culture of the 60s.

CRITICS RATINGS:
The game received mixed reviews from critics, with some praising its original ideas and high-quality 3D graphics, while others criticized it for its plot and the poor quality controls, camera and “grown-up dialogue” compared to other games. Michel Ancel himself said that he was pleased with his team, but said that if he had been developing this game, he would have made it a little different.
Personally, I love this game and it has a special place in my heart.

RAYMAN: HOODLUMS REVENGE:

The next game was a GBA exclusive called “Rayman: Hoodlums Revenge”, released in 2005. The game was made in isometric graphics and continued the plot of the third part and told the story of how the remains of the Hoodlum army kidnapped Globox, into whose womb Andre made his way in order to take control of the will and mind of Globox and resurrect Reflux, the former partner of Lord Dark Lum and enemy of Rayman.
The game also has an unusual control feature: in some levels you can take control of Globox to solve some puzzles. The game did not become very popular in the world because of its graphics, inconvenient controls and the bad reputation of the Digital Eclipse studio, which created this game.

This is the end.Thanks if you read.Bobrik to you) The next article will be Rayman 4.(Which didn’t come out) you’ll understand everything on the spot.

Bli nærmere. På en ny måte

Når en kjær blir for nær, forståelig og forutsigbar, mister han erotisk attraktivitet i våre øyne. Hva om du ser på ham på en ny måte?

”Vi lærte om hverandre nesten alt om fem år av livet sammen. Absolutt tillit dukket opp mellom oss, vi lærte å lytte til hverandre rolig og nøye. Men ønsket var borte ". 44 år gamle Nina-en elsker av bøker om personlig vekst og en regelmessig i psykologiske treningsnapper om hvordan tiltrekningen i ekteskapet hennes endrer seg. Som i mange par, følger bak den hormonelle eksplosjonen av lidenskap perioden med løsrivelse og konflikter, når fristelsen er så stor å vinke til forholdet til hånden hans: “De var ikke enige om karakterene!""

For de som motsto denne testen, begynner en ny scene: partnere må opprettholde kjærlighet og troskap og ikke å gi intimitet, tillit, ubetinget aksept av hverandre for å betale tilbake en seksuell lyst. Det er ikke lett å gjøre dette – først og fremst fordi vårt ønske er motstridende av natur.

I følge familiepsykoterapeut Anna Varga er essensen i forskjellen i lovene om kjærlighet og attraksjon.

“Kjærlighet eksisterer der det er en følelse av sikkerhet der alt er kjent. Ønske krever overraskelse, overraskelse, usikkerhet.

Kjærlighet er nødvendig, erotikk trenger en avstand. Kjærlighet er sterkere fra gjensidig forståelse og takknemlighet, og lystelementet er uforutsigbarhet.

For å vekke det, må partneren forbli for en annen fremmed på noen måter ". Кога партнер становитс/ 4.

"Mange par innrømmer at de drømmer om å returnere intensiteten til lidenskapene de overlevde etter møte," sier Anna Varga. – De husker nostalgisk den gyldne porene, som ikke varte lenge! Men dette er naturlig: intensiteten, lidenskapen som i begynnelsen ikke kan forbli på lenge. Slik fungerer loven om "varighetens makt": Hvis veldig, så kort ".

Ledsagere og medskyldige

Betyr dette at for å opprettholde https://apotek-no24.com/kjop-kamagra-soft-online/ relasjoner, må du komme til rette for uunngåelighet og akseptere som et faktum at falming av brannen til vårt ønske? “Ikke i det hele tatt,” Anna Varga -objekter. – Det er for eksempel flere klare regler som hjelper til med å bevare det.

Ikke kom nærmere det personlige rommet, men krever ikke absolutt åpenhet fra partneren. Ikke forvent av sex for å tilfredsstille alle fantasiene dine – overdreven forventninger reduserer attraksjonen.

Hvis familien har barn, trenger ektefeller å prøve å forlate huset en dag fra huset en gang i uken, for ikke å falle i detentrisme ".

Et annet viktig poeng: I moderne ekteskap utfører partnere mange roller. Alle prøver å være for en annen slektning, venn, far eller mor, elsker.

"Attraksjonen er vanskelig å bevare under slike forhold," avklarer psykoterapeuten. – En måte å gi et ønske om å forlate tiden for andre roller, for å forbli bare en elsker eller elskerinne.

Slik at attraksjonen ikke blekner, er det nødvendig å samtidig lytte til partneren og til deg selv og holde lysten i deg selv … Du bør imidlertid ikke ha illusjoner: ingenting vil ordne seg hvis det ikke er tillit, seksuell forståelse, generelle planer, humor. Uten dem er noen erotiske oppskrifter maktesløse.

Takket være familieterapi, innså 51 år gamle Lydia og Alexander at deres nærhet ble forgiftet av uuttalt bebreidelse. "Sasha ble tilbudt en oppdrett to ganger, men han nektet," sier Lydia. – Og på dette tidspunktet var jeg ferdig. Vi fikk knapt endene til å møtes og var sinte på hverandre. Unødvendig å si, vårt seksualliv har stoppet. Men etter en tid kunne vi snakke om følelsene våre og begynte sammen å tenke på hva vi skulle gjøre videre. Tillit nådde igjen, over tid, ønsket ønsket.

Berøringsstyrken

Taoister mener at du kan oppnå seksuell harmoni gjennom berøring: det er ikke bare fysisk kontakt, men prosessen med energiutveksling, som vekker lysten i partneren. Energien og sensuell berøring skal være lett som fjær og gli på overflaten av partnerens kropp, stimulere nerveenderne og tiltrekke energi, den gamle taoistiske tradisjonen lærer dette*.

For å "våkne opp" en kvinne gjennom berøring, må en mann huske at seksuell energi i en kvinnelig kropp beveger seg til kjønnsorganene fra lemmer, hode og hjerte. Derfor bør han starte med hender og føtter og sakte bevege seg langs armene og bena til kroppen. Gå deretter til kvinnens hode og gå nedover overkroppen til kjønnsorganene. I følge den taoistiske metaforen er Yin Energy som vann: den går ned langs åsene og dalene til den kvinnelige kroppen til det nedre punktet – i skjeden.

For å vekke en manns seksuelle lyst, må du huske at hans seksuelle energi blir født i en penis og sprer seg gjennom kroppen hans. Derfor bør en kvinne starte med en penis, men bare med en lett berøring, og ikke med intensiv stimulering. Da kan hun rette den seksuelle energien til en mann fra kjønnsorganene langs lemmene, og deretter gjennom kroppen til hodet. Utstrømningen av energi fra penis vil gi ham muligheten til å bedre kontrollere spenningen og oppleve orgasmen i hele kroppen. Når seksuell energi sprer seg gjennom kroppen og når hjertet, begynner det å oppfatte kjærligheten til en kvinne.

* Mantek Chia, Douglas Abrams, Rachel Abrams "Secrets of Love for Two". Sofia, 2008.

Del følelser

Håper ikke at ønsket kommer tilbake hvis vi ikke er klare til å snakke med en partner om våre følelser, utveksle følelser og inntrykk med ham – intellektuelle, estetiske eller sensuelle. Diskutere, krangle, eller bare vite hvordan du skal se på.

"Hvis partnere har få generelle inntrykk, underholdning og interesser, vil deres seksuelle liv være mekaniske og monotone," er Anna Varga sikker. – I begynnelsen av forholdet nærer energien fra våre ønsker funn. Funnene til de nye ansiktene til partneren og funnene vi gjør med ham. Over tid blir partneren mindre og mindre mystisk, men åpningsfeltet som kan gjøres sammen forblir grenseløs.

Paret skal ha opplevelsen av felles livsstil av forskjellige omstendigheter og situasjoner. De bør fortelle om seg selv og unngå imidlertid fullstendig eksponering. Og selvfølgelig skal ektefellene ha et generelt bilde av en gunstig fremtid – nærmeste og fjernt. "Ideen om at vi skal slappe av eller utstyre hytta, kjøpe en ny bil eller i slutten av måneden samler vi endelig venner hjemme, metter og gir verdi til forholdet," forklarer psykoterapeuten.

Seksten år sammen, to barn. Livet til 45 år gamle Alla og 46 år gamle Victor var igjen fylt med lidenskap og gjensidig attraksjon da de bestemte seg for å bevege seg i land Azovs hav. “Året har gått siden den gang. Vi bor fortsatt i Samara. Men da vi begynte å lage planer sammen, måtte vi diskutere all vår frykt, tvil, ekte ønsker. Dette brakte oss kort sammen. Vi kommuniserer igjen – mye og interessant: vitser som bare er forståelige for oss, diskusjoner, tvister. Kommunikasjonen har blitt levende og avslappet. Og sex også!""

Langt og nær

For å fornye ønsket og forhindre ham i å falme bort, gir den klare ideen om hva vi selv partneren (oppmerksomhet, respekt, seksuell interesse) og hva vi ønsker å få som svar. Tross alt er faktisk ikke målet å gjenvinne en langvarig kjærlighet, men å bli forelsket i en person som vi har bodd sammen i flere år.

«Kvôli výchove mojej matky som nadmerne citlivý a infantilný.». Ako sa s tým vysporiadať?„

Som pomerne citlivý človek, možno prehnaný. Toto je pravdepodobne od mojej matky – je veľmi emotívna, imaginárna … Zároveň je moja postava muž – v mojom otcovi (môžem prevziať zodpovednosť, analyzovať situáciu, zostať pokojný, mám tvrdohlavosť, nekonformizmus).

Ale vo väčšej miere sa moja matka zaoberala mojou výchovou a nadmerne ukazovala jej lásku, starostlivosť, potlačovanie mojej vôle. Bol som prenášaný z jej imaginárnej a nervozity (navyše som bol dlho „tlačený“ v škole študentov stredných škôl a učiteľov).

Je pre mňa tiež veľmi ťažké robiť rozhodnutia sami. Predtým, ako som dokonca potreboval dostať schválenie mojej matky zakaždým. Bolo dôležité počuť jej „áno“. Ak povedala „nie“, potom to bola pre mňa psychologická bariéra, ktorú je veľmi ťažké prekonať.

A teraz, v dospelosti, je pre mňa ťažké začať konať sám seba. A keď mama začne niečo radiť, som veľmi naštvaný.

Zároveň mám problémy so chrbtom, ktoré pravdepodobne tiež pôsobia na nervový systém a obsedantné myšlienky (niečo ako obsedantno-kompulzívna porucha).

Zatiaľ nie sú žiadne peniaze pre psychológa alebo psychoanalyzátora. Ďakujem, dúfam, že tu nájdem náznak.

Artem, problém, ktorý ste označili. Nie každý to môže pripustiť tak úprimne. A to inšpiruje nádej, že nájdete silu na opravu svojho postoja k životu a k sebe. V rámci odpovede môžem ponúknuť zistenie, odkiaľ tieto problémy rastú a poskytujú niektoré odporúčania.

Začať s tým, že rodičia od raného detstva kladú postoj dieťaťa do sveta. Existujú určité štýly vzdelávania a typov pripútanosti, ktoré vytvárajú psychologický vzťah so sebou, partnerom, spoločnosťou.

Dieťa sa na seba pozerá na oči rodiča. Všetko, čo sa stane mojej matke, premýšľa o pocitoch dieťaťa. Ak je úzkostlivá a podozrivá, potom je to správa, že svet je nepriateľský a nie je možné mu dôverovať. Ak je mama nedôverčivá s ostatnými ľuďmi, potom je to správa, že neexistujú priatelia, je nebezpečné milovať. Ak je matka nablízku a jej emócie sú stabilné a predvídateľné, potom sa dieťa nebojí odsúdenia, je otvorený svetu. Toto je správa, že svet môže byť iný, musíte otvorene vyjadriť svoje potreby a pocity a brániť svoje hranice, ak je to potrebné.

Tak či onak, to sú postoje, ktoré patria matke, ale nie samotné dieťa. Vyrastajte, môžete si vybrať, čo si vziať so sebou do budúceho života a čo ponechať v minulosti.

Teraz si povedzme o typoch prílohy, ktoré tvoria obraz „i“. Pomôže to zistiť, čo dá venovať pozornosť.

Spoľahlivý

(Som super, si super) ⠀

Tento typ pripojenia sa vyznačuje pozitívnym spôsobom seba a iného. Ľudia spravidla zbiehajú s rovnakým typom pripútanosti a budujú spoľahlivé vzťahy na základe dôvery, rovnakej hodnoty a rešpektu.

Úzkostlivý

(Nie som veľmi, si super)

Tento typ sa vyznačuje negatívnym znázornením samotného, ​​zatiaľ čo obraz iného, ​​naopak, je pozitívny. Osoba s týmto typom pripútanosti sa častejšie dostane do závislého vzťahu, v ktorom dostane úlohu obete. Vzťahy s partnerom v tomto prípade sa spravidla rozvíjajú bolestivé a sú sprevádzané emocionálnymi hojdačkami.

Vyhýbanie sa

(Som super, nie si veľmi)

Osoba s týmto typom pripútanosti často vstupuje do vzťahu s osobou, ktorá má alarmujúci typ pripútanosti a hrá v nich úlohu prenasledovateľa a tyrana. Ovládacie prvky a odpisy.

Úzkostlivý

(Nie som veľmi, nie si veľmi)

Charakterizované negatívnym spôsobom seba a https://lekaren-slovenska24.com/kupit-damska-viagra-bez-receptu-online/ negatívnym spôsobom ostatných. Pre človeka s týmto typom pripútanosti je veľmi ťažké vybudovať stabilný vzťah, a čo je najdôležitejšie, pripojiť sa k nim. Koniec koncov, je pre neho ťažké dôverovať inému a otvoriť sa. Preto, ak vstúpi do vzťahu, môže to byť v nich obeť alebo tyran. „Chcem byť s iným, potrebujem to, ale obávam sa“.

Poznanie vášho typu pripútania môžeme predpokladať, s ktorým partnerom bude kompatibilita, ako sa budú budovať vzťahy s ostatnými ľuďmi, a načrtnúť ich body rastu.

Spoľahlivý typ sa spája so spoľahlivým. Toto je najúžasnejšia kombinácia pre dlhé a stabilné vzťahy.

Spoľahlivé a alarmujúce. V tomto prípade osoba so spoľahlivým typom pripútania bude vykonávať stabilizujúcu rodičovskú úlohu. Ale úzkosť, ak sa nevyvíja, kvôli strachu zo straty partnera zvýši kontrolu. Je nepravdepodobné, že by ho spoľahlivý typ zostal na dlhú dobu, a preto je rozdelenie nevyhnutné. Zóna rastu alarmu pri pripútaní: Posilnenie sebaúcty, zvyšovanie sebavedomia a práca na osobných hraniciach.

Spoľahlivé a vyhýbanie sa potvrdeniu. V tejto podobe budú v tejto podobe „teplí“ a „studení“ partneri. Spoľahlivý sa bude usilovať o intimitu a ak sa vyhýbanie sa bude báť otvoriť a začať dôverovať vzťahom. Kvôli strachu z odmietnutia môže byť prvým, kto nastrúhí. Jeho zóna rastu: Pracujte na prijatí a vyjadrení ich pocitov, ako aj na strachu z odmietnutia.

Úzkosť a vyhýbanie sa. Alarmujúci typ doháňa, investuje do vzťahu, snaží sa dokázať svoju lásku a na oplátku získať súhlas. Vyhýbanie sa zase uzatvára ešte viac, bez toho, aby odolali tlaku partnera, ale zároveň od neho získa energiu. Takéto vzťahy sú zvyčajne závislé a deštruktívne. Abjuz a samovražedné správanie sú možné.

Alarmujúci typ typu. Táto únia je zriedkavá. Títo ľudia sú podobní a okamžite sa spájajú so svojimi potrebami, postojmi a hodnotami. Môžu žiť dlho, ale bez rozvoja a rastu, pretože toto je únia dvoch infantilných osobností.

Bohužiaľ, iba 20% ľudí môže zmeniť svoj štýl pripútanosti. Ale napraviť správanie na základe vedomostí o sebe je možné pre všetkých. To si vyžaduje prácu s psychológom.

Artem, pokiaľ ide o obsedantné myšlienky, rád by som trochu rozlúštil ten koncept trochu.

Obsessions (obsedantné myšlienky) – syndróm, ktorý je obsedantný. Osoba sa na ne môže opraviť; Spôsobujú negatívne emócie alebo úzkosť. Príležitostia môžu byť (ale voliteľné) sú spojené s nátlakom – obsedantným správaním.

Táto podmienka vzniká hlavne u ľudí

utrpel psychologické traumy,

Vychovaný v rodine, kde je veľmi vysoká úroveň úzkosti,

S nízkou/vysokou sebaúctou,

s osobnostnými charakteristikami, myslenie,

v stave konštantného stresu,

S poruchami psychiky.

Posadnuté myšlienky s ich kritickým hodnotením – to je už v polovici úspechu ich liečby. Koniec koncov, táto podmienka môže byť nezávislá, ale častejšie naznačuje prísnejšie porušenia, ako napríklad

PTSD – Post -Traumatická stresová porucha.

Po demontáži príčin tohto stavu sa prejdime na odporúčania. Čo môže pomôcť?

Najdôležitejšou vecou je liečba, nie samovzovodovanie. Preto je prioritou ísť k psychiatra/psychoterapeuta. Špecialista pomôže vykonať správnu diagnózu a zvoliť smer terapie. Takáto pomoc je poskytovaná zadarmo.

Vlastný help. To zahŕňa rôzne relaxačné a meditačné techniky.

Športový. Endorfíny, ktoré sa vyrábajú počas fyzickej námahy, majú priaznivý vplyv na vyrovnanie nálady.

Zvyšovanie sebaúcty prostredníctvom prijatia seba samého a jeho identity.

Techniky kognitívno-behaviorálnej terapie (KPT). Psychológ im to povie a pomôže im vyriešiť problém s obsedantnými myšlienkami a neistotou.

Tvorivosť. Sublimácia obáv a úzkosti v tvorivom procese prináša úľavu a uzdravenie.

Artem, naozaj dúfam, že som odpovedal na otázky a ukázal som vektor.

Najdôležitejšou vecou nie je zostať s vašimi problémami jeden na druhom. Existujú ľudia a organizácie, kde vám určite pomôžete. Vždy požiadajte o pomoc. Koniec koncov, toto je prvý krok k vylepšeniu.

Beat ‘Em All: Die Hard Arcade/Dynamite Deka

Back in the day, Sega worked hard to be the most advanced video game company in the world. It had its own consoles and was constantly competing with other major companies such as Nintendo, Atari, 3DO, Playstation and SNK for first place in the video game entertainment market. Following Sega, its own games were persistently developed and updated. The developers worked tirelessly creating something that could easily be called a new vector in the development of the genre. Yu Suzuki, for example, had a hand in creating the legendary Virtua Fighter, the very first fighting game with 3D polygonal graphics. Noriyoshi Oba worked on the incomparable, both in terms of gameplay and music, Streets of Rage. Hirokazu Yasuhara gave birth to the king of high-speed platformers Sonic. And Makoto Uchida made wonderful games in the beat ‘em up genre: Golden Ax, Altered Beast and Die Hard Arcade. I will introduce you, dear reader, to the latter more closely in this article. You will find out why Die Hard Arcade became a game licensed from the hard-boiled action movie "Die Hard", how much it influenced the development of the "beat ‘em up" genre and what features and secrets the remake of the game for Playstation 2 contains.

ME VS DIE HARD ARCADE/DYNAMITE DEKA

MAGAZINE VERSION OF THE ARTICLE:

You can read the magazine version here or below under the spoiler.

The game was released in 1996 in arcade machines around the world. Development was handled by Sega AM1 and Sega Technical Institute (Die Hard Arcade was the last game STI made before the studio was dissolved). AM1 had previously worked on a new version of the first Virtua Fighter called Virtua Fighter Remix for arcade machines, Sega Saturn and PC, and STI created a wonderful beat ‘em up Comix Zone for the Super Nintendo Entertainment System. When creating DHA, the developers were inspired not only by Sega’s past hits, but also by the cool Hollywood action movie called Die Hard. They took very little from it, but that little was enough for Sega to decide that instead of removing or editing references to the Die Hard movie and releasing a censored version in the Western market, they could simply purchase a license from Fox Interactive and turn it into Dynamite Deka (translated as Dynamite Detective) in Die Hard Arcade. Naturally, this unconventional tactic to lure Western players paid off, although I still can’t believe that this is even possible. In the original Japanese version, the only thing that may seem like an homage to the film is the seizure of the Eternal Tower skyscraper by a terrorist group on New Year’s Eve and the appearance of the main character, who works for the police. In the Western version, the main character’s name was changed from Bruno Delinger to John McClane, the Eternal Tower skyscraper was renamed Nakatomi Plaza and moved from San Francisco to Los Angeles. The main villain, however, is not Hans Gruber at all, but a certain Wolf “White Fang” Hongo in both the Japanese and Western versions of the game. The partner, and also the second player, changed her name in the Western version from Cindy Holiday to Kris Thompsen, although both options have nothing to do with Die Hard, but, apparently, the developers definitely needed to change something else in the game. Considering that in Die Hard Arcade there are also enemies in firefighter costumes, sumo wrestlers, the president’s daughter and robotic spiders who came from nowhere, this attempt to connect everything with the film cannot in any way affect the ridiculous, but funny parody farce that is this crazy game. Sega carried out good advertising and was able to deceive fans of the film and ordinary players with this cunning disguise.

Makoto Uchida during an interview with French gaming site joypad.fr (apparently he communicated with the interviewer via Facebook)* spoke in detail about how Die Hard Arcade was created. Here is a translation (I apologize if it’s not accurate) of a part of this interview:

In 1996, players discovered Dynamite Deka (Die https://moneyslotsonline.co.uk/slot-providers/pragmatic-play-slots/ Hard Arcade in Europe and the US) on arcade machines and the Sega Saturn console. Can you tell us how this project began and why you chose this particular film?. translator: Die Hard)?

In 1995, I left Japan to visit the United States. My mission was to create a game that the American public would most likely enjoy. I turned to action games because this is a genre that is especially appreciated by American gamers. At the same time I saw the movie Die Hard and I really liked it! So I designed a game in the same style, with a building, terrorists and an arsenal. At the end of the project, one of the employees saw the game and he shouted: "Wow! But this looks like Die Hard, you should absolutely get a license from 20th Century Fox!». After several months of negotiations, he showed me the contract signed by the film company, which allowed us to use the name "Die Hard Arcade".

Do you have any anecdotes related to the creation of the game?? How did the porting to Saturn happen??

Dynamite Deka hardware on arcade machines is almost identical to Saturn. Thanks to this, porting was not difficult.

Can you tell us why in the two player game mode there is a battle between two heroes at the end? This is a nod to Double Dragon?

Many players have been known to insert a lot of coins into the arcade machine when they reach the final fight, but the game usually ends immediately after defeating the boss, even if the protagonists’ health bar is completely full. That’s why we added the final battle (approx. translator: so that players can use the coins remaining in the arcade machine to fight each other and not feel offended because their precious coins are left in the machine).

At the end of the game, when you defeat the evil leader of the terrorist organization and save the president’s daughter, the latter will invite the two of you to fight each other and the winner will eventually become her bodyguard

Plot: December 31, 2015 (this date is indicated in the original Japanese version of the game, in the Western version nothing is known for sure, but I can assume that it is most likely December 24, 1989). Inside the Eternal Tower/Nakatomi Plaza in San Francisco/Los Angeles, the annual New Year’s party takes place with countless VIP guests from the world of finance and politics. After fooling the Eternal Tower/Nakatomi Plaza security team, Wolf Hongo and his group of terrorists seized control of the building, tried to steal $640 million from the safe (in the film, Hans Gruber tried to do the same) and took the president’s daughter hostage! Veteran SFPD Bruno "Dynamite Cop" Delinger/John McClane and rookie detective Cindy Holiday/Kris Thompsen make their way to the roof of the building with the help of the Rapid Response Squad helicopter. They set themselves an almost impossible task: to stop the terrorists and save the daughter of the President of America. I told you all the most important things, but if you need a little more detail, you can read this page from the instructions for the American version of the game. So, for some reason I suddenly became interested in how people reacted to the game, who wanted the game to be more like a movie than a parody action movie somehow related to the original work? Although in the absence of fish, McClain’s Japanese can pass for an American. I most likely would not be offended, especially considering the fact that the game is still a furious action game for two players (this could well have happened in a game based on Die Hard 3, but certainly not in the first part), which is trying its best to be as cool as Die Hard himself. Whether it works or not doesn’t really matter if it’s all crazy, weird, and damn fun.

We knock the crap out of our opponents by driving them into the floor

Gameplay: The world’s first fully 3D beat ‘em up is, let me tell you, quite an achievement. Exactly the same first of its kind was Virtua Fighter, which became an ideal example for Die Hard Arcade to follow. From there, DHA borrowed special moves that can be performed using a special combination of a joystick (stick) and three buttons: hand attack, foot attack and jump (in VF, the Block button is used instead of jumping). There are so many of these techniques. There are more than fourteen varieties of grabs alone, from a standard punch to the face to a suplex and piledriver. The player can even juggle the enemy in the air with different combinations of attacks. Those who like to create incredible combos will definitely like this game. Like in Streets of Rage and Comix Zone, the main character can use the environment to fight the enemy. We can beat them with a mop, throw an old watch, blind them with a gas can, shoot them with a rocket launcher, chop them with an ax, take away weapons and use them against them, etc.d. And as if all this wasn’t enough for the player, you can also press special attack combinations to take advantage of the features of each weapon to the maximum. For example, you can simply shoot from a pistol while standing, or you can shoot while kneeling (this way we will not only cause damage to a prone enemy, but also dodge bullets) or shoot at an opponent while in the air at that moment. With a pistol in your hands, you can also neutralize the enemy by grabbing him and putting handcuffs on him. There are also additional items, such as magazines for firearms, first aid kits, a lighter (which can be connected to a gas canister and get a good homemade flamethrower), etc.n.

The easiest way to defeat an enemy is to handcuff him

With such a fun, clever, and varied combat system, Die Hard Arcade feels like a never-ending game that you simply can’t put down. Play through it at least ten or twenty times and it will still feel like you’re playing for the first time. It’s just a pity that the passage itself won’t take you even twenty-five minutes of free time, thirty at most if you constantly stumble over enemies and rub your face into their fists. You won’t find any forks ala Final Fight 3 and Golden Ax Revenge of Death Adder here. Also, the main character cannot walk around the level from left to right (or in any other direction), only fight enemies inside small arena rooms from which you cannot leave until the battle is over. There is no block either, because we dodge attacks by moving up and down around the arena, in general, the norm for the genre, and I would not call this a disadvantage. It’s a little inconvenient to turn our main character towards the enemy (the main character doesn’t seem to be fighting, but is crossing the road, constantly turning his head first to the left, then to the right). From a three-dimensional bitmap, first of all, you want complete freedom of movement and maneuvering, which is found in 3D battles like Virtua Fighter or Tekken. Although it’s probably stupid to ask all this from a pioneer in the genre. All of the above disadvantages are not really disadvantages, because you instantly forget about them when you start fighting tooth and nail with bosses, measure your strength against unusual and interesting enemies, fall into traps on the level (you can, for example, trip over a roll of toilet paper) and become a participant in real Quick Time Events. Quick Time Events, ladies and gentlemen, are like nothing you’ve ever seen in a beat ‘em up genre of this era. If during a QTE the player presses the wrong button, he will either run into an enemy in the corridor, or lose some health (for example, from a collision with a fire truck), and if the player does everything as expected, then with one blow he will knock out a suddenly appearing villain, restore some health to himself, or dodge a rocket/car. As you may have noticed from my more or less detailed description, the gameplay tries to surprise, amuse, constantly keep you in suspense and makes you ask for more. Isn’t this a sign of a quality bitmap??

The instructions for the game contain an exact description of two main characters And main villain, although for some reason there is nothing about the president’s daughter. John McClane is exactly like in the movie. It is written about Chris that she is a newcomer and only recently entered the service, but she is able to stand up for herself due to the fact that she is a true kung fu master. If you’re wondering, these two characters in the game differ from each other only in appearance (although during the game it seemed to me that Chris was a little faster than John). I should also note that the main antagonist in the picture above has an incredibly large hand. Looks like some kind of mutant from a horror movie, not the leader of a terrorist organization.

In the lower left corner in a pink dress is the daughter of the President of the United States of America Caroline Powell.

Battle for Troy – är det värt att spela?

I gården hösten 2018. Sedan 2004 lyckades spelindustrin göra ett "hav" av spelmästerverk. Men vad kan du göra på kvällen, särskilt när du har en svag dator? Naturligtvis spela gamla spel!
Battle for Troy (eller BFT) utvecklades av Zono 2004. Spelet är en vanlig RTS (realtidsstrategi). Det finns två företag som du väljer: för Troyantsev Och för Greker.
Det finns praktiskt taget inga skillnader mellan trojaner och greker. Samma strukturer och enheter (svärdsmän, spearmen, bågskyttar, ryttare, etc.p.), endast med olika strukturer (trojaner – röda, greker – blå). Dessutom glömde författarna inte att lägga till antika monster till spelet (Cyclops, Minotaurs, Walking Skeletons) och Magic. Viktig! Spelet har inget att göra med filmen med Brad Pitt (Troy, 2004).
Till att börja med vill jag berätta en rolig historia om min bekanta med det här spelet:
När jag var 4 år kom jag för att besöka en vän. Vi spelade med honom på en dator och jag gillade spelet som han spelade (Call of Duty). Sedan bad jag honom om en skiva, men han var en lerig och vägrade mig. Men min vän hade en mycket snäll mamma som bestämde sig för att få den här disken för mig och ge mig en hemlighet. Jag blev inte generad av ansikten på dessa två män på disken och jag trodde att de gav mig "Call of Duty" (jag visste inte ens sådana ord då!)

När jag kom hem blev jag besviken … istället för soldater i hjälmar, maskingevär och episka explosioner (för den tiden såg effekterna i COD Epic ut), såg jag detta:

Och jag var tvungen att se https://instaspincasino.se/login/ detta:

Okej, jag blev inte upprörd och bestämde mig för att gå igenom minst ett uppdrag. Och jag var nöjd, spelet anslöt mig! 🙂

Kampsystemet är elementärt och kommer inte att orsaka några svårigheter i nybörjaren. Allt du behöver göra: skapa en armé för dig själv och förstöra fienden. Spelet har ingen ekonomi, resurser etc.p., Du får pengar när du ockuperar byn där tornet byggs. Efter det droppar en liten, Denyuzhki. Dessutom är pengarna i krukor som är spridda över hela kartan eller faller ur fiendernas lik (inte alltid).
Det finns bara tre typer av byggnader: kaserner (infanteri), stall (kavalleri), verkstad (ingenjörer, katapulter). Jag vill separat notera funktionerna hos ingenjörer och katapulter. Ingenjörer kan bygga trappor för att sätta dem på fiendens fästning och låta dina trupper komma bakifrån. Katapulter hjälper bra med stormande fästningar eller försvar.
Enheter har ett visst pumpsystem. Ju fler mord som din kämpe gjorde, desto högre har han en rang. Soldaten har en ökning av hälsanivån, påverkanens kraft. Till exempel: ju större rang som en högtalare, desto oftare kommer han att kasta ett spjut mot fienden och bedöva honom;Ju större rang som svärdmannen, desto högre är chansen att träffa fienden med en sköld och dumpa motståndaren;Den höga rang som bågskyttar och katapulter gör att de kan attackera fienden med eldiga pilar (det hjälper mycket under striderna, eftersom det är lättare att sätta eld på fienden med pilar med långt än att fylla dem med dussintals pilar).
Dessutom läggs hjältarna från myter från forntida Grekland i spelet: Achilles, Hector, Paris. Varje hjälte har en hög hälsa och hög skada (Achilles och Hector kan lugnt bryta igenom fiendens försvar, om de har en hög rang).
Jag skulle vilja notera att spelet har tecknad grafik, som ser ganska bra ut, särskilt för 2004. Dessutom lades animationer till spelet under striden, som utvecklarna gjorde på "Hurra". De ser verkligen vackra ut(För 2004!)
Spelaren har rätt att välja taktik, men de är väldigt få och de är lika primitiva som själva stridssystemet. Till exempel: nära bågskyttar och katapulter, en frigöring av svärdare och spearmen. Det är mycket viktigt att övervaka rörelsen för dina enheter, t.Till. Vissa individer älskar att slåss mot frigöringen och stöta på fienden. Under den tid då dina kämpar är på väg börjar de ofta gå "gås" och därigenom kränka systemet. De blir mycket sårbara för fienden och dör oftast. Här är ett exempel:

Spelet har vacker musik. Det är sant att det bara finns 8 stycken här, men de bryr sig inte. Voice Acting of Units kan ibland orsaka en spelare ett leende, och de hårda rop från kämparna, när de rusar till en mängd fiender, kan orsaka gåsbockar på huden!)
Spelet är designat för ett par kvällar, eftersom uppdragen är korta och enkla (ja, förutom finalen). Om du älskar antiken, historien om forntida Grekland, forntida grekisk mytologi, etc.p., Då bör du försöka spela det här spelet. Det kräver inte en kraftfull dator och mycket ansträngning för att passera den.
Tack alla för er uppmärksamhet! Lycka till alla hittills! 🙂