Sometimes a small detail is missing to advance the investigation. An ambulance driver, a sergeant or a fisherman will probably have it, but they won’t give away the needed item just like that.
In the next three days, you will receive a 30% discount on items to activate the exchange - electronic stethoscope, search warrant, fishing license, guidebook, neon lamps.
The galaxy will tremble at the sheer processing power of AGIMUS, its new ruler! That is, unless a brave and particular tech savvy organic lifeform in a command position can put a stop to his megalomaniacal megabytes!
Event Name: Return of the Machines Event Type: Skirmish/Galaxy Event Start: Thursday, [11/07] at Noon ET (16:00 UTC) Phase 1 End Time: Saturday, [11/09] at Noon ET (16:00 UTC) Event Finish: Monday, [11/11] at Noon ET (16:00 UTC)
Squadrons: Y Crew Sharing: N Faction Winner Bonus: N
Event Ship: USS Cerritos (Existing) 5*, USS Vancouver (Existing) 4* , and Suurok Class Combat Cruiser (Existing) 2*
Ranked reward 5* crew: T'Pel. - this crew will be featured in the event starting on [11/14].
Bonus crew - high bonus: event crew - small bonus: variants of AGIMUS, Peanut Hamper, Lore and crew with the ‘Android, Automated Unit, Sentient Computer’ trait.
Event Faction
Live long and prosper, The Star Trek Timelines Team
The hazy moonlight shines on the office of the company's senior executives, giving the naked men and women a hazy beauty. Qiao Tian's enchanting temptation is covered with a black veil, making people inexplicably feel a little hot all over...
Qiao Tian: "Well... Gu... Your skills and techniques are still very enjoyable...❤️❤️❤️" The erect penis is rubbing against the hole, ready to go...
🔥You can experience
Three sexy heroines with distinct personalities
Each CG has a plot, camera movements and some Japanese dubbing
Fast-paced card flipping game
More clothes in free mode🤤 (wear-half-take off-fully take off), (multi-color) stockings, sex props (nipple rings, gags, etc.)
There is also the popular one-click skip!
[/b] [/list]
I'd like to apologize to everyone here. The delay of this game is also due to the problem of partial completion. We want to work hard to make it more immersive and more atmospheric. If you have any small ideas or suggestions, please contact us🥰 DS주요 페이지 X
We have released ver0.6, which includes a solo mode for the game. In this game mode, you fight against a zombie army on the dance floor by yourself. You kick away the zombies that come at you in large numbers, take their money, and procure weapons to power up.
The Luck be a Landlord-Style Roguelike deck-building strategy game "Dog and Goblin" will launch on Steam on November 15 at 16:00 PM (UTC+8) in the official version of the game. The game first two weeks 10% off the price of $7.99, and is currently available for free Demo. Go to the Demo and add it into the Wishlist, it'll be apppreciated!
This Halloween, step into Minefield, our special Sanctuary event designed to keep you on your toes! Lurking dangers await, so stay sharp and act fast to outsmart the chaos. Are you ready to brave the storm, Airmen?
Event Highlights:
Bombing Titan: Explodes on its first attack, dealing damage to buildings. Detonating Wrecker & Impaler: Both cause explosive chaos with each attack. Invader (Shambler): Time-sensitive threat—eliminate them quickly to avoid letting them self-destruct.
Points distribution:
Detonating Impalers: Worth 2 points, with 519 spawned for a total of 1,038 points. Detonating Wreckers: Worth 2 points, with 600 spawned for a total of 1,200 points. Bomber Titans: Worth 3 points, with 264 spawned for a total of 792 points. Invaders: Worth 60 points, with 19 spawned for a total of 1,140 points. Survivors: Worth 48 points, with 70 spawned for a total of 3360 points. Waves: Worth 49 points, with 30 spawned for a total of 1,470 points.
Stay sharp, stay focused, and let’s see if you can master the Minefield!
This is the 2nd look at some of the development of Huecube, read on if you are curious about some of the thoughts that go into the additions of Huecube!
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Huecube's wiring system in the editor is extremely versatile, and allows you to do just about ANYTHING you could imagine, but it's a little bit cumbersome if you're attempting to make something advanced that needs to keep track of numbers.
While levels absolutely don't have to, there are times where creators may want to track values for more advanced segments -- like making a door open after a button has been pressed a certain number of times. This could be done by using a chain of logic gates, but I felt that the convenience and power unlocked by adding a proper counting system would be well worth it.
Now in Huecube there are a dozen items that can be used in the Editor to define and manipulate named numbers, called "Counters". There's also an item that can output a signal if one or multiple conditions are met with counters.
The positive side-effect of the introduction of Counters is they can be used to receive information that otherwise wouldn't work well with the existing systems. I wanted there to be a way of tracking things in the game that normally couldn't be effectively, like for instance jumping:
Jumping can be tested for by using proximity sensors to tell when the player was off of the ground, but it wasn't fool proof because it's possible to trigger that off by other means that couldn't be detected. By adding the "Event Watcher", I can have it send out a pulse of power when the player jumps, which could be used to do trigger other things off.
The issue with this is the matter of how to translate jumps being detected into usable input, because having a single pulse of power won't work if two events occur during the same pulse. So perhaps I could make the power state of the Watcher alternate every time something is recognised? Well it's a possibility but makes it more difficult to work with as a level creator, and still doesn't solve if it happens at the same moment in time as it would toggle on and then off again, making nothing be detected.
The solution was to have the detections made by the Event Watcher be reported numerically somewhere, where it can be decided by the level creator how to deal with it. This means if you want to simply detect a jump, you could check if a number increases above 0, then set it back to 0. If you wanted a pulse to occur for every event detected, you could have a counter that decrements as a power output toggles until it is depleted. This also helps with things like Rubble, where multiple can be broken at once, as no Rubble gets missed because the counter would increase to match.
By using counters and the Event Watcher, you could make breaking Rubble in an area act as a sort of "objective", this is a video demonstrating that idea in a short level. https://www.youtube.com/watch?v=OFEqdQC5zoY
Be sure to join the Discord if you want to be more involved in the early discussions of the game, you can ask any questions you want there or provide feedback and ideas if you'd like!