Avadon: The Black Fortress, Spiderweb Software’s most recent offering, not only signals the start of what Jeff Vogel hopes is a brand new series of games for the company in terms of narrative, but also introduces a revamped, turn-based combat engine departing from previous series. His blog, The Bottom Feeder, chronicles the trials, tribulations, and occassional triumphs of running a small independent studio making the types of huge, old school RPGs that so many gamers say they want. With a tiny staff and a small budget, founder and designer Jeff Vogel operates in the open, with no secrets between himself and his user base. Since 1994, the small Seattle-based Spiderweb Software has been independently producing RPGs of fine quality. You just might need to look a little harder. To some, BioWare’s emphasis on “streamlining” meant that we’d never see the likes of a Baldur’s Gate again.īut I’m here to tell you that’s simply not true. Obviously more nuance exists here, but in the wake of Dragon Age 2 in particular many fans of the old school began to declare that their type of RPG was dead – in fact they’d already been saying that with Mass Effect 2. What do you think of traditional towns being eliminated in FFXIII? What do you think of all the recycled environments in DA2? What do you think of all the single button mashing in DA2 or all the autopilot in FFXIII? Do you prefer Western-style RPGs or Japanese-style RPGs? Do you like random battles or not? Do you prefer this series or that? Do you like old school or new school? The latest issue to stoke the fires of debate seems to be over “streamlining”. The genre seems to demand allegiance to certain design ideologies. With the possible exception of Final Fantasy XIII before it, I can’t remember any game in recent memory that proved so divisive among the RPG community. (Note: I finished the game on Normal Difficulty with no cheats.They Don’t Make ‘Em Like They Used To, Or, You Kids Get Off My LawnĮven if you haven’t played Dragon Age 2, you probably have an opinion about it. Last thing to note is the level cap: while 30 does seem low (and I'd still argue it should be like 5 to 10 levels higher), it is not all that bad as it seems - by the time I finished the game, I was around level 25 to 26. Finally, the ability cooldown system is pretty neat and helps balance the game in an interesting way. Items like food and blessing crystals can make a huge difference in this game, but pure stats and equipment tend to make a lesser difference. Other things to note include the class-based skill trees which offer a variety of ways to play (and the character classes are significantly different to justify the use of classes in general). Healing outside of combat is by far my favorite. Spiderweb did a great job of creating an intricate story while keeping people hooked for a sequel with a spectacular ending.Īnother thing I like is the difference in game mechanics it gives players the power to develop their own strategy. I like the plot of this game quite a lot. "Anybody who pines for the days of the older, massive classics and decries the state of the new streamlined, big-budget RPGs needs to put their money where their mouth is and buy this game. "Avadon: The Black Fortress is easily one of the best RPGs you can buy. Strong story and characters, great combat, excellent quests, addictive loot and leveling and high replayability." - Inside Mac Games "In the end, Avadon: The Black Fortress has everything a good RPG needs. Huge adventure with lots of replay value. Use enchanted crystals to make your artifacts even more powerful. Your choices will change the world.ĭozens of side quests, hidden dungeons, and secrets to discover. Uncover the fascinating history of Avadon and the land of Lynaeus. Experience an exciting fantasy role-playing adventure and battle a conspiracy to destroy your people.Įpic fantasy role-playing adventure in an enormous and unique world.įour different character classes, with dozens of unique spells and abilities. As a servant of the Black Fortress, your word is Law. You will serve the keep of Avadon, working as a spy and warrior to fight the enemies of your homeland. Experience huge adventures, cunning foes, hundreds of magic artifacts to find, and countless enemies of your people to hunt down.Īvadon HD is the first chapter in a new, epic fantasy saga. Avadon: The Black Fortress HD is an epic, old school fantasy role-playing adventure, with a fascinating story and 40+ hours of gameplay.
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![]() In order to semi-conclusively rank one tuner above another, you'd need to test at least three fully aligned and measured samples of every tuner.Īll of us at TIC understand the limitations of the Shootouts format, but it seems as though people don't always read or understand the above disclaimer. Remember, the shootouts are for fun and involve only one "as found" sample of each tuner. All shootout tuners are in good operating condition but are not measured and may not be in perfect alignment. If choosing a tuner based on the shootout results, your mileage could definitely vary if you decide to use a dipole or whip antenna. The antenna is an Antenna Performance Specialties APS-9 FM antenna, mounted on a Radio Shack rotator to catch the best signal. The room is a converted bedroom, 10 x 12 x 8 feet, and the speakers are backed by a solid, windowless wall. Audioquest cable will be used on both tuners. All tuners in forthcoming shootouts will be tested through this system and A/B switched ahead of the line stage. Cable lengths total two meters between tuner, A/B switcher and line stage. Some tuners with very high output impedance may have some bass rolloff. The Creek sees the line stage's 250 K ohm input. The tuners under test see a Creek A/B switcher's 18 K ohm input. I am very familiar with the "sound" of this system and feel I can hear the "sound" of any new component installed. The line stage has a polypropylene B+ power supply and is also choke input. This type of line stage has been in my system for many years and has never failed me sonically or in reliability. A Kimmel style HEXFET/6CG7 line stage will be in place. All parts besides the transformers are new. Various 6L6 type output tubes can be used, and the front end uses two 6SN7's. Each amp has a choke input power supply, a long tailed pair front end and a 5V4 tube rectifier. Jim's introduction: All tuners in the shootouts will be listened to through my new handmade push-pull, 6L6 type tube amps. Remember them as you read the shootouts and agree or disagree with Jim's findings. All the other audiophile buzzwords usually fall into place if these three criteria are met. Jim's rules for the better tuners are (1) a focused, articulate and musically involving midrange, (2) sweet, natural-sounding highs (any hash, sibilance or non-musical detail added by the tuner itself will take points away), and (3) last, but not always least, is good, deep bass and a sense of dynamics. The - M- class indicates excellent tuners that may not have every minute characteristic that satisfies Jim's tastes. The familiar numerical listing need not always apply within this elite group. A - C- appears next to those few tuners that seem to get everything right as far as sound quality is concerned. Shootouts competed for Jim's attention with many other audio projects and no new installments are now expected. Granted to quote our text so long as proper credit is given.ĮBay listings that quote us incorrectly or without credit may beįrom September 2002 to February 2006, our audiophile panelist Jim systematically evaluated the sound of many top tuners (most provided by our benefactor Jesse) in side-by-side shootouts. But our angle measuresĪll the way to here, to the 160 degrees. If let's say it opened to here, it would be a 50 degree angle. Measured opened up this far, it would be a 10 degree angle. And then we're gonna measure the opening all the way to the other So that's nice, it'sĪlready lined up for us. So here's one of our rays, and it's lining up to The first thing we wanna do is make sure one of our Now the way we're gonna measure this angle is the same way we would Measure and angle of any size, instead of only anĪngle up to 180 degrees. A full circle is better because an angle can measure up to 360 degrees. Which is good, but aĬircle is even better. And those semicircle protractors measure from zero to 180 degrees. More semicircle shaped, something like this. What you're used to seeing, is protractors that are So here we have this blue angle that we want to measure in degrees, and it's sitting on top of this circle. ![]() That’s the value of the angle □.The angle in degrees. The game gives students an opportunity to measure angles using the given tool. And when we subtract 79 degrees from this, we get an answer of 53 degrees. So to finally solve for □, we’ll go back over to our equation and replace □ with 132 degrees. And this is equal to what we’ve called capital □. So, that means this second arm has an angular position of 132 degrees. Like we said earlier, each tick mark corresponds to an angular displacement of one degree. ![]() Looking carefully to see where this side of our angle crosses the tick marks, we see it intersects the second tick mark after 130 degrees. We move on past the first arm, past 90 degrees, past 100, past 110, 120, and past on through 130. We once again start from zero degrees over at the left-hand side of our protractor. The □ in this equation is equal to the angular position of the second arm of □. That angle, that value, is equal to some value we’ll solve for, let’s call it □, minus the value we just measured, 79 degrees. Step 3: Now, observe carefully and note down marking. Step 2: After placing the protractor accurately, we read the measure of the angle, since we are measuring in. Place the zero of the protractor accurately on. Now, we have to be careful because what we just found there is not equal to the angle □. Step 1: Suppose an angle given AOB, whose measure we need to find out. That tells us that the angular reading for this particular side, or arm, of our angle is 79 degrees. Along with that, we see that this particular side of our angle, this particular ray, goes right through the last small hash mark before 80 degrees. This tells us that each one of the smaller hash marks corresponds to an angular change of one degree. So then, what exactly is this angular reading? Well, if we look and count carefully, if we start at 70 degrees, we can see there are one, two, three, four, five, six, seven, eight, and then nine small hash marks in between the two large hash marks corresponding to 70 and then 80 degrees. But rather, we’ll look at the top scale, where we’re about at 80 degrees. ![]() Which tells us, when we read off the angular measure of this first arm, we won’t look at the bottom scale, the one where we’re around 100 degrees. If we start from there and we go up to the first ray, or first arm of our angle that we encounter, we can see we go from 10 degrees, 20, 30, 40, 50, 60, 70, and around to 80 degrees. Since we’re reading this angle going from left to right, that means we’ll start at the far left side of our protractor at the angle zero. But since we’ve not done that in this case, since this angle is not rotated so one arm lies along zero degrees, that means we’ll need to read out the read directions of both of these arms and find the difference between them. Just as a quick side note, if we had aligned this angle so that one of the arms was laying along the zero degree marker, then we would only need to read out the position of the other arm relative to that. But just to pick one of them, let’s choose the bottom option, where our arrow moves from the left side to the right side. Considering these two options for a solution, we can pick either one. Whichever way we do it, we know that the angle □ will have a positive value to it. That means we could also measure the angle □ going right to left, like this. ![]() And in both cases, we could have zero as our starting point. That’s so we could read an angle going left to right this way or right to left this way. Now, taking a quick look at our protractor, we see that both ends have markings of zero as well as 180 degrees. The measurement of this angle, the value of □, will be the angular displacement from one arm to the other. Looking at the diagram, we see the angle □, which is defined by these two arms or rays coming out from the midpoint of our protractor. The diagram shows a protractor being used to measure the angle □. ![]() (Commodore C64, Commodore Plus 4, Tandy Color Computer, Dragon 32, Macintosh) Indiegogo campaign starts next week, more info and video reviews here: There is also a gui option in RetroPie-Setup -> Configuration / Tools -> Raspbian Tools to disable the blanker, but it doesn't work in Jessie due to a Debian bug.I would like to introduce Retro Computer System, a comprehensive collection of retro computer emulators, for Raspberry Pi 2 or Pi 3 with huge number of software titles. With it, runcommand dialog is always displayed. This prevents the screenblanker kicking in. On Debian Jessie add consoleblank=0 to the existing line in /boot/cmdline.txt (with a space before it so it's an additional parameter). If you're booting to the desktop you'll want to disable the retropie splashscreen from the setup script first. If you want to use Samba shares you can set them up from the setup/tools option of the RetroPie setup script. NOTE: If you intend to run ROMs from a USB drive or use an USB drive for transferring ROMs, don't forget to install and enable the usbromservice, located in the Optional packages section. Runcommand: The runcommand launch menu that assists launching your games with proper configurations, see the related Runcommand documentation page.Įmulators can be installed and updated individually from the Main, Optional, and Experimental packages.RetroPie Menu: Menu in emulationstation for simpler configuration of your system.EmulationStation: Frontend for sorting and launching all of your games.RetroArch: Frontend for the libretro api, necessary for most emulators to run.The core components needed for RetroPie to function are: When you select Manage Packages, you will first want to start by installing the core packages. Say you don't want to bloat your system with all of RetroPie - you also have the option to only install the emulators you want. All the information needed for each system is detailed in this wiki (see wiki home page or sidebar for systems)ĮmulationStation can be run from the terminal by typing emulationstation in the terminal. Attention has to be taken for the extensions of the ROM files. In this directory there is a subdirectory for every emulated system, e.g., nes, snes, megadrive. If you followed the steps above the main directory for all ROMs is ~/RetroPie/roms (or /home/pi/RetroPie/roms, which is the same here). Now, you have to copy your rom files into the ROMs directory. This will install the core and main packages which are equivalent to what is provided with the RetroPie SD image. Install the needed packages for the RetroPie setup script: Make sure you reserve enough memory for EmulationStation by modifying the /boot/config.txt configuration file or by using raspi-config as described in the Memory Split page.Ī reboot is required after any modifications to the video memory allocation. Running EmulationStation requires a larger than default GPU memory split. NOTE: The below configurations are not needed when installing on a Raspberry Pi4 model. Verify the allocated video memory (memory split) Users can also set the locale through the raspi-config tool.Ī reboot is required before these changes will be reflected by the locale command. ![]() The easiest way to set each item is to use the update-locale command, such as sudo update-locale LC_ALL="en_US.UTF-8". If any of the above configuration lines are unset (particularly LANG, LANGUAGE, and LC_ALL), you should set them before installing RetroPie. The image can be installed the same way as the RetroPie image as described here). You can download a fresh Raspberry Pi OS image from here. The RetroPie SD image is built on top of Raspberry Pi OS Lite (without the PIXEL desktop environment), RetroPie can also be installed on top of the full Raspberry Pi OS but you can't run Retropie and PIXEL at the same time, you will need to logout of the PIXEL desktop environment in order to run emulationstation and the emulators RetroPie installs. RetroPie can also be installed on most debian based distros, a guide for installing RetroPie on Ubuntu on a PC can be found here If you are trying to follow this guide because you want the PIXEL desktop environment, you can already install it on the stock RetroPie SD image by following the guide here If you aren't comfortable with the terminal you would be wise to just use the RetroPie SD image provided. This guide is a manual process to recreate the stock SD image RetroPie released on the RetroPie Website for the Raspberry Pi. Manual installation should use the previous/legacy release of Raspberry Pi OS, available here. NOTE: The Rasberry Pi OS 'bullseye' release is not yet supported by RetroPie. Raspbian Install Raspbian/Raspberry Pi OS Verify the allocated video memory (memory split)Ĭonvert RetroPie SD Card Image to NOOBS Image Universal Controller Calibration & Mapping Using xboxdrv Validating, Rebuilding, and Filtering Arcade ROMs ![]() This is a nice gesture from you all at Panic. Thanks for reading! If you have any questions, please contact CandyBar updated for 10.8, but changing system icons won’t work forever, so CandyBar is now free and unsupported - and may turn into something new at The Iconfactory later. If you bought CandyBar from us, you will of course be considered if something new shows up. They’ve got some thoughts on CandyBar’s future, and where they might take it from here. We’re handing the reins of CandyBar over to our friends at The Iconfactory. So where does CandyBar go from here? Well, there’s the other half of the app: the convenient icon organizer, and Quick Drop icon changer, that many of us use often. If interested, e-mail the Iconfactory.) Finally, CandyBar heads to The Iconfactory. (Also, if you bought CandyBar from us in July or so, we will refund you. Then, here’s a serial number everyone can use:Įven if technically unsupported, CandyBar is still super cool. We hope you enjoy it. That said, being CandyBar fans, we’ll strive to keep CandyBar up-to-date with minor 10.8 releases, so you can keep using it for the foreseeable future! But, if something major changes, on the level of the Dock changes in 10.8, we can’t guarantee compatibility.įirst, here’s the latest build of the app: Since we’re unsure about the long-term future of changing system icons, we’re not comfortable charging money for CandyBar, and we’re also not comfortable simply making it disappear, instead we’re going to make the current CandyBar free - but unsupported. ![]() So, what do we do? Now free, and unsupported. It seems clear to us that there will undoubtedly come a time (soon?) when CandyBar can no longer customize system icons at all. (You can still customize the indicator lights!) Also, CandyBar still can’t change the internal icons of Mac App Store apps, due to code signing.ĬandyBar, although simply changing files on disk, has always fallen into a slightly-uncomfortable-for-us grey area of existence. A quick update on CandyBar! Updated for 10.8.įirst, we’ve updated CandyBar for Mac OS X 10.8! You can now customize the 10.8 system icons. Just launch the app and click the big “Update” button to get the latest IconData.īut there’s a catch, or two: in Mountain Lion, Apple changed how the Dock is rendered, so it’s no longer possible to customize the Dock’s look. ![]() No longer using Siegfried, the alternate costumes are much more severe in mutation. The armor appears fused to his claw and much more metallic in appearance. The mouth covering the chestplate from before has split open around his entire waist, connecting the legs and torso with a torrent of evil energy. What was once flesh has now fully transformed into a compound of metal and bone. With a body to call his own at last, Nightmare returned to a suit similar to his original Soul Calibur variant, although slightly re-vamped, in Soulcalibur III, with the claw having stretched over his chest plate, possessing a rudimentary jaw lined with sharp teeth both on his shoulder and chest.Īs of Soulcalibur IV, Nightmare seems to have degraded into a body of dark energy. In Soul Calibur II, Nightmare's armor changes design, now sporting long red hair from the back with bat wing-like ornaments on the sides replacing the horn. During the events of Soul Calibur, he was simply a suit of armor with a giant arm and horned helmet. Over the years, his appearance has progressively grown more and more demonic, as influenced by the state of Soul Edge himself. He is depicted with Soul Edge in his left hand, symbolizing his polarity with Siegfried. His prominent feature is his right arm, which has been twisted and transformed into a large three-digit claw whose flesh overlaps his entire right arm and shoulder. True to his nickname, Nightmare appears as a dark figure covered in dark blue armor that covers most of his body. 11 Tower Of Lost Souls Details & Skills.In Soulcalibur V's promotional material he is referred to as The Symbol of Destruction. What lies in his soul is Damnation and Destruction. He looks down on humans, considering them "pathetic" and "foolish", having no mercy for others, even to those who serve him, as shown in his Tales of Souls path where he considers killing his loyal servant Tira. Nightmare has been portrayed in the games as a violent and ruthless creature, constantly in search of souls to restore Soul Edge. Soul Edge possessed the body of a swordsman and plots behind the scenes under the alias "Graf Dumas" as he plans to resurrect the full power of Soul Edge. The Nightmare appearing in Soulcalibur V is a new being. Nightmare has been present in one form or another in most games after Soulcalibur, appearing in Soulcalibur II, Soulcalibur III, Soulcalibur III: Arcade Edition, Soulcalibur Legends (as an unplayable boss), Soulcalibur IV, Soulcalibur: Broken Destiny, and Soulcalibur V. Is the living incarnation of the cursed sword, Soul Edge, the objective of most other characters in the story. Nightmare, as he appears in Soulcalibur V. 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