Marvel’s House of X/Powers of X event is complicated, full of references to the X-Men past and hints at the X-Men future. Jonathan Hickman, R. B Silva, and Pepe Larraz are delivering a beautifully rendered and textually dense reinvention of one of the biggest franchises in comics history. That’s too much for just one comics editor to dig into, so we reached out to the folks at the Xavier Files, whose in-depth annotations of House of X and Powers of X impressed us, educated us, and entertained us. Now you can enjoy the Xavier Files’ Hox Pox Tox right here on Polygon — so crack open your copy of House of X #4, and read along! (You can find the first three annotations here). In Powers Of X #5, by Johnathan Hickman, R.B. Silva, and Marte Gracia, we learn even more about Professor Xavier’s long gestating plan for Krakoa. In X⁰ we see him enlist Forge, the mutant Maker, in his attempts to enhance Cerebro. In X¹ Xavier brings Emma Frost into the fold, … [Read more...] about Discovering every detail of the X-Men’s future in Powers of X #5
Symbols used in map
Sailing the Sea of Thieves can be a little tricky at first, especially with the ongoing releases of expansions. We’ve assembled this guide to help you with your very starting steps as a pirate, from getting into the game to starting your first voyage and finally spending your hard earned currency on some booty. Starting the game When the Arena expansion hits, you’ll choose between The Arena — a fast paced PvP mode — or Adventure. This guide will handle starting in Adventure. You pick your ship — the two-person sloop, the three-person brigantine, or the four-person galleon — and your crew type. An open crew matches you with strangers, and a closed crew allows you to sail with only friends you invite. Players can spawn at any random outpost in the three regions of the world: The Wilds, The Shores of Plenty, and the Ancient Isles. There is a fourth region, the Devil’s Roar, to the east. Players must manually sail there to adventure in that … [Read more...] about Get started in Sea of Thieves with this beginner’s guide
I saw this How can I Compute steepness for heightmap while looking for a way to reflect pixels. But now that I have the steepness/slope I don't know how to calculate which angle it's pointing at. Imagine if I had an image parallel (directly above my heightmap) with my heightmap and 100(units/pixels) away/above from it, if the steepness is 0, then i just grab a pixel at that same [x,y]. Imagine that i am trying reflect what the heightmap would show if i was to be able to see through my image. But let's say I have a steepness of 1 which i am guessing is 45 degrees since 1/1 is 45 degrees but which pixel should i be grabbing from my image how do I calculate what angle the pixel is coming from [x,y]. How would i calculate which pixel(location) is reflected onto the heightmap (imagining that the heightmap is a chrome surface). I know if the angle is too steep it'll be way outside of the image but I'll just use min/max hack to grab border pixels (unless you can think of another method to … [Read more...] about How do I calculate where which pixel it’s reflecting based on a height map?
Cyberpunk 2077 is one of the most highly anticipated titles to be released in the years to come. After its recent trailer, shown at E3 2018, fans have been impatient to find out more about its gameplay, just by looking at it. Coincidentally, the Cyberpunk 2077 map posing as a metro map at the start of the trailer, holds a lot of information about its gameplay. The Cyberpunk 2077 map has been tweaked on Reddit so that most of its details are visible for us to theorycraft. As we already knew, there will be six districts where the place will take place. Here’s the full-scale map for you to do some digging. The different named areas of the game are visible with most cryptic one being an area at the bottom left of the Cyberpunk 2077 map, which is shown to be off limits with the name of Pacifica. There’s no information as to what Pacifica could be. There’s no straight line indicating that you can travel there or lots of interest points to let us know that this is indeed a … [Read more...] about Cyberpunk 2077 Map Shares Lots Of Information About Its Gameplay
The first aspect of a traditional roguelike viewers tend to notice is the color palette, but when it comes down to actually playing a game which requires interpreting large amounts of text, color takes a backseat to the importance of the font. Characters/glyphs form not only words and sentences, they even represent the map and every object contained within, blurring the distinction between font and sprites/tiles. Thus roguelike developers should not overlook the many considerations that go into creating or choosing the right font. This is the first post in a series that will explore those considerations, share font creation techniques, and look at examples from Cogmind itself. Note that although the topic is discussed in terms of roguelikes, some of the concepts and methods touched on apply to all kinds of games. The number one consideration with a font that’s meant to be read a lot is, surprise, readability! This consideration is often at odds with the desire to stylize a font … [Read more...] about Fonts in Roguelikes