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https://w.atwiki.jp/a_neoteny/pages/8.html
ツキノヒト 夢と希望と呪いのSFRPG 2020年6月公開 戦闘の仕様 アクターデータ エネミーデータArea1Area2Area3Area4Area5Area6(ネタバレ注意)Area7(ネタバレ注意)Extra(ネタバレ注意) こまごましたこと アンケート
https://w.atwiki.jp/p-picross/pages/2.html
メニュー トップページ プラグイン紹介 メニュー メニュー2 AREA AREA 00 AREA 01 AREA 02 AREA 03 AREA 04 AREA 05 ミクロス M00 M01 ポケモン図鑑 五十音順 あ か さ た な は ま や ら わ メダル メダル リンク @wiki @wikiご利用ガイド ここを編集
https://w.atwiki.jp/gamemusicbest100/pages/3288.html
ドラッケン(DRAKKHEN) 機種:PC98, X68k, SFC 作曲者:戸田誠司、永田英哉、増野宏之(SFC) 開発元:INFOGRAMES 発売元:EpicSONY 発売年:1991 概要 フランスINFOGRAMESが開発した作品の移植版。 オリジナルはAmiga版でスーパーファミコン、FM-TOWNS等でも同作がリリースされているがこれらは音楽が異なる。 移植にあたりBGMが全面変更されている。 洋ゲーにありがちな自由度と難易度の高さでゲーム自体への評価が低くあまり知られていないが オープニングなどは一聴の価値のある作品となっている。 収録曲(スーパーファミコン版) 曲名 英名 補足 順位 Kemco Jingle Title Character Making Earth Area (Day) Earth Area (Night) House in Earth Area Lively Inn ホドケンの城 Hordkhen s Castle ホドケン Hordkhen Bonhommes ANAK Transference Water Area (Day) Water Area (Night) House in Water Area アーケンの城 Haaggkhen s Castle Air Area (Day) Air Area (Night) House in Air Area ナクトカの城 Naaktkha s Castle Ninth Tear Allies アーカの城 Haaggkha s Castle Fire Area (Day) Fire Area (Night) House in Fire Area ハズルカの城 Hazulkha s Castle ハズルカ Hazhulkha ナクトカ Naaktkha アーケン Haaggkhen ハズルケンの城 Hazulkhen s Castle ハズルケン Hazhulkhen 8つの涙 Eight Tears Center of Island Ending Staff Roll Game Over Shade of Doom
https://w.atwiki.jp/pam-iwate/pages/267.html
安比高原直売センター 毎日入荷する新鮮な野菜と手作りの惣菜をご用意しています。 春…安比高原で採れた山菜、手打ちソバ 夏…高原で育った甘くて香り豊かな野菜、りんどう等花々 秋…秋野菜や大根、きのこ、手打ちソバ 安比高原直売センター 〒028− 岩手県八幡平市安代町字星沢 TEL:0195−72−6821 FAX: パンフレット ※画像をクリックするとパンフレットが開きます。 imageプラグインエラー ご指定のURLはサポートしていません。png, jpg, gif などの画像URLを指定してください。 ホームページ http //www.ashiro.net/~appityokubai/ 〈ブログ〉 ビールな毎日 10月は忙しかったぁ( _ ) http //happy-dream.way-nifty.com/snow_dance/2008/10/10_-4634.html 携帯サイト 最新のチラシ imageプラグインエラー ご指定のURLはサポートしていません。png, jpg, gif などの画像URLを指定してください。 《周辺情報》 岩手山焼走り…4kmに渡って広がる焼走り溶岩流 http //www.hachimantai.or.jp/area/area07.html 安比高原…スキー場の周りにホテルや北欧風のペンションが http //www.hachimantai.or.jp/area/area08.html 八幡平山頂…標高ごとに景色がかわっていく http //www.hachimantai.or.jp/area/area01.html 藤七温泉…蒸気が吹き出る「太古の息吹」 http //www.hachimantai.or.jp/area/area02.html 八幡平・御在所温泉…八幡平アスピーテラインの入り口 http //www.hachimantai.or.jp/area/area03.html 自然休暇村…キャンプ場や観光農園、地元の特産品が http //www.hachimantai.or.jp/area/area06.html 松川温泉…発見は今から250年ほど前という歴史ある温泉 http //www.hachimantai.or.jp/area/area04.html 八幡平温泉郷…スポーツを楽しんだ後は温泉で http //www.hachimantai.or.jp/area/area05.html ライブカメラ・岩手県…岩手県道路環境課 http //www.douro.com/ #blogsearch /
https://w.atwiki.jp/earthquakematome/pages/139.html
ページ最終更新日時:2011/03/14 17 26 53 Ishimaki City石巻市 CAUTION Spelling of names of people and places are unconfirmed#contents imageプラグインエラー ご指定のURLはサポートしていません。png, jpg, gif などの画像URLを指定してください。imageプラグインエラー ご指定のURLはサポートしていません。png, jpg, gif などの画像URLを指定してください。 yusuke_namaeyusuke_namae 拡散希望 石巻や鹿島台、大郷、東松島、利府などで、ドコモ、SoftBankとも、今日は携帯電話が圏外でした。auは不明。仙台市に近づいてやっと電波が入りました。電話が通じなくても決して諦めないで下さい。渡波に探しに行った人は元気でした。信じて待っていて下さい。きっと大丈夫です。 (2011/03/13 23 12 31) link Evacuation Site Info/Places pour Evacuation/避難所情報 Ishimaki Hebita Area石巻・蛇田地区 Kanade Wadanoha Inai Area湊・渡波・稲井地区 Hantou (=Peninsula) Tashiro Area半島・田代地区 Kahoku Area河北地区 Ogachi Area雄勝地区 Kanan Area河南地区 Monou Area桃生地区 Kitagami Area北上地区 Oshika Area牡鹿地区 Search for People/Fouiller pour trouver des personnes/安否情報 【Info of survival and messages can be posted on the two URLs below./Vous pouvez poster information de survie au dessous./ ※安否確認のメッセージは、こちらのページや都道府県別安否確認掲示板(宮城県)で受け付けています】 /List of refugees confirmed at Wadanoha junior high school in Ishimaki CityTogetter - 「@ yusuke_namae氏(仙台)による宮城県石巻市立渡波中への避難者名簿」Updated on the 13th/3/13時点での情報。 Refugees at Wadanoha JHigh渡波中学校避難者名簿(テキスト化)上記の@ yusuke_namae氏の画像データをテキスト化した物。 Ishimaki Evacuation Info/石巻避難情報(NHK) Shopping Center/ショッピングセンター600 people/Kitagami JuniorHigh/北上中250 people/Ohkawa Primary School (many)/大川小おおぜい/Pre-school/幼稚園24 people Rooftop of Home-equipment center/ホームセンタ屋上240people /Home for the elderly/老人ホーム100 people/Pachinko shop/パチンコ店150 people Refugees confirmed in the mountains behind Ishimaki Civic Hall/石巻市民会館の裏山に避難者 Supermarkets Several supermarkets have reopened in the area./Plusieurs de supermarches commencent de vendre de nourritures. Among these, Ito Yokadoh Ishimaki Akebono Store in Ishimaki City and Ito Yokadoh Sendai Izumi Store are selling food and other provisions albeit minor flooding problems. Aeon is also selling provisions./Aeon vend de nourritures aussi. You can retreive up to 100 thousand yen with only ID confirmation in 77 banks. Si vous avez quelque methode de confirmer votre ID, vous pouvez prendre 100 mille yen à la banque. There are approximately 1000 refugees in Kadonowaki Junior High. A list is being made. Il y a peut-etre un mille de refugees à Kadonowaki Junior High. Une liste va venir. 【スーパー】スーパーでは被災地にある店舗で営業を続けるところが出ています。 このうち石巻市の「イトーヨーカドー石巻あけぼの店」 と仙台市の「イトーヨーカドー仙台泉店」は、 一部が水につかっているものの駐車場などで食料品や日用品を販売します。 77銀行では本人確認のみで10万までおろせるそうです。 イオンとヨーカドーが営業しているそうです 門脇中には1000人程度の避難者がおり、現在名簿づくりをはじめているようです。 蛇田中学校には700人ほど避難してるようです。 Medical Facilities医療機関情報 Ishimaki Red Cross Hospital石巻赤十字病院Receiving patients for surgery (13th March, 19 41)手術患者、受け入れ(2011年3月13日19時41分、asahi.comより) Info for survival生活支援情報 Where to go for water/Pour recevoir d eau給水を行っている場所 Where to go for hot food/Pour recevoir des plates chaudes炊き出しを行っている場所 Waste Dumps/Pour jouter de gaspillage廃棄物の仮置き場 Where to recharge your mobile/Pour recharger votre telephone携帯電話充電スポット Usable phones/使用できる電話の場所 Transportation Info/交通状況 Morgues遺体収容場所 former Iinogawa High/旧・飯野川高校(NHK仙台放送局 3月13日15時29分) Useful Info/役立ち情報 NHK channel 3 is providing information of missing people. please dial either of the numbers below. NHK教育テレビで安否情報を提供しています。 受け付け電話は03-5452-8800 又は 050-3369-9660 です。 The Miyagi Police can be contacted by this number for evacuation help. Please call from a fixed phone. It may take time and a few tries to get through. Vous pouvez contacter le Miyagi Police pour vous aider d evacuation. Il faut que vous essayez plusieurs fois. 宮城県警察相談センター:022-266-9110 繋がりにくいかもしれませんが、何度かかければ繋がるとのこと。 宮城県各地で救助を待たれてる方の為に固定電話から救護要請連絡とのことでお願いします。 http //mixi.jp/show_bbs_comment_picture.pl?bbs_id=55167512 id=990904214 comm_id=210176 number=43 Useful SItes/まとめサイト Ishimaki Missing people Confirmation Tsunami Earthquake石巻 安否 確認 津波 地震 被害 People in the area are updating this site. 被災地に家族がいる方が更新中。避難場所、twitterやmixi発の情報のまとめ等 Information of Ishimaki Area last updated 3 10 3時10分時点 石巻周辺まとめ | Kraftwerk Photos are available here./twitterやmixi発の情報のまとめ等。被災地の写真あり。 FrontPage/地震情報/現地情報 - Wiki HEBITAInfo of various areas within Ishimaki being updated./石巻市内の地区別に、被災状況のまとめを更新中。 東北沖地震 震災情報サイト sinsai.infoInformation using the globally recognized tool Usahidi. tweets, summarized info being confirmed and updated./海外の震災でも活動実績があるツールUshahidiを利用し、twitter発情報などを地域ごとに分類。検証済/未検証など情報が評価、整理を行いつつ更新中 Index of Information on Ishimaki石巻周辺情報の一覧 twitter Search of Ishimaki on TwitterTwitterで「石巻」を検索(RTによる重複を除外) 石巻でtwitterでツイートしている人 http //twitter.com/#!/cool_batman http //twitter.com/#!/hiyopi http //twitter.com/#!/nickcool mixi (※閲覧にはログインが必要ですが、トップページの「新規登録」より誰でも登録(無料)できます) Ishimaki Topics Index【mixi】宮城県石巻市 トピック一覧Information of various areas and topics layed out./石巻市内の各地区ごとにトピックが立ち上げられ、安否確認情報などが更新中。 【mixi】東北地方太平洋沖地震情報@宮城 | 石巻市の情報 News/ニュース 「石巻」でGoogle ニュースを検索(日付順) 仙台放送Text news updates available/テキスト情報による速報あり Jiji.com islated or under-provided evacuation sites時事ドットコム:孤立、食料ない避難所=「津波は地震の20分後」-宮城・石巻市03/12 20 39 news article on Yamashita JHigh. on Isolated Sadayama ElementarySchool.記事。市立山下中学校、貞山小学校の孤立状況について 81 people rescued at sea (NHK)石巻沖 漂流船の81人救助 NHKニュース03/12 article posted on 10 54記事。 Photos画像 (photo of Wadanoha elementary school)Togetter - 「@ yusuke_namae氏(仙台)による13日午後、宮城県石巻市渡波小付近の写真」 (Photo of route 398)Togetter - 「@ yusuke_namae氏(仙台)による13日午後、宮城県石巻市渡波地域 国道398号の写真」 photo of Ogachi 雄勝 http //wiki.hebita.jp/?plugin=attach&pcmd=list&refer=FrontPage%2F%E5%9C%B0%E9%9C%87%E6%83%85%E5%A0%B1 Kadonowaki seen from Mt.Hiyori 日和山から門脇を見た(市女高付近)1 http //wiki.hebita.jp/?plugin=attach&pcmd=open&file=002.jpg&refer=FrontPage%2F%E5%9C%B0%E9%9C%87%E6%83%85%E5%A0%B1 3/11 夕方 Kadonowaki girl s school seen from Mt.Hiyori/ 日和山から門脇を見た(市女高付近)2 http //wiki.hebita.jp/?plugin=attach&pcmd=open&file=003.jpg&refer=FrontPage%2F%E5%9C%B0%E9%9C%87%E6%83%85%E5%A0%B1 3/11 夕方 Fuji TV report Hiyori Oh-hashi(grand bridge) フジテレビ中継日和大橋 http //wiki.hebita.jp/?plugin=attach&pcmd=open&file=004.jpg&refer=FrontPage%2F%E5%9C%B0%E9%9C%87%E6%83%85%E5%A0%B1 3/12 13 Ishiku back gate 石工裏門1 http //wiki.hebita.jp/?plugin=attach&pcmd=open&file=005.jpg&refer=FrontPage%2F%E5%9C%B0%E9%9C%87%E6%83%85%E5%A0%B1 3/12 15 Ishiku Back gate 2 石工裏門2 http //wiki.hebita.jp/?plugin=attach&pcmd=open&file=006.jpg&refer=FrontPage%2F%E5%9C%B0%E9%9C%87%E6%83%85%E5%A0%B1 3/12 15 Movies 動画 Aerial of Ogachimachi宮城・石巻市雄勝町の上空から中継 | 日テレNEWS243/12 11 00 shot of Ogachi destruction.AM11、津波による雄勝町の倒壊状況。 Ishimaki Provisions not reaching siteYouTube - 宮城・石巻 避難所に救援物資届かず3/12 Isolated Nakar中里小学校周辺の浸水状況。中里小学校の孤立状況について NHK news Dawn of 2nd day/YouTube - NHKニュース 一夜明けた朝の様子 宮城県石巻市03/12 Aerial shot of Kadonowaki area./朝。門脇地区の火災の様子を上空ヘリから撮影と思われる。アナウンサーの「カドワキ地区」「アブタ地区」は、「門脇」「蛇田」の間違いと思われる。 Satellite photos/衛星写真 Photo of Ishimaki city and Onagawa area[被災後3/12、宮城県石巻市および女川町周辺の衛星写真(Googleマップ) http //maps.google.com/maps?f=q source=s_q hl=en geocode= q=http %2F%2Fmw1.google.com%2Fcrisisresponse%2F2011%2Fjapan_earthquake_2011%2Fearthquake%2Fgeoeye%2FOshika_Peninsula_Ikonos_2011-03-12%2FOshika_Peninsula_Ikonos_2011-03-12.kml aq= sll=36.204824,138.252924 sspn=45.226618,107.138672 ie=UTF8 ll=38.417127,141.375986 spn=0.173772,0.41851 t=f z=12 ecpose=38.41712683,141.37598634,37615.78,0,0,0]] Comments/コメント欄 市町村別ページは、宮城県の避難所ページ http //www46.atwiki.jp/earthquakematome/pages/73.html の市町村別ページとページ名が被る可能性があるので、ページ名「石巻市」を「宮城県/石巻市」と変更しました。 -- mametanuki (2011-03-13 20 07 03) Siblings fine -- Yasutoshi CHIBA 兄弟大丈夫 -- 千葉やすとし (2011-03-14 01 05 54) Ms.Tomoko MOGI of Miwata,Ishimaki, please confirm your survival -- Masae /石巻市三輪田の茂木智子さん、安否情報教えて下さい。 -- 雅恵 (2011-03-14 01 39 03) Mr.Tomokazu ANZAI/YASUNISHI of Minami(southern) Nakanosato, please confirm your survival.石巻市南中里の安西 友和さん、安否を教えてください。 -- 安西 紫保 (2011-03-14 08 33 15) 名前 コメント 【Further requests and confrimations of survival can be posted below./Encore de confirmations de survie au dessous/※安否確認のメッセージは、こちらのページや都道府県別安否確認掲示板(宮城県)で受け付けています】
https://w.atwiki.jp/tsukune/pages/167.html
Draft Renderer Photorealistic Renderer Ray Tracing Settings Gamma Correction Global Illumination Indirect Lighting Ambient Occlusion Sky Light Area Light Sources Irradiance maps Load/Save Irradiance Maps Settings Troubleshooting Global Illumination Speeding up Global Illumination Caustics Overview Settings Non-Photorealistic Renderer Overview Basic Concepts NPR Parameters Global Parameters Layer Parameters
https://w.atwiki.jp/chex/pages/321.html
Lecture for beginners About this article Built-in lectures of this game are very detailed, so you can learn types of basic movements by analyzing and improving sample answers for lectures. I think a big problem that face beginners is that it is difficult to start creating new OKE from the very beginning, because it is hard to think “How to start?” or “How to organize the whole OKE?” in front of a completely blank CPU. After you get used to this game, you may feel that rather than fine logics, those “overall flow” are interesting and full of originality of each players. So, this way of organization of software I will explain below is NOT absolute basis BUT just one example. Please remember that this lesson is just for encouraging people a little who are eager to create their own OKE, but are finding some difficulties doing so. What to do first? Build your favorite Hardware (body, weapons and options). Whatever you like is OK. Let’s postpone trivial adjustment. After you paint your OKE and make your own emblem, you will be motivated much by those decorations. Speaking of CPU, choose one that has the biggest storage capacity. EMP is scary? Also postpone that kind of adverse effect of big CPU. My Hardware is ready. Then, how about Software? First of all, think about “What does your OKE decide” and the order of it. For example, 1.Assess current state of the OKE 2.Examine whether it is able to attack or not 3.Assess current location 4.Scan for attack from the opponents 5.Search for the opponents For example, you can place chips in this way and make these chips the backbone of your program. [Start] ↓ [Status Assessment durability lower than 50%] ↓NO [Status Assessment heat capacity higher than 90%] ↓NO [Lock-On polar coordinates, 800m, nearest] ↓ [Start Reticle] ↓ [Assess Target Loc. polar coordinates, 90°, 200~0m ahead] ↓ [Assess Battle Area polar coordinates, 360°, 30~0m ahead] ↓NO [Scan for Projectiles polar coordinates, 360°, 100~0m ahead, more than 1 high-speed flying objects exists] ↓NO [Assess Target Loc. polar coordinates, 30°, 800~0m ahead] ↓ [Return] Postpone thinking about the destination of each branches, place all the necessary chips of conditional branch at once. You may want to determine other various things actually, but the method does not change. Because moving or editing chips after assemble is easy, making a backbone first by connecting steadily conditional branch chips along the flow, is easy way. This is an example of a backbone of the program. I have extracted from the program for commentary from now. You may feel unexpectedly short if you look at the overall view of the upper right. Seen in this light, all the parts that look complicated are destination of the "branches", you will find that the backbone is very simple. Well, many parts have been omitted in the example above, so adding fine parts here, let s touch to the destination of the branches. 1. Assess current state of the OKE First, I brought this to the beginning. The reason is, it is most frequently referred to. “Return” at the end of the program has always connected to “Start”. Even through any complex branch route, always it goes through just after "Start". It is recommended to put what you want to check most frequently. Subroutine? Let s postpone thinking about it for the time being. Well, in the first place, the purpose of assessing current state is that because you want to activate various options primarily. Representative examples are Self-Repair System and Self-Cooling System. 1. Assess current state of the OKE HP has decreased? Yes → Activate option 1 → Proceed to assessment of the amount of heat. Amount of heat is too high? Yes → Activate option 2 → To the next decision (whether attackable) By connecting the chips in this way, it would be a good idea to activate options automatically. It is not so much as noted, but you should make it proceed to the next flow even when it is not able to activate options. If somewhere in the HP assessment is No, proceed to assessment of the amount of heat. Go to the next if somewhere in the assessment of the amount of heat is No. During option is activated, duration is displayed, and never activate same number option twice. You need to equip the same option to another number if you want to increase the effect in duplicate using of the same option. Note In order to shoot on a single screen as much as possible, in the following reference images, chips are connected unreasonably while stretching in the transverse direction. Also they are not complete from the viewpoint of function. When you actually create, let s incorporate the necessary function while connecting as you like. 2. Examine whether it is able to attack or not Purpose is to attack of course, but actually, there are many things you need to check before. For example, if the opponent is in close range much capable of fighting, give priority to firing away if the body is swift; perform melee fighting if the body is slow-footed, etc., action selection also changes. Anyway, without the distance assessment here, let s try from the normal shooting. 2 Examine whether it is able to attack or not Lock-On polar coordinates, 360 ° 800m, nearest. Start Reticle of the weapon you want to use. ↓ Amount of heat of the body is below a constant value? No→ To the next decision (standing position) ↓ Yes Some obstruction exists in the line of fire to the target? Yes → To the next decision. ↓No Target exists within front 200m (range of weapon)? No→ To the next decision. ↓ Yes Is there one or more ammos? No→ Try next weapon, switch to fighting, etc. ↓ Yes Attack by weapon you have started → To the next decision. Depending on weapons, shooting mode and shooting instruction, shooting position and range are required to adjust. Because the example above is only an example, let’s devise the need and order of each decision to suit your OKEs. In the reference image above, check in order from weapon 1, in one-shot shooting state it will head to the next decision if it is possible to shoot it. If the ammos are depleted, repeat after switching to the next weapon. Exit from the bottom left when there are no ammo of all weapons (= Fighting is selected). In addition, chips are connected unreasonably in order to fit on a screen, functions are also not enough. For example, actually it is better to switch weapon depending on situations for effective attack. By this attack decision, OKE performs the act of "attack" actually. Here I supplement a brief description about execution mode for each operation (Pass / Stop processing) of OKEs. When you execute Move after instructed the pass mode shooting, it is possible to move while shooting. The reverse is also true, when you execute Shoot after instructed the pass mode movement, it is possible to fire while moving.That is, when you connect decisions of avoidance and location after the shooting, both of them also work well. As taught in the lecture, melee fighting behavior would cancel move operations, but if you can also utilize it, interesting program might be possible to construct. [Summary of the points] Execution of shooting and moving are in pass mode basically. Utilize stop mode only in special circumstances when you want to perform just move, just shoot, and the like. Or, execute "last action" of behavior that you want to combine in stop mode. Execution of melee fighting is in stop mode basically. With time adjustment using Halt chip,execute in pass mode only when you want to break fighting motion and perform moving, shooting, other fighting motion or the like. 3. Assess current location The purpose is mainly, to Control of maneuver in the field end. If this is not previous process of the control of avoidance, it will continue hitting the wall by the avoidance maneuver. There is also a little more complicated technique called wall switch, to reverse the direction of avoidance maneuver when it approaches the wall. Tentatively assume avoidance direction as random; let s try a simple avoidance of area end here. 3. Assess current location Outside of area exists within a radius of 30m? NO → To the next decision ↓ YES Outside of area exists in the right direction 30 °, within 30m? YES → Jump left (in the case of hover, etc., perform left Quick Movement) → RETURN ↓ NO Outside of area exists in the left direction, 30 °, within 30m? YES → Jump right→ RETURN ↓ NO Outside of area exists in the backward direction, 30 °, within 30m? YES → Jump forward→ RETURN ↓ NO Rotate (pass) → jump backward → RETURN Now it is possible to combat while avoiding acting in the area end. If it has became a state of shooting by attack decision, Jump in here will be "jump + shooting". The same is true in the avoidance decision after this. 4. Scan for attack from the opponents The purpose is mainly, avoiding opponent bullets. First, attacks are divided into fighting and shooting, in addition, types of projectiles to be shot are many. But roughly, they can be divided into three categories normal, guided, placed. Let’s try avoiding normal projectiles here. Basically, move in a vertical direction to the line of fire as much as possible. That’s all. Using this opportunity, let’s avoid friends in front of. 4 Scan for attack from the opponents The polar coordinate system within 100m radius,high speed projectile exists? ↓YES NO→ Friend exists in front of? ↓YES NO→ To the next decision The orthogonal coordinate system, centered on the body, high-speed projectile exists in width 50m lengths 200m range? ↓NO YES→ Jump to the left or right with a probability of 50% → To the next decision Jump to the forward or backward with a probability of 50% (in the case of hover, etc., perform Quick Movement) → To the next decision Determination by the orthogonal coordinate is capable of quick decision and space saving by one chip. However, since the detection range may be generated in the transverse direction of the body, it is better to perform decision in front and back in polar coordinate system if you re optimizing the accuracy. Chips in this image are also connected unreasonably. Only in this, it performs a decent avoidance maneuver for normal shooting from all directions. It is possible to instruct maneuver in oblique directions, so even better avoidance maneuver can be created easily. If you want to add responses to the other categories of projectiles, for example, there is a way to branch as follows. Missile is present within a certain distance? YES → Missile countermeasure ↓ NO High speed projectile is present within a certain distance? YES → For example, as described above, Normal shooting measures ↓ NO Projectile of all kinds is present within a certain distance? YES →Placed weapon countermeasure ↓ NO To the next decision It should be noted that, the adjustment of reaction distance according to the moving speed of the body and bullet speed of opponents’ weapons, is required. Also in order to accelerate the reaction even a little, it would be good to enter the loop processing temporarily, or connect to RETURN immediately after avoiding to go around processes quickly. 5. Search for the opponents The purpose is mainly tracking the target. There are two methods to explore the opponents, using information obtained by Lock-On and Scan for OKE in the specified range. For now, let s try using the target information here. 5 Search for the opponents Target is present within forward 30°, 800m? YES → Halt Rotate → Obstacle is present in front of? NO Move forward YES Move right → RETURN ↓ NO Target is present within right direction 180°, 800m? YES → Rotate right → RETURN ↓ NO Rotate left → RETURN When you execute Rotate infinitely in pass mode here, you have to execute Halt Rotate in somewhere. By executing Lock-On, it become possible to adjust direction of the body automatically, and various decisions by “Assess Target” chips become available. You can lock on an OKE in radar range only. Normally, radar range with a radius 500m is wide enough. However, when Jamming Fog has been sprayed, the radar range becomes narrower and lock on in long distance will be impossible. As this occurs, all of the decisions by Assess Target chips become unusable. Incidentally, when Jamming Fog is the highest density, radar range is radius 50m. It will continue to recover little by little over time. In order to cope with this situation, you have to create logics assuming situations that lock-on is not possible. In the example above, Rotate is instructed on the assumption that lock-on is always possible. To improve behavior, it s a good idea to add a branch if there is no target, for example, execute Move, lay mines, or activate Rader Enhancement. ↓ NO Target is present within the right direction 180°, 800m? YES → Rotate right → RETURN ↓ NO Target is present within the left direction 180°, 800m? YES → Rotate left → RETURN ↓ NO Routines when lock-on is not possible (It is also good idea to determine using Action Assessment chip) In addition, as previously mentioned, there is also a way to use "Scan for OKE" to explore the opponents without using target information. Even though you use "Scan for OKE", it detects only OKEs in radar range if you have specified attribute of troops "enemy" or "friend". But in the case the attribute of troops is "unspecified " or "unknown", the discovery of the OKEs outside of radar range is possible. “Unspecified” also functions in radar range. It will branch to YES if there are any OKEs. "Unknown" will always branch to NO in radar range. The determination by "body type" also works outside of radar range. That is, the appearance of OKEs would be seen. [Summary of the points] Basically, you should utilize decisions based on target information. There are many useful things in the target information obtained by Lock-On and “Assess Target” chips. Lock-on is also essential to tactics using Counters. In the radar unusable situations, let s take advantage of “Scan for OKE”. In the case that the attribute of troops is "unknown", the discovery of the OKEs outside of radar range is possible. You can identify the OKEs in some extent by "body type". So, what should I do? 1. Let s decide the general "flow". 2. Along the "flow", let s make a backbone by connecting conditional branches. 3. Let s make up action from each branch. 4. Let s test. 5. More quickly? More powerful? More reliably? More beautiful? Anything is good. Let s aim at a program that you envision.
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ペンション・ウィングライト ご年輩の方も安心の宿。自然が自慢の安比高原体験ガイドと地産地消の洋風家庭料理で安比をこよなく愛する家族がお出迎えします。 〒028−7306 岩手県八幡平市安比高原165−10 TEL:0195−73−5226 FAX:0195−73−6834 ※画像をクリックするとパンフレットが開きます。 imageプラグインエラー ご指定のURLはサポートしていません。png, jpg, gif などの画像URLを指定してください。 ホームページ http //www.appi-yado.net/~winglight/ 〈ブログ〉 安比高原でランチ。 http //blogs.yahoo.co.jp/beaver0414/55326798.html 再び、安比高原へ〜〜♪ http //blogs.yahoo.co.jp/mntqx244/33740730.html ATOMキャンプ8.5最終日 http //blogs.yahoo.co.jp/appiitaiken/40201700.html 携帯サイト 最新のチラシ imageプラグインエラー ご指定のURLはサポートしていません。png, jpg, gif などの画像URLを指定してください。 《周辺情報》 岩手山焼走り…4kmに渡って広がる焼走り溶岩流 http //www.hachimantai.or.jp/area/area07.html 安比高原…スキー場の周りにホテルや北欧風のペンションが http //www.hachimantai.or.jp/area/area08.html 八幡平山頂…標高ごとに景色がかわっていく http //www.hachimantai.or.jp/area/area01.html 藤七温泉…蒸気が吹き出る「太古の息吹」 http //www.hachimantai.or.jp/area/area02.html 八幡平・御在所温泉…八幡平アスピーテラインの入り口 http //www.hachimantai.or.jp/area/area03.html 自然休暇村…キャンプ場や観光農園、地元の特産品が http //www.hachimantai.or.jp/area/area06.html 松川温泉…発見は今から250年ほど前という歴史ある温泉 http //www.hachimantai.or.jp/area/area04.html 八幡平温泉郷…スポーツを楽しんだ後は温泉で http //www.hachimantai.or.jp/area/area05.html 石川啄木記念館 http //www.takuboku.com/ ライブカメラ・岩手県…岩手県道路環境課 http //www.douro.com/ #blogsearch /
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Gnoll Den Gnollの棲家となっている小さな洞窟。Gnollが集めてきた物が色々落ちている。 Creatures Items 攻略 Creatures Icon Name Gnoll Warrior Gnoll Archer Carrion Eater Items Icon Name 備考 Sigmior Crate 攻略 最初のダンジョンだけあって規模は小さく、難易度も低い。特に困ることはないだろう。 奥にある白い箱を開けるには、ある場所で手に入る鍵が必要。 +白い箱 Quest Letter from Sigmiorに関連する宝箱が奥に落ちている。 開錠して中身を入手するとCarrion Eaterが出現する。 見た目はゴツいが、強さはその辺のGnollと変わらないので落ち着いて倒そう。 ちなみにVer0.23以前に「Trial of Nickamos」が受注できる所までクエストを進めていた場合、鍵は手に入らない。 ただし白い箱を開ける必要もないので、特に問題はない。
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ALESTE 2 機種:MSX2 サウンド:宮本昌知 (MYAMO)、迫田敏明 (MR.SAKODA)、EDDY、井上志鈍 (SYDN)、竹内啓史 (TAKEUCHI) 効果音:塚本雅信 (MATS) 開発・発売元:コンパイル 発売日:1989年11月 概要 『アレスタ』の続編。ビジュアルシーンが強化しており、一部のシーンではキャラが喋ったりもする。 BGMは前作と同じくFM音源対応。 (前作:アレスタ外伝 ナンバリング前作:アレスタ 次作:武者アレスタ) 収録曲 曲名 作・編曲者 補足 順位 オープニングデモ タイトル WEAPON SELECT AREA 1 BOSS1 BONUS AREA CLEAR AREA 2/6 BOSS 2 AREA 3/5 AREA 4 AREA 4 CLEAR DEMO AREA 7 AREA 8 AREA 8 BOSS ENDING GAME OVER サウンドトラック LEGEND OF GAME MUSIC ~CONSUMER BOX~