![]() ![]() This train of thought was happening at the same time as the recent Nintendo Direct. When I was in secondary school, I would painstakingly find scans of them on Scribd and screenshot them, arranging the blurry, zoomed-in shots together and printing them off at school to learn at home. There are two series I know they exist for - Kingdom Hearts and Final Fantasy. There isn't one sadly, but it got me thinking about games which do have official piano scores. Being the nerd I am, I wondered if there's an official piano book released by Supergiant, because In The Blood is a fantastic song. I’m a fair chunk into the game so far, desperately hoping for some form of redemption.Įd Nightingale Kingdom Hearts: Memory of Melody, Switch Kingdom Hearts: Memory of Melody trailer.Īs I mentioned a while back, I've been playing lots of Hades and its soundtrack is banging. The first game was criticised for its white saviour complex, but Forbidden West seemingly leans into this further. ![]() Originally a naive and likeable character who brought us along on her journey of discovery, she’s now narcissistic and entitled and obsessive about her position as saviour of the world on a very very important mission that couldn’t possibly be sidetracked by distracting errands. ![]() The combat still mostly soars and the cutscene direction is wonderful, but there’s little beyond that feels fresh. So while this latest Horizon game is a showcase for the artistic talent at Guerilla, its gameplay is an overstuffed culmination of open-world game design that was already perfected by the previous game. And that’s before you take a look at the overwhelming map screen. The world is so full of details and vegetation and stuff that might look nice in photo mode, but makes interaction with Aloy feel awkward and her Focus a constant necessity to find the right path. Or the way mounts refuse to run through bushes and just screech to a halt. There’s just something off about Aloy’s movement: the way she gets stuck on scenery, the way she jumps either too high or not far enough to grab on to ladders and ledges, the way the environment hinders the fluidity of combat. All this stunning work does mean any imperfections are very distracting though - can someone please explain why Aloy’s hair is seemingly made of wool?ĭespite this wonder, the Forbidden West feels like a world that doesn’t want to be explored. ![]() The environments feel unreal in their beauty, while the details and textures on character models and clothing are incredible. I’m not sure I’ve ever seen a game as pretty as Horizon Forbidden West. That's exactly what the sky does as pycor goes up from the earth to the sky-top - it starts at blue and changes gradually to white.Watch on YouTube Here's Zoe on Horizon Forbidden West. Except, in the model, earth-top is at pycor=0, so only the numbers from earth-top + 1 (1) to sky-top (17) are ever looked up, and so the resulting reported colors range from blue up through nearly white. That's exactly what we see in the model between the top of the earth and the top of the blue sky. In this case range1 is less than range2, so if pycor increased from -20 to 20, the resulting color would start at pycor = -20 with black, increase through darker shades till at pycor=0 we have pure blue, and then lighter tints of blue, and end up when pycor=20 at white. In other words this is going to look up colors for pycor ranging from 1 to 17. The model viewport has max-pycor set to 22, so sky-top defined as ( max-pycor - 5 ) would be 17. As we move upwards above the blue sky, where it transitions to white, outer-space starts at white, gets darker and darker, and finally becomes black. That's exactly what we see in the model after hitting setup. Therefore as pycor increases from 15 to 22 the resulting color will start at white, get darker and darker, and finally become black. We have the case where range2 is less than range1, so "the color scaling is inverted", ie the larger the number, the darker the shade of color. But if range2 is less than range1, the color If range1 is less than range2, then the larger the number, the lighter The template is "scale-color color number range1 range2 " Your comment asks how scale-color is used in the climate-change model which has the following code: to setup-worldĪsk patches [ set colors for the different sections of the world Here's some to try: ask patches Īsk patches You can just open a new model and type some commands into the command line and see what you get. The number preceding those should be in that range! A number lower than that range will be set to the darkest share (black), and a number higher than that range will be displayed as the lightest shade ( white ). I believe those are the lower and upper limits of the numbers you might want converted into colors. ![]()
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