ゲームいろいろ日々徒然。 びっくりするほどつぶやくのでフォローする時はお気をつけください。 たまにゲーム配信したり。 Youtube:https://xitter.cf/t.co/YrUD3szVQw Threads:@ppp200x タイッツー:@kina KINAのほしいものリスト https://xitter.cf/t.co/Dvjdw1tvRG

沖縄 okinawa
Joined September 2009
【求人情報】#中途採用 大網株式会社では「エンジニア」を募集中です。 ■エンジニア (PL候補、DB) oh-ami1.saiyo-kakaricho.com キャラクター&ホビー通販「あみあみ」を運営する業界大手企業。 安定した環境でエンジニアのスキルを磨きませんか?
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逃げ方がホントにタヌキって感じ。 危機感なさすぎる… この逃げ方だと、ひかれちゃう😭
タヌタヌかわいい🩷全力疾走たぬき
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タヌタヌかわいい🩷全力疾走たぬき
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皆様セイミツ工業です。先程、ノビハイブリッドの最新画像をポストさせていただきました。専用のベース板にノビレバーと同じ変則8角ガイド搭載です。詳細は明日の夕方に弊社販売サイトで告知を開始させていただきますので、是非ともよろしくお願いいたします
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この世の中、自分に似た人が3人は居るらしいので、似たような話も3つぐらいはあるのかもしれない。 と、無理やり理由を考えてみる。
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何でこんなに似た話がたくさんあるんだろう?
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「Gemini」アプリから「Gemini Notebook」を直接操作できるように/ forest.watch.impress.co.jp/d…
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Every game we've made at Moon so far started from a somewhat weird angle: I look at some of the greatest games ever made and ask myself one simple question: What's wrong with them? Figuring out what's great about a masterpiece is easy. You don't need to think particularly hard to understand why Super Mario Bros. 3, Super Metroid, Symphony of the Night, Diablo II or Mario 64 are incredible games. But figuring out what's wrong with them? That's where you really have to start to think! You have to really dissect these games. Figure out which design elements didn't quite come together, which core pillars were weaker than others, where the developers might have settled for something that was merely good when it could've been extraordinary. And once you start asking those questions, you inevitably arrive at another: What if we could do better? With Ori, our original goal was to make Metroidvanias popular again. I loved Super Metroid and Symphony of the Night, but one thing always bothered me: Why was the actual platforming so simplistic compared to something like Mario? These were games where you spent an enormous amount of time running and jumping, yet the act of running and jumping wasn't nearly as satisfying as it could've been, so that seemed like an obvious opportunity. What if we took the exploration, progression, and interconnected worlds of a Metroidvania, but combined them with the kind of precise and super satisfying movement you'd expect from a great Mario game? Where would that take us? There was another ambition hiding in there, too: We wanted to tell a story. I had just failed at creating my own shortfilm in artschool, so I wanted to prove to myself that I wouldn't fail this time. Back in 2010, the idea to put story into a 2d Platformer seemed almost preposterous to some people. We were literally told that "Even Miyamoto doesn't do that. Why do you think you should?" I didn't have a particularly sophisticated answer other than: "It FEELS like we should!" Looking back, I think those two ambitions ultimately defined Ori: Bringing genuinely great platforming into a Metroidvania and proving that a 2D Platformer could deliver a deeply emotional story. With No Rest for the Wicked, the opportunity seemed even more obvious. We were looking at a genre that - in my opinion - had become creatively stagnant years before we even started development. The combat in Diablo and virtually every Diablo-inspired ARPG was still fundamentally rooted in the same point-and-click design philosophy from decades ago. Sure, controller support had been added over the years. But supporting a controller isn't the same thing as fundamentally rethinking how combat should feel when you're directly controlling a character. And then there was multiplayer. Ever since I was a kid, the dream was obvious: An ARPG where you and your friends could form your own little Fellowship of the Ring and go on an actual adventure together. Not just open a temporary session, have somebody jump in, kill a few monsters, grab some loot, and disappear again. I wanted a world that belonged to our group. A place where we'd build something together, make discoveries together, overcome challenges together, and actually feel like we were sharing an adventure. Instead, the genre largely went in a different direction: Random players being streamed into your experience, fairly meaningless interactions and multiplayer systems that often felt more like an elaborate in-game eBay than a genuine adventure with friends. Again, the question was simple: Why couldn't we do better? That's ultimately where Wicked came from. Now, as we're preparing for Wicked's 1.0 release, I find myself returning to that same thought process. Most of our team will continue working on No Rest for the Wicked, but we'll also start putting smaller teams together to explore entirely new projects. Which brings me to our next challenge: Lately, I've been thinking an awful lot about where Mario got it wrong. I think it'd be a lot of fun trying to directly compete with Nintendo next time! 👍
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いきなりですが、2026年いちばん良かったゲームローカライズ作品を、プレイヤーの投票で決める投票イベントをやります。 名付けて『Game Localization Awards - 日本語プレイヤーズチョイス』。 LocHatchの投票システムを使って、今回は審査員なし、ゲームプレイヤーによる投票のみなので『プレイヤーズチョイス』賞になります。 審査員なしの投票のみなので、大作に票が集まる形になるとは思いますが「ゲームプレイヤーが今年一番楽しんだローカライズ作品」がわかることにも意義があるのかなと考えています。 対象期間や選考方法など、近日中サイト公開予定です。
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冬が近づいて朝晩の気温変化が激しくなてきたから、年寄りが死にやすくなったんかな。 みなさん気をつけて。お風呂とかも。
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なぜ妖怪は怖くなくなったのか? 人間の「上から目線」が生んだ意外な変化 かつて人々が恐れた妖怪は、なぜ親しみやすい娯楽のキャラクターへと変わったのか。民俗学者・島村恭則氏の著書『恐怖の民俗学』から、妖怪と人間の関係の変遷を読み解く newsweekjapan.jp/articles/-/…
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アケアカNEOGEOシリーズは、本日10月27日で10周年を迎えました。これまで支えていただいたみなさま本当にありがとうございました。NEOGEOの名作をぜひお楽しみください! ACA NEOGEO celebrates its 10th anniversary today!Thank you everyone! arcadearchives.com/title/?s=…
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KINA retweeted
ちばてつや先生、あしたのジョー最終話を編集者とともに着想する美しいエピソードがとても好きです。 味いちもんめ 食べて・描く! 第8話 漫画家食紀行 #ビッコミ bigcomics.jp/episodes/5ff869…
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漫画家デビューが「ちばてつや賞」でした。授賞式の懇親会で「(矢吹)ジョーを描いてください!」とお願いしたら「ジョーはもう描けないから段平でいいかな」とおっしゃるので「段平も大好きです!」と描いてもらうことに。すると急に紙の真ん中をグリグリと黒く塗りつぶすので驚いていたら、なんと眼帯から描き始めるちば先生。ちば先生がいなかった今のは我々はいませんでした。お悔やみ申し上げます。
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ちば先生の好きなエピソードは色々あって、原作者と力石をどうするかの打ち合わせをしていたら警察に通報された話とかもちろん好きなんだけど、ジョーの最後の決着をどうするかに悩んだ話も好きで。ジョーの結末にいろんなパターンを考えたけどどれもしっくりこなくて、過去の話を読み返していたら紀ちゃんとの会話で「真っ白に燃え尽きる」という言葉をジョーが使ってるのを見つけて「これだ!」と思いついた話が好きで、必ず連載で話を畳むときこのエピソードを思い出して自作を読み返してる。つまり、長い連載の結末って、新しくどっかから持ってくるんじゃなくて、すでに描いた中に答えがある、ってことかなと思って胸に刻んでます。
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