Valkyria Chronicles 4 is a tactical role-playing game developed and published by Sega. It is the fourth game in the Valkyria Chronicles series and the 5th installment of the entire Valkyria series. Valkyria Chronicles 4 occurs in the same timeframe as Valkyria Chronicles and Valkyria Chronicles 3.
Valkyria Chronicles 4 Save Game Info:
Obtained A Ranks on All Missions Obtained All Decorations Upgraded All Classes to Max Level Watched All Event Scenes
Valkyria Chronicles 4 Save Game Installation:
1. Back up your original save data, in case something wrong happen you can revert to your old data
2. Extract "Valkyria Chronicles 4 Save Game.rar" using WinRar
3. Copy the save fileto: "Documents\SEGA\VC4\gamesaves\"
I'm exploring the idea of teaching a new, mid-level course on animation in the Williams College Computer Science department. I was pleasantly surprised by just how excited my students were about animation topics in other computational graphics courses, and think it could stand alone.
There's an opportunity to introduce the field of animation earlier in the curriculum and with more depth than permitted by a few weeks in a high-level course. This class would require only multivariable calculus plus two semesters of programming courses. It would thus be available to sophomores and non-CS majors. That allows a close encounter with simulation algorithms for, say, a future chemist, biologist, economist, or social scientist. It also would allow a potential CS major to experience elective material before committing to the program.
In some contexts, "animation" means 2D cel movies, Pixar-style CGI movies, animated GIF, or sprite frames. In this course, I'm instead referring to "computational dynamics" or "classical physics simulation": numerical simulation of the classical mechanics methods of Newton, Boyle, Hooke, Venturi, Pascal, Stokes, etc. that are employed in scientific simulations, movies, and video games.
Why 2D? It seems anachronistic when the high-impact animation work in research and industry is 3D. However, the computational demands of 3D are high and the mathematics of 3D rotation are fairly complex. By simplifying to 2D these can be avoided, focusing on the concepts unique to simulation instead of optimization or 3D math. Fortunately, most of the key numerical concepts are the same from 2D to 3D dynamics, but with fewer cases to handle. This includes collision detection and integrators.
The rendering and user interface are also much simpler in 2D, and I want this course to benefit from that simplicity...we have plenty of other courses on those topics.
Finally, many people find 3D rotation dynamics counter-intuitive. This makes debugging really hard. Now, there's beautiful and important math behind that--for an upper-level course. Mid-level students excited about arcade games and web animations aren't ready for quaternions and inertia tensors, and I want to use their excitement to increase their skills to the point where they'll be ready for 3D in another course.
Even physics majors can graduate without ever learning how to compute 3D rotation dynamics for classical mechanics, so I don't see that as a requirement for sophomores in a non-major CS course!
Y = Up
As any graphics programmer knows, there's one seemingly trivial choice in 2D that comes back to cause problems throughout development. Does the y-axis (vertical) increase downward, as in windowing systems, image editing programs, and text coordinates, or upward as is conventional in graphs and 3D systems?
For 2D game programming I've usually chosen downward to reduce opportunities for bugs when working with mouse and touch events and so that pixel coordinates picked out in Photoshop match what the renderer is outputting. This also makes the axes textures (image sprites) being read match the output being written. However, this creates opportunities for error in direction of rotation, trigonometry (cos, sin) and vector cross products.
I think that for simulation it is more important to avoid the latter confusion, so y = up is my choice for this course and I'll have to adapt the underlying 2D platform's coordinate system.
Mathematics
Computational dynamics applies mathematics in a way that builds intuition for abstract concepts, such as vector bases and differential equations. It also introduces fundamental numerical algorithms that underly all applications in scientific and economic simulation. A simulation course is a good way to solidify and expand existing mathematics knowledge and tie it to discrete computation.
What is the right level of math to require for incoming students? It would be possible to learn/teach dynamics without calculus. However, the equations would be more complicated and obscure their fundamental structure...and you'd end up reinventing calculus along the way, regardless.
It would be really easy to teach dynamics to students who have already mastered of linear algebra, differential equations, and Newtonian mechanics. However, the only undergraduates with such knowledge are junior and senior mathematics majors.
Typical equations encountered in dynamics algorithms. While the compact notation may be intimidating at first, the key mathematical tools are just integrals and derivatives in 2D spaces.
Multivariable calculus seems like the right prerequisite for an animation course. 60% of all students at Williams College take multivariable (Math 150/151), and almost all science majors. Limiting the math prerequisite keeps the course accessible to many students while ensuring that everyone who enrolls is already comfortable with 2D spaces and time varying quantities. The linear algebra required for 2D animation (essentially, vector operations and working with matrices up to rank 4, for splines) can be learned piecemeal as the course progresses, and differential equations can be alluded to without explicit discussion. I assume that many students exited their calculus courses without perfect recall and understanding, so I'd review (or introduce) some topics early in the course at their first application:
Taylor polynomials
Derivation of the derivative
Derivation of the Riemann integral
Definite vs. indefinite integrals
Independent and dependent variables; the chain rule
First fundamental theorem of calculus
Area vs. line integrals
Partial derivatives
L'Hopital's rule
Gradient and divergence
Development Platform
I want assignments to produce attractive, real-time, interactive results that can be easily shared. This makes them enjoyable and intuitive to develop and makes the course self-advocating to future students.
For programming lightweight animation assignments, I lean towards Javascript, with a rendering and user input framework based on either three.js or codeheart.js. The ideal framework might be a WebGL back end for codeheart.js to combine performance and an easy-to-use 2D API.
Javascript is a good graphics prototyping tool. It is accessible, since every student computing platform has a JS and WebGL-enabled browser, from Windows/Mac desktop to mobile to Linux. So, everyone can access it and can easily show results on like.
Javascript is interpreted, avoiding the development overhead of compilation and linking. Browsers provide an inspection console, debuggers, and profilers. It has a fairly sparse syntax and lots of useful libraries, including a nice Box2D implementation. Javascript's weaknesses on data (no file system, no easy way to embed files) and systems programming (no operator overloading, static typing, or language-level import) are less limiting for small, procedural animations than for other assignments.
Most of our students are currently facile in Java and can learn Python quickly. Unfortunately, Java's an awkward language for lightweight animation because it is buried in boilerplate syntax, binds awkwardly to graphics APIs, and is increasingly unsupported on the web.
Python has a relatively beautiful syntax and even offers operator overloading. Unfortunately, its graphics and physics API libraries are even more limited than Java's, and the web is largely unavailable to it. In the long run, I hope to see a stable and well-supported Python to asm.js compilation path emerge, and nice WebGL and Box2D bindings for it. For those interested in using Python for an animation course, I suspect that using the PyGame framework for handling graphics and UI. Some simple physics examples are available using it.
C++ and OpenGL or Vulkan is probably not a viable combination for a 200-level course at my institution, given the students' lack of experience working at such a low level or with such powerful (and thus "dangerous") tools.
I could imagine using Processing. However, my hunches are that the cross-language compilation step would confuse students when writing more complex simulations (it has in the past when I used it for game programming) and that I'm going to want direct access to GPU pixel shaders for fluid simulation.
It is worth noting that for experienced hackers, it is possible to prototype many animation algorithms in Shadertoy. For example, shallow water simulation, Navier-Stokes fluid, SPH fluid, 2D rigid bodies, and 3D rigid bodies. Although I'm a big fan and these are great motivating examples, Shadertoy isn't a natural or friendly programming environment for new programmers (let alone those who don't understand real-time ray tracing), so I haven't seriously considered it as a course platform.
Topics
Below I list some topics in a cumulative order, where the later ones build on ideas developed earlier. The list contains about twice as much content as I'd be able to cover with projects in a 12-week semester. So, I'd likely describe articulated sprite topics in lecture or readings but avoid assigning a programming project on them. At a school with a longer semester or for a slightly higher-level course those would be great topics to invite students to explore through implementation.
The Making Of Dwarf Fortress (page 9), John Harris, Gamasutra, 2008 (focus on the hard case of volume-preserving water; check out recent results in Voxel Quest and speculate about how that system might work)
Fluid Dynamics
Drag forces
Cellular automata fluids
Smoke
Compressibility
Pressure
Pressure systems for cellular automata
Viscosity
Adhesion
Wave dynamics
Particle system fluids
Smoothed particle hydrodynamics
Sample projects and resources:
Make a shallow-water top-down simulation, with boats and islands
Make a cellular automata side-view simulation with incompressible fluids
Morgan McGuire (@morgan3d) is a professor at Williams College, a researcher at NVIDIA, and a professional game developer. His most recent games are Project Rocket Golfing for iOS and Skylanders: Superchargers for consoles. He is the author of the Graphics Codex, an essential reference for computer graphics now available in iOS and Web Editions.
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How To Install This Game:
1. First Open - "Transformers - The Game.exe" Setup File. 2. Now Select Which Location You Want To Save This Game ...... Default Is Your Program Files 3. Wait Few Minutes (1-2 Min) 4. All Process Will Complete Automatically. 5. After All Done You Can See a Shortcut On Desktop. (Transformers - The Game) 6. Now Click and Open The Game From Shortcut. 7. Play And Enjoy ......... :)
If you want share or make videos of this mod, please use the following link as reference in description: https://gtaxscripting.blogspot.com/2018/09/gta-v-magneto-script-mod.html
For more hotkeys, check the Controls menu in the script Options menu.
Controller
Hold left and right shoulders (in vehicles hold right and left triggers and press DPad Right) to show mods menu
Features
-Special Melee attack -Flight -Magnetize target attack -Mass kill attack (grab ped weapon and shoot against him) -EMP attack -Stab attack -Wind turbine smash attack -Bullet shield -Bullet shield shoot bullets back attack -Steal peds weapons and shoot -Grab entities and smash (vehicles and metal peds only) or throw them -Lift entities and throw -Link entities together -Grab peds by neck and throw -Grab or lift distant planes/helicopters -Grab wind turbines -Attach wind turbines together creating a monster turbine -Derail trains -Stab peds with signs and small poles -Smash targets with wind turbine -Attach vehicles to wind turbine blades -Grab small gas pump machines -Grab big gas tanks -Grab lot of different metals -Customize metals list and behavior using the Manager (check script options menu) -Spawn Enemy, ally and killer
and more.
For the stab attack: Aim at the bottom of a Sign (or one of those parking things), when the target indicator appears, press Q to grab, aim at a ped (red target) and press Attack (left mouse button) to stab that ped.
Obs.: If you simple press the Grab button the script will lift the entity above magneto's head, if you hold Grab button the script will hold the entity keeping the distance and you can move it moving camera.
To steal a ped gun, aim at ped head, a white indicator will appear instead of a red indicator.
The Metal things Manager
With this tool you can fly around with the Magneto with the special vision on (press X) and set new metal things to use with the mod, when a metal thing is set a light will appear on it and the description of what kind of metal it is for the script, you can aim at a entity and press Enter to change his type.
There is lot of types that i didn't codded yet, the ones that really matters now are the "Stab thing small", "Gas pump", "Gas tank big" and the "Wind Turbine".
When you set a entity to "Stab thing small", it will behave like a street Sign and you will be able to stab peds with that entity
When setting a entity as "Gas pump" or "Gas tank big" it will explode on impact, the difference between is the collision area, so, for small objects you should use "Gas pump"
The "Wind Turbine" type is for the game wind turbines only, i didn't tested with other props and probably the result will be weird.
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How to install NFS Most Wanted Racing Game on Android
Get the Need for Speed most wanted file and download its data that are mostly in obb format.
Turn off your 3g and wifi connection before installing.
Now install the game.
After installation,Don't open it.
Extract the NFS most wanted Data file by using any zip extractor.
Now after extracting you have a folder with obb file(s). Put this folder into the location sdcard/Android/Data/ and name this folder to com.ea.game.nfs13_na
Don't put the obb file without folder because you need to provide the correct path.