Casino Vector Art & Graphics freevector.com

[Hiring] Indie Game - Looking for 2D Artist that can draw UI, icons, and simple character art on top of wireframe spec and work closely with development team in fast iterative process. No need for UX experience.

I am looking for an experienced artist to join an early stage indie video game project.
The project is paid and we are paying for the entire project as one set price until completion. I'm a reasonably experienced game developer and *cross fingers* the project will be strictly scoped on major items, but will seem somewhat unreasonable to people who have never done game development. Marketing assets will be included in the project as well (promotional banners, ad display units, etc).
We are super stealth, but the game already has a publishing deal and we are fully self-funded. No Kickstarter or other things like that.
Artist Requirements
Looking for someone who can show in their portfolio something that has influence from the pop art movement of the 1950s. Some examples are like this: 1, 2, 3
The game itself will be primarily based on mobile with potential to coming on other platforms, so being able to do vector art proficiently is an absolute prerequisite as we'll need to scale the assets for all different form factors. AI is strongly recommended.
Timeline of the game will be extremely optimistic. We need someone that has no excuses about following a schedule. If you aren't a professional that can be held accountable for any delays, then please don't bother applying. Just going to be upfront about this now, the delay can not be coming from your side.
The artist will need to also be able to work in a team environment. We'll have programmers, marketing, game design, and etc. working constantly in a state of chaos. The scope shouldn't change drastically, but situations will need to be flexible such as shifting priorities on art due to potential blocks. You will always be given direction, but you should also be hounding on making sure progress is made daily if possible.
Ability to understand basic motion graphics would be a big plus also. UI animation examples can be relayed to the programming team which can implement it.
We'll be working on Trello for task tracking, so understanding how to work with basic project management software is necessary.
Would be great if you know a little bit about Unity or how video game art pipelines works, but not 100% necessary. We can train this.
About The Project
This will be a hyper casual video game for mobile. Distribution of the game will be wide spread and the game will be free to download with no planned in-app purchases (but we will be showing ads). Game will most likely be 13+ if not skewed younger. This is not a gambling or casino game.
The project is completely self funded by the company.
Timeline for the project will be about 2 months of time, so maintaining schedules is crucial.
If the project goes well and our working experience was great, expect this to be a recurring gig as we will be creating more.
The project budget can be discussed, but as stated above, we will be paying for the entire project rather than per asset as things can dynamically change in a development environment. We will be as reasonable as possible but it'll be easier for both parties if we can just agree on a price to get it done. If the scope does increase (such as extended timelines), we can potentially renegotiate the contract or consider it completed if there are any critical failures. Payment will be paid on the agreed time and delivered upon milestone completion of the schedule. To make sure you have read carefully, the code phrase "hectic schedule" will be required when you contact me as attention to detail is extremely important (no puns needed, just including the phrase is fine). Failure of meeting milestones may result in early termination of the contract. A good faith first payment will be sent before any work is done. Bonuses can be considered as well based on how well the project does.
Availability should be roughly about 4 hours per day, 5 days a week minus major holidays. This will be a WFH gig, so you control your own working schedule, but the project schedule is strict. You should communicate your availability hours ahead of time and if time needs to be taken off, that needs to be communicated early so we can adjust the schedule to it. Hours won't be strictly enforced, but delivery of critical pipeline assets will be strictly enforced.
Ability to write and comprehend fluent English is a must. Being able to reply quickly within several hours max (within *your* planned working hours) also will help speed up communication.
Our timezone will be conducted in Hong Kong Time (Where I am based).
All work done will be considered work-for-hire and owned by the company. This is non-negotiable. If a work is submitted, then it will be considered company property. You must own 100% all work that you are submitting as work, or you may be in violation of the contract. You may use the pieces in your portfolio, with permission. It can not be shown on portfolio until the game has been fully released.
Budget estimation will be somewhere around $3000-5000 (USD) based on experience. A work-for-hire contractor contract must be signed, and you will be responsible for your side of the legal fees and taxes yourself. We'll provide the contract, but if you want a lawyer to look it over, that'll need to be covered by yourself (which it should always be).
If interested, please contact me in DM or you can send me an e-mail at steve (&) cat8games (period) com**.**
Replying here in the comments section will not be considered as there will be identifying information that needs to be communicated. Feel free to reply here tho, especially for extra exposure if you are looking for a gig. I'm not going to count it against you.
This post will self destruct in a week. If you are considering it, you should probably copy down the information somewhere.
TL;DR - Don't apply.
submitted by NamelessTheHackers to gameDevClassifieds [link] [comments]

How Inner Beauty Can Increase Your Profit! | Inner Beauty

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How Inner Beauty Can Increase Your Profit! | Inner Beauty
Sharon Stone is autograph a tell-all book.
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On Thursday during a video babble with supermodel Naomi Campbell for her appearance No Filter With Noami, the 62-year-old brilliant bankrupt the news.
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Surprise! Sharon Stone is autograph a tell-all book. On Thursday during a video babble with supermodel Naomi Campbell for her appearance No Filter With Noami , the 62-year-old brilliant bankrupt the news
Naomi, a beginning journalist! The supermodel, right, landed the beat that Sharon has bound the book
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The book will additionally acceptable awning her career-making role in 1992’s Basic Instinct, her scene-stealing role in Casino and her relationships with John Kennedy Jr, Phil Bronstein and Dwight Yoakam.
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‘I anticipate we acquire an befalling to not aloof be in our home abode but in our home selves. We all acquire a amount cocky and if we can get aback to that it would be great,’ she said.
And it is the simple things that accomplish her feel good: ‘Frankly I adulation to apple-pie my house, don’t you adulation the feel of demography balmy clothes out of the drier?’ she said.
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Noami said she is charwoman her own bedding and application Ajax.
And Stone added it was ‘great’ authoritative Beef Stroganoff with one of her sons.
A chef: And Stone added it was ‘great’ authoritative Beef Stroganoff with one of her sons
Not a bad work: Stone corrective this account of her acquaintance Tina this week
Inner Beauty – Inner Beauty | Inner Beauty
So this is area a Hollywood goddess sleeps: The siren was adequate in her bedroom
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from WordPress https://www.flowernifty.com/how-inner-beauty-can-increase-your-profit-inner-beauty/
submitted by RaniPuspita to PaintOfLegends [link] [comments]

MAME 0.203

MAME 0.203

With Hallowe’en basically over, the only thing you need to make October complete is MAME 0.203. Newly supported titles include not just one, but two Nintendo Game & Watch classics: Donkey Kong and Green House, and the HP 9825B desktop computer. We’ve added dozens of new versions of supported systems, including European bootlegs of Puck Man, Ms. Pac-Man, Phoenix, Pengo and Zero Time, more revisions of Street Fighter II and Super Street Fighter II, and a version of Soldier Girl Amazon made under license by Tecfri.
There are major improvements to plug-in TV games in this release, specifically systems based on the XaviX and SunPlus µ'nSP processors. The Vii is now playable with sound, and the V.Smile can boot games. Tiger Game.com emulation has come to the point where all but one of the games are playable. Some long-standing issues with Tandy CoCo cartridges have been fixed.
It isn’t just home systems that have received attention this month: Namco System 22 emulation has leapt forward. Yes, the hit box errors making it impossible to pass the helicopter (Time Crisis) and the tanks (Tokyo Wars) have finally been fixed. On top of that, video emulation improvements make just about everything on the system look better. In particular, rear view mirrors in the driving games now work properly. If that isn’t enough for you, the code has been optimised, so there’s a good chance you’ll get full speed emulation on a modern PC. There have been less dramatic improvements to video emulation in other Namco and Tecmo systems, and CPS-3 row scroll effects have been implemented.
MAME 0.203 should build out-of-the-box on macOS “Mojave” with the latest Xcode tools (provided your SDL2 framework is up-to-date), a number of lingering debugger issues have been fixed, and it’s now possible to run SDL MAME on a system with no display. MAME’s internal file selection menus should behave better when you type the name of a file to select it.
MAME 0.203 is a huge update, touching all kinds of areas. You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to emulation [link] [comments]

My own little team sonic racing “review”

So I bought team sonic racing and gotta say I actually really love it. It’s so much fun and it’s just great to “play” other sonic characters again...even if it’s only as a character in a racing game, but hey stepping stones right?
My positives so far, I love the music. That’s the one thing you can take away from this and remember it for. It was awesome hearing songs like follow me, casino park, and holoska come back as remixes or power up themes. The team mechanic is also a highlight of the game. Being able to work as a team to move faster and faster brings me memories of the old sonic heroes days. And can we take a minute to appreciate the genius idea of making wisps the items in this game? I love the variety and they all feel useful. The graphics are also really beautiful too. Just seeing an HD casino park is something we as humans were not ready for. And lastly the cast of characters is great. I know people were angry about the fact that this is a sonic exclusive thing, but I’m gonna be honest I have no fucking clue who any of the other sega characters are. All I know about nights, crazy taxi and super monkey ball is they exist. Maybe if sega built multiple franchises to work off of like how Nintendo has Mario, Zelda, Kirby, etc, then maybe I would’ve actually played one them.
As for the negatives, well there are quite a few. The story is dumb, but that’s a given for a sonic racing game. Instead of this “making a car powered by teamwork to stop pollution” they should’ve made the story like sonic free riders. That game’s controls were ass, but you have to admit the game kept the story nice and simple, which is what a sonic racing game’s story should be. “Everyone joined a tournament”. That’s it. Another big problem I have is the disappearance of cream. She got replaced with a bunch of chao in this game for team rose and I hate that. Cream was always the tails of Amy, and she herself has cheese the chao, so I don’t see why it’d be a problem to include cream. People said it was something about getting her old voice actor, but that’s not true because omachao and cream has the same voice actor. Same for Espio and charmy. For some reason vector is paired with blaze and silver. I think it would’ve been cool if cream was back in team rose, team chaotix is in their own team, and the chao were put with silver and blaze.
I mentioned how the story was dumb. That would be fine if it wasn’t for the EXTREMELY cheesy writing. I’m gonna compare this game to sonic free riders again. All the characters were written as they should be. Look at team rose for an example. Amy hires vector last second, pulled cream into her team even though cream thought she was just going to watch, and then blames vector for being late. She gushes about sonic, and team sonic basically had enough of Amy’s bullshit. All the characters have their own thoughts. Characters make fun of other characters like Amy and vector, and all around, the writing isn’t as “super happy sunshine” as team sonic racing. That was one of the first cutscenes in that game. Compare that to TSR, and everyone is just so bland and generic. Any beef between characters is “funny playful” beef, and I hate that because it takes the fun out of the characters. That can be said about sonic games in general nowadays, but I just thought I’d point that out.
A few other problems I have are mainly with the switch port. I have this game on the switch, and man that 30fps really makes the game not pop as much. And when you use your team ultimate, the game drops to around 15fps which makes it really hard to see anything. Also, this might be because I’ve only ever played Mario kart before, but drifting feels REALLY off. I don’t know, something about it feels random. And the missions are ass. I hate the missions. I purposely avoided doing any missions because they expect EVO levels of gameplay out of you, but now I’m stuck at 6-3 because I can’t get a silver on that stupid ass drifting mission. And that’s about all my negatives for the game, except for one personal note.
One last problem I have is sometimes it feels like they’re trying to copy Mario kart. I don’t say that just because “they’re both kart racing games”, but it genuinely feels that way sometimes. A few examples I can think of are the wisps. Lighting wisp does exactly what the lightning bolt in Mario kart does except without the shrinking effect, rocket and eagle are basically the shell items, etc. I can excuse something like the rocket and eagle wisps since that’d be hard to avoid, and same for a few others like the normal wisps having a mushroom effect. But I think this game should try to avoid any Mario kart similarities because this game shines when it has its own identity. If you look at other wisps, they’re really fun and different. Laser wisp gives you a giant laser beam to point at people with, burst leaves a fire trail to hurt people behind you, quake wisp creates stone pillars for everyone to avoid, its awesome. I hope they try to stand out more in the future.
I went pretty negative in the end, but that’s mainly because the best way to improve something is to point out the flaws, and these were stuff that genuinely bothered me. I’m late to the party with this, but if you are considering getting the game, I guarantee you’re gonna have a lot of fun. Even with those negatives, I’d still say the game holds up really well and feels so engaging.
submitted by flamingoodness to SonicTheHedgehog [link] [comments]

MAME 0.203

MAME 0.203

With Hallowe’en basically over, the only thing you need to make October complete is MAME 0.203. Newly supported titles include not just one, but two Nintendo Game & Watch classics: Donkey Kong and Green House, and the HP 9825B desktop computer. We’ve added dozens of new versions of supported systems, including European bootlegs of Puck Man, Ms. Pac-Man, Phoenix, Pengo and Zero Time, more revisions of Street Fighter II and Super Street Fighter II, and a version of Soldier Girl Amazon made under license by Tecfri.
There are major improvements to plug-in TV games in this release, specifically systems based on the XaviX and SunPlus µ'nSP processors. The Vii is now playable with sound, and the V.Smile can boot games. Tiger Game.com emulation has come to the point where all but one of the games are playable. Some long-standing issues with Tandy CoCo cartridges have been fixed.
It isn’t just home systems that have received attention this month: Namco System 22 emulation has leapt forward. Yes, the hit box errors making it impossible to pass the helicopter (Time Crisis) and the tanks (Tokyo Wars) have finally been fixed. On top of that, video emulation improvements make just about everything on the system look better. In particular, rear view mirrors in the driving games now work properly. If that isn’t enough for you, the code has been optimised, so there’s a good chance you’ll get full speed emulation on a modern PC. There have been less dramatic improvements to video emulation in other Namco and Tecmo systems, and CPS-3 row scroll effects have been implemented.
MAME 0.203 should build out-of-the-box on macOS “Mojave” with the latest Xcode tools (provided your SDL2 framework is up-to-date), a number of lingering debugger issues have been fixed, and it’s now possible to run SDL MAME on a system with no display. MAME’s internal file selection menus should behave better when you type the name of a file to select it.
MAME 0.203 is a huge update, touching all kinds of areas. You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to MAME [link] [comments]

MAME 0.203

MAME 0.203

With Hallowe’en basically over, the only thing you need to make October complete is MAME 0.203. Newly supported titles include not just one, but two Nintendo Game & Watch classics: Donkey Kong and Green House, and the HP 9825B desktop computer. We’ve added dozens of new versions of supported systems, including European bootlegs of Puck Man, Ms. Pac-Man, Phoenix, Pengo and Zero Time, more revisions of Street Fighter II and Super Street Fighter II, and a version of Soldier Girl Amazon made under license by Tecfri.
There are major improvements to plug-in TV games in this release, specifically systems based on the XaviX and SunPlus µ'nSP processors. The Vii is now playable with sound, and the V.Smile can boot games. Tiger Game.com emulation has come to the point where all but one of the games are playable. Some long-standing issues with Tandy CoCo cartridges have been fixed.
It isn’t just home systems that have received attention this month: Namco System 22 emulation has leapt forward. Yes, the hit box errors making it impossible to pass the helicopter (Time Crisis) and the tanks (Tokyo Wars) have finally been fixed. On top of that, video emulation improvements make just about everything on the system look better. In particular, rear view mirrors in the driving games now work properly. If that isn’t enough for you, the code has been optimised, so there’s a good chance you’ll get full speed emulation on a modern PC. There have been less dramatic improvements to video emulation in other Namco and Tecmo systems, and CPS-3 row scroll effects have been implemented.
MAME 0.203 should build out-of-the-box on macOS “Mojave” with the latest Xcode tools (provided your SDL2 framework is up-to-date), a number of lingering debugger issues have been fixed, and it’s now possible to run SDL MAME on a system with no display. MAME’s internal file selection menus should behave better when you type the name of a file to select it.
MAME 0.203 is a huge update, touching all kinds of areas. You can get the source and Windows binary packages from the download page.

MAMETesters Bugs Fixed

New working machines

New working clones

Machines promoted to working

New machines marked as NOT_WORKING

New clones marked as NOT_WORKING

New working software list additions

Software list items promoted to working

New NOT_WORKING software list additions

Source Changes

submitted by cuavas to cade [link] [comments]

What is your ideal Sonic game? + My ideal Sonic game

Fans have been wanting a game for years that really resonates with the combined efforts of fan games and games like Mania, SA2, and possibly other titles like Colors, Unleashed, and Generations - we’ve had a pretty good handful of wonderful things to dive into. The great thing about diversity, especially in a fandom like Sonic, is that having something for everyone means alot of people can be happy and it prevents any potential boredom from fans concerning their favorite franchise. And frankly, that’s what keeps me so close to the Blue Blur as a whole. Unfortunately, not every fan is keen on this, and such diversity in both the media itself and the desires of the fandom can sometimes cause dissension.
I have always believed that it is better to have variety so that things stay fresh rather than following the same formula to the very end. I don’t like when things get stale and predictable - other franchises that I love like Halo, Spyro, and even the Sims - the most samey franchise I know of - gained some very epic changes as the franchises gained popularity. And as you read through this blog, you will see hints of alot of things that change the very foundation of the franchise but that doesn’t mean you have to enjoy my ideas. So please, for the love of Chaos, keep that in mind and try not to crucify me for my opinion. Before I get into that, what is your ideal Sonic game?
Enjoy this blog because it’s gonna be a doozy!
Section 1: Story
As an Adventure Era fan, it would make sense that I’d want to include multiple gameplay mechanics and characters along with them. And like that Era, ideally, each story would connected but being as how I wanted to involve as many characters as possible, this task might prove difficult. Plus, there’s also the fact that I might want to keep character arcs separate so that players won’t feel obligated to play characters they hate to complete the entire game. I think it’d be a much better idea if all the characters were involved in a plot that had no connection to each other but had the same basic goal to defeat Eggman but the way the player goes about it is entirely in their hands. More or less, this is an RPG but obviously not anything like Chronicles.
Section 2: Gameplay
First and foremost - This game will be an open world game. For a long time, I absolutely hated how linear Sonic games were, it always drove me crazy because if Sonic is going to go at mach speeds, why not implement in areas that he can actually show it off? There are always boundaries on either side (unless you fall off) and paths to take, and it’s all very… video gamey. I know that’s kind of confusing and probably weird to hear considering Sonic IS a video game but hear me out. With as fast as Sonic goes, regardless of what era the games are in, having boundaries and turns and whatnot all seem counterintuitive to me. Unless you’re REALLY good at Sonic games (which I’m not), you will more than likely bump into objects and walls. That just really kills the speed for me. Sure, you can have this talk about momentum, earning that speed, and stuff but what good is it if you have to constantly press buttons to jump over obstacles or slide underneath them? Or, heck, even switch “lanes”? It’s just not very immersive for me. I applaud the people who platform like a speed demon flawlessly but it’s just not for me. I feel like a large expanse of world will open up more doors for exploration for all characters. I know some people do not like to explore (or at the very least, exploration isn’t something that comes naturally to them), but just remember - this is my ideal game.
I want an open area where Sonic’s speed actually has a chance to be shown off. I know Sega killed off much of the speed in early games due to making nauseous and that’s fine but as disorienting as Unleashed Day stages were, they had some serious potential in my book! If the spaces weren’t so narrow and windy, I could actually enjoy it. Sure, if you “git gud” and learn how to maneuver his controls, you could beat every stage in a Sonic Second. But that would take me generations to figure out and I just don’t have that kind of patience. Having played Skyrim about five or six years ago really changed my outlook on gaming so suffice it to say that I just prefer moving in gaming worlds naturally. The reason Skyrim is so addictive is because I could see the world as if I was walking in it, if that makes sense. To me, THAT’S how Sonic should be played. Of course, that’s not to say that there shouldn’t be dungeons with these things in them but unless an area is specifically gonna have something unique about it, Sonic’s speed should be shown off properly.
With that said, traveling the world would be similar to games like Unleashed and Forces (and I guess SA2, as well) but the player can actually run around the globe and end up right back where they started, if that makes sense. Has this ever been in a game before? I’ve never seen it except in small cases like Lost World (and technically the game is rips off). The major thing I want implemented into this kind of game is how the different stage themes flow into one another naturally, as if they were part of the world rather than just thrusting the player into the stages without explanation as to how they got there. If you take a look at what Lego Dimensions did, it shows this well. So for instance, rather than going from a beach stage to a city, then to a casino, then to a canyon, then to a forest, then to a haunted mansion, and then finally to fleet of airships (honestly, the stage transition was the only puzzling about Heroes), the player would have to actively seek out these areas (More or less the Free Roam sections in Lego Dimensions but on a much larger scale). Actual locations will be projected in-game as they should be; meaning that locations like Angel Island will be floating and accessed by finding the Crater it left behind. As with any open world game, the land around you will not be barren - Eggman is gonna have some bots patrolling certain areas and there would probably be wildlife around too.
Another feature I’d want in this game is show immersive how the world truly is. While I think adding things like realistic needs like fatigue and hunger might put a damper on gameplay for some, perhaps if this were a toggleable feature, maybe it wouldn’t hinder the game as much because then people can choose to make the game as realistic as they wish. Should one want this, things like fatigue and hunger might add more gameplay because you can sleep wherever and even buy food (like chilidogs) to refuel your character. I dunno, those are just ideas to throw around. Speaking of toggleable things, perhaps there would be a choice to actually explore or just have the dungeons as actual stages so that those who aren’t into exploring can still have fun with the gameplay in their own way.
Playable Characters:
Main cast:
Sonic: I mean, of course, right? It’d be a crime to not include him in here. I think his gameplay is pretty straightforward - he runs around at the speed of sound from one place to the next.
Tails: Similarly to Tails game concept I created, I figured I’d echo that gameplay but it’s a little bit different this time around . In summary, he collect parts to build various machines, tools, vehicles, and weapons. That and he can outfit the Tornado, too. With the vehicles, it only makes sense that the player can pilot them.
Knuckles: Rather than straight up treasure hunting, one can explore Angel Island and protect it from bots and other threats. I’m not sure how I could legitimize Knuckles getting off the Island to explore the land below but the important thing is being able to explore the Island to its actual size.
Other characters that would be added later in further updates:
Eggman: As far as I know, SA2 is the only time where the Doctor is playable. That’s treason! I’m sure someone out there has wanted to build epic robots and mechs to fight Sonic with. Would definitely be the most difficult character to master.
Omega: I’m not a fan of how he played in ‘06 so instead, he’ll play similarly to how he did in Heroes. You know, minus Shadow and Rouge being ammo and whatnot xD He’d be interesting to play as due to the number of robots he’d have battle.
Big: No, he doesn’t lose and chase Froggy, his pollywog pal will be with him along the way. But he DOES have a chance to use his fishing pole as a weapon again. And for fishing, of course. He’s not mandatory to play but players can choose him if they want something more relaxing.
Sally: I’m still working out the kinks as to how she’d be play but I DEFINITELY would want her to be playable. I’m thinking maybe it ought to involve Nicole somehow, too.
Special characters include:
Silver and Blaze: Silver and Blaze would be main characters but since their shtick is dimension/time jumping, figured that they’d need to be special characters. They would be a bundle but have different gameplay styles respectively, of course. Silver would play with better speed and keep his psychokinetic powers and Blaze has her pyrokinetic powers.
Team Chaotix: Being as these three are inseparable, their gameplay consists a mashup of detective gameplay and stealth. Not really sure how useful Charmy can be but eh, you know. It’s the Chaotix, ya gotta love ‘em. Espio’s weaponry, Vector’s strength, and even Charmy’s stinger (might be useful if it stunned enemies) would all be fun mechanics.
Infinite: Alot of people wanted Infinite to be playable and I don’t blame them. His abilities are rather cool and would make for awesome gameplay mechanics.
Sticks: It might sound as silly as Big’s gameplay but surviving in the jungle suits her character more than just going about stages but of course, she could use her skills in actual stages. Her boomerang would definitely come in handy.
Chaos: Playing as Chaos 1 would be fun, especially if the player could reenact SA1 but from the Water-God’s perspective. Naturally, all his forms would have their respective abilities. Plus, players could see Chaos 3 and 5!
Mighty and Ray: Like the Chaotix, these two are inseparable. Mighty is stronger than even Big and Ray just glides but both would be a dynamic duo!
Manic and Sonia: So these two characters are Sonic’s siblings from Sonic Underground. All three characters use instruments as weapons (Sonic plays the guitar, naturally, and all three are a band in the show) and while most people roll their eyes at the thought, I think it’s neat and I’ve never seen gameplay of such a thing before. Manic plays drums and Sonia plays the keyboard. The keyboard fires laser blasts and the drumkit is basically geokinetic (and it, too, occasionally fires laser blasts from the bass drum). Sonia is able to spin around like a top, lift heavy objects, and is capable of martial arts whereas Manic’s skills involve many larceny and hacking.
Void: This character comes from Sonic Shuffle who was a misguided boy acting as a villain but was not led by malic but rather loneliness. He has Umbrakinesis or Darkness Manipulation and can warp fabrics of space, as well. I think an added black hole would be neat as an ability, too.
Null: This guy was supposed to be in the latest Archie comics before it got cancelled. There isn’t much known about him but what is known is that he can separate itself into lesser detailed, purple minions that can combine together to form its true state. Regardless of what form Null takes, it can absorb any lifeform to power itself. This would be really cool to have as a gameplay mechanic, if you ask me! I’d like to think that he and Void work together but it wouldn’t work haha.
Gamma: I liked his gameplay, even if it could be tweaked to be more modernized, but it was tough to select enemies and I’d have a hard time justifying his appearance when he’s dead (it made sense in Sonic Shuffle because the power of dreams brought him back but I wouldn’t have that luxury here).
Abilities/Upgrades:
Each character will special abilities and upgrades they can earn, as you’d expect from an RPG. I’m personally not a fan of having to find the upgrades in Sonic games so earning them like this is more my style. Plus, I think that with as large as this game would be, it’d be too much of a hassle to collect such upgrades around the map so earning them seems more feasible for that reason. Examples of ability upgrades would include light speed dash, blue tornado, the bounce bracelet, etc for Sonic. I’d prefer if every character had the same number of upgrades because I like fair game for everyone.
Section 3: Visuals and Soundtrack
As far as visuals go, I’m the type of person who likes crisp graphics - not because I’m like “OOOH 4K 60FPS BETCHES”, nah, I’d play a game that wasn’t the greatest graphically but I like crystal clear visuals because I have poor vision and crisp graphics means higher chances of me actually seeing what the frick I’m doing lol.
As one might expect, the music will be as diverse as the cast, suiting each character’s personality and would be both lyrical and non-lyrical. Trying to think of examples beyond Sonuc requires an extensive knowledge of music on my part and unfortunately, I’m not that knowledgeable, heh...
Section 4: Other
Dungeons:
As any RPGer knows, you will encounter dungeons - which are essentially platforming stages - and I think adding them would break up the monotony of simply running around a big expansive world. The dungeons could cater to nearly every fan (or rather, suit one’s mood for whichever of these they pick) should either of my two ideas work. 1: There would be different dungeons that are specific to a certain gameplay style; those include Classic, Adventure, Boost, Parkour. (all dungeons would be labelled so that the player can choose what they want to play without feeling forced to do dungeons with gameplay they don’t want to do). 2. Should that idea not work, another alternative is that every single dungeon in the game will have all four versions of gameplay style that the player can try out. I don’t think every gameplay style will work for every character but there’s only so many styles one can have, right? This fanbase is notoriously divided due to constant bickering between supporters of one gameplay style over another. Everyone has their preferences but I personally believe that it IS possible to cater to everyone’s preferences, if done right.
Side Quests:
Since there are side quests in RPGs, I figured it’d be fun if they included quest givers that were both Mobians and humans. One side quest idea could be saving flickies from robots or the capsule things (great for Chao Garden lovers). Another side quest could involve saving humans and Mobians from getting Roboticized where it involves trashing facilities (tactfully, of course).
Special Stages:
I never cared for the way one had to obtain access to these in older games so I’m taking inspiration from Sonic Heroes (any other alternative ways are welcome). The purpose of the special stages will be relatively the same as previous games but this time around, there will be different kind of stages to play in to obtain Chaos Emeralds. From boss battles, to time attacks, to the usual form of special stages we are used to, etc. And if there is a stage that the player isn’t exactly great at ot fond of, they can exit and come back where a new stage will be playable.
Chao Gardens:
Yeah, that’s right - I mentioned Chao Gardens earlier. And I, like so many others, want them back in a game! Fangames have already brought them back but my idea of doing so is a bit different than most fans so rather than boring you with the details, click this link if you would like to learn more about what kind of Chao Gardens I’d implement into this game.
Good party game:
Now, as you should know, I am a huge Sonic Shuffle fan. And for that reason, it’s no surprise that among the many features I’d want for this game, an actual good party game ought to be one of them. To be honest, I’d rather have a remastered version of Shuffle than shoehorn my favorite game’s mechanic in this already ginormous game but I just can’t not include it. I think that since a remastered Shuffle is another dream of mine, I’d prefer this to be distinguishable from that. This might not be the best idea ever but what if the boards were auto-generated? I’m sure that might not be fun for some people but I think it’d be interesting. It doesn’t have to be this huge board but I think as long as it functions well, it’d be fine just something for people to have fun playing with friends - especially since it’d be a billion times more fun than Shuffle’s unfortunate gameplay was.
Racing:
I didn’t get to play any of the Sonic Riders games but they really suit the Sonic franchise and it’d be super cool to race on boards - especially since Manic uses a hoverboard! This would be fun for PvP.
Casino stages:
For some reason, people seem to dislike Casino stages unless they are in 2D (not counting Spinball, apparently. I LOVE casino stages! This would be a great way to get moar rings and kill time. The player could choose from three different gameplay styles: Spinball style, Adventure style, andHeroes style.
Arena Battles:
I’m not sure how well Sonic the Fighters was received by fans (considering it’s kind of obscure these days) but I think it’d be fun to pin characters against eachother to vent any stress the player might have - especially if there are characters you might dislike (hence why I’d have Scourge as an NPC). One could adjust the difficulty of any given character for their own satisfaction during the fight. Might also be fun in PvP.
Wave battles:
I’m thinking something along the lines of Firefight from Halo Reach. That was alot of fun in my opinion so having waves of bots of varying degrees coming at you sounds epic! Especially if you can customize which bots appear when.
Character Creation:
Back in 2015, I thought of this before Forces was even out (but I wasn’t the first to think of it for a Sonic game). I mean, since the game was in development for two years prior, I’m a little late… But since I doubt Sega will be bring this back for a second time so what if it’s like Forces but better? Imagine - being able to create characters with species that were not in the game even hybrids!. Heck, these characters could be playable in all the areas that the canon characters are available in - including the Chao Garden!
Stage Creation:
I would love to be able to create my own stages, it sounds super complex but fun. Halo had Forge mode which allowed you to make your own maps to play in so of course I’d be all over this. It wouldn’t matter if it were 2D or 3D, they could be super creative. And having friends try them out sounds even better.
Super Form creator:
While I personally am not a fan of the generic Super form, I like the idea of being able to give any Super Form to characters; ones like the Werehog, Excalibur Sonic, Darkspine Sonic, etc. With these additional super forms comes loads of gameplay options for fans of these forms.
Other stuff:
Updates:
Considering there’s so much fluff, it only makes sense that updates would be regular, adding new characters to play, new gameplay mechanics to try out, new stages, etc.
Voice changers for different characters:
So since most Sonic characters have changed voice actors, I thought it’d be cool to have a slider of some kind for players to choose their desired voice for each character based on all VAs. Of course, this segment is where the dream part of “dream game” comes into play but having imitators could also make this possible, too. I like Jaleel and Roger the best and having more than Jason and Ryan as choices would be awesome.
Change in perspective:
I don’t know about you, but I’ve always wanted to play Sonic games in first person view. So Being able to toggle perspective would be fun! When I discovered this in Skyrim, I was so happy because it made exploring wide open spaces and dungeons fantastic since I needed third person view and third person view for each type of area, respectively.
VR option:
I know you can’t just add VR to any game like you can add frosting to a cake (cuz the game has to be coded with it in mind or something like that) but I think that along with the first person perspective, adding further immersion makes things alot cooler. Adding VR gameplay mechanics to a character who can technically run at speeds of 767 mph might like sound like a nauseating disaster but if games like Sprint Vector (and even the Last Guardian) can do it great, can’t I have my dream?
Audio options like older games had:
I don’t know if current games still utilize a menu where you could play music straight from the games but SA1 and Heroes had this and it’d be really cool to have it again - assuming games don’t still use it, of course.
Conclusion:
As you can tell, I like being able to have plenty of things to do in games. I know it’s a clunky mess but that’s kind of how I work anyway. I totally understand if you wouldn’t play this but I totally would.
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