Humplex flash games

Flash Games - The one and only

2008.04.17 19:38 Flash Games - The one and only

A place to share games from the long-long-ago web
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2016.06.27 07:00 HentaiFlashGames

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2010.08.28 19:09 gamesloop New Flash Games

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2024.05.19 22:45 Wild-Butterscotch697 Flash drive

Can I use a flash drive to store games on my Xbox and play them off it. It’s a 128gb 130mbs SAN disk flash drive. My Xbox 360 only has 4gb
submitted by Wild-Butterscotch697 to xbox360 [link] [comments]


2024.05.19 22:43 Slight_Ad_6774 [PC] [2000s] Ford branded racing game where you drive around picking up people for a party

PC game only AFAIK
Racing game
2000s, I can´t be specific
Cartoonish but the cars looked somewhat real
Cartoonish, all the characters you picked up were wearing outfits like to attend a halloween party (and you could only choose Ford cars)
Basically the whole game was you just driving around a map picking these people up to drive them to a party, under a certain time limit
Game was 3rd person, and it was a Flash game
submitted by Slight_Ad_6774 to tipofmyjoystick [link] [comments]


2024.05.19 22:22 GlosuuLang A Love Letter to IKO

NB: If you prefer to read this article from Google Docs, with embedded Scryfall card images, follow this link: https://docs.google.com/document/d/1ipGx-NpPmVbRfnmiNpMlB4V6YA341UuZrBYQFSyyHrE/edit

INTRO

Hello! My name is GlosuU (https://x.com/GlosuUMTG). I'm a Limited MTG enthusiast with a humble portfolio: I qualified for and participated in the AC4 and AC5, and will be participating in PT Amsterdam at the end of June. In the AC5 I teamed up with Ryan Condon (AC5 runner-up) and Ethan Saks (Lord Tupperware), all 3 of us bringing Quintorius Combo as our Explorer deck of choice for the AC5. I was in a feature match versus the AC5 champ, Toni Ramis Pascual, where I lost my win-and-in to the top 8, and ended 12th out of 32. You might also know me for the "Ode to WAR'' article that I wrote and posted when WAR came as a flashback format some months ago: https://www.reddit.com/lrcast/comments/1bhpxb2/an\_ode\_to\_war\_of\_the\_spark/ . I'm not a content creator, but I do produce some stuff here and there when I feel like it (deep analysis of my AC5 matches are posted in my YouTube channel, I had Ryan Condon analyze them together with me - https://www.youtube.com/watch?v=Jhdl85xrunw&list=PLtfDMdAYlZqlVE-Bo_Gh5FsxujrFTEUyK&ab_channel=GlosuUMTG ). With my "credentials'' out of the way, I'm back with a new article, this time to praise IKO! We are getting IKO Premier Drafts on MTGA this Tuesday, so hopefully I can get you excited!
Disclaimer: WAR was my favorite set when I wrote the previous article, and I have to admit the flashback on Arena soured my experience of it a bit (Grixis colors were too open in the pods I felt, and the vanilla creatures in WAR stood out like a sore thumb compared to the FIRE ones). IKO is an all-timer for me and I'm really hoping the cycling deck will not be consistently open in the flashback pods, because that would be a bummer… Regardless, I do truly believe that WAR and IKO are amazing sets, and I hope I can convince you to love IKO in the same way I do, similarly to how I tried to convince you to love WAR!

My 17L tier list

If tier lists are your thing, I have no problem sharing mine with you: https://www.17lands.com/tier_list/dfdd3d0c69664a0b8ffbd7372848ab5f
NOTE: creating the tier list for IKO felt more difficult than for WAR. There are a LOT of cards that are contextually powerful, and it was hard to decide for me if I would P1P1 a Fire Prophecy (floor is extremely high, ceiling is pretty good too) or a Chevill (ceiling much higher, but gold card). Still, I did my best.

IKORIA: Lair of Behemoths setting

The main theme that inspired the IKO setting was giant monsters (Godzilla, King Kong, Mothra… you name it). Many of the mythics and rares had some silly Godzilla alt-arts, so if you are a fan of this genre, do NOT skip this set! The flashy new mechanic for the set was Mutate, which has some complex rules, but did its best to capture the flavor of beasts and creatures mutating into scary abominations. In opposition to the giant, wild monsters are the nimble humans that need to group together to stand a chance. Now, whenever the MTG team tries to design a battlecruiser-like format (giant creatures clashing with each other), it has been very difficult for them to balance it well for sweaty spikes. Most recently, we had BRO, where the theme was supposed to be giant robot machines clashing with each other, but the Prototype mechanic flopped really hard, and playing small, dinky creatures and getting value with Unearth was the way to go. Similarly, Mutate pales in comparison to the small humans and the cycling strategies, but I'm happy to say that it's still a viable strategy if open, it is much better than Prototype in BRO!
The set was also designed with wedges in mind (3 color combinations where one color and its enemy colors are present), but it was NOT marketed as a 3 color set. The big support is for the enemy color pairs, allied color pairs are just lightly supported with keyword themes. Do not expect to draft 3-color decks constantly like in KTK, but do expect to draft enemy color pairs (with and without splash) frequently. Colors are a bit loose in IKO anyway, since the focus is on archetypes and synergies.

MECHANICS

I. Cycling (and the Tier 0 RW cycling deck)

Let's start with the elephant in the room: the infamous cycling deck. MTG, as a card game, has variance baked in, especially with the mana (lands) system. The designers have made some mechanics that feel really good to play with because they smooth out your draws. For example: scrying, looting and… yes, cycling. Topdecked a useless card? Well, it's a great feeling to pitch it to redraw another card. Ask those who played with Blood tokens in VOW. Cycling has made its appearance here and there, and they made it a big part of IKO. But… they went overboard with it in this set. Not only did they design plenty and powerful cycling payoffs (which… honestly, does cycling need payoffs? Cycling is just a good mechanic, period, why does it need payoffs?), but they also put cycling in a lot of cards and, most importantly, they put SINGLE COLORLESS cycling in a lot of cards. This means that a dedicated RW cycling deck could be running an uncastable Memory Leak and still be stoked about it, because you don't ever have to cast the card, you just need to cycle it to trigger all the payoffs. Also for some reason many of the cycling payoffs have cycling themselves, so it's a no brainer to include them in your deck (sometimes you have to balance the amount of payoffs and enablers, for example the Chalk Outline/Insiduous Roots decks in MKM, but with cycling it's just easy mode). And yeah. Then there's Zenith Flare. Which is an uncommon. Which is easy to find in most games because cycling decks churn through their library fast. And they will dome you for 10 and you'll be left scratching your head. My personal rule to keep my sanity: assume the opposing cycling deck has only one Zenith Flare. If I die to a second Zenith Flare, I usually consider it a non-game, one of those you can't really do much about (like a deck with multiple bombs in OTJ).
Now, everything I said sounds dull and gloomy. And I'm sure that the designers would probably add a color requirement to the "Cycling 1" cards in hindsight, maybe make Zenith Flare a rare (or heck, a mythic). Nowadays they would probably make the triggered abilities trigger only once per turn. But… there's also good news! Personally, I think playing with and against cycling decks is FUN (especially if it's not a broken cycling deck, but a reasonable one). Cycling decks play like combo decks, where you try to set up during the first 3 turns of the game, and then watch the fireworks from turns 4+. Opponents can disrupt the key pieces, build their decks to counter the cycling plan (hello, lifegain!), and, most importantly, often cycling decks lose to themselves. Excusez-moi? Yes, you heard right. Because cycling decks skimp on lands (more on that in a sec), sometimes they will have an opener of 2 lands, 1 payoff and 4 cycling cards. That's a keep, but it's very beatable if the opponent answers the only payoff, and then the cycling deck cycles and cycles endlessly to find lands while falling behind on tempo on board. Cycling decks also mulligan badly, because one less card in hand means the cycling chain is more likely to brick. In a way, I feel like cycling decks are overall balanced in the format (!), as long as cycling is contested in the draft pods (as it should be!) and as long as non-cycling decks also pick cycling cards in their colors highly! You're in B? Please don't let that Memory Leak wheel! It's a good card in your deck too!
So why do cycling decks cut lands? I'm a big fan of Opt/Consider effects in Limited MTG. Increasing the consistency of your deck for a measly single mana draws you to your good cards more often and it also means less mana screw and flood. My general rule of thumb is that I cut one land every 2 Opts I have in my deck, as long as I don't go below 9 blue sources. Now, "cycling 1" cards don't scry like Opt, but they cantrip all the same. The general rule of thumb is to cut one land for every three "cycling 1" cards you have in your deck. And how low can you go? Some psychos have gone down to 12 lands, although I generally do like to have at least 13-14 lands. But if you run 17 lands in your dedicated cycling deck, you're gonna flood out A LOT. Enjoy cutting lands in your Limited decks for no reason? Try out IKO! 🙂

II. Companions

From controversial deck to controversial mechanic: Companions! Only 10 IKO cards had this mechanic, and they were all rares… how impactful could it have been? Well, so impactful that Constructed formats were broken in half and WotC had to errata the mechanic: to cast a Companion from the sideboard, you first had to pay 3 at sorcery speed to put it in hand. Drannith Magistrate, the Companion hate card, was left looking silly. Turns out that getting an extra card in your opener, a card you also had built around, was one way to break the game. While Companions were really bad for Constructed, they were AMAZING for Limited. Why? Because picking up one early and building around it made for very unique drafts! Many desirable cards would need to be foregone to meet the companion requirement, whereas other less desirable cards suddenly skyrocketed in your pick order. And who hasn't built around one sweet rare only to never draw it and your otherwise sketchy deck go 0-3, all your dreams crushed? Companions fixed that, since you built around them and you always had access to them. Some were more powerful (ahem Lurrus, Gyruda), others were usually not worth it to companion them (Yorion, Zirda…), but regardless they were all high picks because even in the maindeck they were great (and balancing the tension whether to companion them or maindeck them was really skill testing). Companions came back in the bonus sheet in MOM and they were as fun as they had been in IKO, leaving many of us wishing that they would come back more often, because they really improve the draft format they are in. I personally would also love for WotC to print new companions, but of course seeing how they broke Constructed in half, they probably would need to be super careful about them. 🙁 WotC, if you're reading this: bring more Companions!
Ethan Saks (aka Lord Tupperware) is quite well-known for his love of Companions, so if you want a deeper dive on them and what makes each of them tick, here's a video you can watch: https://www.youtube.com/watch?v=rmmOWYVAzbw&ab_channel=LordsofLimited (DISCLAIMER: this video is for the Companions in MOM, not IKO, but most of the stuff still applies)

III. Mutate (and the UG Mutate deck)

Mutate was the new flashy mechanic for IKO and supposed to charm the Timmy players out there by voltroning a creature and creating an unfathomable monster. Mutate creatures can be found in every color, but are most prevalent in U and G, where there's also payoffs for mutating. In essence, a creature with Mutate could behave like an Aura on an existing creature (keeping the stats of one of the two creatures plus all the abilities of both creatures) or a creature by itself. While you can't blow out a creature mutating onto another on the stack (killing the creature on the battlefield means the creature on the stack still resolves as a standalone creature), putting two creatures together does mean a big tempo swing if the opponent removes the mutated stack. For example, playing a Thieving Otter on T3, then mutating a Dreamtail Heron on top of it on T4 and getting in, drawing 2 cards… All of that sounded mouthwatering great in spoiler season (a flying Scroll Thief? Who doesn't like that?). But, when you assembled that in a game, and the opponent then removed the mutated creature, that meant that with one single spell they had removed both your T3 and T4 plays, so even though you had accrued card advantage, you could be very behind on board.
Was Mutate as bad as Prototype in BRO? Thankfully not! If open, a good UG Mutate could be a great deck, and stacking mutates on top of each other, each of them accruing incremental value, was a lot of fun when it worked. In essence, Mutate decks were A + B decks, with a good balance of A and B (A = 1-2 mana creatures you were happy to Mutate on, e.g. Essence Symbiote, Pollywog Symbiote; B = mutate creatures, preferably strong ones like Archipelagore or Auspicious Starrix). Playing a mutate payoff on T2 followed by a mutated Migratory Rendhorn on T3 was key to ramping, fixing and getting on good footing in the game (since you would also splash some powerful Mutate rares in other colors usually). Since A + B was so tight and you'd rather not include stuff that wasn't one or the other in your deck (to improve consistency), ideally your interaction would come in the form of Pouncing Shoresharks. But you'd still usually squeeze some space for some removal.
Mutate cards are also not unplayable outside of UG, but be mindful of how many non-human creatures you have in your deck and what creatures you are happy mutating on top of. Forbidden Friendship was great at providing some Mutate fodder in non-UG decks, for example, and you would be happy mutating a Cloudpiercer on top of it on T4 (you got a mana discount and a hasty 5/4 rummager, sweet!). BTW, do not confuse Forbidden Friendship with Cathartic Reunion, the arts on those cards are too similar!

IV. Keyword Counters

IKO was the first time that we got keyword counters. Apart from mutating, you could still build monsters by giving your creatures extra keywords. Some IKO tricks look like traditional tricks we see in Limited, but the counter hanging around can be quite important! For example, Unexpected Fangs creating a big lifelinker could be game-swinging. Be mindful of these tricks when having a Heartless Act in your deck, since you can get blown out very easily if they respond by giving a counter to their creature, and your removal will fizzle. Also, always roll Hexproof counter on a T3 Crystalline Giant - if you don't, you need to get better at MTG! (thank goodness Covid was around when IKO came out, imagine Giant in a paper MTG game)

FORMAT OVERVIEW

There's tons of draft guides out there, so I'll try to keep this brief. We already mentioned that a nuts RW cycling deck can be considered Tier 0. A reasonable RW cycling deck is still Tier 1-2, so it's definitely worth getting into if you get enough of the good cycling payoffs. UG Mutate is like Tier 2-3, so what other decks are out there?

I. Tier 1: Black, Humans and the Mardu Wedge

When cycling is not absurdly open, I have a strong bias to end up in a Mardu-esque deck (any of the color pairs, with or without splash). I love B in this set, even though it's not a cycling color. IKO has my favorite common ever printed: Bushmeat Poacher! The card doesn't look super strong at first glance, and 4 mana for a 2/4 is quite bad these days but… it resists a Fire Prophecy, for starters. And once you see the card in action on the opposite side of the battlefield, you're going to understand how ANNOYING it is. You'd be surprised how often the engine of Durable Coilbug + Bushmeat Poacher can grind out games in this format. Block, sac, gain life, draw cards, rinse, repeat. Honestly, it's as annoying as Cauldron Familiar in Constructed or Lampad of Death's Vigil in THB. And let me remind you that you gain life equal to the creature's toughness. Wanna remove my Honey Mammoth? Well, that will cost you your removal spell, and I gain 6 life and a card, thank you very much! One of the things I enjoy most in Limited is making opponent's removal look bad, and boy, oh boy, does Bushmeat Poacher do that!
So yeah Poacher might be my favorite common, but B has even better stuff to offer with Blood Curdle (that menace counter is super relevant) and Whisper Squad (which also combos nicely with Poacher). And Memory Leak should be taken as a great B common, I've mentioned this already.
Mardu decks can be built in a myriad of ways and synergies. There's the straight forward Human go-wide and pump your team theme out there. There's sac synergies. There's go-wide Mutate synergies: Forbidden Friendship is a premium R common in most R decks except for dedicated RW cycling decks ("Rally at the Hornburg"-lite is still very good!), and then you have stuff like Regal Leosaur. There's menace + removal synergies… And you have some sweet buildarounds like Weaponize the Monsters, Bastion of Remembrance and Offspring's Revenge. All in all, I love getting into Mardu decks in this format, and the aristocrats gameplay speaks to my heart.

II Tier 2: BG Reanimate, UR spell matters, Ultimatum decks

BG Reanimate is probably my favorite deck of the format. If I start B, and then see Mardu being contested (as it should), but G dummies coming to me, I'm very happy to jump into BG. We've seen that Back For More is still great in OTJ, but whereas in that set you only have Spinewoods Armadillo to easily combo with it, this set has several big dumb uncommons that cycle. Back For More is even better here in IKO! Getting back a Tytanoth Rex with it can usually net you a 3-for-1 (fight something and ambush something in combat, Rex still surviving). It is also the perfect home for Honey Mammoth (that card was a surprising overperformer back in the day, since then we know how good this style of cards can be for G decks looking to stabilize and turn the corner). Also, Bushmeat Poacher gaining you tons of life when opponents try to remove your big dummy creatures is very satisfying.
UR spells can also be powerful when open. Sprite Dragon can get out of hand quickly, and T3 sequencing Forbidden Friendship into Of One Mind feels super good. A key roleplayer for the deck is Spelleater Wolverine, and PSA: you can meet the condition by cycling instants and sorceries to the GY too, no need to actually cast them! Wolverine can fit other decks too if you get a good amount of instants and sorceries (e.g. in Rakdos with cycling and removal spells). I'm not super high on U in the format and thus don't get into UR spells often, but if you start R and U flows, it's a possible path to get into. There are also UJeskai cycling decks with Ominous Seas as the payoff.
Finally, a word on the Ultimatums: they are more powerful than they look! With the exception of Emergent Ultimatum (which has an important failcase: drawing your single-color big spells before it), resolving any of them in the late game will often put you in a winning position. Think of them a bit like Cruel Ultimatum in OTJ: fun cards to draft early and build towards the late game, prioritizing the dual lands in order to cast them.

III Tier 3: Allied color pairs/Keyword decks

With the exception of RB, which is a good deck, all other allied color pairs feel weaker. UB Flash and UW flyers can be a thing if you draft the rares that support them, but don't expect them to be super powerful. I do want to mention the WG Vigilance deck, because it is one of the counters to the cycling deck. Get a couple Alert Heedbonders, put some big butts on the board and laugh at your opponent trying to Zenith Flare your face when you're at 40 life! 2/4 also survives Fire Prophecy, so cycling decks often have to point a Flare to one of the Heedbonders, which is sweet! RG Trample is not really a deck, if you see the RG rare, it's a good card, but you can just splash it in any G deck. Beware also of the Wedge buildaround enchantments at rare, except for Offspring's Revenge, they are all generally quite bad!

SAMPLE DRAFTS AND TROPHIES

It has not been easy to get "clean" 17L trophy logs: 17L was in infant stage when IKO was the main format, so no game replays back then, and during the IKO flashbacks Arena pushed some log updates that made 17L struggle to log everything correctly. Still, thanks to some friends, I have gathered a few:
TROPHY 1 (courtesy of Sheesh): https://www.17lands.com/draft/263832207ed749b7947e7a40149f7380 - a typical RW cycling trophy
TROPHY 2: https://www.17lands.com/deck/ac08eb9f76874eafb67c4e201a5bb21e/1 - Lurrus Companion (this quick draft trophy got me into Mythic for the first time back in the day!)
TROPHY 3 (courtesy of TripleB): https://www.17lands.com/deck/c7fb935d7ac443b4bb895f43622accc7 - BW Humans, some games missing
TROPHY 4: https://www.17lands.com/draft/19b4a66cbec5484d8d3b0acd54f61787 - Golgari Reanimate/grind, sadly only shows the first two games
TROPHY 5 (courtesy of TripleB): https://www.17lands.com/deck/d0d77324997f45478a7b853067a0f438 - UR spells/mutate, no game replays available since it was a Traditional Draft from when IKO was the main format
TROPHY 6: https://www.17lands.com/deck/96ffb9ab71144753bb87496e33e32545/1 - UB Flash/Mutate, also a Trad Draft

CLOSING THOUGHTS

While I think I covered most of the format, I feel that there's a lot of things I didn't have space to cover. I truly believe that this format plays and feels amazingly well, just as long as the RW cycling deck is contested enough. Sweet buildarounds, companions, all-in synergies, Mutate, and a load of other nonsense. This is a Dave Humphreys set you really don't want to miss! I am stoked to spam it and (hopefully) see it hold up after all these years!
submitted by GlosuuLang to lrcast [link] [comments]


2024.05.19 22:21 noworriesinparadise2 New video: chatting about hot flashes + video games + tarot readings for members ~ livestream

New video: chatting about hot flashes + video games + tarot readings for members ~ livestream submitted by noworriesinparadise2 to Lifepluscindy_snark [link] [comments]


2024.05.19 22:16 techstar2000 Flash sale⚡ [Amazon.de] MSI Katana 15 Gaming Laptop, 15.6 Inch Full HD 144Hz, Intel Core i7-13620H, NVIDIA GeForce RTX 4070, 16GB DDR5, 512GB SSD, Windows 11 Home, QWERTZ Keyboard with 19% off, for €1,299

Flash sale⚡ [Amazon.de] MSI Katana 15 Gaming Laptop, 15.6 Inch Full HD 144Hz, Intel Core i7-13620H, NVIDIA GeForce RTX 4070, 16GB DDR5, 512GB SSD, Windows 11 Home, QWERTZ Keyboard with 19% off, for €1,299 submitted by techstar2000 to LaptopDealsEurope [link] [comments]


2024.05.19 22:10 TheKingReturns380 "I'm here to save gaming." - Mark "9 year olds should be sexier" Kern

submitted by TheKingReturns380 to Gamingcirclejerk [link] [comments]


2024.05.19 22:04 Lucca051087 PSU not powering on MOBO for BIOS flash

Hey guys, I am upgrading from a I5 11600k + Z490 Gaming X to the 14600k + B760M Aorus Elite.
I am trying to flash the BIOS via QFlash Plus but I'm running into some issues. Firstly my PSU is a 700W modular power supply. It is working just fine with my current setup (11600k+Z490). I plug in the 24 pin and the 8pin CPU cables onto the Mobo and power on the PSU. Some lights around the Chipset heatsink flash but then I get no life whatsoever.
This is the second Mobo I'm getting this issue. The first one was identical and I returned and got this new one but the issue remained.
The Mobo is getting power because I can charge my phone through the USB port. I am very positive that the Mobo is not the problem since it's the second one (brand new). The PSU is also working because the last system is still running just fine. I have checked and rechecked the cables. The modular cables are plugged in correctly and I am plugging the PSU in on the wall. I even tried different tensions (here in Brazil some homes have outlets that are 127V and others 220V.
Can someone give me some light?
submitted by Lucca051087 to buildapc [link] [comments]


2024.05.19 21:55 jeffsket MadDog182’s ultimate guide to Calibration in Fortnite Festival

(as of the May 19, 2024 version of Fortnite Festival – standard controllers only)
Why this Matters:
Having improper calibration settings can adversely affect your enjoyment of Fortnite Festival, but unfortunately, the built-in tool for calibration is sub-par for actually getting your calibration right. Moreover, everyone’s audio, visual, and gaming equipment setup is different, so there is no one-size-fits-all setting that can be universally applied. One must spend the time and effort to get the calibration settings correct in order to turn missed notes into “Good” hits…and “Good” hits into “Perfect” hits.
But how does one do that? A frustrating fact is that the results of a song’s gameplay session give you data about your A) note hitting accuracy and B) your offset (early or late)… but many people don’t know how to apply this information to make the right kinds of adjustments. This guide attempts to help players do that in a systematic way.

What Exactly is Being Calibrated?
The game has an interplay between three things:
1) What you see on your screen
2) What you hear when the music is playing, and
3) Your button presses
Ideally all of these line up, which is the whole point of calibration. The game registers a “hit” note when it receives the button press at the same time as the falling note gem hits the very button of the screen at the same time. So, theoretically, you could play Fortnite Festival with the audio off and just simply concentrate on hitting the notes when they hit the bottom of the screen, and simply ignore the song.
But who wants to do that? No one!
The whole fun of the game is HEARING the music and pressing the button at the same time you HEAR the note in time with the music. That is why this is called a “rhythm game” not a “visual note dropping button pressing game”
So, the game registers “hit” notes based on the falling gem, but your brain registers its own “hit” when it hears the beat of the music, and both are tied together with a button press – e.g. you press the button when you hear the beat, and that button press should also be at the same time the note gem hits the bottom.
If all is properly calibrated, then everything flows perfectly and you have a fantastic groove session with most notes being hit or missed based on your SKILL, and NOT a mismatch between the audio, visual and button input.
So how do we get there? Read on…

Step 1: Have the Tune-up Roadie Help You
In the organ lobby, do the in-game calibration using the Roadie. She will not give you the best settings, but the thing is, we need somewhere to start from and this is as good a place as any. Do your best and don’t worry about whether the settings are any good – we’re going to fix this all later.
As you take the steps below, you will change the track speed, A/V offset, or Input Offset in the settings screen (accessible in the organ lobby, results screen, or during a song itself).

Step 2: Get Your Video Settings Right First and Foremost
Now, the FIRST thing to calibrate is make sure that a note hitting at the bottom during a song seems like it is truly hitting the bottom at the same time as the beat of music. But this is kinda hard to do with the naked eye. It also requires you to still play the notes so you can see when the note light “flashes” when it actually gets to the bottom The best way to really see if this visual component looks right is by cranking up the track speed as high as you can as you’re playing a song.
“But Mad Dog” you say, “I can’t play a song with 2.5x track speed to do this - it’s too fast” No problem – what you will do here is play a song that meets the following criteria:
  1. You know it really, really well
  2. It has a DRUM element that is around 1, 2 or 3 bars (in other words, relatively straightforward patterns)
  3. You play it on a difficulty level that is not beyond your capability (ideally you can get 100% every time – doesn’t matter if it’s Easy, Medium, Hard or Expert – just hit most or all the notes)
  4. The song has a simple, constant repeating pattern for most, if not all of the song’s length.
I like to choose drums on “Call Me Maybe” or “Blinding Lights” on Expert when I do this, but you can use whatever song and difficulty setting you like as long as it meets this criteria (the criteria also is just a suggestion, not a requirement).
Play the song with highest speed you can tolerate (faster is better) and as you’re playing, watch closely to see where and how the note gem is falling in time with your music. Play your button presses as you would normally to the audio cues of the song, but notice if the gem seems (to your eye) to be hitting the bottom at the same time as the intended beat, or if it is falling a little late, or is falling and hitting the bottom early. Unless your video calibration is accidentally perfect right off the bat (unlikely), you will notice that the gems fall and hit the bottom either early or late. A faster track speed will allow you to see this much better than a slower track speed, so this is why I recommend as fast as you can tolerate.
Based on what you’re seeing, go into the settings and make the following adjustment to the A/V Offset:
Don’t worry about the Input Offset setting AT ALL here. Don’t mess with that part in this calibration stage….all you’re focusing on is how the gem LOOKS In terms of it getting to the bottom in time with your music, and making adjustments ONLY to the A/V Offset. You can do this after the song is over, or in the middle of the song (recommended) so you can see if the gem is really getting to the bottom at the right time.
You may have to play your song a few times and make real-time tweaks to the A/V Offset for a while, but eventually you should be able to get the gem to look like it’s falling and hitting the bottom in time with the music. Again, you are concentrating on the VISUAL component here. Make adjustments by 5 or 10 milliseconds at a time to the A/V Offset until it looks right.
After a while, you should get to a point where the falling gem is hitting the bottom exactly at the right time with the beat. Congratulations! You’ve now figured out the most important thing which is aligning your “visual targets” of the falling note gems to the beat of the music.
IMPORTANT!!! Once you’ve gotten to this point DO NOT ADJUST THE A/V OFFSET ANY FURTHER. All future offset value changes should be done to the input offset only (because you are now sure that if you miss a note, it would be because your skill is off or your button input offset setting is off, and not because the gem is not hitting the bottom in time with the music).
On to the next step.
Step 3: Figuring Out Input Offset Settings
The Input Offset accounts for the tiny (but significant) delay between your press of the button when you are trying to hit a note, and how the game registers that press as accurate or not as compared to the falling gem. If the setting is off, then the game may score your press as a miss (or a “good” instead of “perfect” hit) even if you have great rhythm and hand-eye coordination and are truly pressing the button in time to the actual music.
Moreover, it’s difficult to adjust input offset settings because you don’t know if your timing is off because of your SKILL or because of your INPUT LATENCY. But don’t worry, we have a plan:
Now that you’re sure the video component is good, change your track speed to whatever speed you prefer. It doesn’t matter at this point because the falling gem will always hit the bottom at the same time as the beat no matter the track speed, so the goal here is to have the track speed be as comfortable as possible for you.
Then, play a song that has the following criteria:
  1. You know the song really, really well
  2. You know the song’s chart really, really well
  3. Pick any instrument for that song which you’re best at (or prefer most)
  4. Pick a difficulty level as high as you can pick and still feel confident that you can get 99% or 100%
Song choice and pattern choice don’t really matter here. What matters is that you could probably get 100% repeatedly with it over and over again. It’s totally fine to do this with an Easy difficulty, but I encourage you to use a higher difficulty if you can because that will get you more “data points” (e.g. notes to hit) that you can use to reference when making your adjustments.
Play the song all the way through. Try to get 100% accuracy (don’t worry if they are Good or Perfect hits….just get all the hits).
If you successfully play the song to 100% (or 99% - we don’t need to be this picky, just pretty close to 100% will do), then observe and WRITE DOWN the “Avg Offset” data you see when you press the “More Details” button on the after-song results screen.
Now, sit back and play a few songs like you normally do when you play Fortnite Festival just for fun and aren’t trying to do a bunch of calibration stuff. BUT, start writing down your results FOR EACH SONG by listing:
  1. Your current Input Offset number in the settings, and
  2. Your “Avg. Offset” number on the results screen, and then,
  3. The SUM of each for a particular song playthrough.
For example:
Say I played a song and my Input Offset when I played it was set to 55ms and the results screen when I was done showed my “Avg Offset” was -15 (late), I would write the following
55-15 = 40
And then I play another song and my Input Offset when I played it was again set to 55ms and the results screen when I was done showed my “Avg Offset” was +10 (early), I would write the following
55+10=65
I then play a bunch of different songs (let’s say 8 songs) and get a “data point” listing like this:
I then want to take the average of the SUM of all these latency/offset scores and that would be the likely “correct” Input Offset setting number I should use.
Example:
40+64+34+38+53+41+45+52 = 46 average.
Which means I should now go into the settings and make my Input Offset number as close as possible to that figure, which in this case is 45 (since Input Offset values only change in 5 ms increments).
Repeat as necessary and ONLY MAKE CHANGES TO THE INPUT LATENCY! (NOT the A/V Offset!!) until you are consistently getting “Avg Offset” results that are within a range of -10 to +10.
NOTE: For best results in this step, be sure to only use data (scores) that are resulting from play-throughs that result in a “Flawless 100%” rating. If your skill in the game is such that you can’t get 100% flawless that often, either lower the difficulty until you can, or just do the best you can and only use “data points” from song playthroughs with as high an accuracy score close to 100% as possible.

Step 4: Fine-Tuning for Maximum Awesomeness
You should now have A/V Offset and Input Offset values in your game settings that are probably pretty good for your system setup. You can now be (relatively) confident that if your “Avg Offset” is higher than +10 or lower than -10, it's probably you and your skill that caused the discrepancy, and not because you were fighting the calibration settings.
Remember, if your accuracy and “Good”/”Perfect” percentages are not where you want them to be, it could be because you just didn’t have a good song session, or you just need more practice with that song chart. Finding great calibration settings doesn't directly translate to higher accuracy or scores...it translates to a more *accurate representation* of your accuracy and skill level.
There’s also been some anecdotal reports here on Reddit of some songs having a different “feel” to them in terms of the built-in song latency and note “hit” registering being a little different than other songs, even with spot-on calibration settings. Who knows? I am intrigued by this and would like to explore this further, since I could see it as entirely possible that different individuals at Epic are creating song charts for different songs, where, if their own systems are calibrated differently to each other, that could that perhaps affect the scoring and gem hit registers for different songs. I am not sure, but I am open to the idea. More likely, though, (in my mind) is that people still have video calibration issues that are unresolved when they are seeing this in their own experience. But then again, who knows?
Anyhow, as you’re playing, keep a tally log of your song Avg Offset scores. Note your sum total of your existing Input Offset setting combined with your Avg Offset results and use these numbers to determine if and when you should tweak your Input Offset setting. If you think you need to make an Input Offset value adjustment, only do so because you’re seeing figures indicating such an adjustment is needed over MULTIPLE playthroughs (and not because you just had one poor performance session). In order words, only make an adjustment if you CONSISTENTLY see Avg Offsets being generally higher than +10 or generally lower than -10.
REMEMBER:
ALSO:
Now Go Have Fun
I know this sounds tedious, but trust me, the payoff is worth it. There’s no better feeling than watching your scores climb the leaderboard because the system settings are accurately reflecting your skills, and knowing that a poor performance is because of YOU and not your game settings.
Hope this helps! If you want to friend me and challenge me to a bass duel, you can find me on Fortnite Festival under MadDog182, often wearing the Relaxed Fit Jonesy skin.
Enjoy! And Thank you Epic for bringing this game to Fortnite!
submitted by jeffsket to FortniteFestival [link] [comments]


2024.05.19 21:48 OmniGlitcher What would you want out of the film adaptation?

For those who are unaware, a Shadow of the Colossus film was announced just over 15 years ago now, back on April 7th 2009. It's changed staffing since then, with our last news being that it had changed directors from Josh Trank (Fantastic Four (2014), Chronicle) to Andy Muschietti (It, It Chapter 2, The Flash) in 2014. Unfortunately, we don't know how much, if any, work has been done for it.
The general feelings about video game adaptations are typically a lot more positive these days, following the success of other adaptations like the Super Mario and Sonic films. With these in mind, I thought it would be interesting to resurrect discussion about this film.
So, what would you want to see out of a plot, given slaying 16 colossi in a row probably doesn't make for the best viewing experience for a film? Live action or CG, or even Anime? Casting choices? Do you think they'd change much? Would you even want the film in this day and age?
If you're interested, there's a post from a couple of years ago here, which includes some previous discussion, as well as a 2010 script in NomadColossus' comment.
submitted by OmniGlitcher to ShadowoftheColossus [link] [comments]


2024.05.19 21:39 shunsetskys [TOMT] Flash game I think and it was on coolmathgames

There was this game about animals, and you picked one and raised them at this like town/villagr sort of it had some shops, (You might think of Duck life but that isnt it) and you would go into like this cave thing to race your animal, and theyd turn into stone/rock animals as far as I know there was also some jewels involved. I hope someone can find this!! :D
submitted by shunsetskys to tipofmytongue [link] [comments]


2024.05.19 21:29 Technical_Resolve_91 Where to tap to hit combos?

I just finished the tutorial on the game but I didn’t really understand the combo mechanic. When you attack, is there supposed to be something flashing on your screen when the text is in the middle, or are you supposed to tap elsewhere to hit the ‘perfect’?
submitted by Technical_Resolve_91 to OnePieceTC [link] [comments]


2024.05.19 21:26 sharkmanlarry Common Tiny House W

Common Tiny House W submitted by sharkmanlarry to slaythespire [link] [comments]


2024.05.19 21:01 WildNutBuster I need help with my Build

I need help with my Build
https://preview.redd.it/s8qrh2n2kf1d1.png?width=1366&format=png&auto=webp&s=820a64dc13a422c30317d0f090e7caeeae26bbf6
https://preview.redd.it/92ad12n2kf1d1.png?width=1366&format=png&auto=webp&s=f46be94a62e971e686c23bb1f988d2b6ec086a7b
Hey Guys, so this is my build!
You can see my lvl and attributes there.
I use blasphemous blade +10 and finger seal +17 and I use mimic tear +7.
I used the ronin armor set and the haima glintstone headpiece for strength and int buff and finally my talismans are Dragoncrest Shield, Ritual Sword, Fire Scorpion and Two Fingers Heirloom. My flash is +9.
I feel like this is a fairly strong build for a new game yet I barely do any damage to Astel, Fire Giant or Mohg.
any suggestions would be accepted (i have 2 larval tear so i can respect as well)
submitted by WildNutBuster to Eldenring [link] [comments]


2024.05.19 20:46 hello2kYSL Cant fix annoying bug

Cant fix annoying bug
Hello, for some time now the game Shadow of The Tomb Raider has been experiencing very strange bugs, e.g. shadow bugs, flashing clouds, fog and other artifacts. I tried reinstalling the operating system, installing other drivers, reinstalling the game, but unfortunately nothing helped. This issue is only on directx12 (cant change to dx11 because performance is much worse). I have contacted Crystal but they said they are not gonna fix this. I would be grateful if anyone here help me.
submitted by hello2kYSL to TombRaider [link] [comments]


2024.05.19 20:34 LizardOfAgatha Are there any games like Cook, Serve, Delicious that I could run on the Miyoo Mini+ OnionOS?

I just got a Miyoo Mini+ and am aching for a cooking game like those early to mid 2000's flash games and like Cook, Serve, Delicious where you have clients come in and you have to prep them food. Does anyone know of a game like that that runs on SNES, GBA, GB, GBC, PS1 or any other console OnionOS supports.
submitted by LizardOfAgatha to SBCGaming [link] [comments]


2024.05.19 20:27 small_lamp I've tried to format and install firmware so many times on my DS Lite with R4 Gold Pro SDHC :(

Here is a picture of this flash cart: https://imgur.com/a/8R0fjK9
I either get stuck on a loading screen or I get a white screen when booting a game.
Anyone know which firmware to install? I keep seeing conflicting solutions. I've tried
R4i-SDHC YSMenu folder
from RetroGameFan MultiCart Update.
I've also tried
Alternative kernel - R4i-SDHC 1.85b - RTS Support/TTMenu Style UI/No Timebomb
from https://www.flashcarts.net/ysmenu-compat-ext.html.
submitted by small_lamp to flashcarts [link] [comments]


2024.05.19 20:22 realbexatious The shadowy grotto

Hello all I am new to the game being in Australia. I love it quite a bit. I've made some bad decisions in the beginning especially assigning all my legendaries to be the king or queen and then they get assassinated! But you live and learn.
Right now I am stuck on the shadowy grotto. I have no idea what it takes to kill the ghost. I've tried every recommendation and every combination. What is the best weapon against the ghost that doesn't flash up as immune?
submitted by realbexatious to ESCastles [link] [comments]


2024.05.19 20:04 WarmDig2073 Just completed a game of dixit with my 3 year old

Suee it was disney dixit but all of the same rules as base.
we have slowly built up to the full rules over 5 sessions (2 months) starting with just looking at the cards, then talking about them, to him describing the cards, to him guessing which of the cards I am describing and now a full game
Finaly he won and I didn't score a single point. Start of the game I might have thrown some possible points to get him involved more. But the wife didn't and he still won.
Sure we had some teething issues like him flashing cards and only looking at 2 or 3 cards from his hand.
It was so fun and hopefully on our way to him playing diplomacy at age 7 :p
submitted by WarmDig2073 to boardgames [link] [comments]


2024.05.19 19:53 Syed_Ahnaf Paranoia

Ever since I was a kid, I have been experiencing deja vu. I always tell a family member every time I have such an occurrence. I remember one time my father was driving and I was telling him that in football practice, I had kicked the ball off the pitch and when I went to collect it, the position of the ball the state of the pitch everything felt like something I'd seen in a dream before. It only happened a few times. However recently my life has had some extremely unfortunate events. Events that are almost unbelievable to a third party. Yet it has shifted the course of my life completely. And recently my deja Vu has gone off the charts. I have it throughout the day at very random points. For example I was watching a football game and at an exact instant, with the opposition wearing yellow everything lined up, and the deja vu kicked in. The high frequency of such an odd thing in such a time makes me think that my life may be in danger. And this is like a countdown to that day. I am so afraid. No one in my family except my mother shares this experience and the frequent flashes of perfect symmetry has me scared. This is an attempt for me to see if my experience is shared by others to get some piece of mind. Thank you.
submitted by Syed_Ahnaf to Deja_Vu [link] [comments]


2024.05.19 19:45 AlternateWitness Is my monitor defective? Weird display interactions after getting a new monitor.

TL;DR: idk just skim it, I bolded the important information if you don't want to read it all.
I recently got a manufacturer refurbished Acer Nitro XV275K P3 a few weeks ago. I had to return two monitors before I got this one, since they were broken, and the one I currently have has a slight screen defect in the corner, but at this point, Acer is out of stock, and I already got it at a pretty good discounted price, so I didn't want to bother with it since I already had to do two RMA's. The point is that the monitor I have is visibly damaged, which I can handle, but I'm also getting some really weird interactions in Windows and my display that I didn't get on my last monitor, so I'm not sure if the problems I'm experiencing is from my monitor, or it's an OS thing and I just need to cope.
The first problems I started noticing was when I turn my monitors on. I usually leave my PC on overnight, with the monitors off. I also keep my taskbar hidden in Windows (Windows 11 23H2). If I turn all of my monitors on at the same time, I get an error in windows about my taskbar behavior, and it is not being hidden anymore. I need to manually go into settings every time and change the setting again to hide my taskbar. Also - and again this only happens when I turn my Acer monitor on (I have three monitors), after about 1 minute, my entire computer will freeze for about 20 seconds. No interactions, just frozen after my Acer monitor is turned on after a few seconds for 20 seconds.
That's all weird, right? I can live with that, but this is the most frustrating part; When I fullscreen or put an application out of fullscreen, my monitor - and only my Acer monitor - will completely lose signal for about 30 seconds before turning back on. I know it loses signal, because each time this happens, there's that little notification the display gives saying the source is from the DisplayPort. This does not happen when the application is in Borderless Windowed mode. Also, I've really only encountered this when editing, but when it starts happening it continuously does it every few minutes until I restart the application, when I'm playing back video, my monitor's screen will just flash black for 5 seconds. Both of those problems are very frustrating.
Lastly, and I think this is worth mentioning, but honestly, I could just chalk this up as a Windows bug if I'm closing a fullscreen HDR application (which is most games now with Windows' auto-HDR), all SDR content on the display looks dark and very washed out, like the monitor (or windows) hasn't properly transitioned from HDR mode.
Here's my parts list if that's relevant. I have an RTX 3080, but I don't think it's a GPU or driver issue, because again, at least for the problems that only affect a single monitor, I have not encountered them on any of my other monitors, including my previous monitor. I have tried other ports on my graphics card, and other video cables. I really hope this can be fixed, or mitigated, because even though a warranty was provided, Acer isn't selling any more refurbished models of my monitor, and something of this quality without a discount isn't in my budget, and the color accuracy this monitor provides, along with HDR, has been very helpful in my workload.
I'd appreciate any help. Thank you.
submitted by AlternateWitness to techsupport [link] [comments]


2024.05.19 19:37 LifelessFloater Bumgumi Gonna be the Final Boss

Lgumi is currently in the pits of despair being a total bum, which is reminiscent of Geto during his arc. I think he's going to pull a Geto out of said despair and activate the merger after Sukuna is defeated, considering he is the one who actually has the authority.
Kusakabe providing convenient misdirection
I think there is a level of cyclicality in the story, 260 been the most heavy (potentially) with it with the repeat of the great 530,000 IQ Mahito misdirection into Black Flash and the possible repeat of Gojo returning from the jaws of death, alongside the overarching theme of isolation. Geto's isolation pushed him to snap and the same is happening to Legume and the gang will not get to him in time, or Wuji will die in the process, causing him to snap and attempt to curse the world with whatever power he has at his disposal.
In a way he's Kenjaku's back up plan for the back up plan, truly a 530,001 IQ move. The real poetry would be Yuji dying to win instead of risking death to win.
But this would require Hakari, Angel, Yuta, Takaba (tho he might be considered deceased just by the nature of his ability) and any other culling game players I've missed to die as well, which would be wild af.
submitted by LifelessFloater to Jujutsufolk [link] [comments]


2024.05.19 19:33 Practical_Lake4969 [Comic Excerpt] First Appearance of Power Girl (All-Star Comics V1 58)

 [Comic Excerpt] First Appearance of Power Girl (All-Star Comics V1 58) submitted by Practical_Lake4969 to DCcomics [link] [comments]


http://activeproperty.pl/