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July 10th, 2008, 22:51 Posted By: wraggster
Designer on Richard Garriott’s Tabula Rasa, Brian Hudson, unveils for the first time details about a brand new instance to be introduced in Deployment 10.
Velon Hollow Dev Diary
Hi, I’m Brian Hudson and I am a designer on Tabula Rasa. I wanted to talk about a new instance, Velon Hollow, slated to be released in Deployment 10. This Deployment will be going live in the next couple weeks, and I’m extremely excited to share my insights.
First, a little background:
Imagine that an evil alien race has developed a serum capable of suppressing your personality and trapping you in your own mind. The chemicals make you stronger and more aggressive, and the sight of human flesh makes you hungry. As the last of your sanity slips away, you are only slightly aware that your friends and family have become your latest meal!
To the inhabitants of Velon Hollow, this nightmare has become a frightening reality. For centuries, the Order of Velon prided itself on its purity of thought and deed; now they have been reduced to mindless thralls, unable to stop the inevitable decay caused by an unknown toxin. In the heart of the mountain, in one of the spiritual centers of the Foreans, death has come.
This was the feeling I wanted to convey in Velon Hollow, a new replayable instance on the Plateau map for players between level 30 and 33. From the art and environments to the dialogue and scripting, we wanted to provide our players with an immersive, unforgettable experience that reaches into the mystery of the Eloh, illustrates the strength of the Forean people, and shows one of the darkest sides of the Bane’s campaign of terror.
That, and I think zombies are awesome. I love zombies. Zombies are an intensely psychological enemy; they feed on our fear of mortality and corruption. I only hope that I managed to do them justice in this instance.
Now, onto the vision:
One of our primary goals was to make sure that the environments told the story as effectively as the missions did. The Order of Velon spent centuries carving their temples out of the mountain, and we wanted players to recognize this when they discover the first of the Forean’s main living areas. Our world builders painstakingly sculpted the terrain and worked closely with our environment artists to integrate the Forean architecture.
Side by side with the breathtaking beauty of Forean architecture, infected Foreans huddle in the shadows around run-down, dilapidated tents. Our art team worked hard to create the new, diseased meshes you see on the Foreans and the broken tents that litter the cavern like a refugee camp. We felt this added a level of dark realism, and hopefully it will evoke sympathy for the Foreans.
I’ve often felt that there are too few places in the game where you truly feel a connection with the Foreans. Their tribal, naturalistic ways are so different from the high technology that fills the rest of the game, it is sometimes difficult to relate to them as more than simple caricatures. In Velon Hollow, I wanted to change that. Through the sheer scale of the tragedy, I hoped to evoke sympathy and compassion for the Forean people, but I wanted to do it in a powerful way. The AFS is always helping the Foreans, so what makes this different?
All throughout Velon Hollow, players will find surviving Foreans, most of who immediately lay down their lives to help you take out the Bane. Despite the tragedy that has befallen them, they have no concept of self-preservation, and seek only to destroy the Bane and reclaim their home. This warrior spirit, which is integral to the ethos of the Foreans, has never been illustrated so perfectly as when you enter the Bane outpost deep in Velon Hollow with an army of Foreans behind you. By the end of the instance, the feeling of pity and sympathy should be replaced with respect and camaraderie for your tragic allies.
These alliances, however, are not guaranteed. This is one of the dynamic interactions players will experience with this instance, one where their actions decide how the game play unfolds. Discovering the captured Foreans is not enough; players will have to rescue them from the Bane before they are destroyed. The size of your army at the end of the instance is based purely on your skill in rescuing them.
Then comes the choice:
It was also in this spirit that I created the mission “The Better Half,” an ethical choice mission where the player’s decision is made through action. You are asked to find the missing wife of Science Officer Clark, who has been taken hostage by the Bane. When you finally find her, your actions alone will determine whether or not she comes home alive. Like much of the story that unfolds in this instance, I feel the more I can do to keep you out of the UI and focused on the center of the screen, the more immersive the game becomes.
I truly hope players do keep their eyes on the center of their screen. Much of the story is told by the NPCs through chat bubbles that appear above their heads, and I wanted players to feel like they are being talked to directly. Although UI windows are great for giving the rundown of the mission, it is much more immersive to talk to the player directly and force them to stay focused on the instance around them. It creates for a better story, and allows for a smooth, uninterrupted narrative. Doing this also allowed me to give important NPCs a memorable personality, further cementing your camaraderie with the Foreans.
Finally, the payoff:
Alright, enough with the story; where’s the phat loot? Well, this is also the first instance in Tabula Rasa to introduce item sets. These sets are a prototype for future sets, and if players enjoy them, we hope to expand our implementation of them throughout the game. Players who complete all the missions in Velon Hollow will obtain the first three pieces of the “Purifier Set”, which gives greater statistic bonuses the more pieces they wear. The fourth and final piece of the set is a weapon that drops from the final bosses of the instance. Wearing all four pieces of the Purifier Set gives players a +10% damage against all Thrax, which we hope gives players incentive to play through the instance again, and hopefully bring friends to help finish their sets.
Speaking of friends, Velon Hollow is designed for at least two players of an appropriate level, so anyone planning on tackling it at level 30 should definitely bring help. However, players that are higher level, or just looking for a challenge, can try their luck destroying the Bane by themselves. At least you know you will have the help of a very dedicated Forean army, at least if you can rescue them first!
We spent a tremendous time crafting the story and the mood of this instance, making sure to create an intricate experience for new and old players alike. But just as important, we also introduced some new systems that we hope will increase the quality and longevity of the instance. This is just a taste of the amazing content we are working to add to the game, and I can only hope that players enjoy Velon Hollow as much as I enjoyed working on it.
Ends.
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July 10th, 2008, 22:49 Posted By: wraggster
Kalypso Media are pleased to release the final packshot and four screenshots of the Add-On, Emperor Expansion, for the best selling city building strategy game Imperium Romanum.
The screenshots show the expansion of the historical city of Trier, a new settlement adjacent to an African beach, a section of Hadrian's Wall and a triumphal arch.
The Imperium Romanum: Emperor Expansion enables the player to travel through the ancient world, starting in Great Britain, passing through the wilds of Germania all the way to the fertile banks of the Nile in ancient Egypt. 16 challenging missions are divided into four campaigns which take place at well known historical sites such as Aque Sulis (Bath), Hadrian's Wall, Massilis (Marseilles) or Treverorum (Trier). The Imperium Romanum: Emperor Expansion demands strategic and economic skills from the player if they are to become a successful governor. The Emperor Expansion also requires the player to factor in the effects of religion and the all important Roman gods.
Additionally, the Add-On provides new and bigger maps, newly designed buildings, new tasks, and extended voice recordings.
Imperium Romanum: Emperor Expansion will be released at the end of July for a recommended retail price of £14.99.
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July 10th, 2008, 22:47 Posted By: wraggster
San Jose-based online game publisher, Gamescampus.com (www.gamescampus.com, run by OnNet USA), announced today that it will launch Shot-Online Season 2, the sequel to the popular Shot-Online MMO golf simulation game
(http://shotonline.gamescampus.com/) this August.
Shot-Online Season 2 includes many significant enhancements over the original Shot-Online release. Highlights of the new Season 2 game features include:
. Meet the newest golfer on the course: Camilla is a 26-year-old Brazilian who tees off for the first time in Season 2.
. New course, 'Pearl Green Island', looks like a resort island in thetropics and has a difficulty level between that of the Cadeiger and Rufus Arena.
. The addition of a four-player 'Las Vegas Game Mode' has been included where the highest and lowest level team members are paired together then changed up after every team match according to their score on the previous hole. The winning team also receives an additional 50% EXP on each hole and the losing team receives 50% less EXP.
. A new 'Worldwide Arena' where all Shot-Online players will now be able to record their scores of the World Championship and check their ranking for the tournament has now been included. The 'World Ranking' records all of the scores from the World Championship and uses a realistic method of calculating scores that was actually adopted from the PGA tournament methodology. The world rankings for the World Championship will be determined according to all World Championship scores recorded in the Arena for the past one year.
. The new 'My Course Ranking' will allow players to check their ranking among all the players around the world. The average score of each course is calculated and the ranking is determined accordingly. Course records will also be updated every 6 months.
. An updated Messenger will help players manage the friend list, guild member list and graduate fellows list all in one form. A new note system will be added and players will also be able to set their status (online, busy, etc.). In addition, the friend registration process has been changed, now requiring both sides to register. The limitation of the friends list has also been set to a maximum of 200.
. New upgrades have been made to sound quality and added sound effects, including high quality BGM's for the new course.
. A new Guild feature with a take-in/take-out Guild Locker function has been added (Master/Assistant, Master/Regular, Member/Semi-Member). There will be a guild locker usage log in the game and Assistant Guild Masters are increased according to the guild level. Benefits for Master/Assistant Master include additional guild points and guild room coupons.
. An enhanced Chat Window enabling users to choose and set up regular chats, guild chats, private messages and tips has been added. The existing chat messages will also remain when moving to the Square, Auction House and Game List.
. Higher graphic quality and lighting effects will be included, providing more realistic and stereoscope expressions for the characters. The new multi texture will provide more realistic visuals on all courses and more delicate and transparent expressions for the characters. Enhanced face motion and animation are also included.
. New Quest features with an NPC will provide quests in which players need to complete a certain condition in order to gain a particular item, EXP, NG or other special items. The Quests for lower level users will help to educate the beginners on how to play Shot-Online and newly added Quests for mid and high level users will provide new goals to players who just aim to level up.
. A new Caddy System will provide help and record player scores, with additional functions following soon.
. An enhanced user loading on the square will improve the loading time when players enter the square, allowing for no delays.
. The new In-Game Item Mall will allow players to use the Item Mall in the game. A "Send as Gift" function has also been added, allowing players to preview what a certain Item Mall item will look like on a character prior to purchase. Purchasing Campus Cash will still be available through the website only.
Season 2 is set to launch in August. To get updated information on the launch of the new season visit www.shotonline.gamescampus.com.
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July 10th, 2008, 22:39 Posted By: wraggster
After an initial teaser page, the official website of Runes of Magic just went online. On the brand new internet platform, fans of the free online game can now register for the closed beta phase. According to current planning, players will have the opportunity to take a glimpse of Runes of Magic already in late autumn before its actual release.
Along with the launch of the official website a lot of detailed information about the history of the game world Taborea has become available. Historians for the first time learn more about the Silverspring and Varanas regions past. Moreover, first details of the skills and characteristics of the six main classes warrior, scout, rogue, mage, cleric and knight can now be discovered. And from now on the community can partake as well, because publisher Frogster has opened the forums for fans to discuss the game. Of course, a bulging download area featuring wallpapers and concept arts for your desktop as well as the recently published teaser video is available, too at the following link: www.runesofmagic.com.
Runes of Magic – a world full of wizardry and adventure
With an extensive range of features Runes of Magic prepares to redefine the standard of free-to-play MMO games. Right from the launch Runes of Magic will convey its absorbing story in over 600 quests embedded in an atmospheric world. Players can choose from six main classes. Combined with a secondary class they dispose of 36 individual character classes over all. All characters possess unique skills with impressive combo attacks and can use mounts in the later stages of game play. A particularly attractive feature for guilds and players is the possibility to arrange their own virtual homes with individual furnishing. Thanks to an extensive crafting and reputation system, thrilling PVP as well as demanding dungeons and boss-monsters, no wishes remain unsatisfied. The Taiwanese developer Runewaker has developed Runes of Magic according to western MMO standards within a time frame of three years. The studio will provide new challenges for players every three to four months with free add-ons and updates. MMO fans can find first pictures and a registration form for the newsletter on the official teaser site www.runesofmagic.com.
Runes of Magic features
• Free2play, no monthly fees, free download
• Dual class system with switchable primary and secondary classes
• Enthralling background story
• Already over 600 quests and level comprehensive quest series on launch
• Instanced and persistent dungeons
• Individually developed skills and spells
• Armor sets with special bonuses
• Dynamic item system: Upgrades with hundreds of runes
• Activatable PvP system (Player vs. Player duels)
• Epic crafting system with the possibility to improve existing items
• Individual coloring of clothes and armor
• Housing: personalization with individual furniture for players and guilds
• Special zones for guild houses
• Reputation system
• Scalable user interface based on the users preference (development of your own add-ons possible)
• In-game map and radar system to find dealers, resources and quests easily
• Auction house: auction and purchase items
• Teleporting possibilities per runes
• Different and unique mounts
• Controlling with mouse (point & click) and keyboard (WASD or arrow keys) possible
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July 10th, 2008, 22:28 Posted By: wraggster
Strategy First Inc. a leading developer and worldwide publisher of entertainment software for the PC and a wholly-owned unit of Silverstar Holdings (NASDAQ:SSTR), and Evolution Vault are pleased to announce the release of Galactic Dream: Rage of War.
About Galactic Dream: Rage of War
They say fate controls our lives and that the future is already written. It is also said that life is a blessing from the Gods above. For hundred of years we have searched for the answer to an eternal question: "Are we alone?” The question was left unanswered throughout time. When the Terrans were finally forced to leave the Colonies and venture far into space, many challenges and dangers awaited them. Out there, in the dark, the watchful eye of the Argo - an alien species set for destruction of all sentient life - keeps a close eye on them. No matter where they go...
For more information and to order your copy now, please follow the link: http://www.strategyfirst.com/en/games/GalacticDreamROW/
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July 10th, 2008, 22:20 Posted By: wraggster
The closed beta for Atlantica Online will start on Friday, July 18. FilePlanet registered users will be able to enter three days before other beta testers on Tuesday, July 15,
MMOABC, MMOSITE, MMORPG and onRPG are giving away a limited number of account keys on a first-come, first-served basis. FilePlanet will distribute the majority of the accounts to their subscribers on July 15.
Atlantica Online is set in a parallel universe of our world that takes players through an arduous journey to unravel the hidden secrets of Atlantis. With its heavy emphasis on strategy, Atlantica was designed to stand out amongst the ‘cookie-cutter’ MMOs. The strategic gameplay incorporated into the turn-based combat, mercenary and country management systems will appeal to strategy and RPG players.
More information about the title and the beta program can be found at www.playatlantica.com
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July 10th, 2008, 22:19 Posted By: wraggster
Nexon America Inc., the U.S. division of Asia’s leading online gaming company Nexon Group, announced today the official launch for Combat Arms, its original free-to-play, online multiplayer first-person shooter (FPS). The official launch signals the completion of beta testing and the addition of fresh content, including new weapons and an extra map and game mode. Also going live is the game’s ranking system, where players can track their skill level, kills, clan matches and more. Combat Arms beta testers can view rankings and new users can get started by signing up for free at http://combatarms.nexon.net.
“Combat Arms carves out a unique space in the modern FPS market by eliminating subscription fees and locked areas and adding plenty of free weapons,” said Nexon America VP of Marketing Min Kim. “For the first time, gamers can experience a high-quality FPS experience for free. Plus, Nexon’s community features and online stat-tracking let fans tally score kills and talk trash with their friends between matches – with the in-game proof to back it up in the rankings.”
Combat Arms allows gamers to compete in numerous, worldwide combat zones and epic battles against friends and foes. The launch delivers updates throughout the game, now leveling up will unlock new weapons for users to further hone fragging skills on the battlefield, including a new map which transports players to a deadly biochemical lab deep in frozen tundra, giving great opportunities to show off sniper skills.
The launch adds a fourth game mode with “Capture The Flag,” one of the most popular forms of multiplayer gaming. The classic strategy and territory game requires stealth and teamwork and provides another mode for players to show off their expertise.
All of these additions supplement the game’s customization features, which allow gamers to create a personal mercenary with tailored weapons and equipment. Players cannot only create a made-to-order soldier, but can also show him off through the extensive community features with buddy lists, clan support and the extensive stat-tracking system.
Interested players can sign up at http://combatarms.nexon.net and interested media should contact Nexon Public Relations for any additional information or game artwork.
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July 10th, 2008, 20:19 Posted By: Shrygue
via Eurogamer
PopCap Games has announced the retail release of hit ball-bouncing game Peggle.
Described as combining "the elements of pinball, pachinko and pool", Peggle has already been a big hit as a downloadable game. You can now get a boxed copy for GBP 9.99 from all good shops or the Focus Multimedia website.
There are 55 levels to complete, a duel mode so you can compete against AI or human opponents and a quick play option. Not to mention all the unicorns and rainbows.
Find out why Alec thinks Peggle is worth 9/10 by reading his review. Or you could wait for the DS and Xbox Live Arcade versions, which are due out later this year.
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July 10th, 2008, 19:53 Posted By: Shrygue
via Eurogamer
BioWare has finally begun to unveil its role-playing game Dragon Age, revealing it will be subtitled Origins on the official website.
The first footage of the title is expected early on Saturday.
Dragon Age: Origins is described by BioWare as the spiritual successor to Baldur's Gate and "the RPG people have been waiting for".
All we know so far is that it will be out before April next year, according to new owner EA.
We'll be going to see Dragon Age next week at E3 and probing BioWare with our tricksy questions. Check back soon for our thoughts.
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July 10th, 2008, 18:58 Posted By: JKKDARK
New version of the Microbee emulator for PC.
Changelog:
New for this release:
* Added a configs directory (Windows build only) containing default configuration (sample) files.
* Added disks.alias.sample and roms.alias.sample aliases files. These files are used to automatically create default alias files in the home account. These provide a more portable method of configuring default ROMs and disks for each model.
* Added --alias-disks and --alias-roms options to enable/disable the use of disk and ROMs alias files.
* Added --col-type option to select early colour circuit monitor types.
* Added a new games.ini.sample file to configs directory.
* Added FDC Index pulse emulation, correct emulation of this is required for Premium BN60 and 256TC v1.2 Boot/Net ROMs.
* Added option --z80div to set the number of Z80 blocks executed per Z80 frame.
* Added --maxcpulag option that sets the maximum Z80 CPU lag time allowed.
* Added --config option to allow alternative configuration files to be used.
* File path slash characters can be specified as either forward or back type with the emulator converting where required if this feature is enabled. This makes configuration files more portable between systems.
* Added --slashes option to enable/disable conversion of file path slashes. Default is enabled.
* Added code to the sound module that prevents sound gaining in time due to integer remainder losses from division operations. This can be enabled by using the --snd-alg1 option.
* Added EMUKEY+S sound mute hot key toggle and status display 'M' if muted.
* Added +mute argument parameter to --status options.
* Added --snd-freq option to set the sound sampling rate.
* Added --snd-freqadj option to adjust the sound card sampling rate by a percentage value.
* Added --snd-freqlow option to set the lowest sound frequency.
* Added --snd-holdoff option to set the hold-off delay.
* Added --snd-samples option to set the SDL callback data size.
* Added --snd-hq option as a quick method to set high quality audio settings.
* Added --snd-mute for temporarily muting sound output.
* Added --snd-volume option for consistency with the other commands. This is the same as the --vol option.
* Added --dstep option to support 48tpi DD disks (DS40) in 96tpi DD drives.
* Added --dstep-hd option to support 48tpi DD disks (DS40) in 96tpi HD drives.
* Added --js-axis to enable/disable conversion of joystick analogue axis values to buttons.
* Added --js-axisb to set the joystick button base value.
* Added --js-axisl to set the joystick axis level thresh hold detection level. (Use joystick calibration before using this)
* Added --file-x options allowing CP/M applications to accept parameters from the command line. How these are used is entirely dependent on the CP/M application accessing these values. This distribution includes some new CP/M tools that make use of these options and the options described here will be related to those programs.
* Added --file-app option determines an application name.
* Added --file-exec option determines the execution address of a m/c program.
* Added --file-list and --file-list-q options determines a list of files to be up loaded.
* Added --file-load option determines the load address of a m/c program.
* Added --file-run option determines a program or ccp command to run.
* Added --file-exit option to enable/disable the EXITEMU.COM being generated by the new UBSCRIPT.COM support program.
* New UBSCRIPT.COM and VSCREST.COM CP/M support programs have been added to the tools images. These allow the dynamic creation of scripts from within the uBee512 CP/M environment.
* Configuration file parameters can now use environment variables that are portable between Windows and Unix systems.
* Added predefined built-in variable(s) accessible from configuration file and command line options.
* Creation of raw disk images when '.temp' is appended to a raw disk file name. Will be over written next time started with same file name.
* Added a default 'files' directory for holding Microbee programs.
* Added +ubee512 argument to the --modio option to report excessive lost time during the Z80 CPU emulation.
* Added PC85_BASIC_A.ROM and PC85_BASIC_B.ROM entries.
* Added --lconw option to list section names in config file in wide format.
* Added --video option to enable/disable video output on start-up.
* Added --clock-def option to be used by uBee512 API functions.
* Added --exit-check option to allow quick exits with no checking. Z80 program.
* Added --args-error=options to disable some argument option errors.
* Added video, sound mute and CPU clock functions.
Changes:
* New versions of HOST2CPM, CPM2HOST and HOSTDIR now handle hyphen characters correctly in file names and the use of double quotation characters is now much improved. Please update existing versions for trouble free operation when using the new games.ini.sample script.
* Changes to various areas has resulted in much improved sound quality.
* Current and default directories are now used in that order, see the information at the end of the --help output for the new rules.
* Win32 version now uses a video frame rate of 50 FPS. Unices stays at 30.
* Sound hold off now uses 50mS, previously used 75mS. Newly introduced sample rate frequency adjustment value is set to -2.5%
* Changed the number of Z80 CPU blocks executed per Z80 frame from 1 to 25. This increases polling of peripherals and can be configured as required.
* CPU time greatly reduced when display is not being updated by eliminating writes to the SDL screen. This may also result in improved sound quality.
* CRTC 6545 status now returns the correct duty cycle for Vertical blanking. 'Defender' and many other games that rely on this are now emulated correctly.
* Win32 and Unices now use 1024 as default for the SDL sound callback data size. Previous values were 128 for Win32 and 512 for Unices. There is now an option available to override the default value.
* The Z80 CPU constant used for fine tuning the clock speed and calculation code has been removed. Any problems with sound can be corrected by using the new --snd-freqadj option instead.
* 512k and 256k models now default to monochrome mode. Use the --col option for pre 2.7.0 emulation if is colour required.
* The --nodisk option now stays in affect until any key is pressed. It now also prevents the Index pulse being returned.
* A PIO polling persist duration added when Z80 emulation commences, this permits some Boot/Net ROMs to start correctly.
* Improved error reporting when a file that requires R/W access is read only or the file is not found.
* Windows build uses the latest stable SDL version of 1.2.13. Was 1.2.11.
* The ubee512rc.sample file has been revised. Contains ROM configurations for all models and examples of how to use environment variables.
* The ubee512rc configuration file is now created from the ubee512rc.sample file (now located in configs directory in Windows) if not found.
* The libdskrc configuration file is now created from the libdskrc.sample file (now located in configs directory in Windows) if not found.
* Windows and Unices account creation now share similar methods.
* Made Hat motion reportable if +joystick used in --modio option.
* A lot of cleaning up of the code.
Fixed:
* Corrected a 'speed up' issue noticed on Win32 systems when dragging the program window and releasing was causing the emulator to catch up all the lost time.
* On Win32 some sound systems (or drivers) resulted in a very slow and distorted sound problem, this has been fixed by increasing the callback sample size value. See the new --snd-samples option above.
* Joystick 12 button limitation, now is 128 buttons as originally intended.
* rom1.bin was being loaded in to complete a 16K load if the 1st ROM in the list was less than 16K in size.
* Application icon transparency working for Windows build.
* Added an SDL_FreeSurface() call before creating a new screen surface.
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July 10th, 2008, 00:15 Posted By: Shrygue
via IGN
Codemasters has launched its Operation Flashpoint 2: Dragon Rising web site, and along with it, the British publisher has revealed a 2009 release period for the game.
Even though there is currently no specific release date, the first-person shooter was originally expected sometime in 2008. While the official site does have pictures and a forum, fans can expect videos to launch on July 11, which is four days before the E3 trade show in Los Angeles.
Operations Flashpoint 2 will be on the E3 show floor, but so will a bunch of other games. For a comprehensive list of what you can expect to see out of the expo, check out IGN's big E3 list.
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July 9th, 2008, 20:58 Posted By: Shrygue
via Eurogamer
Google has continued its march towards inevitable world domination by launching a browser-based virtual world.
Lively is a cartoonish 3D space which launches in a browser. At present it only works with Windows Vista and XP PCs using Internet Explorer or Firefox.
You can create an avatar, design rooms to virtually socialise in, chat and stream photos and videos to your friends.
Lively is already up and running and is speedy to set up and download. You can log in with any Google ID. It's in beta at the moment, but then again, so is gmail. Technically.
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July 9th, 2008, 19:57 Posted By: wraggster
San Jose-based online game publisher, Gamescampus.com (www.gamescampus.com, run by OnNet USA), announced today it will begin the closed beta test for its newest game, Asda Story, that will be launching in the U.S. market later this fall.
The closed beta session will commence on July 15, 2008 and will run for one week only.
The closed beta will be hosted by Gamescampus at http://asdastory.gamescampus.com/.
Gamers are invited to join the closed beta by going to the official website at http://asdastory.gamescampus.com/ where they can create an account and sign up to participate.
"We are very pleased to release this captivating game to our players for closed beta testing," said David Chang, Executive Vice President of Marketing and Business Development for Gamescampus.com. "Asda Story has long been anticipated and we are proud to enter this new phase in development prior to the official launch in the U.S. market this fall.
We will continue to adjust and fine tune the game based on the feedback we receive during the closed beta test in order to ensure that our players have an excellent game experience."
Based on a colorful, bright and cheerful world, Asda Story is a free to play exciting fantasy-style anime 3D MMORPG game that features a unique 'Soul Mate System.' The unique party system offers two players the ability to align to become 'soul mates' and allows them to wear unique costumes and use special skills. Another key feature of the game is the 'Real Costume System,' which gives players some of the most extensive personalization and design options ever seen in an MMORPG.
Both unique systems ('Soul Mate System' and 'Real Costume System') were credited for helping to generate a high female user ratio for Asda Story (more than 20% of the total players are female) when launched in Korea and Japan. With these systems, players are able to personalize the design of their items and make the look of their characters stand out. Gamescampus.com is expecting to see similar ratios with females for the launch of Asda Story in the United States.
In addition to the unique systems, Asda Story contains several key features that also make it stand apart from other MMORPG's:
- Various interwoven community systems lead to a great degree of player interaction that increase in complexity and number from Soulmate to Party to Clan to Camp.
- Unique Sowel items make costume play possible and allow for maximum customization and playability of items and armor
- Huge amount of game content with unique whimsical graphical style that includes instanced dungeons, vast maps and an incredible number of different armor sets and weapons.
For more information about Gamescampus.com or Asda Story, please visit www.gamescampus.com
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July 9th, 2008, 19:56 Posted By: wraggster
Pick up your sword and slash your so-called friends into submission in The Witcher: Versus, the web-based dueling game formerly known as The Witcher: DuelMail. In The Witcher: Versus, players can finally fulfill their dreams of challenging a friend or complete stranger to a duel without having to put their real-world lives on the line. The game is free to play at http://versus.thewitcher.com.
The Witcher: Versus should be considered a serious hazard to productivity for anyone with computer access at work, due to its “just one more fight and then I’ll quit for today” nature. As a sorcerer, witcher or frightener, players challenge others to head-to-head battles with magic, swords, claws and more at their disposal. Winning a duel earns the player experience and money, which they can then use to upgrade their character’s attributes, learn new skills and buy new weapons in hopes of reaching the upper echelon of the game’s online leader board. The Witcher: Versus will be continually supported in the coming months with special events, competitions and more.
More than 48,000 people played the beta version of The Witcher: DuelMail, and the name was changed in celebration… or something. Just accept it – the name changed, and now The Witcher: Versus has launched with a number of improvements that have been implemented thanks to fan feedback during the beta. The game’s motion-captured animations have been overhauled, background visuals have been enhanced, balance between character classes has been improved, and new visual effects make spells and attacks even more impressive.
So what are you waiting for? Head to versus.thewitcher.com and start fighting everyone… and don’t worry about getting arrested.
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July 9th, 2008, 19:50 Posted By: wraggster
We presented you the ship chassis of S.E.C.C.T.S. two weeks ago. To add the “feared” factor to these ships, you will need the weapon systems to go with.
Information about these were released today. In the special http://www.celetania.com/featurette_seccts_weapons.php you will be able to find videos and descriptions for the weapons: From Laser to Structural Accelerator we will be explaining all weapons in detail. The players that were wondering how the weapons of the S.E.C.C.T.S. differ from the weapons of the Grogg should definitely take a look at this page.
As an additional note, Vulcando Games has set a date for the publishing of the first in-game screenshots: The beginning of August 2008 will be the so far most anticipated date which will yield pictures directly from within the game. This means that you will get a first impression of Celetania and its innovative 24/7 game play!
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July 9th, 2008, 19:49 Posted By: wraggster
JCE Entertainment made a large-scale update on ‘Aeronauts (http://aeronauts.gamengame.com)’ last month which is currently providing worldwide service. JCE Entertainment is planning to provide an official service of ‘Aeronauts’ starting this September.
‘Aeronauts’ is using international servers to give service to users in 200 different countries. Recently users in Germany, France and Brazil are increasingly accessing. These countries are the rising countries in game market. The large-scale update was meant to accommodate new users in these markets.
Why do people crave ‘Aeronauts’ that is designed to have a single player? It is because ‘Aeronauts’ gives more control power to a player and it has an interesting scenario.
‘Aeronauts’ happens in the sky. Players has to control an aircraft and shoot down the enemies. Background of the game is important because it determines the mobility which again determines the characteristic of ‘Aeronauts.’
Let’s imagine that you just slammed the brake and made a u-turn to shoot down an adversary that has been following you. More complicated key-control is required compared to games that hunt a monster by simply clicking a back button. You could never imagine how excited you would be when you have succeeded doing it. This is the excitement that ‘Aeronauts’ brings.
Fruit of perseverance is known to be sweet. There is a gateway to fully enjoy ‘Aeronauts.’ Tutorial mode helps users understand ‘Aeronauts.’ Users who have not studied it, usually give up playing because they found it too complicated.
Users can learn how to use the keys and experience various game modes such as snatching flags or collecting balloons.
If you are good enough to control the aircraft, you could participate in a group match. Group matches can be played by maximum three players on each side. As level gets higher, more sophisticated techniques and weapons are being played. Such matches would make players more excited and you would not be able to imagine it unless you actually play the game.
So far ‘Aeronauts’ has been available abroad. Most feedbacks are complimenting ‘Aeronauts’ in general. Some players complained that there are only a small number of aircrafts and story developments are too slow. However, most players praised dynamic actions of the game. JCE Entertainment promised that they would be attentive to users and will provide best services because providing game services and making users interested in ‘Aeronauts’ are the most important goals.
Meantime, ‘Aeronauts’ have developed 30% of its global service contents through the recent update. Its contents are applied to have LEVEL 30. Different items, skills and weapons are about to be updated in the near future.
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July 9th, 2008, 16:56 Posted By: wraggster
Focus Multimedia and casual games pioneer, PopCap Games today announced a partnership that sees the long-awaited arrival of PopCap’s critically acclaimed masterpiece, Peggle, at retail.
From the makers of Bejeweled, Peggle combines elements of pinball, pachinko and pool to create a completely different kind of casual game. Players fire a silver ball from the top of the screen, relying on the laws of physics to propel the ball downwards while ricocheting off orange and blue ‘pegs’.
Using a mixture of luck and skill the goal is to clear all the orange pegs before running out of balls. A moving “bucket” at the bottom of the screen offers the chance of free balls, while green pegs give the player one of ten amazing power-ups to help them complete the level.
Since its web launch, Peggle has taken the industry by storm - and both casual and hardcore gamers by surprise. A feast of colour and fun - with rainbows and unicorns and an ‘Ode To Joy’ soundtrack - Peggle has proved an unlikely hardcore hero and is causing ‘Extreme Fever’ wherever - and whenever - it pops up.
Key features of Peggle include:
• Four different modes representing hundreds of levels:
1. Adventure Mode takes players through 55 unique hand-painted levels on a quest to become a Peggle Master
2. Duel Mode allows for head-to-head battles against friends or computer opponents
3. Challenge Mode features increasingly difficult goals across 75 levels
4. Quick Play mode lets players choose their favourite level and power-up combinations, or play a random set of levels and/or power-ups.
• Ten “Peggle Masters” – they teach you how to play but later serve as tricky opponents
• Stunning sound FX and themed music
• “Style Points” reward players for shots that display great skill or just incredible luck!
Craig Johnson, managing director of Focus Multimedia, commented: "We're very excited about launching Peggle because it's so unique, charming and loveable. PopCap's titles really are a breath of fresh air in the PC games space," added Johnson. "Thanks to their massive popularity online, games like Bejeweled 2 and Mystery P.I. The Lottery Ticket have quickly established themselves as best-sellers at retail. With Peggle's excellent pedigree and superb price point, we're forecasting that there will soon be a whole lot more Peggle Masters out there!"
Mark Cochrane, European Director of Business Development at PopCap Games said: “Everyone - from teenagers to pensioners, to female gamers and hardcore ones - raves about Peggle but struggles to ‘peg’ down exactly what it is that makes the game so fun. We, at PopCap, have concluded that nobody can really be told what Peggle is like - you just have to play it for yourself. With that in mind, we are delighted to bring it to retail to give even more people the opportunity to experience the power of Peggle.”
PopCap Games is already a leading developer and publisher of casual games for platforms including Web, PC, Mac, mobile, Xbox, PS2 and iPod and many more. PopCap games have been downloaded more than 1 billion times by consumers worldwide. Flagship title, Bejeweled, has sold more than 10 million units across all platforms and PopCap estimates the Bejeweled franchise has consumed roughly 6 billion hours of consumers’ leisure time since 2001.
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July 9th, 2008, 16:39 Posted By: JKKDARK
New update of the multi-system emulator for PC.
Changelog:
New System Drivers Supported (in no particular order):
----------------------------------------------------------------------
- Apogee BK-01 [Miodrag Milanovic]
- Chuang Zao Zhe 50 / Dina / Personal Arcade [Curt Coder]
- Galaksija Plus [Miodrag Milanovic]
- Grundy NewBrain A/AD/MD (not working) [Curt Coder]
- Mikrosha [Miodrag Milanovic]
- OSCOM Nano [Curt Coder, HobbyLabs]
- Partner-01.01 [Miodrag Milanovic]
- Radio-86RK [Miodrag Milanovic]
- Sega SC-3000H [Curt Coder]
System Driver Changes:
--------------------------------
- [ABC80] Fixed graphics mode and lower case natural input. [Curt Coder]
- [ABC80X] Fixed lower case natural input. [Curt Coder]
- [AMIGA] Fixed Keyboard. (bug #1590) [Roberto Zandona']
- [AMIGACD / AMIGAFDC] Fixed a couple of regressions introduced in 0.125. Still CDTV regression is not fixed. [Fabio Priuli]
- [AQUARIUS] Added support for cartridges and .wav tape images (bug #158). Fixed tilemap and added AY-3-8910 sound. [Curt Coder]
- [B2M] Added SHA-1's. [Fabio Priuli]
- [BK] Added SHA-1's. [Fabio Priuli]
- [BW2] System is now working. [Curt Coder]
- [C128] fix for c128 keyboard (bug #1240) [Roberto Zandona']
- [C64] Joystick fix. (bug #1150) [Roberto Zandona']
- [COCO] Changed MUX delay from 16us to 8us to fix a joystick input bug under [Nitr]OS-9. Since this delay was introduced to fix Photon (as per bug #655) and we've been unable to test Photon, it is unclear whether this reintroduces bug #655. (bug #1608) [Nate Woods]
- [COMMODORE] Large clean-up of input ports across Commodore machines (Amiga excluded) [Fabio Priuli]:
* created machine/cbmipt.c to reduce duplicate code across drivers and hidden dependencies;
* converted to tagged inputs;
* added partial natural keyboard support (keys are almost all there, but there are still a few issues);
* replaced a lot of constants with direct reads to tagged inputs, cleaning up most of the Commodore files in includes/ ;
* simplified interrupt handling for c64 and c16;
* fixed pet.c machines which were starting Caps Lock'ed;
* propagated ':/;' fixes (from rev. 2542) to all the drivers with the same error;
* removed some dead code for cart handling (never fully implemented and obsolete after rev. 2421);
* removed hacked SID from c16;
* fixed key mappings to follow the real keyboard (also added plus4 input ports for this same reason);
* documented keyboard layouts.
- [COMX35] System is now working. [Curt Coder, Marcel van Tongeren]
- [DRAGON] Fixed timing regression introduced in 0.122u7. (bug #1631)
- [GALAXY] Added real video emulation [Miodrag Milanovic]
- [GALAXY] GTP file support [Miodrag Milanovic]
- [GAMEBOY] Added .bin extension. [Fabio Priuli]
- [GENESIS / MD] Fixed cheat issue [ShimaPong, Fabio Priuli]
- [I8275] Implementation of Intel 8275 CRT [Miodrag Milanovic]
- [MSX2] Fixed bug in floppy emulation. [Yano Hirokuni]
- [ORION] Added SHA-1's. [Fabio Priuli]
- [ORION] ROMDISK's are carts now [Miodrag Milanovic]
- [ORION] Added support for "Lucksian Key" format disks [Miodrag Milanovic]
- [PCE] Added .bin extension. [Fabio Priuli]
- [PCE] Remap inputs to match the usual MESS layout in e.g. NES and label buttons I and II. [Justin Kerk]
- [PENTAGON] Added SHA-1's. [Fabio Priuli]
- [POKEMINI] Added .bin extension. [Fabio Priuli]
- [PRAV8DD] Merged prav8dda. [Fabio Priuli]
- [QL] Fixed lower case natural input. [Curt Coder]
- [TI99] Fixed disk controller. [Michael Zapf]
- [SATURN] Fixed mem_mask regressions. [R. Belmont]
- [SATURN] Added ROM cartridge support. [R. Belmont]
- [SC3000] Added tape support. [Curt Coder]
- [SCORPION] Added SHA-1's. [Fabio Priuli]
- [SG1000] Added .bin extension. [Fabio Priuli]
- [SG1000] Added pause/reset buttons. [Curt Coder]
- [SF7000] Fixed lower case natural input. [Curt Coder]
- [SMS] Added .bin extension. [Fabio Priuli]
- [SPECIAL] Added SHA-1's. [Fabio Priuli]
- [UT88] Added SHA-1's. [Fabio Priuli]
- [TI99] Implemented loading and saving of the battery-backed RAM of the MiniMemory cartridge. [Michael Zapf]
- [TMC600] Added tape support. [Curt Coder]
- [X68000] Added basic SASI hard disk support [Barry Rodewald]:
Currently supported SASI commands:
* Rezero Unit
* Specify
* Request Sense
* Read
* Write
* Seek
- [ZX81] Consolidated variants to use alternative BIOSes. [Fabio Priuli]
User Interface Changes:
--------------------------------------
- File manager rewrite. (bug #1277) [Nate Woods]
- Tape Control cleanups. [Nate Woods]
- Fixed default key naming of keyboard inputs for non-ASCII characters. [Nate Woods]
- [Windows GUI] Fixed crash in Device View panel when browsing to images on certain devices. (bug #1632) [Nate Woods]
Imgtool Changes:
---------------------------
- Now supporting encoding of tokenized BASIC files. (bug #1609) [Nate Woods]
- [COCO BASIC] Fixed tokenization for DSKO$ command and above. (bug #1609) [Nate Woods]
Source Changes:
------------------------------
- The core is based on MAME 0.126. This incorporates all features of the update to this core. [MAME team]
- Fixed performance problems with -triplebuffer. (bug #1539) [Justin Kerk]
- Code cleanups. [Atari Ace]
- Cut down on the amount of time memory_region() is invoked in a loop. [Atari Ace]
- Changed the 8530 SCC chip implementation to use MAME's device system. [Nate Woods]
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