約 5,666,340 件
https://w.atwiki.jp/diablo3story/pages/213.html
[編集] Over the last few days, we ve seen a lot of requests from players for us to make improvements to the auction house. ここ数日にかけて、オークションハウスに関する多くの要望をプレイヤーから頂いています。 We ve also seen questions regarding what, if any, changes are being made to the AH in 1.0.4. その点に関して、1.0.4でオークションハウスでどこまで変更があるのかとも耳にしています。 While we ve already talked about many of the updates we have planned, we know some players may have missed those discussions. 予定していた更新内容に関してこれまで伝えてきましたが、一部のプレイヤーには未だ応えられてない事を承知しています。 So, rather than make you wait for the patch notes, we ve put together a list of everything that s changing in 1.0.4 for you below. それ故に、パッチノートを待たせるよりも、1.0.4の更新内容の全てを以下によってお伝えします。 Take a look さぁ見てくれ: General Improvements 基本の改善: Players can now cancel their auctions at any point so long they do not have any active bids on them (it will still take five minutes for a listed auction to become searchable, however). プレイヤーはBIDされていない品物ならば、いつでも出品をキャンセルすることが可能(5分経ち、AHに検索されるまで待つ必要はありますが) We ve increased the maximum stack size of gold per listing from 100,000 to 1,000,000. The current minimum listing price will remain the same per stack. 最大のゴールドのスタック量を10万から100万に変更。現状の最小表示価格は同様のスタックで表示される。管理人:すまん、これよく判らん。RMAHのゴールド取引の事だろうか…?>「流通最低価格は、1スタックあたりこれまでと同額のまま」という意味では? We ve added description text to several error messages. We ve also improved several existing descriptions so that they more clearly describe why you ve encountered an error. サーバーエラーメッセージの追加。同時に既存のメッセージも、どういったエラーが出ているのか分かりやすくなる様に改善。 Search Improvements 検索の改善: We re upping the allowed number of "Preferred Stats" per search from 3 to 6. 検索項目数を現在の3つから6つへ。 We re upping the number of digits you can enter in the "Min Value" field for equipment searches from 3 to 5 (i.e. you can now search for values 999). 最小値を設定した項目の文字数を3から5に変更。(要するに999以上の数値を絞り込めるようになる)管理人:要するにHealGrobeを検索に追加して、5000とかで検索できるということだろう。(いままでは3桁の最大999しか設定できなかった) We ve replaced “Minimum Damage” with “Average Damage” as a searchable stat, which can be calculated as follows (Min Damage + Max Damage) / 2. So, for example, searching for an Average Damage of 12 will find an item with 10-14 damage, 12 Minimum damage, or 24 Maximum damage. "Minimum Damage(最小ダメージ)" の検索項目を "Average Damage(平均ダメージ)" に置き換えて検索できるようになる。計算式は以下の通り【( 最小ダメージ+最大ダメージ) ÷ 2 】例を挙げると、検索で平均ダメージ "12" を設定すれば、 "10-14ダメージ増加" や "最小ダメージ12増加" や "最大ダメージ24増加" が表示される事になる。 Stat increases which come from slotted gems will no longer be factored in when searching for equipment. Instead, your search criteria will only take into account the base stat values for an item. 装備品の検索時、ソケットの宝石によるステータス増加は反映されない。そのかわり、検索の基準はアカウントの基本ステータスを基にして検索される。管理人:すまん、これもよく判らん。もしかしたら職業毎のメインステータスのみ加算した値で検索するとかそういうことかも。自信なし>take into accountは考慮するという意味の熟語かと。なので素直に、アイテムの基本性能だけで検索するって意味でいいと思います。 Armor, DPS, Buyout, and Time Left columns are now sortable columns in the Search tab. 『Armor値』 『DPS』 『Buyout』 そして 『Time Left』 は今後、1つのタブ内でソートできるようになる。管理人:現状は全タブでソートしてしまう UI Improvements UI(UserInterface:見た目)の改善: The Auctions tab and Completed tab will now refresh whenever one of your items has been purchased. 『Auctions』 タブと 『Completed』 タブは今後、一つでも品物が購入されれば更新される。 Whenever an auction expires or is cancelled, the listing price of that item will now display in the Completed tab. 時間切れになったり、キャンセルされた品物の値段は今後、 『Completed』 タブに表示されなくなる。 Tooltips have been added for items in the Completed tab (which means you ll be able to see the stats of the items you ve purchased or sold, as well as items which failed to sell or were cancelled). 『Completed』 のアイテム情報が表示されるようになる。(つまりあなたが購入したり売れたりしたアイテムのステータスを確認できるようになります、売れなかったりキャンセルされたもののようにね。) Tooltips have been added for commodities. 日用品に関してもアイテム情報が表示されるようになる。 Item Compare tooltips have been added to the Recommended Items page. アイテムを比較した情報が 『Recommended Items(推奨アイテム)』 ページに表示されるようになる。 In addition to these improvements, we re also fixing several bugs with the auction house UI and functionality (many of which you reported on these forums). これらの改善に追加して、オークションハウスのUI(見た目)や機能性に関する様々なバグを修正します。(多くはこのフォーラムで報告されたものです) Bug Fixes バグ修正: Auction house filters are no longer case-sensitive. 絞込み時、今後は大文字小文字の区別をしない。 Players can now search for stats on Legendary items! Yay! プレイヤーは今後、伝説級(レジェンダリー)アイテムのステータスを設定できる!ヤッホウ! The Recommended Items page will now display quivers for demon hunters even if you have a two-handed ranged weapon equipped. デーモンハンターが両手遠隔武器を装備している場合、 『The Recommended Items(推奨アイテム)』 ページは今後、矢筒も表示されるようになる。 Witch doctor s Corpse Spider bonus is now listed when searching for mojos. ウィッチドクターの 『Corpse Spider』 ボーナスは 『mojo』 の絞込みリストに追加される。 And, last but not least, we ve fixed several issues with affixes not displaying correctly or being unavailable for equipment searches そして最後に、でもまだ全てではないもの、いままで表示されなかった付加効果や、装備できない装備の検索に関して:"Attack Speed" is now a searchable affix for quivers 『Attack Speed(攻撃速度)』 の絞込みが 『quivers(矢筒)』 にたいして行えるようになる。 Items with the "Level Requirement Reduced" affix will now properly appear in search results when specifying the level range 『装備可能レベルの引き下げ』効果のついた装備品は今後、そのレベルに対応した検索結果に正しく表示されるようになる。 Searches will now properly filter results according to the set Minimum and Maximum values for"Life per Spirit Spent" 『Life per Spirit Spent』の最小・最大値の検索結果が正確に一致した値で表示されるようになる。 And there you have it! Please note that thisisn t a preview, and that the above list represents every change we are making to the auction house in 1.0.4. これで以上だ!覚えておいてくれ、これは【予定】ではない、上記のリストは1.0.4でオークションハウスに適用されるんだ。 While the list is exhaustive for this patch, it s definitely not the end of the road -- we still have additional improvements planned for 1.1.0 and for the long-term. このリストは今回のパッチのあまなすところ全てだが、これで終わりなわけじゃない――我々は更なる改良を1.1.0で予定している、長期間かけてね。 We don t have a lot of juicy details to share right now on that front, but we ll be sure to provide more information as development continues 今はその甘美な情報を教えられないけれど、開発を続けて更なる情報をお伝えすることを約束しよう。
https://w.atwiki.jp/yanch/pages/33.html
アクセスカウンタ - 目次 目次 ActionScriptとは 環境実行環境 開発環境 ドキュメント 例HelloWorld(mxml)ソース(HelloWorld.mxml) コンパイル 実行イメージ HelloWorld(ActionScript3.0)ソース(HelloWorld.as) コンパイル 実行イメージ ActionScriptとは TODO ここに記事を編集 環境 実行環境 Flash Player 9 開発環境 Flex3SDKMPLの開発環境(コンソール用のコンパイラなどが含まれます)aasdoc acompc adl adt amxmlc asdoc compc copylocale digest fcsh fdb mxmlcMPLのコンパイラ。mxmlファイルをコンパイル出来ます(in Flex3SDK) optimizer FlexBuilderAdobe製の統合開発環境(有料) ドキュメント http //www.adobe.com/support/documentation/jp/flex/ 例 HelloWorld(mxml) ソース(HelloWorld.mxml) コンパイル mxmlc --show-actionscript-warnings=true --strict=true HelloWorld.mxml 実行イメージ HelloWorld(ActionScript3.0) ソース(HelloWorld.as) package { import flash.display.*; import flash.text.*; // HelloWorld public class HelloWorld extends Sprite { // コンストラクタ public function HelloWorld() { // テキストフィールドの生成 var tf1 TextField = new TextField(); tf1.text = Hello World! ; tf1.x = 0; tf1.y = 0; addChild(tf1); // テキストフィールドの生成 var tf2 TextField = new TextField(); tf2.text = こんにちは 世界! ; tf2.x = 0; tf2.y = 20; addChild(tf2); } }} コンパイル mxmlc --show-actionscript-warnings=true --strict=true -default-size 320 240 HelloWorld.as ノート ActionScript にて日本語を使用する場合には、ソースファイルの文字コードを UTF-8 にする必要がある。 実行イメージ
https://w.atwiki.jp/kongregate/pages/63.html
Best Of 2009 imageプラグインエラー ご指定のファイルが見つかりません。ファイル名を確認して、再度指定してください。 (2008 Medal.png) Best Of 2009 Badges on Kongregateに載っているBest Of 2009のBADGE一覧です。 一覧にあるBADGEをすべて獲得すると2008 Medalとボーナスの50pointsがもらえます。 ランク BADGE名 獲得points ゲーム名 imageプラグインエラー ご指定のページがありません。ページ名を確認して再度指定してください。GAMES CATEGORIES/All games/ points http //www.kongregate.com/games/ Only the Beginning Badge (medium - 15 points) Elements » Complete all 7 quests http //www.kongregate.com/games/zanzarino/elements Solitary Refinement (completed) Badge earned Solitary Refinement Badge (completed) You earned this medium badge and 15 points on Jan. 06, 2013 in The Company of Myself http //www.kongregate.com/games/2DArray/the-company-of-myself Medal Meddler (to be earned) Badge to be earned Medal Meddler Badge (medium - 15 points) Toss the Turtle » Earn any 25 in-game medals http //www.kongregate.com/games/Foreverkul/toss-the-turtle "Resistance Wasn t So Futile" (to be earned) Badge to be earned "Resistance Wasn t So Fut... (medium - 15 points) The Space Game Missions » Complete any 10 missions on normal difficulty http //www.kongregate.com/games/CasualCollective/the-space-game-missions "Oh, Right, the Game" (completed) Badge earned "Oh, Right, the Game" Badge (completed) You earned this medium badge and 15 points on Dec. 20, 2011 in UPGRADE COMPLETE! http //www.kongregate.com/games/ArmorGames/upgrade-complete Decked Out (to be earned) Badge to be earned Decked Out Badge (medium - 15 points) Epic War 3 » Unlock 10 total cards http //www.kongregate.com/games/rudy_sudarto/epic-war-3 Paying Your Respects (to be earned) Badge to be earned Paying Your Respects Badge (easy - 5 points) GemCraft chapter 0 » Activate a shrine http //www.kongregate.com/games/gameinabottle/gemcraft-chapter-0 Achieving the Impossible (to be earned) Badge to be earned Achieving the Impossible ... (medium - 15 points) Learn to Fly » Complete the final 6,000-distance achievement http //www.kongregate.com/games/light_bringer777/learn-to-fly Meddling Kids (to be earned) Badge to be earned Meddling Kids Badge (medium - 15 points) Sonny 2 » Defeat the captain in the second zone http //www.kongregate.com/games/ArmorGames/sonny-2 Gentle Giant (completed) Badge earned Gentle Giant Badge (completed) You earned this medium badge and 15 points on Oct. 12, 2011 in Music Catch 2 http //www.kongregate.com/games/Reflexive/music-catch-2
https://w.atwiki.jp/prime503/pages/25.html
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https://w.atwiki.jp/warband/pages/588.html
ui_texture_detail|Texture Detail ui_max_frame_rate|Max. Frame Rate ui_enable_bumpmap|Use Bump Mapping ui_disable_blood|Hide Blood ui_disable_music|Disable Music ui_disable_sound|Disable Sound ui_enable_cheats|Enable Cheats ui_enable_edit_mode|Enable Edit Mode (Be warned, this slows down the game.) ui_enable_pixel_shaders|Use Pixel Shaders ui_enable_sound_variation|Enable Sound Variation ui_enable_vertex_shaders|Render Method ui_shadow_quality|Shadow Quality ui_directx_7|DirectX 7 ui_directx_9|DirectX 9 ui_show_framerate|Show Framerate ui_start_windowed|Start Windowed ui_trialmode_caption|Activation ui_trialmode|Please take a moment to activate Mount Blade Warband with your serial key. Your unique, 16-digit serial key is included inside your boxed copy.\nIf you don't wish to activate the game now for any reason, you can still continue to play the game in trial mode, however you won't be able to advance past character level 8. ui_launch_buy|Buy a License from TaleWorlds.com ui_launch_faq|Activation Frequently Asked Questions ui_trialmode2|In order to activate the game now... ui_trialmode3|Or, you can also... ui_trialmode4|If you have any questions about the activation process, you can read... ui_serial_key_caption|Serial Key ui_notification_serial_input|Enter your serial key below (you can copy paste it) and click on Activate button ui_activate|Activate ui_paste|Paste ui_notification_serial_internet_connection|Activation requires an active Internet Connection! ui_notification_serial_offline|If this computer does not have access to the Internet you can also use ui_manual_activation|Manual Activation ui_offline_activation|Offline Activation ui_manual_activation_caption|Manual Activation ui_offline_activation_caption|Offline Activation ui_cancel2|Cancel ui_close|Close ui_ok2|OK ui_activation_successful|The game has been activated successfuly. ui_activation_successful2|Please keep your serial key for future reference. You may need it again in the future if you want to install Mount Blade Warband on a new computer. ui_activation_denied|Activation Denied! ui_notification_serial_already_used|Serial Key already used for another computer. You must wait for a few weeks to reactivate the game on this computer. ui_notification_unable_to_connect_to_activation_server|Unable to connect to activation server! ui_notification_unable_to_connect_to_activation_server2|Please make sure that your internet connection is active and working properly and try again. If you are using a firewall, you many need to give the game permission to access the internet. If all else fails, you may always use manual activation. ui_incorrect_serial_number|Incorrect Serial Key! ui_incorrect_hardware_hash|Incorrect Hardware Hash! ui_incorrect_activation_code|Incorrect Activation Code! ui_cant_write_to_registry|Can't Write to Registry! ui_video|Video ui_audio|Audio ui_game|Game ui_advanced|Advanced ui_mount_and_blade_is_ready|Mount Blade Warband is ready. ui_notification_trial_mode|Mount Blade Warband is currently running in Trial Mode. In this mode you can play the game freely until your character reaches level 6. To continue further, please buy a license from taleworlds.com. It takes only a minute to buy a license online and unlock the complete mode. ui_there_are_no_modules_installed|There are no modules installed! ui_notification_new_version|A newer version of Mount Blade Warband was found.\nCurrently installed version is %d.%d%d%d.\nLatest version of Mount Blade Warband is %d.%d%d%d.\nYou can download the new version from www.taleworlds.com. ui_new_version_found|New Version Found! ui_notification_unable_to_retreive_new_version|Unable to retrieve new version info. Please try again later. ui_new_version|New Version ui_notification_latest_version|The installed version of Mount Blade Warband is the most current one. ui_mount_and_blade_is_up_to_date|Mount Blade Warband is up-to-date! ui_off|Off ui_continue_playing_the_trial_mode|Continue playing in Trial Mode ui_faq_caption|FAQ ui_faq_text|Q What is activation?\r\nA The activation system is a user-friendly copy-protection method which is based on distributing a unique serial key along with each copy of the game. You need to activate the game once on every computer that you want to play the game with your serial key. After activating once, you don't need to do anything else to play such as keeping the game disc in the drive. As long as you keep your serial key, you will be able to activate and play the game easily, even after many years.\r\n\r\nQ Where can I find my serial key?\r\nA Each boxed copy of the game includes a unique serial key. Different vendors may distribute the keys in different ways, but it is typically attached to the cover of your printed manual. If you have purchased your game online, then the online vendor should supply you your serial key.\r\n\r\nQ How does the activation process work?\r\nA The game creates a hash-value from the specifications of your computer and sends it to an activation server over the internet together with your serial key. The activation server registers the serial key to your computer and responds with an activation number, which then unlocks the full mode of the game.\r\n\r\nQ Can I activate the game on multiple computers?\r\nA Yes, you can. But please remember that the game is licensed to you for your own personal use. The activation server may reject a serial key temporarily if it is used on too many computers in a short period of time. \r\n\r\nQ The program stops to respond after I click on the activate button.\r\nA Sometimes it may take up to half a minute to carry out the activation process. Be patient, the game will eventually report the result.\r\n\r\nQ My computer does not have access to the internet. How can I activate the game?\r\nA In this case you may use manual activation. Just click on "Enter Your Serial Key", and then "Manual Activation" buttons. You will still need to open up the manual activation web-page from another computer that is linked to the internet.\r\n ui_auto_adjust|Auto Adjust ui_screen_size|Screen Resolution ui_antialiasing|Antialiasing ui_use_desktop_resolution|Use Desktop Resolution ui_play|Play Mount Blade Warband ui_check_for_new_version|Check For New Version ui_configure|Configure ui_configure_caption|Configure ui_mountandblade_website|Mount Blade Warband Website ui_current_setting| Current Module ui_manual_activation_text1|1) In your web browser, open the following address ui_manual_activation_text2|2) In the webpage that opens enter your serial key... ui_manual_activation_text3|3) ...and this machine's hardware hash ui_manual_activation_text4|4) The page will then give you an activation code. Enter or paste it below and click OK. ui_activation_code|Activation Code ui_force_vsync|Force Vertical Sync. ui_module_newer_than_application|The module you selected has been specified NOT TO WORK with the current version of the game. You are strongly advised not to run this setting. To remedy this, you may try checking for a newer version of the game. ui_module_older_than_application|The module you selected has been created for an older version of the game and may not work with the current version of the game. You may go ahead and try running it but there is a chance that you will run into difficulties. To remedy this, you may check if a newer version of the module is available. ui_m_low|Low ui_m_high|High ui_m_ultra_high|Ultra High ui_force_single_threading|Force Single Threading ui_not_enough_memory|It seems that you currently have %d MB of available total physical and virtual memory. Mount Blade Warband requires at least 700 MB of available memory in order to run without a problem. If Mount Blade Warband continuously crashes during your play, please close some of your programs before starting Mount Blade Warband or increase your virtual memory from Control Panel - System menu. ui_install|Install Mount Blade Warband DirectXText|"Mount Blade Warband requires DirectX 9.0c or above to run. This computer does not meet the requirement. To fix the problem you need to download and install the latest version of DirectX from Microsoft's website. Would you like to visit TaleWorlds DirectX Download page now?" NoMountAndBladeText|"Mount Blade Warband has not been installed on this computer. Please download the full installer from www.taleworlds.com and use it to install the game." ui_SavegamesText|"Do you want to keep your save files?" ui_trialmode_online|Mount Blade Warband is currently running in Trial Mode. In this mode you can play the game freely until your character reaches level 7. To continue further, you need to enter a serial key and activate the game. If you have already purchased the game, please enter your serial key now. If not you may easily purchase the game from Taleworlds.com. It takes only a minute to buy a license online and unlock the complete mode. ui_launch_activate|Enter Your Serial Key ui_trialmode2_online|After buying a license, you will obtain your serial key.\nTo unlock the full mode just proceed to... ui_trialmode3_online|Or, if you don't wish to purchase the game yet you can also... ui_trialmode4_online|Our online sales process is fully secure and we greatly respect our customers' rights to security, privacy, having backup copies of their game and upgrading their computers/hardware. If you'd like to learn more about our sales policy, please take a look at ui_ondemand_textures|Load Textures On Demand ui_language|Language ui_steam_not_running|Steam could not be initialized properly. Steam must be running to play this game. ui_switch_to_turkish_explanation|Oyunun dilini Turkce'ye cevirmek ister misiniz? ui_switch_to_turkish_yes|Evet ui_switch_to_turkish_no|Hayir ui_new_version_message|A newer version of the game is available. Do you wish to visit the download page now? ui_enable_version_check|Enable Version Check ui_disable|Disable ui_yes2|Yes ui_no2|No ui_new_version_message2|A newer version of the game is available. Please visit the online portal you purchased the game from to download the new version.
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2. nativeコードへの移行 前回のコードによる描画処理には、Xperia VLで50ms~70ms程度かかっていた(15~20fps)。 これからさらに重い画像処理を追加しながらも、30fps程度は実現したいため、 C/C++による実装に切り替えて高速化を図っていく。 前回、Javaで書いたpreviewBufferRgbaを書き込む処理を、C++で置き換えることを目標とする。 2-1. nativeサポートの追加 プロジェクト上で右クリックし、[Android Tools] [Add Native Support...] を選択する。 適当なライブラリ名を入力して決定すると、プロジェクトルートにjniフォルダが作成される。 以降、ツールバーのとんかちのアイコンや、プロジェクトのビルドのタイミングでnativeコードがビルドされる。 早速ビルドしてみようととんかちを押すと、次の警告が出る。 APP_PLATFORM android-** is larger than android minSdkVersion ** in ./AndroidManifest.xml 自動で設定されたnativeコードのターゲットが、アプリ側で設定したminSdkVersionより大きいことを示す警告で、 アプリ側ではエラーとして扱われる。 jniフォルダにApplication.mkファイルを追加し、minSdkVersionを超えない値をターゲットとすることで解決できる。 Application.mk APP_PLATFORM = android-8 2-2. native関数を呼ぶ準備 関数を呼びたいクラスに、関数定義と、staticイニシャライザでsoを読み込む処理を追加する。 MainActivity.java private native boolean processImage(byte[] src, int[] dst, int width, int height); static { System.loadLibrary("[[ComicFinder]]"); } 次にヘッダファイルを作成する。 自分で書こうとすると、何らかのミスで実行時にUnsatisfiedLinkErrorが出るのがオチなので、javahで自動生成しておきたい。 コマンドは次のようになるか。(カレントがプロジェクトルートであることを想定) javah -classpath ".\bin\classes; android-sdkのパス \platforms\android-14\data\layoutlib.jar" -o .\jni\ComicFinder.hpp com.example.comicfinder.MainActivity ヘッダファイルができたら、実体もコーディングする。 ひとまずは呼び出しが上手くいくかを確認したいため、空の関数を書いておく。 ComicFinder.cpp #include "ComicFinder.hpp" JNIEXPORT bool JNICALL Java_com_example_comicfinder_MainActivity_processImage (JNIEnv *env, jobject me, jbyteArray src, jintArray dst, jint width, jint height) { return false; } アプリ側で呼び出し。 MainActivity.java private void updateFrame(byte[] data) { processImage(data, previewBufferRgba, previewSize.width, previewSize.height); これを実行してエラーが起きなければ成功。 2-3. 関数の実装 GetPrimitiveArrayCritical()で、Javaの配列にnative側から触れるポインタが取得できる。 ComicFinder.cpp #include stdlib.h #include "ComicFinder.hpp" JNIEXPORT bool JNICALL Java_com_example_comicfinder_MainActivity_processImage (JNIEnv *env, jobject me, jbyteArray src, jintArray dst, jint width, jint height) { unsigned char *p_src = reinterpret_cast unsigned char * (env- GetPrimitiveArrayCritical(src, NULL)); if (NULL == p_src) { return false; } unsigned char *p_dst = reinterpret_cast unsigned char * (env- GetPrimitiveArrayCritical(dst, NULL)); if (NULL == p_dst) { env- ReleasePrimitiveArrayCritical(src, p_src, 0); return false; } for (int k = 0; k width*height; k++) { p_dst[k*4+0] = p_dst[k*4+1] = p_dst[k*4+2] = p_src[k]; p_dst[k*4+3] = 0xff; } env- ReleasePrimitiveArrayCritical(dst, p_dst, 0); env- ReleasePrimitiveArrayCritical(src, p_src, 0); return true; } 2-4. 目標達成 描画処理の時間は30ms程度となった。 が、複雑な画像処理をしていないにも関わらず、すでに30fpsぎりぎりである。 画像処理自体は5msで終わっているため、Surfaceへの描画が完全にボトルネックとなっている。 まずこちらの処理の高速化や並列化を検討する必要があるかもしれない。 ここまでのソース ComicFinder.zip
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Ace Attorney Investigations Miles Edgeworth Preview for the Nintendo DS from 1UP.comhttp //www.1up.com/do/previewPage?cId=3177783 p=39 sec=PREVIEWS 02/02/2010 1UP Mr. Eshiro, you re the producer on Ace Attorney Investigations, but could you tell us a little more about your role in the game s development?1UP:江城さんは逆転検事のプロデューサーですが、もうちょっとこのゲームでの役割について教えてください。Motohide Eshiro I started as co-producer on the second and third Ace Attorney games, but this is my first time in the series as full producer. Mostly, I look over the overall product schedule and budget. I make sure everything s coming in on time -- things like that.江城元秀:逆転裁判との関わりは、DS版逆転裁判2と3の共同プロデューサーとしての役割が始まりですが、これはプロデューサーとしての初めての仕事でもありました。大まかには、私は全てのスケジュールと予算・経費を統括します。全てが予定通りに動くかを確認します。Another big part of my job is focusing on the overall quality of the game. While the director focuses on specific aspects -- fine-tuning the small details -- my job is more to look at the big picture. To make sure that everything fits in well with whole concept. I look at it like the average user and ask myself, Will the player enjoy this? 他の大きな仕事としては、ゲームの全ての質に焦点を当てています。ディレクターがある局面――細かい部分の微調整――に集中している時、私の仕事は全体を見ることです。全ての事象が、全体と調和しているかの確認です。私は1ユーザーとしてゲームを見て、私自身に確認します。「プレイヤーはこれを楽しいと思うだろうか?」And of course, doing promotion for the game, like traveling abroad to give interviews.そしてもちろん、ゲームの宣伝もします。海外に出向いてインタビューを受けたり。1UP Your current position sounds very different from your previous role as director on Shadow of Rome and Onimusha...1UP:あなたの現在の仕事は、以前のSHADOW OF ROMEや鬼武者のディレクターとしての役割とずいぶん異なるようですが。ME Yeah, Ace Attorney is a very different type of game, but I really wasn t thinking of it as something completely different. During my school days, I used to play a lot of PC-based text adventures. I really loved those back then, and I ve always been a huge fan of adventure games.江城:ええ、逆転裁判はゲームとしては異なるタイプですが、私は完全に異なるものとは思っていません。私は学生時代、PCでテキストアドベンチャーを多くプレイしたものです。私はそういうゲームが好きで、アドベンチャーゲームの大ファンでした。When I was a director, I was able to make action games like Onimusha and Shadow of Rome, but I just didn t have the opportunity to make my own adventure game. But when I switched roles to producer on Ace Attorney, I finally got the chance to make the types of games I loved playing when I was younger.私はディレクターとして、アクションゲームの鬼武者とSHADOW OF ROMEを制作しましたが、アドベンチャーゲームを創る機会はありませんでした。しかし逆転裁判のプロデューサーになって、とうとうアドベンチャーゲームの制作に関われることになったのです。1UP Do you think your time working with such action heavy games has changed the way you approached Ace Attorney Investigations?1UP:そのようなアクションゲームの仕事を制作していた時から比べ、逆転検事へのアプローチには変化がありましたか?ME Definitely, there s been some influence. Of course, in text-based games there s always some level of interactivity. But working in action games, I had firsthand experience in how to lay out a scene. For example, if you ve got a character moving somewhere, the background has to scroll and move smoothly.江城:確かに、少しは影響がありました、もちろん、テキストベースのゲームでは、常にそれなりの会話があります。しかしアクションゲームの制作では、私はシーン毎のレイアウトをどうするかといったことを経験しました。例えば、キャラクターをどこかに動かす時、背景はなめらかにスクロールしなければなりません。I think I was able to transfer some of that experience into Ace Attorney Investigations. When you move Edgeworth around, you re not going to run into weird scrolling issues; you re not going to see awkward movements, or things like that, and I attribute that to my action game experience.そういった経験を、逆転検事に生かすことができたと思います。あなたがプレイした時、御剣を動かしても妙なスクロールを見たり、ぎこちない動きを見たりすることはないでしょう。そういったことは、アクションゲームの制作による経験からだと考えています。1UP Speaking of adventure games, over the past few years in America, we ve seen a bit of a revival of that genre with games like Sam Max and Monkey Island. Do those come to Japan at all?1UP:アドベンチャーゲームについてですが、アメリカでは過去、Sam MaxやMonkey Islandのようなゲームがリバイバルしています。日本ではどうですか?ME I don t think they do. But when I think about PC adventure games, I think about the really old titles. Of course, Myst was a popular title everywhere, but I really enjoyed Mystery House. I can t think of other specific titles right at the moment, but just really old games, or games like Portopia, which never came out outside Japan. I really haven t tried out any recent adventure games. Even in Japan, they ve never remade some of my favorite titles, like Snatcher.江城:日本ではなかったと思います。しかし、私がPCのアドベンチャーゲームについて考える時、私は本当に古いタイトルについて思いを巡らせます。もちろん、Mystは有名ですが、私はMystery Houseが楽しかった。他の具体的なタイトルは思い出せないけれど、日本以外では発売されなかったポートピア連続殺人事件が好きです。私は最近のアドベンチャーゲームはプレイしていません。日本でさえ、スナッチャーのような私の好きなゲームのいくつかはリメイクされていません。With Mystery House, that was a game I played when I was still in college -- but it only came out in English. I didn t immediately understand half of what was written; maybe just a word like take, and then I d have to look up the rest to understand what I was able to take. So I d play along with a dictionary; it was almost like studying, but a lot more fun.Mystery Houseは、私が大学生のころにプレイしたゲームでした――しかし英語版しかありませんでした。私は書いてあることの半分も理解できませんでした。「take」というワードがあっても、何が取得できるのか、調べなくてはなりませんでした。そのため、私は辞書を片手にプレイしていました、それはまるで勉強みたいでしたが、楽しみでもありました。But Portopia is a game that s really stuck with me over the years. Are you ok with spoilers?しかし、ポートピア連続殺人事件は長年楽しく遊べたゲームです。ネタバレは大丈夫?1UP I think the game s old enough that that s ok.1UP:昔のゲームだから大丈夫。ME Well, the detective that you work with, the big twist at the end is that he s the criminal. You re supposed to be working closely with this guy, and you don t find out till much later that he s actually the one behind it all. And that highlights one of the most important aspects of adventure and text games for me the turnaround point.江城:じゃあ‥‥一緒に行動する刑事が犯人という、ものすごい結末なんです。彼とずっと一緒に行動していくんですが、最後の最後にならないと真相はわかりません。テキストアドベンチャーゲームにおいて最も重要なことのひとつ、転換点を私に見せてくれたのです。In the Ace Attorney series you always have these surprising twists, sometimes two or three times in one case. You just never know what to expect. That s what keeps adventure games interesting for me.逆転シリーズにおいては、1つの事件の中で、2つや3つのこういった驚くべき逆転劇を見ることになります。そしてあなたは何が起こるか全く解らない。それが私にとって、アドベンチャーゲームの面白さです。1UP It s obviously a very different type of game, but another popular adventure game I m sure you ve spent some time with is Professor Layton.1UP:明らかに異なるタイプのゲームですが、もうひとつの有名なアドベンチャーゲームとしてレイトン教授があります。ME Yeah, I played the very first one. And, you re probably aware that the puzzles themselves are based on a much older book series in Japan called Mental Gymnastics. I never found just doing the puzzles themselves all that engaging, but I m just amazed that they were able to fit them into this story and make it interesting. It s good that it brings these types of puzzles to a wider audience.江城:ええ、第1作目はプレイしました。そして、パズル自体は思考型パズルと日本で呼ばれているものに似ていることにおそらく気がついたでしょう。私はパズル自体にはさほど興味がありませんでしたが、それをストーリーにうまく組み込んで面白くしていることに驚きました。多くの人々にこの種のパズルを体験してもらうことは良いことです。1UP Obviously, he s in the title, so Miles Edgeworth is this game s central character. After bringing in a new protagonist for the previous game, Apollo Justice, what made you decide to bring back this character as opposed to using someone new?1UP:タイトル(Ace Attorney Investigations Miles Edgeworth)通り、御剣怜侍がこのゲームの主役であることは明白です。前作で新主人公(王泥喜)を登場させたのに、他のキャラクターに戻すことを決めたのは?ME Well, we wanted to make a new game with new skills like logic and deduction, things like that. But we took a look at the character rankings in Japan and, next to Phoenix Wright, the next most popular character was Edgeworth. He s really quite popular, and so we thought that made him a good choice as the central character for this game.江城:私たちは論理と推論に基づく新しいゲームを創りたかったのです。日本での人気キャラクターを見ると、成歩堂の次に最も人気があるのは御剣でした。彼は本当に人気があります。そのため、このゲームでは、彼を主役にするのが良いと考えました。1UP Was there anything you and the team wanted to do with the game that you just weren t able to, because of time constraints or other technical hurdles?1UP:時間的制約や、技術的な問題で、あなたや開発チームができなかったことは?ME Actually, one of the things that the director and I had talked about was the Little Thief system. We d wanted to add a lot more features -- to make a bit more in-depth. But we just ran out of time and weren t able to integrate it as fully as we d wanted to. It s little more simplistic than we d originally envisioned, but that was just a problem with time.江城:実は、ディレクターと私が話し合っていたものの1つに、「ちょっとした泥棒システム」がありました。私たちはもっと多くの特徴を加えたかったのです――徹底的に。しかし、開発期間の問題で、完全にそれらを作ることができませんでした。元々私たちが想像していたものより多少安易ではありませんが、結局は時間の問題でした。1UP Is there anything you feel you ve learned from Ace Attorney Investigations that you ve been able to apply to your current project, Okamiden?1UP:逆転検事から学んだことが、あなたの今のプロジェクトである大神伝に生かされていますか?ME Well, I m also the producer on Okamiden, so the role itself is very similar. Ace Attorney was my first solo job as a producer, so a lot about learning games promotion, the timing of releasing information, keeping players interested. Various things like that about how to promote a game.江城:大神伝ではまたプロデューサーなので、役割そのものはとても似ています。逆転裁判は私の最初のソロでのプロデューサー活動で、ゲームのプロモーション、発売情報のタイミング、プレイヤーに興味をもってもらうことなど、様々なことを学びました。But a real learning moment came when we put together the first build of Investigations. We went around showing the game to the company, and we actually got a lot of negative reactions. So, we had to go back to the drawing board and do a lot of rethinking, redesigning, reconceptualizing.しかし、捜査方法の最初の構築をした時が、本当に学べた瞬間でした。私たちが会社にゲームを見せても、ネガティブな反応ばかりでした。私たちは制作に戻らなければならず、再考し、設計し直し、コンセプトを見直さなければなりませんでした。Talking with the director, we had to think about who Edgeworth is as a character. We realized that he s actually very logical. Originally the game was simply about visiting crime scenes and investigating, but when we instituted the Logic mechanic, that changed how the game plays completely.ディレクターと、御剣というキャラについて話し合いました。私たちは、彼が非常に論理的であると考えました。当初、ゲームは単に犯行現場を訪れ、調査するだけでした。しかし、ロジックシステムを考え出した時、ゲームの方向性は変わりました。1UP Did you ever consider brining the series over to another platform besides DS?1UP:シリーズをDS以外で発売することについては?ME From the beginning, we knew this would be a DS game. The previous games were all on DS, and there s just a natural flow to continue with DS. We never really considered trying it on any other system.江城:最初から、DSのゲームを創ることを考えていました。前作までは全てDSだったので、それが自然な流れでした。私たちは他のハードでの発売を全く考えませんでした。1UP Have you felt limited at all by the DS? With Nintendo iterating on its handheld so frequently, is there any functionality that you wish it would add to the system that you think would be great to use in a game?1UP:DSによって制限されることはありませんでしたか? 任天堂はしばしば携帯ゲーム機を出していますが、ゲームに使うためのシステムを加えて欲しいと思うことは?ME I m really not the type of person to think, Oh, I wish they had this, I wish they had that. I look at it realistically, I look at the specs. Then I think, What can we do with this? What kind of fun game can we create to take advantage of this machine the most? 江城:私は「これがあればいいのに、あれがあればいいのに」というタイプではありません。スペックを見て、考えます。「これをどうできるだろうか? このハードでどんな楽しいゲームを作れるだろうか?」I guess it goes back to my roots as a programmer, but I really would just want the system to have more memory, maybe a better video card. Stuff like that. Something so we can make the best looking game possible. It s not the most wishful thinking perhaps, but that s the way I look at it.私は、それがプログラマーとしての私のルーツに戻ると思います。ただ、より多くの容量、良いビデオカードがあれば良いとは思います。より良いものを作るために。1UP Going back to your roots, you ve held so many different positions in the industry, are there any moments in particular that stand out for you? What roles did you most enjoy?1UP:ゲーム業界で色々と異なるポジションを体験してきて、特に卓越していることは? どんな仕事が楽しかったですか?ME Starting out as a programmer for Capcom, it really was fun to be able to realize a planner s vision. A planner would come up to me and say, Here are the game s rules, or, Here are the designs. And it would be up to me to put it together and make it appear on the screen. That was really great, to immediately see these ideas take fruit and know that you re the one who brought these ideas to life.江城:カプコンではプログラマーとしてスタートして、それにはプランナーとしての展望を認識できる楽しさがありました。プランナーは「これがゲームのルールだ」とか、「これがデザインだ」と言ってきます。それらをまとめるのは私次第で、ディスプレイに映し出すことができます。それは面白いことでした。As a director, it s tough to be head of a team because you then take on responsibility for everything that the team does and all the decisions. If you decide to take the game in one direction instead of another, you have to live with those consequences. It s heavy and hard, but it s also good because you have a lot more influence over the game; you can put in things you want to put in. Of course it s not 100% about what you want. It s also about listening to the ideas and opinions of your team and being able to take all those ideas and make it into one solid game. Having everything come together, the realization of those things makes it all worth it.ディレクターとしては、チームの全ての責任と決定を引き受けるので、大変なことです。もしゲームの方向性を変えるなら、その結果に耐えなくてはなりません。それは重く、厳しいです。しかし、それはまた、ゲームに良い影響を与えることにもなります。もちろん、期待していたことの100%がかなうわけではないのですが。それはまた、チームの考えや意見を聞いて、決定し、ひとつの凄いゲームが出来ることでもあります。これらの実現は素晴らしい価値があります。Being a producer is a double-edged sword. It s hard, but it s a very enjoyable at the same time. You get to stand in a different position from the director, and you get to watch a game grow from the first drafts to the very end. It s interesting to be able to manage and oversee everything in that respect. And being able to promote the game, getting out to the various media outlets is a lot of fun too. Learning how to excite people about your particular title. It s trying, but very compelling at the same time.プロデューサーであることは、諸刃の剣です。大変でもあり、楽しくもあります。ディレクターとは異なる立ち位置になり、ゲームが最初の草案から、完成まで成長していくのを見ていくことになります。その点で、全てを管理し、監督していくことは面白いです。そして、ゲームの広告や、色々なメディアに出演することは、楽しみでもあります。自分の作っているものを人々に喜んでもらう方法を学ぶこと。それは挑戦的で、同時に魅力的でもあります。1UP I know you don t control marketing in America directly, but the Ace Attorney series in particular has always had wonderful pre-order bonueses for Japan in the past. But when those same games come Stateside, it s usually without as much fanfare and with just the standalone software. Since you ve been working on the past few titles directly, how do you think the company s approach has changed with each title?1UP:私はあなたがアメリカで直接販売管理をしないということは知っていますが、逆転シリーズは過去、日本で素晴らしい予約特典がありました。しかしアメリカではそれがありません。過去直接少しのタイトルに関わり、あなたは、会社がどのように各ゲームの広告方法を変更したのだと思いますか?ME We ve definitely made some changes in how we promote things overseas versus in Japan. For example, in Japan we focus mainly on interviews with the regular press outlets like Famitsu. But in the West, we ve found going directly to the community has been very important. For Ace Attorney, we recently did a live Q A over the Capcom UStream page. It s something that s always changing, and we definitely don t have the perfect formula right now, but we re always listening to the community.江城:確かに、私たちが日本で発売したものを海外で宣伝する場合、多少方法が変わりました。例えば、日本では、宣伝するには私たちはファミ通のようなプレスの発表で、主にインタビューに集中しています。しかし海外では、私たちは、直接コミュニティで呼びかけることが重要であることがわかりました。逆転シリーズのために、私たちはカプコンのUStreamでQ Aをライブで行いました。常に色々なことが変化しています。今私たちは完全な方法というものを持ちませんが、常にコミュニティを開いています。1UP Do you think there are any particular differences between fans of the Ace Attorney series in the East and the West?1UP:日本と海外では、ファンに違いがあると思いますか?ME Actually, I went to ComicCon last year, and it was really great to see so many of our American fans in person. I don t think there s a difference between the two, or between any other countries in that respect; everyone who enjoys the games seems to enjoy them for the same reasons.江城:去年ComicConに行って、直接アメリカのファンに会えたことは、とても素晴らしいことでした。私は、国の間で違いがあるとは思いません。誰もが、同じ理由でゲームを楽しんでいるのです。1UP Well, thank you so much for taking the time to come out and talk with us. We know a lot of fans out there are eagerly awaiting the next game s release later this month.1UP:ありがとうございました。海外ファンは、今月の発売を熱心に待っています。ME Thank you very much.江城:ありがとう。 ▲ページ上へ▲
https://w.atwiki.jp/opengles/pages/18.html
Matrix Constructor Examples [5.4] mat2(float) // init diagonalmat2(vec2, vec2); // column-major ordermat2(float, float, float, float); // column-major order Structure Constructor Example [5.4.3] struct light {float intensity; vec3 pos; };light lightVar = light(3.0, vec3(1.0, 2.0, 3.0)); Matrix Components [5.6] Access components of a matrix with array subscripting syntax. For example mat4 m; // m represents a matrixm[1] = vec4(2.0); // sets second column to all 2.0m[0][0] = 1.0; // sets upper left element to 1.0m[2][3] = 2.0; // sets 4th element of 3rd column to 2.0 Examples of operations on matrices and vectors m = f * m; // scalar * matrix component-wisev = f * v; // scalar * vector component-wisev = v * v; // vector * vector component-wisem = m +/- m; // matrix component-wise addition/subtractionm = m * m; // linear algebraic multiplym = v * m; // row vector * matrix linear algebraic multiplym = m * v; // matrix * column vector linear algebraic multiplyf = dot(v, v); // vector dot productv = cross(v, v); // vector cross productm = matrixCompMult(m, m); // component-wise multiply Structure Operations [5.7] Select structure fields using the period (.) operator. Other operators include . field selector == != equality = assignment Array Operations [4.1.9] Array elements are accessed using the array subscript operator “[ ]”. For example diffuseColor += lightIntensity[3] * NdotL;
https://w.atwiki.jp/dust514/pages/18.html
DUST 514 is a constantly evolving game.Futere version will include more features,improved functionality and bug fixes. NEW FEATURES Items Heavy Machine Gun Shotgun Nanite injector(non-final asset) Remote explosive Boosters Environment New dynamic sky and fog system Mechanics Basic scan system implemented. Passive scanning possible on entities. UI in-progress. Squad orders Players can now place squad orders- Attach, Defend, Capture, and Rally- on entities. Fitting Items in a fit can be restocked to the desired amount directly from the fitting page. Multi-channel voice and text chat. Playeres will now auto-join Corp Chat when entering game, Team Chat when entering a match and Suad Chatwhen joining a squad. Contacts Add,block and watch other players. Quick weapon switch Tap to cycle between weapons and equipment. Contest streaming Progress loading bars include more detailed status of download. In-game Aurum purchasing Ability to purchase AUR packs from the Playstation Store directly from the game client. IMPROVEMNTS Art and UI New Caldari Large Railgun and Gallente Blaster models Option UI redesigned Character portraits added allowing players to choose from a pre-rendered list of portraits character creation Animations and VFX jamming and overheating VFX on weapons. Improved death animations - directional and explosive. Ladder climing animations. Blood impact effects onmkill shot. Deferred lighting on muzzle flash. Environment Updated Biomass outpost(New roof tops, vehicles replaced cargo containers, two new towers). Improved mini-map fidelity. Mechanics Improved LAV and HAV handling. New skills and tweaks to existing skills. Nerfed AV grenade damage against infantry. Reduced sniper rifle scope sway and increased scoped tracking speed. Increased Armor plate module bonus to offset speed reduction. Reduced movement speed in scoped mode to help address strafe-dancing. Three starting militia fits given to newly created characters. Increased starting skill allotment. Technical Game settings are now saved loccally on your PS3 instead of on the DUST servers. Bug fixes Client sometimes fails to join a battle. Crash when entering a battle from the MQ. Player s shield/armor bar is empty and no weapon can be selected after learning full skill. Killing the player piloting the drop ship will not be recoreded on the killboard. No ISK, AURUM, item or config of fitting after selecting a character. Able to target driver and passengers with vehicle modules while in 3rd person view. The default remote shield booster doesn t work on the Limbus. Recticle is permanently fully expanded for weapons tha don t have dispersion enabled. Kill/Death stats are not correctly incremented when the victim is in a turret. Missing message body for player join/leave game events. The damage multiplier of the two logisitics LAV is incorrect. Known Issues in the current build Marketplace Region jumping may cause the unallocated aurum lost. The "SORT"function does not work in the Marketplace. Some placeholder images in the Market place are place holders The Marketplace category loading speed is low Category description in the Marketplace may overlap with the group tab The cheapest unallcated Aurum packs in user s account will be assigned to the character s wallet regardless of which Aurum pack the character purchased from the in-game Title Store The spinner will freeze for up to 5 seconds when opening the "Buy AUR" window "Nan" is displayed if the character has no ISK or AUR when restocking AUR and ISK s icons and digits do not share the same colors schemes Animation Third person animation will not be refreshed when running back and forth Third person animation is shaky when he is caught by the first time in a certain distance Installation turret rotation animation in first person view is jumpy Jumping while zooming in with sniper rifle wikk cause the first person camere to shake Graphics On rare occasions the Minimap may appear with the wrong color when joins a new battle Effects On rare occasions user may see bleed-out effect after respawn UI NEOCOM- the back button does not take effect before pages are loaded There is a brief delay when switching between UI pages on NEOCOM Users is required to choose a Fit before he spawns into a battle, even he has flagged one of his Fits as Favorite When there is only 1 remaining item in the user S Assets list, that type can still be fitted to character or vehicles, which will cause that Fit to become invalid defenders do not see the MCC s health indicator The "unlimited" indicator of Clone Reserve is too small All Squad leaders other than Squad 0 cannot be displayed The recticle of the Swarm Launcher will disappear if the user spawns on a Dropship Under heavy lag conditions the user may observe false players with no nametags MCC shied bar is displayed incorrectly after the user returns from overview map Collision Vehicle s large turret may block the camera if the user is using the small turret In rare locations, the user s first person camera may raise if he collides with walls, vehicles or installations When climbing ladders, the user s first person camera may clip into his weapons if he changes the camera angles quickly Game Mechanics On rare occasions turrets may disappear on the installations On rare occasions the user may get stuck in the bleed-out state after being killed Anti MCC turret B will stop working after turret A and C have been hacked No installations will be displayed from the installtion menu in Overview Map 3rd party compatibility On very rare occasions the user may get stuck on the character selection screen in Merc Quarters if unplugging network cable after selecting a character On very rare occasions PS3 may crash when the user quit the game On very rare occasions user may get a data corrukt message in game, restarting the title resolves the issue
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