To quote: The DevKit PRO has been put together by tons of his work as well as from the work of others particularly in PSL1GHT sources, of course. Well, that's how the all new PSL1GHT-V2 comes to light.
[01:08] its a devkit with psl1ghtv2, using an installer on windows
[01:08] psl1ght-v2 we are still working to port some things
[01:09] but the rest is rock solid
To make it clear this is an excerpt from DevkitPRO-Addons git.
This project aims to create a set of addons for devkitPRO, to be released in an installer application for windows and possibly linux later.
A customized install of mingw right inside the devkitpro folder and preconfigured, for compiling or cross compiling in new toolchains or tools.
116w ago - Insomniac Games Senior Community Manager James Stevenson has revealed Resistance 3 Multiplayer details today, and confirmed the PS3 Beta will be coming later this year.
To quote: As this post goes live, we are revealing our all-new multiplayer for Resistance 3.
We've said all along we wanted Resistance 3's MP mode to bring the best of both Resistance: Fall of Man and Resistance 2's MP and co-op modes, and you're about to see just how we've managed to do that.
Resistance 3 will feature 16-player Human vs. Chimera deathmatch and objective-based modes set in locations across the globe.
That may seem somewhat jarring after the 40 and 60-player mayhem in RFOM and R2. Rest assured though, our biggest motivation in determining our new player count was the fun times that we and the community had on maps like RFOM's Busyard and Rooftops, as well as the Bayou House and San Francisco maps in Resistance 2.
Resistance 3 will offer a very deep and customizable progression system. Players can create their own progression paths through multiplayer, spending their hard-earned points to customize loadouts that fit their unique playstyle.
116w ago - Today Sucker Punch Productions Development Director Chris Zimmerman has revealed alongside a video that InFamous 2 for PS3 will be getting user-created missions offering infinite possibilities as part of a limited Beta this April.
To quote: Here at Sucker Punch, we've spent the last couple of years hard at work on inFAMOUS 2.
Over the last nine months or so, we've talked about a lot of things that make I2 awesome--things like crazy new powers for Cole, super-powered sidekicks, radically improved graphics and special effects, a cool new karma system with branching story lines and multiple endings--but we've managed to keep one major feature completely secret. Until today.
Sandbox games like inFAMOUS 2 are a ton of fun. There's a whole city to explore, and we provide lots of stuff to do in the city... but no matter how many missions and mini-missions and systemic opportunities and branching story lines we add to the game, eventually the story ends.
We thought inFAMOUS 2 would be better if it didn't end--if you never ran out of missions and mini-missions to play and things to do. So... we spent the last two years adding a User-Generated Content feature to the game.