Welcome, Guest
You have to register before you can post on our site.

Username
  

Password
  





Search Forums

(Advanced Search)

Forum Statistics
» Members: 20,946
» Latest member: blackopsdlc
» Forum threads: 22,105
» Forum posts: 23,072

Full Statistics

Online Users
There are currently 1312 online users.
» 0 Member(s) | 1307 Guest(s)
Applebot, Baidu, Bing, Facebook, Google

Latest Threads
Stackable Battery Holders...
Forum: Printers & CAD Projects
Last Post: xSicKxBot

» Replies: 0
» Views: 6
Parts Tray Drawers 3D Pri...
Forum: Printers & CAD Projects
Last Post: xSicKxBot

» Replies: 0
» Views: 8
All In One 3D Printer tes...
Forum: Printers & CAD Projects
Last Post: xSicKxBot

» Replies: 0
» Views: 8
1.75mm Filament Clip 3D P...
Forum: Printers & CAD Projects
Last Post: xSicKxBot

» Replies: 0
» Views: 10
[DevBlog MS] Build Agenti...
Forum: C#, Visual Basic, & .Net Frameworks
Last Post: xSicKxBot

» Replies: 0
» Views: 10
Headphone Stand 3D Print ...
Forum: Printers & CAD Projects
Last Post: xSicKxBot

» Replies: 0
» Views: 9
[Dev News] Gozen – Free &...
Forum: Game Development
Last Post: xSicKxBot

» Replies: 0
» Views: 10
[WoW Retail News] Glory o...
Forum: World of Warcraft
Last Post: xSicKxBot

» Replies: 0
» Views: 11
[PS.Blog] Suri: The Seven...
Forum: Sony Discussion
Last Post: xSicKxBot

» Replies: 0
» Views: 9
[PS.Blog] God of War Lauf...
Forum: Sony Discussion
Last Post: xSicKxBot

» Replies: 0
» Views: 13

 
  Clayxels — Bringing Clay Modelling and Claymation to Unity
Posted by: xSicKxBot - 09-16-2020, 03:06 PM - Forum: Game Development - No Replies

Clayxels — Bringing Clay Modelling and Claymation to Unity

Currently featured in the Unity Game Dev Humble Bundle as well as being 50% off on the Unity Asset Store, Clayxel is an asset that extends Unity to add support for modelling then animating clay-like 3D objects.

Clayxels is described on the Store page as:

Clayxels is an interactive volumetric toolkit to sculpt models in editor and in game. It uses voxels to generate a lightweight point-cloud that can be changed in real-time and used in a whole bunch of different ways, all without any heavy pixel ray-marching. Works both in editor and in game, everything made with clayxels can be changed interactively at any time.

Works with all render pipelines, built-in, URP, HDRP.

It is important to note that Clayxel currently *does not* support the WebGL targets. In the video below we go hands-on with Clayxel, give you an overview of it’s capabilities and show you a simple tutorial on how to get up and running creation clay objects in your Unity game. The Unity Humble Bundle runs until the end of September, so don’t miss out if Clayxel looks interesting to you. Another asset in the bundle, UModeler, was covered in an earlier GFS post. The above links contain an affiliate code that pays a small commission to GameFromScratch if used to purchase (and thanks so much if you do!).





https://www.sickgaming.net/blog/2020/09/...-to-unity/

Print this item

  ASP.NET Core updates in .NET 5 Release Candidate 1
Posted by: xSicKxBot - 09-16-2020, 03:05 PM - Forum: C#, Visual Basic, & .Net Frameworks - No Replies

ASP.NET Core updates in .NET 5 Release Candidate 1

Daniel Roth

Daniel

.NET 5 Release Candidate 1 (RC1) is now available and is ready for evaluation. Here’s what’s new in this release:

  • Blazor WebAssembly performance improvements
  • Blazor component virtualization
  • Blazor WebAssembly prerendering
  • Browser compatibility analyzer for Blazor WebAssembly
  • Blazor JavaScript isolation and object references
  • Blazor file input support
  • Custom validation class attributes in Blazor
  • Blazor support for ontoggle event
  • Model binding DateTime as UTC
  • Control Startup class activation
  • Open API Specification (Swagger) on-by-default in ASP.NET Core API projects
  • Better F5 Experience for ASP.NET Core API Projects
  • SignalR parallel hub invocations
  • Added Messagepack support in SignalR Java client
  • Kestrel endpoint-specific options via configuration

See the .NET 5 release notes for additional details and known issues.

Get started


To get started with ASP.NET Core in .NET 5 RC1 install the .NET 5 SDK. .NET RC1 also is included with Visual Studio 2019 16.8 Preview 3.

You need to use Visual Studio 2019 16.8 Preview 3 or newer to use .NET 5 RC1. .NET 5 is also supported with the latest preview of Visual Studio for Mac. To use .NET 5 with Visual Studio Code, install the latest version of the C# extension.

Upgrade an existing project


To upgrade an existing ASP.NET Core app from .NET 5 Preview 8 to .NET 5 RC1:

  • Update all Microsoft.AspNetCore.* package references to 5.0.0-rc.1.*.
    • If you’re using the new Microsoft.AspNetCore.Components.Web.Extensions package, update to version 5.0.0-preview.9.*. This package doesn’t have an RC version number yet because we expect to make a few more design changes to the components it contains before it’s ready to ship.
  • Update all Microsoft.Extensions.* package references to 5.0.0-rc.1.*.
  • Update System.Net.Http.Json package references to 5.0.0-rc.1.*.

In Blazor WebAssembly projects, also make the follwowing updates to the project file:

  • Update the SDK from “Microsoft.NET.Sdk.Web” to “Microsoft.NET.Sdk.BlazorWebAssembly”
  • Remove the <RuntimeIdentifier>browser-wasm</RuntimeIdentifier> and <UseBlazorWebAssembly>true</UseBlazorWebAssembly> properties.

That’s it! You should be all ready to go.

See also the full list of breaking changes in ASP.NET Core for .NET 5.

What’s new?


Blazor WebAssembly performance improvements


For .NET 5, we’ve made significant improvements to Blazor WebAssembly runtime performance, with a specific focus on complex UI rendering and JSON serialization. In our performance tests, Blazor WebAssembly in .NET 5 is 2-3x faster for most scenarios.

Runtime code execution in Blazor WebAssembly in .NET 5 is generally faster than Blazor WebAssembly 3.2 due to optimizations in the core framework libraries and improvements to the .NET IL interpreter. Things like string comparisons, dictionary lookups, and JSON handling are generally much faster in .NET 5 on WebAssembly.

As shown in the chart below, JSON handling is almost twice as fast in .NET 5 on WebAssembly:

Blazor WebAssembly 1kb JSON handling

We also optimized the performance of Blazor component rendering, particularly for UI involving lots of components, like when using high-density grids.

To test the performance of grid component rendering in .NET 5, we used three different grid component implementations, each rendering 200 rows with 20 columns:

  • Fast Grid: A minimal, highly optimized implementation of a grid
  • Plain Table: A minimal but not optimized implementation of a grid.
  • Complex Grid: A maximal, not optimized implementation of a grid, using a wide range of Blazor features at once, deliberately intended to create a bad case for the renderer.

From our tests, grid rendering is 2-3x faster in .NET 5:

Blazor WebAssembly grid rendering

You can find the code for these performance tests in the ASP.NET Core GitHub repo.

You can expect ongoing work to improve Blazor WebAssembly performance. Besides optimizing the Blazor WebAssembly runtime and framework, the .NET team is also working with browser implementers to further speed up WebAssembly execution. And for .NET 6, we expect to ship support for ahead-of-time (AoT) compilation to WebAssembly, which should further improve performance.

Blazor component virtualization


You can further improve the perceived performance of component rendering using the new built-in virtualization support. Virtualization is a technique for limiting the UI rendering to just the parts that are currently visible, like when you have a long list or table with many rows and only a small subset is visible at any given time. Blazor in .NET 5 adds a new Virtualize component that can be used to easily add virtualization to your components.

A typical list or table-based component might use a C# foreach loop to render each item in the list or each row in the table, like this:

@foreach (var employee in employees)
{ <tr> <td>@employee.FirstName</td> <td>@employee.LastName</td> <td>@employee.JobTitle</td> </tr>
}

If the list grew to include thousands of rows, then rendering it may take a while, resulting in a noticeable UI lag.

Instead, you can replace the foreach loop with the Virtualize component, which only renders the rows that are currently visible.

<Virtualize Items="employees" Context="employee"> <tr> <td>@employee.FirstName</td> <td>@employee.LastName</td> <td>@employee.JobTitle</td> </tr>
</Virtualize>

The Virtualize component calculates how many items to render based on the height of the container and the size of the rendered items.

If you don’t want to load all items into memory, you can specify an ItemsProvider, like this:

<Virtualize ItemsProvider="LoadEmployees" Context="employee"> <tr> <td>@employee.FirstName</td> <td>@employee.LastName</td> <td>@employee.JobTitle</td> </tr>
</Virtualize>

An items provider is a delegate method that asynchronously retrieves the requested items on demand. The items provider receives an ItemsProviderRequest, which specifies the required number of items starting at a specific start index. The items provider then retrieves the requested items from a database or other service and returns them as an ItemsProviderResult<TItem> along with a count of the total number of items available. The items provider can choose to retrieve the items with each request, or cache them so they are readily available.

async ValueTask<ItemsProviderResult<Employee>> LoadEmployees(ItemsProviderRequest request)
{ var numEmployees = Math.Min(request.Count, totalEmployees - request.StartIndex); var employees = await EmployeesService.GetEmployeesAsync(request.StartIndex, numEmployees, request.CancellationToken); return new ItemsProviderResult<Employee>(employees, totalEmployees);
}

Because requesting items from a remote data source might take some time, you also have the option to render a placeholder until the item data is available.

<Virtualize ItemsProvider="LoadEmployees" Context="employee"> <ItemContent> <tr> <td>@employee.FirstName</td> <td>@employee.LastName</td> <td>@employee.JobTitle</td> </tr> </ItemContent> <Placeholder> <tr> <td>Loading...</td> </tr> </Placeholder>
</Virtualize>

Blazor WebAssembly prerendering


The component tag helper now supports two additional render modes for prerendering a component from a Blazor WebAssembly app:

  • WebAssemblyPrerendered: Prerenders the component into static HTML and includes a marker for a Blazor WebAssembly app to later use to make the component interactive when loaded in the browser.
  • WebAssembly: Renders a marker for a Blazor WebAssembly app to use to include an interactive component when loaded in the browser. The component is not prerendered. This option simply makes it easier to render different Blazor WebAssembly components on different cshtml pages.

To setup prerendering in an Blazor WebAssembly app:

  1. Host the Blazor WebAssembly app in an ASP.NET Core app.
  2. Replace the default static index.html file in the client project with a _Host.cshtml file in the server project.
  3. Update the server startup logic to fallback to _Host.cshtml instead of index.html (similar to how the Blazor Server template is set up).
  4. Update _Host.cshtml to use the component tag helper to prerender the root App component:

    <component type="typeof(App)" render-mode="WebAssemblyPrerendered" />

You can also pass parameters to the component tag helper when using the WebAssembly-based render modes if the parameters are serializable. The parameters must be serializable so that they can be transferred to the client and used to initialize the component in the browser. If prerendering, you’ll also need to be sure to author your components so that they can gracefully execute server-side without access to the browser.

<component type="typeof(Counter)" render-mode="WebAssemblyPrerendered" param-IncrementAmount="10" />

In additional to improving the perceived load time of a Blazor WebAssembly app, you can also use the component tag helper with the new render modes to add multiple components on different pages and views. You don’t need to configure these components as root components in the app or add your own marker tags on the page – the framework handles that for you.

Browser compatibility analyzer for Blazor WebAssembly


Blazor WebAssembly apps in .NET 5 target the full .NET 5 API surface area, but not all .NET 5 APIs are supported on WebAssembly due to browser sandbox constraints. Unsupported APIs throw PlatformNotSupportedException when running on WebAssembly. .NET 5 now includes a platform compatibility analyzer that will warn you when your app uses APIs that are not supported by your target platforms. For Blazor WebAssembly apps, this means checking that APIs are supported in browsers.

We haven’t added all of the annotations yet to the core libraries in .NET 5 to indicate which APIs are not supported in browsers, but some APIs, mostly Windows specific APIs, are already annotated:

Platform compatibility analyzer

To enable browser compatibilty checks for libraries, add “browser” as a supported platform in your project file (Blazor WebAssembly projects and Razor class library projects do this for you):

<SupportedPlatform Include="browser" />

When authoring a library, you can optionally indicate that a particular API is not supported in browsers by applying the UnsupportedOSPlatformAttribute:

[UnsupportedOSPlatform("browser")]
private static string GetLoggingDirectory()
{ // ...
}

Blazor JavaScript isolation and object references


Blazor now enables you to isolate your JavaScript as standard JavaScript modules. This has a couple of benefits:

  1. Imported JavaScript no longer pollutes the global namespace.
  2. Consumers of your library and components no longer need to manually import the related JavaScript.

For example, the following JavaScript module exports a simple JavaScript function for showing a browser prompt:

export function showPrompt(message) { return prompt(message, 'Type anything here');
}

You can add this JavaScript module to your .NET library as a static web asset (wwwroot/exampleJsInterop.js) and then import the module into your .NET code using the IJSRuntime service:

var module = await jsRuntime.InvokeAsync<JSObjectReference>("import", "./_content/MyComponents/exampleJsInterop.js");

The “import” identifier is a special identifier used specifically for importing a JavaScript module. You specify the module using its stable static web asset path: _content/[LIBRARY NAME]/[PATH UNDER WWWROOT].

The IJSRuntime imports the module as a JSObjectReference, which represents a reference to a JavaScript object from .NET code. You can then use the JSObjectReference to invoke exported JavaScript functions from the module:

public async ValueTask<string> Prompt(string message)
{ return await module.InvokeAsync<string>("showPrompt", message);
}

JSObjectReference greatly simplifies interacting with JavaScript libraries where you want to capture JavaScript object references, and then later invoke their functions from .NET.

Blazor file input support


Blazor now offers an InputFile component for handling file uploads, or more generally for reading browser file data into your .NET code.

The InputFile component renders as an HTML input of type “file”. By default, the user can select single files, or if you add the “multiple” attribute then the user can supply multiple files at once. When one or more files is selected by the user, the InputFile component fires an OnChange event and passes in an InputFileChangeEventArgs that provides access to the selected file list and details about each file.

<InputFile On‌Change="OnInputFileChange" multiple /> <div class="image-list"> @foreach (var imageDataUrl in imageDataUrls) { <img src="@imageDataUrl" /> }
</div> @code { IList<string> imageDataUrls = new List<string>(); async Task OnInputFileChange(InputFileChangeEventArgs e) { var imageFiles = e.GetMultipleFiles(); var format = "image/png"; foreach (var imageFile in imageFiles) { var resizedImageFile = await imageFile.RequestImageFileAsync(format, 100, 100); var buffer = new byte[resizedImageFile.Size]; await resizedImageFile.OpenReadStream().ReadAsync(buffer); var imageDataUrl = $"data:{format};base64,{Convert.ToBase64String(buffer)}"; imageDataUrls.Add(imageDataUrl); } }
}

To read data from a user-selected file, you call OpenReadStream on the file and read from the returned stream. In a Blazor WebAssembly app, the data is streamed directly into your .NET code within the browser. In a Blazor Server app, the file data is streamed to your .NET code on the server as you read from the stream. In case you’re using the component to receive an image file, Blazor also provides a RequestImageFileAsync convenience method for resizing images data within the browser’s JavaScript runtime before they’re streamed into your .NET application.

Custom validation class attributes in Blazor


You can now specify custom validation class names in Blazor. This is useful when integrating with CSS frameworks, like Bootstrap.

To specify custom validation class names, create a class derived from FieldCssClassProvider and set it on the EditContext instance.

var editContext = new EditContext(model);
editContext.SetFieldCssClassProvider(new MyFieldClassProvider()); // ... class MyFieldClassProvider : FieldCssClassProvider
{ public override string GetFieldCssClass(EditContext editContext, in FieldIdentifier fieldIdentifier) { var isValid = !editContext.GetValidationMessages(fieldIdentifier).Any(); return isValid ? "legit" : "totally-bogus"; }
}

Blazor support for ontoggle event


Blazor now has support for the ontoggle event:

<div> @if (detailsExpanded) { <p>Read the details carefully!</p> } <details id="details-toggle" @ontoggle="OnToggle"> <summary>Summary</summary> <p>Detailed content</p> </details>
</div> @code { bool detailsExpanded; string message { get; set; } void OnToggle() { detailsExpanded = !detailsExpanded; }
}

Thank you Vladimir Samoilenko for this contribution!

Model binding DateTime as UTC


Model binding in ASP.NET Core now supports correctly binding UTC time strings to DateTime. If the request contains a UTC time string (for example https://example.com/mycontroller/myactio...4.0576719Z), model binding will correctly bind it to a UTC DateTime without the need for further customization.

Control Startup class activation


We’ve provided an additional UseStartup overload that lets you provide a factory method for controlling Startup class activation. This is useful if you want to pass additional parameters to Startup that are initialized along with the host.

public class Program
{ public static async Task Main(string[] args) { var logger = CreateLogger(); var host = Host.CreateDefaultBuilder() .ConfigureWebHost(builder => { builder.UseStartup(context => new Startup(logger)); }) .Build(); await host.RunAsync(); }
}

Open API Specification On-by-default


Open API Specification is a industry-adopted convention for describing HTTP APIs and integrating them into complex business processes or with 3rd parties. Open API is widely supported by all cloud providers and many API registries, so developers who emit Open API documents from their Web APIs have a variety of new opportunities in which those APIs can be used. In partnership with the maintainers of the open-source project Swashbuckle.AspNetCore, we’re excited to announce that the ASP.NET Core API template in RC1 comes pre-wired with a NuGet dependency on Swashbuckle, a popular open-source NuGet package that emits Open API documents dynamically. Swashbuckle does this by introspecting over your API Controllers and generating the Open API document at run-time, or at build time using the Swashbuckle CLI.

In .NET 5 RC1, running dotnet new webapi will result in the Open API output being enabled by default, but if you prefer to have Open API disabled, use dotnet new webapi --no-openapi true. All .csproj files that are created for Web API projects will come with the NuGet package reference.

<ItemGroup> <PackageReference Include="Swashbuckle.AspNetCore" Version="5.5.1" />
</ItemGroup>

In addition to the NuGet package reference being in the .csproj file we’ve added code to both the ConfigureServices method in Startup.cs that activates Open API document generation.

public void ConfigureServices(IServiceCollection services)
{ services.AddControllers(); services.AddSwaggerGen(c => { c.SwaggerDoc("v1", new OpenApiInfo { Title = "WebApplication1", Version = "v1" }); });
}

The Configure method is also pre-wired to enlist in the Swashbuckle middleware. This lights up the document generation process and turns on the Swagger UI page by default in development mode. This way you’re confident that the out-of-the-box experience doesn’t accidentally expose your API’s description when you publish to production.

public void Configure(IApplicationBuilder app, IWebHostEnvironment env)
{ if (env.IsDevelopment()) { app.UseDeveloperExceptionPage(); app.UseSwagger(); app.UseSwaggerUI(c => c.SwaggerEndpoint("/swagger/v1/swagger.json", "WebApplication1 v1")); } // ...
}

Azure API Management Import


When ASP.NET Core API projects are wired to output Open API in this way, the Visual Studio 2019 version 16.8 Preview 2.1 publishing experience will automatically offer an additional step in the publishing flow. Developers who use Azure API Management have an opportunity to automatically import their APIs into Azure API Management during the publish flow.

Publising APIs

This additional publishing step reduces the number of steps HTTP API developers need to execute to get their APIs published and used with Azure Logic Apps or PowerApps.

Better F5 Experience for Web API Projects


With Open API enabled by default, we were able to significantly improve the F5 experience for Web API developers. With .NET 5 RC1, the Web API template comes pre-configured to load up the Swagger UI page. The Swagger UI page provides both the documentation you’ve added for your API, but enables you to test your APIs with a single click.

Swagger UI page

SignalR parallel hub invocations


In .NET 5 RC1, ASP.NET Core SignalR is now capable of handling parallel hub invocations. You can change the default behavior and allow clients to invoke more than one hub method at a time.

public void ConfigureServices(IServiceCollection services)
{ services.AddSignalR(options => { options.MaximumParallelInvocationsPerClient = 5; });
}

Added Messagepack support in SignalR Java client


We’re introducing a new package, com.microsoft.signalr.messagepack, that adds messagepack support to the SignalR java client. To use the messagepack hub protocol, add .withHubProtocol(new MessagePackHubProtocol()) to the connection builder.

HubConnection hubConnection = HubConnectionBuilder.create("http://localhost:53353/MyHub") .withHubProtocol(new MessagePackHubProtocol()) .build();

Kestrel endpoint-specific options via configuration


We have added support for configuring Kestrel’s endpoint-specific options via configuration. The endpoint-specific configurations includes the Http protocols used, the TLS protocols used, the certificate selected, and the client certificate mode.

You are able to configure the which certificate is selected based on the specified server name as part of the Server Name Indication (SNI) extension to the TLS protocol as indicated by the client. Kestrel’s configuration also support a wildcard prefix in the host name.

The example belows shows you how to specify endpoint-specific using a configuration file:

{ "Kestrel": { "Endpoints": { "EndpointName": { "Url": "https://*", "Sni": { "a.example.org": { "Protocols": "Http1AndHttp2", "SslProtocols": [ "Tls11", "Tls12"], "Certificate": { "Path": "testCert.pfx", "Password": "testPassword" }, "ClientCertificateMode" : "NoCertificate" }, "*.example.org": { "Certificate": { "Path": "testCert2.pfx", "Password": "testPassword" } }, "*": { // At least one subproperty needs to exist per SNI section or it // cannot be discovered via IConfiguration "Protocols": "Http1", } } } } }
}

Give feedback


We hope you enjoy this release of ASP.NET Core in .NET 5! We are eager to hear about your experiences with this latest .NET 5 release. Let us know what you think by filing issues on GitHub.

Thanks for trying out ASP.NET Core!



https://www.sickgaming.net/blog/2020/09/...ndidate-1/

Print this item

  AppleInsider - Hear Steve Jobs demo his NeXT computer in 1988
Posted by: xSicKxBot - 09-16-2020, 03:05 PM - Forum: Apples Mac and OS X - No Replies

Hear Steve Jobs demo his NeXT computer in 1988

An audio recording of Steve Jobs revealing the NeXT computer shortly after its official launch has been released in full.

On November 30, 1988, Steve Jobs gave one of the first public demonstrations of the then brand-new NeXT Computer to the Boston Computer Society. An audio recording was made of the entire event and it has now been released online.

Harry McCracken was in the audience at the time and has written about the experience of that night, and of the new audio discovery, for Fast Company.

“Sitting there being wowed by the machine was an oddly bittersweet experience,” he writes. “At $6,500, it was so far out of my price range that desiring one was purely aspirational, like lusting after a Lamborghini. But at evening’s end, as we streamed out of Jobs’s reality-distortion field back into the chilly Boston air, each of us got a NeXT product to take home: a glossy poster depicting the cube in all its unattainable glory.”

The Boston Computer Society used to regularly video its meetings and presentations. “The NeXT session, however, was not among the ones that had been videotaped,” says McCracken.

“[But] in 1988, when I was basking in Jobs’s presentation, [Charles] Mann was elsewhere in the hall recording it [on audio].”

This audio recording is one of three that feature Jobs, and one of 92 that were made of Boston Computer Society meetings and similar events. It’s a trove of computing history, as spoken at the time by the likes of Jobs, Bill Gates and more.

The episodes, covering nine years from the early 1980s, are all available now on SoundCloud.



https://www.sickgaming.net/blog/2020/09/...r-in-1988/

Print this item

  News - EA Is Considering Bringing EA Play And “More Great Experiences” To Switch
Posted by: xSicKxBot - 09-16-2020, 03:04 PM - Forum: Nintendo Discussion - No Replies

EA Is Considering Bringing EA Play And “More Great Experiences” To Switch

Switch EA Play

The relationship between EA and fans of Nintendo’s platforms has been pretty bumpy in recent times; on the one hand, Nintendo fans are being forever brushed aside when it comes to the likes of FIFA, but on the other, EA does seem committed to bringing plenty of games to Switch in due time.

In a new interview with GamesIndustry.biz, EA SVP Mike Blank has discussed the company’s current stance on releasing its products on Switch. He refers to the fact that EA has already announced it will be bringing seven new games to Nintendo’s console over the next year, and also notes that EA Play – a subscription service which grants subscribers access to its biggest releases – is also being considered for the platform.

“There are amazing games on that platform and we foresee bringing more games to the Switch over time, and I think if there are opportunities for us to bring our subscription there and bring an even larger portfolio to the Switch, we will do so.

We’re always exploring this with our platform partners, whether that be Switch or Steam or Epic or Xbox or Sony. We want to be where the players are. So while I have nothing to announce here, I would anticipate that we’ll continue to bring more games and more great experiences to Switch.”

The suggestion here, then, is that EA seems open to releasing more games on Switch beyond the seven already announced for the next 12 months, and that the launch of next-gen systems won’t cause EA to ignore the Switch entirely. If EA Play was to launch on Switch, and as long as the service was of similar quality to that offered on other platforms, it would certainly help Nintendo’s machine to keep up with its shiny, more powerful industry counterparts.

Would you like to see EA Play on Switch? Would you subscribe to the service if you could play EA’s biggest games on the go? Let us know in the comments below.



https://www.sickgaming.net/blog/2020/09/...to-switch/

Print this item

  News - What Happens When You 100% Super Mario 3D All-Stars: Nothing
Posted by: xSicKxBot - 09-16-2020, 03:04 PM - Forum: Lounge - No Replies

What Happens When You 100% Super Mario 3D All-Stars: Nothing

Nintendo's next big Switch release, Super Mario 3D All-Stars, is almost here--and there is something very important that completionists might want to know.

In playing through the collection, we discovered that when you reach 100% completion on all three titles in the package--a challenging and time-intensive challenge--you are rewarded with...nothing.

To be clear, Nintendo never said there would be any special reward or extras for reaching 100% completion on Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy. Still, you might not want to get too caught up in going for 100%, or maybe you will anyway because reaching 100% on a game is an achievement unto itself even if there is no reward.

Continue Reading at GameSpot

https://www.gamespot.com/articles/what-h...01-10abi2f

Print this item

  (Indie Deal) Starships, LEGO, Kalypso, Siluman Sales
Posted by: xSicKxBot - 09-16-2020, 08:09 AM - Forum: Deals or Specials - No Replies

Starships, LEGO, Kalypso, Siluman Sales

Starships and Lego Sale, EMEA Only, all titles -75%
[www.indiegala.com]
Kalypso Publisher Sale, up to -80%
[www.indiegala.com]
Siluman Soft Sale, up to -90%
[www.indiegala.com]

Stay Inside, Stay Safe and Enjoy Good Games.
Check out IndieGala on Twitter, YouTube & Facebook[www.facebook.com]


https://steamcommunity.com/groups/indieg...2454808175

Print this item

  Mobile - Super Mario Galaxy touchscreen controls revealed
Posted by: xSicKxBot - 09-16-2020, 08:09 AM - Forum: New Game Releases - No Replies

Super Mario Galaxy touchscreen controls revealed

Ahead of Super Mario 3D All-Star’s Switch launch this coming Friday, the Mario 35th anniversary Twitter account has tweeted a video to showcase Mario Galaxy’s new touchscreen controls, so you will know what to expect whilst playing handheld mode, or on the Switch Lite. Motion controls have also been shown for those of you playing while your Switch is docked.

As the video shows, you can use the gyro aiming built into the Switch Joy-Con, or the touchscreen to collect and release star pieces. It is still unclear as to how the Pro Controller will work with Mario Galaxy, but as it also has gyro controls built-in, it will likely work similarly to the Joy-Con.

Super Mario 3D All-Stars was a surprise announcement towards the end of the Mario 35th anniversary-themed direct at the start of September. It will include Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy; all optimised for Switch with HD graphics, as well as a music player, so you can keep grooving upon completion.

Check out the tweet and video below:

This highly anticipated title has been marred by some backlash due to the limited run of its physical and digital releases, which has led some fans scrambling to secure a copy. According to a Resetera user, the online UK retailer, Base.com, has recently cancelled all of its pre-orders due to “woefully short” stock allocation. Nintendo is yet to comment on the reasoning behind its limited run.

Despite the pre-order issues, Amazon US has recently announced Mario 3D All-Stars has become one of its highest selling games of 2020 to date, behind only Animal Crossing: New Horizons, while beating out The Last of Us Part 2 and Minecraft.

The game will be priced at $59.99/£49.99, and will be available as a limited digital and physical release from September 18, until March 31, 2021.



https://www.sickgaming.net/blog/2020/09/...-revealed/

Print this item

  News - Here’s Tennis World Tour 2’s Full Roster Of Playable Stars
Posted by: xSicKxBot - 09-16-2020, 08:09 AM - Forum: Nintendo Discussion - No Replies

Here’s Tennis World Tour 2’s Full Roster Of Playable Stars

Paire1

Just days ahead of the game’s release on other platforms, NACON and Big Ant Studios have revealed the full roster of players set to appear in Tennis World Tour 2.

There are 38 players available in total, including current stars like Rafael Nadal and Roger Federer as well as ‘legends’ of the game such as Marat Safin and Gustavo Kuerten. You can see the full line-up below.


Alex De Minaur
Daniil Medvedev
Grigor Dimitrov
Marat Safin (pre-order bonus)
Alexander Zverev
David Goffin
Gustavo Kuerten (pre-order bonus)
Nick Kyrgios
Ashleigh Barty
Denis Shapovalov
Jannik Sinner
Petra Kvitova
Belinda Bencic
Dominic Thiem
John Isner
Rafael Nadal
Benoit Paire
Elina Svitolina
Karen Khachanov
Roberto Bautista Agut
Bianca Andreescu
Fabio Fognini
Kei Nishikori
Roger Federer
Borna Coric
Felix Auger-Aliassime
Kiki Bertens
Stanislas Wawrinka
Caroline Garcia
Francis Tiafoe
Kristina Mladenovic
Stefanos Tsitsipas
Casper Ruud
Gaël Monfils
Kyle Edmund
Cori Gauff
Garbine Muguruza
Madison Keys


If you missed the gameplay reveal announcement which arrived last week, let us quickly fill you in on some of the features promised for the game:

Game Features:
– Highly anticipated new features: the ability to play doubles matches with up to 4 players locally and online, a competitive mode, an improved serve system and a new shot timing mechanic
– More realistic: more animations create smoother gameplay
– Multiple game modes: Career, Quick Match, Online, Tournament, Ranked Match and Tie Break Tens – there’s a format to suit every player
– Several official courts: Manolo Santana of the Mutua Madrid Open, the OWL ARENA of Halle or the 3 courts of Roland-Garros: Philippe-Chatrier, Suzanne-Lenglen and Simonne-Mathieu.

As a reminder, the Switch version of Tennis World Tour 2 launches on 15th October, a few weeks after the 24th September release on other platforms.

Will you be taking to the court? Tell us below.



https://www.sickgaming.net/blog/2020/09/...ble-stars/

Print this item

  News - Death Squared Is Getting A Limited Edition Physical Release On Switch
Posted by: xSicKxBot - 09-16-2020, 08:09 AM - Forum: Nintendo Discussion - No Replies

Death Squared Is Getting A Limited Edition Physical Release On Switch

Death Squared Physical Switch

If picking up physical versions of indie games is your jam, you’ll probably want to jump on this new limited-edition release of Death Squared for Nintendo Switch.

After receiving digital and code-in-the-box releases in the past, Death Squared is finally being given the proper physical treatment thanks to 1Print Games. This new limited edition contains a copy of the game on a cartridge, a Death Squared Bots keychain, a numbered authenticity card, a testing manual, and a logo sticker, and it’s all available for $34.99.

As limited releases go, this one is particularly limited, with just 1,500 copies being made in total. You can go ahead and pre-order a copy on 1Print Games’ website – it officially launches this Friday, 18th September.

If you haven’t played this one and want to learn more about it before buying, feel free to read our full review. We’ll leave a snippet for you below.

While we’ve seen plenty of games that have similar themes and mechanics, the way they’re presented in Death Squared makes for a rare experience. Having a game that is cooperative at its core but imminently playable as a solo experience is a boon, but it must be said its wily charms are exponentially more effective when sitting next to a friend or loved one whilst you giggle at each other’s faux pas.

Are you a fan of Death Squared? Are you tempted by this physical edition? Let us know with a comment.



https://www.sickgaming.net/blog/2020/09/...on-switch/

Print this item

  News - Anderson .Paak Will Host A Virtual Concert In Fortnite
Posted by: xSicKxBot - 09-16-2020, 08:09 AM - Forum: Lounge - No Replies

Anderson .Paak Will Host A Virtual Concert In Fortnite

Epic Games announced on Twitter that the next artists to hold a Fortnite concert are Anderson .Paak and The Free Nationals. The performance will take place live on September 19 at 5 PM ET and will be played again on September 19 at 11 PM ET and September 20 at 1 PM ET.

Travis Scott's virtual performance in Fortnite was a remarked success, and it makes sense that the battle-royale game will continue to partner with artists to hold in-game concerts, especially since COVID-19 has made real-life concerts impossible for the foreseeable future. A staggering amount of people--12.3 million, to be exact--logged into the game at the same time to watch Travis Scott's performance. A free Astroworld Cyclone glider and two free loading screens was also given to anybody who attended the concert, and it remains to be seen if Fortnite will offer similar perks for Anderson .Paak's concert attendees.

To watch Anderson .Paak's performance, Fortnite players can jump into Party Royale. To do so, you can press the Change box in the Lobby screen's bottom-right corner, and select the Party Royale mode from the available options. After the selection, you'll be back at the Lobby screen. Press play and go to the Main Stage for the performance. The map button in Party Royale can help you orient yourself and locate the Main Stage.

Continue Reading at GameSpot

https://www.gamespot.com/articles/anders...01-10abi2f

Print this item