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L99: LIMIT BREAKER
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- 23 Okt 2005
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klar
PC war nach paar wochen tote hose
(wobei das wohl eher an gfwl liegt :>)
Nachdem GFWL aufgegeben worden ist, braucht du es ja nicht mehr double-dippen :aehja:
Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
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klar
PC war nach paar wochen tote hose
(wobei das wohl eher an gfwl liegt :>)
Bitte kein PC Talk, sonst muss ich dich melden.klar
PC war nach paar wochen tote hose
(wobei das wohl eher an gfwl liegt :>)
Einfach dreist angelogen.So a basic comparison/calculation makes the Wii U look, on paper at least, significantly slower than an Xbox 360 in terms of raw CPU. This point was raised in the meeting, but the Nintendo representatives dismissed it saying that the "low power consumption was more important to the overall design goals" and that "other CPU features would improve the performance over the raw numbers".
Einfach nur dreist überfordert mit der eigenen Konsole.Nintendo had provided an integration of their development tools into Visual Studio - the de facto standard for development - but it didn't work, not even close. So time was spent trying to get this fixed up, while reporting the issue to the platform holder. Eventually we received a solution from Nintendo via another third-party company who had also been working on this issue for a while.
Leben in ihrer kleinen Pikablase.Now that the game was up and running on the console we could start developing features that would use the new controllers and make our game stand out on the platform. But soon after starting this we ran into some issues that the (minimal) documentation didn't cover, so we asked questions of our local Nintendo support team. we waited. And we waited.
After about a week of chasing we heard back from the support team that they had received an answer from Japan, which they emailed to us. The reply was in the form of a few sentences of very broken English that didn't really answer the question that we had asked in the first place. So we went back to them asking for clarification, which took another week or so to come back. After the second delay we asked why it was taking to long for replies to come back from Japan, were they very busy? The local support team said no, it's just that any questions had to be sent off for translation into Japanese, then sent to the developers, who replied and then the replies were translated back to English and sent back to us. With timezone differences and the delay in translating, this usually took a week !
Gibt kein Technologierückstand der Japaner, sie können mehr als nur simpelst HH-Games.....There were apparently issues with setting up a large networking infrastructure to rival Sony and Microsoft that they hadn't envisaged.
This was surprising to hear, as we would have thought that they had plenty of time to work on these features as it had been announced months before, so we probed a little deeper and asked how certain scenarios might work with the Mii friends and networking, all the time referencing how Xbox Live and PSN achieve the same thing. At some point in this conversation we were informed that it was no good referencing Live and PSN as nobody in their development teams used those systems (!) so could we provide more detailed explanations for them? My only thought after this call was that they were struggling - badly - with the networking side as it was far more complicated than they anticipated. They were trying to play catch-up with the rival systems, but without the years of experience to back it up.
Für die nächste Konsole brauchen se gar nicht anfragen bei den 3rds.The technical and feature support from Nintendo were lacking for third-party studios. There was a feeling internally that if you weren't a first-party development studio, you were largely ignored by Nintendo,

Einfach dreist angelogen.So a basic comparison/calculation makes the Wii U look, on paper at least, significantly slower than an Xbox 360 in terms of raw CPU. This point was raised in the meeting, but the Nintendo representatives dismissed it saying that the "low power consumption was more important to the overall design goals" and that "other CPU features would improve the performance over the raw numbers".
Einfach nur dreist überfordert mit der eigenen Konsole.Nintendo had provided an integration of their development tools into Visual Studio - the de facto standard for development - but it didn't work, not even close. So time was spent trying to get this fixed up, while reporting the issue to the platform holder. Eventually we received a solution from Nintendo via another third-party company who had also been working on this issue for a while.
Leben in ihrer kleinen Pikablase.Now that the game was up and running on the console we could start developing features that would use the new controllers and make our game stand out on the platform. But soon after starting this we ran into some issues that the (minimal) documentation didn't cover, so we asked questions of our local Nintendo support team. we waited. And we waited.
After about a week of chasing we heard back from the support team that they had received an answer from Japan, which they emailed to us. The reply was in the form of a few sentences of very broken English that didn't really answer the question that we had asked in the first place. So we went back to them asking for clarification, which took another week or so to come back. After the second delay we asked why it was taking to long for replies to come back from Japan, were they very busy? The local support team said no, it's just that any questions had to be sent off for translation into Japanese, then sent to the developers, who replied and then the replies were translated back to English and sent back to us. With timezone differences and the delay in translating, this usually took a week !
Gibt kein Technologierückstand der Japaner, sie können mehr als nur simpelst HH-Games.....There were apparently issues with setting up a large networking infrastructure to rival Sony and Microsoft that they hadn't envisaged.
This was surprising to hear, as we would have thought that they had plenty of time to work on these features as it had been announced months before, so we probed a little deeper and asked how certain scenarios might work with the Mii friends and networking, all the time referencing how Xbox Live and PSN achieve the same thing. At some point in this conversation we were informed that it was no good referencing Live and PSN as nobody in their development teams used those systems (!) so could we provide more detailed explanations for them? My only thought after this call was that they were struggling - badly - with the networking side as it was far more complicated than they anticipated. They were trying to play catch-up with the rival systems, but without the years of experience to back it up.
Für die nächste Konsole brauchen se gar nicht anfragen bei den 3rds.The technical and feature support from Nintendo were lacking for third-party studios. There was a feeling internally that if you weren't a first-party development studio, you were largely ignored by Nintendo,


Wo ist eigentlich der Verschwörungs Dampfer? Der war auch immer recht lustig.

Was ist an dem Post müllig? Müllig ist eher die Softwareentwicklungsumgebung, die Nintendo da den Entwicklern vorgesetzt hat. Turnaround-Zeiten von mehreren Minuten, kein Edit and Continue? Mit so einem Schrott musste ich mich das letzte Mal 2002 rumärgern.Wirklich? Son mülligen Post nochmal?
Ein Wunder das überhaupt Software zum Launch fertig war.Was für ein CrapAs a seasoned developer I've used a lot of debuggers, but this one surprised even me. Its interface was clunky, it was very slow to use and if you made the mistake of actually clicking on any code, then it would pause and retrieve all of the values for the variables that you had clicked, which might take a minute or more to come back.

Was ist an dem Post müllig? Müllig ist eher die Softwareentwicklungsumgebung, die Nintendo da den Entwicklern vorgesetzt hat. Turnaround-Zeiten von mehreren Minuten, kein Edit and Continue? Mit so einem Schrott musste ich mich das letzte Mal 2002 rumärgern.Ein Wunder das überhaupt Software zum Launch fertig war.
Was für ein Crap![]()
The Last of Us Has Won Over 200 GOTY Awards
http://gotypicks.blogspot.be/2013/09/2013-game-of-year.html
und da wollten gestern tatsächlich Fanboys dem Spiel seine Genialität absprechen. :-D
Auf Platz 2: GTA V mit 126
Auf Platz 3: Super Mario 3D World mit 10
kann mich nicht erinnern wann ein Spiel so überlegen GOTY geworden ist, und das trotz extrem guter Konkurrenz.
Wäre der Online Modus in GTA V tauglich gewesen, hätte es imo GTA V verdient gehabt. Aber da hat ein Quäntchen gefehlt.

und da wollten gestern tatsächlich Fanboys dem Spiel seine Genialität absprechen. :-D
. Aber hast recht, bei sovielen Awards müssen wir jetzt alle Mitläufer werden und eigener Geschmack existiert nicht mehr.. 
The Last of Us eignet sich als GotY-Kandidat auch unabhängig persönlicher Referenzen der Redakteure und Spieler an. Als ausgebuffter Videospiel-Experte wählt man natürlich lieber ein vermeintlich tiefgründiges und intelligentes Spiel mit viel Subtext als ein schnödes, eindimensionales "Gameplay first"-Spiel.
The Last of Us Has Won Over 200 GOTY Awards
http://gotypicks.blogspot.be/2013/09/2013-game-of-year.html
und da wollten gestern tatsächlich Fanboys dem Spiel seine Genialität absprechen. :-D
Auf Platz 2: GTA V mit 126
Auf Platz 3: Super Mario 3D World mit 10
kann mich nicht erinnern wann ein Spiel so überlegen GOTY geworden ist, und das trotz extrem guter
Konkurrenz.