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This was in a normie game in 2010. Let that sink in.


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Hello comrades.

I have noticed steam published this garbage (wall of shame):

Link I: https://www.youtube.com/watch?v=dWUOa55s8Pw&t=44s

Link II: https://partner.steamgames.com/doc/marketing/upcoming_events/themed_sales/economy_2024 .


Godot is an good game engine: https://godotengine.org/

Sorry if I have sent this post in an wrong place. I am new here.(USER WAS BANNED FOR THIS POST)
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>having a steam account



how embarrassing


>calling management games capitalists


what did OP expect? one of those "letter to GabeN" threads but we call him a bourgeois piggie?


Is there any good games in the sale though?

I don't think OP should have been banned for this topic though

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RIP NOELLE. POST YOUR FUNNY 4chan fanfics related to games here. DOESN't HAVE TO BE DELTARUNE


now I wanna see the other image in that image that inspired him


A thread about Elder scrolls 3 Morrowind
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I agree in sentiment, but I should really underline that C0DA canon does not hinge on the text being games, or even interactive. It can be fiction, concept art, or even a forum post about setting, characters or lore.
The crucial part is the social connection between those who share in the creation of whatever the C0DA canon was, is, and will be.



>Calm Your Ass
thats your custom spell I guess lmao
you could do absolutely broken shit iirc
I remember using alchemy+magic to boost your char to do broken custom enchantments too


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Is OpenMW better than the code patch and graphics extender for the original engine


At this point it's up to which mods you want to use. A lot of MWSE ones aren't being ported to OpenMW since they would have to be totally reimplemented, but for the most part you can find mods that do basically the same thing for whichever you prefer.

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Can someone tell me if any of them are worth playing? I bought them while they were on steam sale so they were like two dollars each, are they any fun or are they just standard libshit stuff
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pls have a deep economy instead of this weird abstracted economy that kremlin games tend to have.


yeah man. Play superpower 2! Love their economy




so happy to see superpower 2 mentioned. i really do think it has pretty much the best "template" for a geopolitical sim, it all flows together so well despite its numerous problems


Mao's legacy now tells you what techs due to the economy as a tooltip.

Qol is increasing.


I think art designers run out of creativity when designing high level gear in games that don’t look out of place because they’d have to imagine that gear being functionally better than all the rest but don’t know what it would have physically that would suggest that so they end up making armour and weapon sets look absolutely ridiculous to make them stand out and you end up with the OP

My suggestion to fix this is just base weapon and armour progression to crafting so you can visualize what the gear should have and cap off how good gear can get
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nothing wrong with unrealistic armors but a lot of higher-tier ones look hideous.



What hurts more about this than how goofy the armies look is how much less diversity there is

In real life there’s a multitude of variants and types of armours people wore throughout history that serves both mechanical and cultural reasons but in video games there’s typically a lot less diversity due to finding issues so not only do you get unrealistic or even hideous looking armour sets you also get a lot less to equip with a lot less variation between them


Still waiting for a game where the endgame armor isn’t some voodoo ultra dragonbone unobtamium but instead there is a system where buying second-hand or looting random armor and using it gives debuffs because they don’t fit the player properly, so the endgame armor is expensive and stronger because its tailor made for the character’s body.

A size system for clothing would be really interesting and that is only one of those reasons, maybe you play a creature that has four arms and it can only put on corresponding armor with either adequate space to hide your extra limbs or with extra sleeves. Some games have something along those lines already, but sizes of clothing or armor are completely ignored.

Imagine this, instead of developers being forced to push down prices of looted armor, making them unlootable from the enemies or even making those items underpowered for no reason at all just so that progression doesn’t go too fast for the player if they defeat a single strong enemy with good equipment they could make those pieces of armor clunky to work with because they are either sizes too big or too small causing them to be uncomfortable for the player body.


The worst sin of armor design if having no relation between form and function. Example from Dragon Age Inquisition: First photo is a light armor for mage (called Sentinel Plate), the second medium for rogues, and third heavy for warrior.

And kind of off topic, but I hate class restriction on how player character can dress. Like give it a stat requirement, or provide bonuses for specific playstyle, slapping on big red CANT BE EQUIPPED is so lazy.

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For those of you unaware squad is a tactical shooter like arma whose main focus for its gameplay is its infantry combat. Recently the developers launched a controversial but cool update called the infantry combat overhaul or ICO. The update brings realistic recoil physics, depth of field of effects to simulate the eyes focusing on certain objects, altered ADS time, improved weapon inertia and a lot of other QOL features. This update was controversial for the amount of things changed, more specifically changes away from being an arcade shooter to reaching closer towards a simulation of real infantry level combat. I think it was a good update, it brought a lot of new ideas to what FPS games can be and currently the game plays as if your actually controlling a person and not two floating hands with a hitscanned gun, adding another layer of depth to the gameplay.

I’m assuming real force vectors are used in this update because the current procedural weapon animations play out in a way that feels responsive to the players movement and inputs rather than being predetermined like in other shooters.


Agree, update caused combat to be more interesting, infantry can’t hit shit just like in real life, suppresion became king again. Had alot of fun fighting over a single tree line with both sides being able to reinforce before getting bodied which caused the battle to be way longer than before, flanking the flanking party of the enemy while getting flanked, amazing.

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Getting Started
Please consult docs/contributing.md for more information! it contains information on how to compile the project on both Windows AND Linux

Picking up where Open V2 left off
The goal of Project Alice (named after Alice Roosevelt Longworth) is essentially to create a new version of open v2 – my earlier project to create a Victoria 2 clone – and then to finish a working, feature complete, version of the game. This means that, at least initially, there will be few departures from doing things as Victoria 2 did them, simply to keep the project focused and on track. Once a 1.0 is complete, we can then use it as a playground for new experiments. As of July 2023, I have basically caught up to where open v2 was, minus some deficiencies in the ui.

I hope to find a few people to form an art team that can recreate the assets that Victoria 2 uses to give this project its own distinctive visual identity. I know that is a big ask, but on the other hand, there will be no 3d modeling required. We already have access to a set of new flags that we can use, courtesy of the SOE project.

In comparison to other projects
In comparison to SOE (Symphony of Empires) this project is a more direct Victoria 2 clone, while SOE is its own game. Nevertheless, I tend to think of it as a sister project. We do have some people here involved with both (I myself make the occasional suggestion there), and if you see something that we make that they could use, I am sure that they would appreciate the contribution. Likewise, we will be using at least some of their work.

With regards to the OpenVic2 project, although it "marketed" as a Victoria 2 "clone," that isn't what they are working towards creating. Instead, they intend to provide an entirely new set of assets, including events, decisions, etc., which will make their project more of a Victoria 2-ish game. It is also run with a very different managerial style. If you are interested in both Project Alice and OpenVic2, I suggest spending time with both teams or even joining both projects.

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I played up to 1900 as Brazil. There are QOL features that I'm sorely missing (ex. can't move NF's in one click, have to remove from one state then add to another), other features are seemingly absent (ex. can't invest in capitalists projects), and I suspect some of the numbers are different, (ex. immigration is higher than I've ever seen, I can't seem to keep factories open and I feel like I'm passing more reforms than usual) but all in all I like what I'm seeing


yeah some triggers do still seem to be missing. But how it was just getting 0 attention anywhere was rly weird to me.

I am already a programmer for, eh, a while. Looked into the code as well and so far so good but this cmake building system makes me absolutely crazy. If I ever get around that, I am taking ideas for Pull Requests in the makers direction


can you maybe help me how to use this cmake shit without vscode?


check the instructions in docs/contributing.md, the "Linux (Generic)" part
depending on your hardware you might want to change the avx2 flags in the cmakelist.txt file (line 130+) to avx or sse


>I am taking ideas for Pull Requests
features from the original, I don't know if this is just me but
<can't build armies
<wars don't have the little ui thing
<you don't receive a message when a country declares war on you
<but you receive one when someone joins that war
<it's hard to see a general's stats
<mobilized units don't spawn
<no successful war justification message
<can't move the map using the screen borders, not even in the flat projection

besides that, two original features I would like are
<a checkbox to never recruit units from some provinces
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> Toby Fox has asked us to relay this message on his behalf

Context: Undertale Yellow was blocked from sharing most of their soundtrack because the company in charge of Undertale's music stopped them, which Toby doesn't want, but the CEO himself decided to be obnoxious about it by publicly making a 10k bet and then refusing to take the L and doubling down.

Toby Fox straight up said "hey, sorry about the actions of the company I hired to be in charge of Undertale's music, here's a statement from me you can post about what a manchild the nepo baby is being, also about those 10k…"


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just the music industry being the music industry lmao. this is a consistent problem that happens every single time anyone signs up with one of these companies but people forget the bourgeois are not human. toby fox wasted time he could spend finishing deltarune on dealing with a neurotic sociopath harassing people for money


>independent artist hires a company to do something and they immediately fuck things up episode #2956315673


You think he'd just speak with Toby about things before taking action, but porkies.


Every manager I've known, even the "good ones", were all flying by the seat of their pants. And to make things even worse: this cunt is a CEO.


I recently completed this rubbish game. I played it to completion expecting some story reveal later on but there was nothing. I am very, very dissapointed. How can people love this game where you can't fail and where gameplay is just pressing rmb lmb or right trigger left trigger. I don't get it, I wish the 4 hours I spent in this game could be spent watching video essays instead since that would be unquantifiably more worth my time.
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When will indie devs start putting DRM en masse?


Probably never since the license fees would be more than it's worth for small games


So essentially the main reason to oppose DRM is if you play AAA games?


Well you should oppose it either way but it certainly affects AAA gamers more


1. Make a cheap wholesum chungus and apolitical walking simulator where the plot is "love and tolerance is only what matter"
2. Make a list of wholesum chungus socdem/vaguely progressist twitchers
3. Give them a preorder key
4. Get the money from all the middle class teenagers and young adults buying the game

Didn't this happened at least 5 five times in 2023?

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