Not exact matches
That up - and - coming app
developer with the cool new video streaming product who can't afford to pay off AT&T or Comcast or Verizon
ends up losing out.
However, binary options traders should be on a high alert since fraudulent binary options trading robot
developers are on an increase and if one is
not careful, may
end up losing his or her hard earned savings to them.
Developers couldn't agree on how to tackle it, and
ended up splitting in two.
But La Margo said that
developers wouldn't be able to build there until Adventure Travel Center and Marquette Bank on the eastern
end of the plaza were knocked down next spring.
The Investigative Post: «Questionable dealings by officials managing the Buffalo Billion didn't begin or
end with the selection of a politically wired
developer to oversee the construction of the SolarCity plant in South Buffalo.»
«If Albany will
not give us the changes we need, if Albany will
not strengthen rent regulations, if Albany will
not pass a mansion tax, if Albany will
not protect us, then here's what I think about any tax breaks for condominiums, luxury condominiums, any tax breaks for
developers who are
not going to create affordable housing — I say
end those tax breaks once and for all,» he told congregants at First Corinthian Baptist Church in Manhattan, according to a recording provided by a spokesman.
Not all seniors can afford to live in high -
end apartments or lofts, and those of more modest means can take heart in the approval of this policy, which balances the needs of the community with the plans of
developers,» said Poloncarz.
A Madison
developer is worried his hotel proposal for East Washington Avenue might
end up in someone else's plans if he can't find a partner for the project.
But, she said, the presenters in the symposium felt the rubric «is a must for materials
developers» who should do the evaluation while they are creating the curricula: «Do it early — don't wait until the
end and do a post-hoc evaluation.»
OpenPDS preserves all that potentially useful data, but in a repository controlled by the
end user,
not the application
developer or service provider.
While Take Off — The Flight Simulator has no
end game, no real sense of progression or an increase in difficulty, it's lack of a conclusion did
not take away from the design philosophy the
developers hoped to fulfill.
Considering the scope of the
developer Hello Games, it is
not surprising that they
ended up taking a while to deliver on their promises since No Man's Sky always felt like an incredibly ambitious game.
While it didn't impress Chris a lot when he reviewed it at launch, the game
ended up among the best - selling titles shipped last year and the
developers kept supporting it with continuous updates such as the underappreciated Ghost War PvP mode.
Now, the
developers probably could've left it at that having recreated the game with an updated look, but it does
not end there.
«If it [Hotline Miami 2]
ends up
not being release in Australia, just pirate it after release,»
developer Jonatan Söderström wrote via email to a fan expressing concern about the game's availability, as reported by Polygon.
There might be arguments for a simultanious release but in the
end, WiiU's Gamepad optimization will always demand
developers for some extra work plus the WiiU isn't really famous for it's perfect target audience for this kind of game.
On March 27, during the Game
Developers Conference, it was finally confirmed that Ground Zeroes and The Phantom Pain were both part of the same thing: Kojima's new game Metal Gear Solid V. However, this was
not the
end of the confusion and unclarity.
In the
end, the success of formative assessment as an enabler of learning depends on the knowledge and skills of teachers to implement this approach in collaboration with their pupils,
not on test
developers.
Because it doesn't have to do as much work at the low
end of the rev range, the
developers were able to use a large turbo and design it for high efficiency.
At first glance it may seem like these figures shouldn't be of particular concern to
end - users, but consider that if
developers are unable to sustain upgrade and support channels for the apps they put out, the app stores will soon be cluttered with junky apps that probably shouldn't be bothered with.
The key to Chris» presentation here is
not here's what we did to build a great twitter app but the message is for
developers to approach their own ideas, whatever they may be, with this thought process that will really uncover way to build an app experience that is tightly and fully integrated with the BlackBerry experience, making a super app experience for the
end user that is greater than they will find anywhere else.
Tuesday's event shows how BlackBerry still doesn't get it: Misleading statements about how many more messages on BlackBerry Messenger are being sent than competing services, misleading statements about application numbers, misleading statements about revenue per
developer being higher than another platform, a mid-range plastic keyboard phone that will likely be too expensive, and the upcoming loss of the only lock - in BlackBerry still offered
ends our coverage of today's events.
Keep in mind, it is intended for BlackBerry
developers and
not really intended for
end - users.
Partly a trust issue, partly a convenience issue, partly a social issue, but in the
end there is a big group that won't buy directly from a
developer or competitor, only from Steam.
The best performing option will always be the preferable one in the
end, and there is a great community of Android
developers out there that can't wait to get the Kindle Fire working just the way they like it.
And did I mention that over 300
developers lined up at the
end of the day to pick up their BlackBerry Dev Alpha device (
not an emulator) for testing their own applications on the actual hardware platform.
This shouldn't be too big of a deal as many of these apps are only incompatible because the
developer set Android 4.0 Ice Cream Sandwich as the top
end of supported devices so a simple update should fix things.
iOS has no real technological advantages, Apple can't match the product cadence of the collected Android handset
developers, and in the long run closed platforms tend to
end up being niche players.
«
Developers say these neighbourhoods are designed ready for transit, but the service can't make
ends meet.»
If you're entering that gamble with a
developer at risk of going into the insolvency process (unknown at the time of entering into the contract to purchase), at the
end of your waiting period, you may
not have a property to move into.
«At the
end of the day, I believe people want to be «green,» but
not at the expense of performance,» he adds But it seems many product
developers have finally solved the riddle.
I might
end up waiting for the steam sale since this is obviously a mistake and would be robbing the
developers money and Best Buy (don't care as much on this one)
The Fable
developer is known to deliver a little less than enthusiastically promised, but the good thing about it is that the man sets his goals so ridiculously high that even if he doesn't reach what he wants, the
end result will still be rather impressive.
I don't think any
developer should tip toe on the legacy a highly respected studio like NaughtyDog have done with the past 4 Uncharted games, similar to how Konami will
end up continuing the Metal Gear Solid games without Kojima.
Telling an alternate timeline from this point would also
not tip toe on the
ending the main
developers gave the franchise.
- Ys VIII: Lacrimosa of DANA is playing in portable, TV, and tabletop modes - Niikawa believes the Switch's playstyles are the reason why the system is popular overseas - Niikawa has been hearing that Japanese players prefer portable mode, while western players prefer TV mode - Niikawa talks to Kondo often when he wants to consult things - when Niikawa became the president of NIS America, he would help Falcom in the latter's overseas expansion - when NIS asked Falcom if the latter can bring one of their games to Switch, they give them Ys VIII - Falcom is
not a very large company and 80 % of their staff are
developers - they prefer to find a partner and let them handle overseas expansion plans - Kondo says newcomers to the series should be able to jump in with Ys VIII: Lacrimosa of DANA without problem - its an important fact to know are that the protagonist (Adol Christin) in Ys never changes - the story in Ys games always starts with a new encounter and
ends with a farewell
Oftentimes,
developers don't even know their own game well enough to effectively finesse the load times until near the
end of a development cycle.
this was the one thing with move that seemed to stand on its own... I don't mind the idea of HD wii sports either, as long as it really is 1:1... that was my only real complaint with the wii when it released... there was motion control, but it was gimmicky and registered «wiggles» into canned animations...
not to mention the gamecube visuals... still
not sold on Move though... for me to really want one, I want to see what they are doing with shooters... Socom 4 and killzone 3 could be very special for core gamers and motion controls if they are done right... if you can aim on screen in true 1:1 fashion while sitting comfortably at a «normal» gaming distance... it could rearrange how I play first person shooters on a console...
developers are saying the Move has input latency of 21ms, which is roughly half of a DS3... and second only to a wired mouse / keyboard... need to see how it works though, as it is
not always that simple... just saying that if it does what its supposed to... it could
end up being the answer to shooters on a console... as much as I like playing shooters with 2 sticks... I can't argue that I miss the days of a mouse and keyboard (as well as PC being the only platform to get the best shooters on... no longer the case by any means)... but with a first person shooter, there is no wiggle room... pun intended... it has to register every mm of movement on screen... and do it quickly...
not sure if it can yet...
It's a trend we're seeing more and more of now, in games that are driven to committing the player to their worlds over anything else — Half - Life 2 planted the seeds of player - reliant agency in the minds of consumers and
developers alike, and now we're seeing game - makers really take advantage of how they can give the
end - user a narrative experience that feels shaped by them, the whole way through — and
not just in the setpieces, and
not just with QTEs and button prompts, either.
The outcry doesn't
end there though, a campaign has been started on both Twitter and Facebook, entitled «Retake Mass Effect 3» and «Demand a better
ending `, respectively, in the hopes of getting the
developer's attention.
I doubt it was intended by the writers, but this referential humor
ends up feeling like a constant reminder of how
developers didn't seem quite sure whether Yooka - Laylee was going to be a complete throwback to a different time, or if it would feature some more modern design tropes.
But
ending a trilogy is
not an easy task, as so many
developers before have come to learn the hard way, and saying goodbye is harder still.
However it doesn't change the fact that somebody needs to be blamed for releasing this game early, and I prefer
not to blame the
developers as they usually
end up with the short
end of the stick.
In the
end, we want our games to be fun
not only for us,
developers but for in the first place for players.
This shift started towards the
end of Gen2 when
developers realised that they could
not simulate the world to the level of fidelity that their designers wanted, as the CPUs were
not fast enough - but they could spend more time rendering it.
I am
not sure whether this was laziness on behalf of the
developers or a shortage of time, but it was such a let down to
end such a fantastic game with a Quick Time event.
Still, I wouldn't be surprised if we
end up seeing a couple new indie RPG
developers rise to promise over the next few years and I'm perfectly fine with that — I can always use more fun RPGs to play!
The
developers have managed to make a game that depicts
not just the killing and the good vs evil sides, but also put into the mix the people that were on the sidelines, the families that were split up during this time, the horrible scenarios the soldiers had to endure, the living conditions and the small glimmer of hope that one day the war would
end.
Instead I was treated to a game that
not only stays true to what the anime brings, but also
ends up being one of the most diverse titles from this tenured
developer I have played in recent memory.
As detailed in the Stanley Parable development history museum that one
ending reveals, there was at one point to be a full - blown first - person shooter
ending, which got cut because the
developers didn't want to make fun of a specific genre.