"Isso é uma Caça as Bruxas"
seen from Maldives
seen from Spain
seen from Italy
seen from Germany

seen from United States

seen from Germany
seen from China

seen from Malaysia
seen from China

seen from Belarus
seen from China

seen from China

seen from United States
seen from China
seen from United States

seen from China
seen from United States
seen from Brazil
seen from Malaysia

seen from South Africa
"Isso é uma Caça as Bruxas"

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
well it’s official…it’s over are never getting this because EA has passed on the pitch …..which was a shame because I read the story pitch and it was such a nice ending
admin-pipes replied to your post:
I struggle with my redemption arc waaay too much xD And as much as I love tew2 Admin… they really did mans dirty. He had so much potential 😭
They just put too much effort into making him look so fucking good only to scrap him! He was such a good antagonist with a crazy power + he was fuckin great to look at
Splatoon is going a pretty interesting Direction I think! This things got layers going for it and I love reading deeper into narratives... Honest, Marina seems to be more sympathetic, considering order brought her to friends, a purpose and a home (And considering how racist Inklings can be towards Octarians, to the point that they have to try hostile takeovers to try and escape their crappy but cool underground cities, I think she was lucky) Pearl just doesn't really seem to care despite being for the other side, and kinda is just dismissing her friends history in order to have fun, even if she is good natured about it and has a point in that she doesnt want conformity to make life sterile. Plus, she pretty much set up a Civil War on a whim because Marina had a different opinion. Both sides are idiots, but both sides have undeniable points, which I hope they REALLY tackle in Spla3n.
SOMEHOW I’M NOT SURPRISED??
full death transcript under the cut:

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Alice: Asylum - Patreon Pitch Video
The world needs this !
Racing Post-Mortem
After finishing my final solo development game for this assignment, I have seen that creating games is a very tedious process. With that in mind, however, I was enjoying the development of creating the racing game more than the previous GDevelop projects. As it was a simple game, there was a limit to how much I could add without it being overwhelming to play, which is unfortunate as I wanted to add much more variants of obstacles and powerups. Understanding the limit only came after I had added the police car and noticing that even just keeping an eye on both the oncoming cars and the police whilst looking for powerups was enough as is. Overall, I would say my racing game was a successful game development attempt.
If I were to redevelop my prototype, I would make different variants of police cars to add different ways for the player to think while trying to avoid oncoming cars. I would have also liked to make the oncoming cars come down more frequently or faster as the game goes on, with an indicator as to where they are coming from so the player doesn’t immediately get hit later into the game.
If I were to change my original prototype, I would change the scene as the car gets further into the game, like a sand track or a city track that would have different police and different powerups. I also genuinely like the idea of a police helicopter chasing down the player after a certain point, where the player has to avoid ‘missiles’ that the helicopter will shoot on the road that the players can use to blow up oncoming and police cars.
The finished game ended up looking like this:
Racing Development
Creating the basis of my racing game was fairly simple. I had a basic highway road with a simple red car sitting on it. I then created the illusion that the player was actually racing down the highway by sending trees flying down each side if the highway.
Lane Changes:
The movement I wanted for the player’s car in this game was for the car to stick inside each of the 4 lanes, where tapping left and right would move the car into the lanes on each side. This was easier said than done, the car kept vibrating immensely whenever I tried to get it to move between lanes. This was because I was attempting to add force to the car until it hit a certain position on the X-axis. However, after I set up the add force then externally add a condition that stops applying an add force once the car into position, it seemed to fix the issue.
Speeding up and slowing down:
To add the effect of speeding up and slowing down, I just made the up and down keys slowly move the car up and down. This does, however, allow the player to drive directly off the screen. To counteract this, I had set up barriers that, once the car gets to the edge of the screen, will push them back at the same speed they are going, seeming like they are idling at the edge.
Other Cars:
Since this game is on the highway, there will be other cars on the road. These cars will come down from the top of the screen, slow on the left side that are ‘driving up the highway’ and fast on the left as they are ‘driving down the highway.’ These weren’t too difficult to implement. I needed to make something happen if they were to collide with the player’s car. The effect I chose was if the player hit a random car on the road, the car on the road would explode and the player car would get damaged. This allowed the player to hit cars a few times before exploding themselves.
Police Cars:
Contrary to the other cars on the road, Police cars come from the bottom of the screen and are able to change lanes. The police will spawn in line with the player’s car and will change lanes when the player does. This is simple as it has a fixed speed of moving up the screen but reads the players X-position and just follows it with a small delay. The player will defeat the police cars by causing them to crash into other cars on the road, which is simply reading when a police car and any other car are colliding with each other and causing them both to explode.
Points:
As cars pass off the screen or explode due to police or player collision, the player will gain 200 points per car passed off screen or car exploded.
Phasing:
Phasing is a powerup that allows the player to well… phase. As well as cars coming down from the top of the screen, the powerup will also. When the player collides with the icon, a variable changes allowing the car to go straight through other cars. This required me to make it so when the phase variable was equal to 0, player collision related code would be active but once it became 1, it would not and a timer would start that reset the variable to 0, when the car is no longer able to phase.
Healing:
Throughout the playthrough of the game, players will take damage when colliding with cars, as such it is reasonable to have a heal as a powerup. The player can currently take 3 hits before they explode. The powerup will allow the car to take one more hit if they have already taken a hit, otherwise ill just give points. This is simple as it will be if the player collides with this powerup icon, and their health is at 3, it will just add 1000 points, otherwise, it will give the player 1 more health.