Sentences with phrase «on enemies on screen»

I also ran into a few moments with noticeable frame - rate drops when there were a lot on enemies on screen, but aside these moments, the game remains relatively stable for the most part.
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.

Not exact matches

«Adding platforms for Mario to jump on, or enemies to avoid, is as simple as tapping the screen.
The work - in - progress is now going to be screened at the Tribeca Film Festival on April 24, when New York audiences will be able to see him, bathed in Gibney's shadowy lighting, talking about many of his innermost secrets — including his list of top enemies: Ken Langone, Joe Bruno, Roger Stone (all of whom appear in the video — as does Spitzer's «go - to» call girl «Angelina»).
Random battles only existed in the 8 / 16 - bit era because it was often too processor intensive to show the enemies on screen.
Players can stash the map on the top screen for quick reference or drop it to the touch screen to make notes, study enemies, or chart a path for their boat to follow while they man the cannons.
Use the Touch Screen to control your plane, lock - on to various enemies or plan your flight path.
Until now, whether they hail from the DC or Marvel cinematic universes, big - screen superheroes have traditionally been white dudes put on this earth (e.g. Superman and Thor, who each came from other planets) or fashioned by the U.S. military (à la Captain America and War Machine) to defend America from its enemies.
Tommy Lee Jones (yes, the wig is supposed to look silly) explodes on screen as Thaddeus Stevens, a lifelong abolitionist who spits righteous, hilarious fire at his hateful enemies.
But, a bit too much of Destiny 2's action is watered down by long cooldowns, the lazy sit - behind - cover until you're full - health again, and the way enemies completely lose their ability to aim once your health hits the blinky - red portion of the on - screen life bar.
Main game play includes roaming 3 part stages eating everything on the screen (and breaking enemies up if they are currently too large) while gradually becoming larger and larger to the point the stages size in comparison becomes humorous.
Of course, superfans of the fourth wall - breaking Marvel Comics character will be delighted to see Ryan Reynolds» Merc with a Mouth back on the big screen, slicing up baddies and roasting everyone from his enemies (this time around it's futuristic soldier Cable) to his frenemies (Hugh Jackman's Wolverine) to his own studio, 20th Century Fox, just as he did in 2016's surprise smash «Deadpool.»
Another standout sequence in Public Enemies is more effective for comedy than suspense, and involves Dillinger's reaction in a movie theater to an on - screen announcement warning the audience to be on the lookout for him, America's «Public Enemy # 1.»
Runs smoothly on performance mode, but it does dip into the high 40s occasionally when there is many enemies on screen.
If you can overcome issues associated with the hand - held camerawork, Public Enemies is solid in both its storytelling and the way in which the narrative is represented on screen.
Facing: bad camera controls near enemies and walls; pointless trips through multiple loading screens just to refill items, (like knives, cocktails, oil, etc); controls that have you jumping into mobs, when you are trying to jump / side step away; lock on targeting that will sometime work, or sometimes spin you so you are facing away; controller actions that make you time
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.
One of them bears similarity to the Naruto Ninja Storm series with the way the camera presents the player and the enemy on the screen, but it plays differently.
The HUD is also done well; despite the amount of information on screen (such as enemy markings, objectives, and environmental cues), the HUD never felt cluttered or overwhelming.
That his portrayal even made it to the small screen is no mean feat, with director Mark Rydell (Intersection) only coming on board after Michael Mann (Public Enemies), Des McAnuff (The Adventures of Rocky And Bullwinkle), Dennis Hopper (Dean's friend and co-star in Giant and Rebel Without A Cause) and Milčo Mančevski (Before The Rain) abandoned the project.
It takes a great deal of trickery to make such a farfetched premise fly, so credit director Tony Scott (Spy Game, Enemy of the State) for keeping the action and drama moving at a brisk enough pace to keep out minds engaged more in the events as they unfold on the screen, only realizing that, in the end, it doesn't quite hold up to close analysis.
The number of enemies on screen never ceases to amaze.
On the bottom screen, Samus can even leave her Morph Ball form and shoot at enemies by using the stylus on the touch - screeOn the bottom screen, Samus can even leave her Morph Ball form and shoot at enemies by using the stylus on the touch - screeon the touch - screen.
You move around on screen from side to side and up and down shooting wave upon wave of enemies.
It can get to a stage where there are tons of enemies dotted on the screen and the map shows you what's happening.
Handheld, most importantly for me, has the same number of enemies on screen as it does docked, which was my main concern.
It's gyroscopic viewing features (moving the controller around to see a different view on the secondary screen) allows for a greater level of simulation depth, If a developer so chooses, imagine things like panning closely around your television with scanning in a Metroid game or having a mecha that pivots its view independently from its body orientation to quickly spot an enemy on your actual right — that's novel stuff, but nice touches possible with the GamePad..
Enemy encounters don't happen while dungeon crawling unless you step on a title with an enemy icon, and you can instantly warp back to base from the map screen at any time it gets too difficult or you need to Enemy encounters don't happen while dungeon crawling unless you step on a title with an enemy icon, and you can instantly warp back to base from the map screen at any time it gets too difficult or you need to enemy icon, and you can instantly warp back to base from the map screen at any time it gets too difficult or you need to save.
Not necessarily, it looks like DK Tropical Freeze is not some mere «2D cartoon platformer», but has multiple tiers of action, with level interaction and very large intricate enemies attacking from the foreground and background, a lot of very highly detailed and fluidly animated elements within each level, not to mention who knows how advanced the enemy AI is for each character on the screen possibly acting independently or interdependently of each other, all this requires lots of processor power to pull off let alone maintain a steady 60 fps.
There seem to be many more enemies on screen than ever before, though the frame rate fluctuates pretty heavily.
The turn - based approach Fire Emblem is famous for is gone in Fire Emblem Warriors, and in its place you'll find hordes of enemies to cut your way through (in real time, naturally), screen - filling special moves and a surprisingly deep character development system which not only allows for levelling - up, but permits you to augment each protagonist's abilities on a more granular level, such as selecting and improving their weaponry.
The enemy dialogue spews from the surrounds rather than the center channel, regardless of their location on screen.
Sadly, the power of the Switch gets called into question when playing in split screen — there are hardly any enemies on screen, and switching the game into a lower - resolution Performance Mode in the settings instead of Quality Mode is necessary to maintain playable framerates in split screen.
In its default «Quality» mode — which runs at 1080p / 30 fps docked — the game ticks along nicely, with impressive visual effects and loads of enemies on - screen at any one time.
She then drags an explosive barrel into the screen, which causes the enemy to land on it and explode.
Though the game features hordes of enemies, there were instances where enemies seemingly loaded on screen due to draw distance issues.
In Mario Bros., fireballs are unique enemies in that game in that they can not cross the left or right edge of the screen and come out on the other side.
I've always held a firm belief that Warriors games work best on the most capable and powerful platform they're released on — why play Samurai Warriors 4 on PS3 or Vita, when the PS4 version looks better, performs better, and with hundreds of enemy characters being rendered on screen all at once?
So far, Nintendo and Koei - Tecmo have focused almost exclusively on the Nintendo Switch, and for good reason: it's the one that looks the best, has the most enemies on the screen, and is on the latest Nintendo platform (the most popular, and the one Nintendo is pushing the most worldwide).
Technically, any game with this many enemies on screen is bound to have framerate and clipping issues, but Van Helsing suffers more than most.
Before each wave of enemies, lines appear on the screen to telegraph the routes that enemies are going to take around the screen, and those lines are immediately followed by colored boxes that indicate said enemies» starting positions.
Chances are performance during these battles will be similar to Hyrule Warriors Legends running on a New 3DS, with fewer enemies on screen at once compared to its big console brethren.
In each level, you have «hundreds of independently intelligent enemies» on screen, and you can hold down a button to slow down time in order to position yourself.
It's all pretty simple: an enemy appears on the screen, and you have to defeat it within the time limit.
The game which is being described as a third - person shooter with RPG elements, is said to combine non-linear gameplay, fast and frantic shooting, hordes of on - screen enemies, customizable characters, and online multiplayer and co-op modes for up to four players.
I'm sure the wii u is powerful enough to have both modern textures and a ton of enemies on screen.
With all the enemies on screen at one time it was obvious why the frame rate would struggle in the previous installments.
, Ace of Seafood releasing next week on Nintendo Switch (in Japan), off - screen gameplay footage for YIIK, latest artwork for Feudal Alloy, screenshots for ACA NeoGeo Fatal Fury 3, trailer and screenshots for Owlboy, screenshots for Bike Rider DX (Switch), enemy names for Shovel Knight: Specter of Torments, soundtrack album release for Floor Kids, and latest video clip for Xeodrifter!
Enemy soldiers appear on each stage, and you swipe your finger on the screen to aim and tap to fire.
The amount of enemies that are thrown at you at one time seem incredibly extreme and I was fighting most of my battles blind just using my crowd control attacks to clear up some space on my screen.
a b c d e f g h i j k l m n o p q r s t u v w x y z