Sentences with phrase «enemies on screen where»

Not exact matches

the graphics are really quite bad, enemies appear to be superimposed on to the landscape at times and there are many areas where the screen literally tears in half horizontally as you turn the camera.
It can get to a stage where there are tons of enemies dotted on the screen and the map shows you what's happening.
Though the game features hordes of enemies, there were instances where enemies seemingly loaded on screen due to draw distance issues.
Rail shooter games are games where the game follows a specific route and that the player must shoot all the enemies on the screen.
It features two modes, Blitz mode which pits 1 to 2 players on a split screen or up to 4 players over Xbox LIVE against waves of robot armies and Crossfire mode, where players play competitively, 6 versus 6, to destroy the enemy's Money Ball while protecting theirs aided by robots.
However, there is one area where the Wii U hardware fails to keep up: the number of enemies shown on screen.
Gameplay in Wild Guns Reloaded involves around your character shooting at any threat on a static screen where you see the enemies keep popping out left and right, either hidden in the background, or rushing to attack you directly on screen.
It was showing wrong weapons used for the kill • Fixed that sometimes you would be stuck on a black screen when kicked from server • Fixed so when a team captures two flags at the same time, the UI could show wrong owner of the flag • Fixed a problem where the capture progress bar was showed as friendly when the enemy was capturing • Fixed a problem with the bipod deploy sound • Fixed a problem that you could be spawned in with no weapons after being killed while using the EOD bot • Fixed problems with health bars not displaying health properly when using EOD bots • Fixed a problem with flickering name tags • Fixed a problem where friendlies could damage friendly helicopters • Fixed a problem where you could get stuck in the co-op menu when attempting to join the session twice • You should now be able to spot explosives • You should no longer spawn in home base if your selected spawn point is disabled while waiting to spawn.
It should now more instantly kill anyone in its falling path • Fixed a hang in terrain streaming, causing the user to get stuck on black screen under special circumstances in Singleplayer • Fixed a problem where the enemy would not be able to get a roadkill on a user that was using the SOFLAM • Fix for soldiers disappearing in the mortar killcam • Fixed Laser Guided Missiles missing their targets if the target is moving too fast • Fixed a bug with terrain destruction not being reset on Operation Metro.
Sure, it can be hard to not feel like that linear games are a byproduct of an age where the technology only really allowed for corridors, especially if you wanted to even consider the concept of throwing in something more complex than having a few enemies on - screen at a time.
On one level the enemy that were supposed to be fleeing from some vehicles as you called in a jet to dispose of them simple didn't appear on the screen, at another time some enemies turned around and shot me during a locked in animation where I had to stab a guarOn one level the enemy that were supposed to be fleeing from some vehicles as you called in a jet to dispose of them simple didn't appear on the screen, at another time some enemies turned around and shot me during a locked in animation where I had to stab a guaron the screen, at another time some enemies turned around and shot me during a locked in animation where I had to stab a guard.
On the VITAs small screen, it often got hard to tell where my characters ended and the enemies began.
- as Captain Olimar is making his way home, an asteroid onslaught forces him to land on a nearby planet - Sparklium is the fuel for Olimar's Dolphin III ship - with the ship's fuel depleted, you have to find items on this planet which can be turned into fuel - collect everything from seeds to large scale treasures - you need 30,000 Sparklium to make your way home - you are eventually required to find a lost ship part at the end of the game - levels are more linear and puzzle based, and include specific goals / goodies to collect - move Captain Olimar with the Circle Pad, while all other interactions use the touchscreen - blow your whistle, throw Pikmin and also touch certain objects - worlds are called Sectors, with six areas altogether - find all the treasure and look for new passageways to complete a sector 100 % - passageways can grant you access to secret spots or additional levels highlighted with the letter X - the first world is called Brilliant Garden, which has lush forest environments - Yellow Pikmin can easily reach the upper screen, where you can sometimes collect goodies and pull down vines - there's a level where you use yellow Pikmin as a source to connect two wires - connecting the wires lets you see enemies and platforms that were hidden in the shadows - Winged Pikmin can be flung at high speeds, and they can pick up Olimar and help him descend down into new areas - in a later level, you need to use red Pikmin to stomp out fire and clear the way for you - Rock Pikmin are the strongest ones of the bunch and can break crystals - blue Pikmin can swim and fight well underwater - the maximum amount of Pikmin you can have in a stage is 20 - blow your whistle to call over the correct Pikmin for a task or puzzle - Ravaged Rustworks offers a unique industrial environment where you climb on pipes - Loney Tower has you climbing to the top of a tower without any help of Pikmin, and instead use pipes and Olimar's jetpack - Valley of the Breeze, found in the Leafswirl Lagoon sector, relies complete on Winged Pikmin - Barriers of Flame is in the Sweltering Parchlands sector - here you «lll be forced to improvise with Yellow and Rock Pikmin to get around fire - every world ends with a boss stage - one boss fight puts you up against a Fiery Blowhog, where you use Red Pikmin to pick up / feed bombs to the boss - beating bosses gives you treasures worth 1,000 Sparklium each - supports amiibo in the Splatoon, Super Mario and Animal Crossing lines - amiibo can be scanned in to grant you access to secret spots - these are one room puzzle challenges where you collect a statue - these bonus rooms will also get you 200 Sparklium every time - you are limited by how many amiibo you can summon to each secret spot - one of the treasures you will find is an NES cartridge for Ice Climbers, which carries the name «Revenge Fantasy».
By far the simplest, and perhaps the most effective new feature, is knowing when and where an enemy may have spotted you through a directional indicator, which is white static that appears on the top of the screen.
To go even further, his Final Smash could implement the Raving Rabbids in some fashion where they joint attack enemies on screen, making for some crazy albeit funny situations during a match.
Also, the sound effects themselves don't appear to be utilising the PSVR 3D sound fully — I have my headphones connected to the PSVR and yet I can't make out where the enemies are on the screen when they scream.
There was an indicator on the screen showing where the enemy was supposed to be, but when I'd scope in on the marker, there was nobody there.
However, there is one area where the Wii U hardware fails to keep up: the number of enemies shown on screen.
Surprisingly, the infamous slowdown the series is known for wasn't really that prevalent during my time playing through the game outside of a few key instances where the game placed an extremely large amount of enemies on the screen, which was surprising considering the source material and the platform itself.
* A New Way to Experience the Critically - Acclaimed Ghost Recon Series o Eye - popping 3D cutscenes and in - game effects, where enemies and objects appear to be jumping out at you o Use the Touch Screen for quick and easy mini-map navigation * Try to Thwart the Ultranationalists» Evil Plans in a Deep and Credible Tom Clancy Scenario o Explore various environments with an Eastern European flavor o Story mode with 37 missions for more than 30 hours of gameplay o Unlock 20 challenging «skirmish» missions with 3 levels of difficulty * Train and Manage the Best Special Ops Unit o Choose among six unique classes, each with their own special skills: Commando, Sniper, Recon, Engineer, Gunner and Medic o Unlock new skills and equipment by progressing in the game o Equip your ghosts with the most advanced combat gear - and even drones * Challenge Your Friends — Eleven one - on - one duel maps on a single 3DS that let you determine who the real special ops squad leader is.
That's fine when there aren't any enemies on screen with you, but when there's even a few, you lose track of where you are until it's too late.
- demo has been downloaded over one million downloads - over 45k survey responses - run by pushing the analog stick all the way - hold B to run even faster (although random enemy encounters go up to balance this)- fast travel option - adjustments to designs of the environment based on the issues with visibility, especially in dungeons - traversable areas stand out, adjustments to wall and floor color, and visible landmarks, and more - radar that points players towards entrances, exits and important places - improved visibility - adjust screen brightness - adjust HD - 2D filters - fixed issue where it was too easy to accidentally overwrite your save - 9 save slots and 1 autosave slot - adjusted text size and streamlined the UI - skip scene option - option to replay cutscenes - option to change text speed - game balance refinement so that battles provide a good challenge, but are not overly frustrating - battles with a full party of four and more important elements have not yet been shown
General fixes • Significant improvements to the Squad Join interface • Removed FIND ME A SQUAD option • Allow players to join empty Squads alone, thus having 1/4 Squad members • Change order of options to LEAVE SQUAD, INV A FRIEND, SWITCH TEAM • Disable Privacy flag when 1 man Squad • Reset Privacy flag from Private to Public when Squad drops to 1 player • All occupied Squads will now show up colored blue on the Squad selection screen • Players who choose not to join Squads will also show up as Blue in the «Not in a Squad» line • Squads that are currently empty will display as white — if you wish to join an empty Squad, you can choose the first one marked with white text • Added round duration and ticket summary at end of round screen • Fixed sound for when climbing ladders • Fixed and issue with some weapons» sounds in first person view • Fixed a swim sound loop error • You should no longer be able to damage a friendly vehicle when sitting in an open position • Grenades now drop to ground if you get killed while attempting to throw it • Spawn protection now should work in Conquest so you no longer should spawn too close to enemies • You should no longer spawn too close to enemies in TDM and SQDM • Fix for missing input restriction during intro movie, causing players to potentially fall and die while watching movie if moving controller (or having a controller with a bad stick zone) • Combat areas on Kharg Island in Rush mode tweaked in order to disallow defenders to access the carrier ship after first base is taken and being able to enter the AA gun • Fixed a problem with revived players not being able to get suppressed • Fixed a problem with the camera when being revived in co-op • Spotting VO now plays when spotting from MAV / EOD bot • Fixed several issues regarding the kill card, including showing wrong weapons used for the kill • Fixed that sometimes you would be stuck on a black screen when kicked from server • Fixed so when a team captures two flags at the same time, the UI does not show wrong owner of the flag • Fixed a problem where the capture progress bar was shown as friendly when the enemy was capturing • Fixed a problem with the bipod deploy sound • Fixed a problem that you could be spawned in with no weapons after being killed while using the EOD bot • Fixed problems with health bars not displaying health properly when using EOD bots • Fixed a problem with flickering name tags • Fixed a problem where you could damage friendly helicopters • Fixed a problem where you could get stuck in the co-op menu when attempting to join the session twice • You should now be able to spot explosives • You should no longer spawn in home base if your selected spawn point is disabled while waiting to spawn (e.g. if your teammate dies right before you are about to spawn) • Damage from bullets will now continue to cause damage even after the firing user is dead • Fixed several client crashes • Fixed a problem where players could get stuck in the join queue • Fixed the repair icon on the minimal • Fixed a problem with changing camera on certain vehicles • Fixed a problem with the grenade indicator when in guided missile mode • Fixed a problem where the machine could hard lock when joining a public coop game • Fixed a problem where the headset attached icon would not show up in the UI • Fixed a problem with the falling antenna on Caspian Border.
Fixed an issue where destroying one of the Mothership Boss Salmonid's coolers immediately after it appeared would cause an invulnerable cooler to appear on the enemy on the screens of other players.
Each stage has you enter into a different building where your only mission is to kill every enemy on the screen without dying first.
After all, when Tidus and friends go to fight, they end up in a turn - based world where enemies line up on one side of the screen and allies occupy the other.
By far the coolest feature of these games was their version of the «smart bomb» mechanic, where you can press a button to eliminate all the enemies on the screen.
The game tried to aim to maintain a steady 30 frames per second, however I've noticed many instances of dips well into the low 20s in heavily dense areas such as Faron woods with the poison gas, or where there are lots of enemies on screen.
Each level wraps around itself, so on screen you could infinitely travel left or right, but the actual size of the map is shown in the top portion of your screen so you can see where enemies are located / spawned on the map.
Occasionally, the game can manage hundreds of enemies on - screen at once, but more times than not this number is down to a few dozen enemies who pop in and out of view rather close to where you are.
You are always in a situation where you will be faced with a lot of enemies so there's a lot of action happening on your screen.
The final piece of gameplay comes in the form of the three lane map each stage is based on, sort of like a smaller scale of Plants vs Zombies where enemies are constantly moving closer to the left side of the screen.
Sine Mora EX is gorgeous and the 2.5 D graphics are great, but in a game where you're supposed to be situationally aware of meters in one corner, enemies coming from all directions, your ship, and whatever else is on screen, those gorgeous visuals become a problem.
Gameplay in Wild Guns Reloaded involves around your character shooting at any threat on a static screen where you see the enemies keep popping out left and right, either hidden in the background, or rushing to attack you directly on screen.
Beyond a doubt the most famous game on this list, Super Crate Box is a fast - paced single - screen shooter where you collect as many crates as you can before the swarm of very retro pixelated enemies take you down.
The Flying Swallow, the Izuna Drop and various other signature moves are present as well as the awesome Ultimate Technique (where you franticly scribble on the screen) which gets boosted by the souls of fallen enemies.
There are some enemies I've never even seen, as given the nature of rhythm games, it is necessary to focus on the bottom of the screen where upcoming prompts are displayed.
Those do exist, but there are also times where you have a beat - em - up with multiple enemies or a boss battle where you are a flying beast firing chakra missiles at the boss while avoiding the onslaught of lasers, bombs, etc. on the screen.
The first segment has the top screen fixed on Baby Mario, with players needing to draw paths on the scrolling bottom screen to help guide where Baby Mario will go next, being sure to collect as many coins as possible for a higher score, and avoiding enemies so Baby Mario doesn't lose any of his balloons.
One thing I truly enjoy about the avatar and Modern Sonic's stages, or at least in the 3D segments, is the sheer amount of multiple pathways there are, no matter how convoluted they may seem.There are also stages where both the avatar and Modern Sonic run along side each other, which opens up the multiple pathways even more, and instead of switching a character out, each of their moves is assigned to a specific button, making them act as one character, which take some getting used to due to the visual appearance of both characters appearing on screen, but is definitely optimal.There's also some level designs with certain gimmicks: at one point you're playing pinball in the middle of a bright forest with classic Sonic, and in that same forest, you'll be playing pinball with some enemies down a water slide with the avatar, were the control starts to get kind of out of hand, while Modern Sonic will face a boss that combines the level design from Lost World with this game's boost mechanics, which was probably the intention for the departure in the 2013 game.
It's important to point out the game does suffer from occasional frame rate issues in situations where there are a lot of enemies on screen at once.
Jumping appears to vary based on where you tap on the screen, possibly indicating that you tap on enemies to homing attack.
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