Nintendo Has To Rethink How Seasonal Events Work In Animal Crossing New Horizons

The seasonal events in Animal Crossing New Horizons have a big flaw that Nintendo needs to rectify in the future.

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Exploring new horizons with animals was everything I had hoped for. After almost seven years of playing daily at New Horizons, he couldn’t come early enough. When it came out, I spent a few unhealthy hours in the game and since its release in March 2020 I have continued to develop and enjoy my time on Poedelhoofd, my island.

One of the main attractions of each game of Animal Crossing are the seasonal events. There is something very special about playing a real-time game without time travel and experiencing events on the island as they happen in real life.

By bringing Easter, Halloween and even Christmas into play, your creativity and holiday feeling will be given free rein. I love to cover my whole island and my house with Animal Crossing in a holiday environment. But for some reason that was impossible with New Horizons.

Holiday points prior to the actual holiday event

The biggest drawback of most festivities that have taken place since the launch of New Horizons are the items we have received at each festive period, or rather, the times we have received these items.

myPotatoGames

For me, it all started with the Halloween party in October, and although there were a lot of crafts for cute things you could use to decorate your island for Halloween, it took a lot of dedication to get all those crafts ready in time for the party itself. Unless you’ve spent dozens of hours on the game, there’s little chance you’ve taken advantage of this tinkering.

It wasn’t until the end of October that I had a number of Christmas items in my catalogue to decorate my island. It was a real shame because the scary season is one of my favorite times of the year, but because of the slow pace of the balloon rides I couldn’t turn my island into a scary place until Jack came on Halloween, the 31st. October has arrived.

In addition, one of my most coveted items, the pumpkin wagon, was given to us almost simultaneously by Jack at the end of Halloween.

First day of toys Crossing new horizons with animals was a peak of frustration

If Halloween was such an event in terms of delivering items in time for the actual celebration, then Toy Day was a peak of frustration to the point that I was desperate to do something with my island for the holidays, making dusty pumpkins and a rotten pumpkin patch a seasonal decorative feature of my island.

Until the 24th. In December I received a total of two Christmas-themed crafts, including a wreath that Isabel gave me and a craft I got from a balloon that was a real Christmas tree. Although I love both things, it wasn’t enough to turn my island into a wonderland.

All this after playing every day, morning and afternoon, to make sure I have all my beach and village crafts, shooting balls and doing my daily chores.

A beautiful snowy country without… snow always falls.

http://server.digimetriq.com/wp-content/uploads/2021/01/Nintendo-Has-To-Rethink-How-Seasonal-Events-Work-In-Animal.jpg Another sunny day

From the day Animal Crossing New Horizons came out, I was looking forward to the first season of the holiday and the toys in the game. Because I’m not a time traveller, I’ve had to wait a long time for the arrival of the season.

When the time is finally right and the 1. December arrived, I was surprised that my island looked like any other autumn day, with orange trees, burnt grass, and the sun shining and shining….

It took until mid-December before my island finally turned into leaves and snow. It may seem unimportant, but a Winter Wonderland is needed for something Animal Crossing does so well at the end of the holiday season. Everywhere you look, postcards, movies, the ideal holiday landscape is a snowy landscape, and Nintendo knew it.

I wrote a whole article about how it once snowed all winter and the holidays, not to mention Halloween, where never a drop of rain fell, completely ruining and taking away the sinister atmosphere expected at this time of year.

I’ve seen fog, rain, thunder, why wouldn’t such a weather appear on your island at the scariest time of year?

That it snows, and that the seasonal products are available well before the event.

Nintendo managed to bring in weather effects like thunderstorms and even blizzards that I just couldn’t experience. In fact, I had to look for videos with weather effects because they never work for me and many of my friends who play this game.

Halloween storms and winter blizzards would have created a lot more atmosphere, and their absence made me much less inclined to play pretend autumn or winter when the weather is just as dull, the sky is clear blue and the sun is shining…. All of them! Bachelor! Hi! Hi!

Зачем Able Sisters продавать мне бобы и лыжные наряды и чулок красивый дизайн зонтика, когда один из этих пунктов никогда не приходят в игру.

В дополнение к тому, что погода соответствует фактическому сезону, как это было в другой каждой Animal Crossing до New Horizons, крайне важно иметь получить предметы и DIYs задолго до фактического события.

Получение предметов праздника в День Игрушек опровергает цель

Да, я люблю подарочную кучу на День Игрушек, но получение ее в Рождества сделало для меня. На самом деле я никогда не не размещал на его острове и пока хранил своем год.

http://server.digimetriq.com/wp-content/uploads/2021/01/1610124175_679_Nintendo-Has-To-Rethink-How-Seasonal-Events-Work-In-Animal.jpg

I had the same feeling when I got the bow tie for the 2021 celebration, which is great fun, but getting it at the end of the celebration also made it useless. I’d like to post it a day or even a week before New Year’s Eve.

Nintendo has recently announced that seasonal events can change from year to year, which means that we will receive different items for the upcoming Easter, Halloween or Toys Day. This is a great addition, more in line with what Animal Crossing’s Pocket Camp is doing, but it could mean that last year’s items won’t be in place for the next holiday period because there will be a lot of new items to buy.

Yay! The jingle is here… and he’s gone.

With so much expectation for Toy Day, I was totally excited to meet Jingle. But just as we saw on Halloween, where Jack only came for a few hours on the day of the event, Jingle only came on the day of the toy and disappeared shortly after.

It’s incredibly frustrating, I would like to receive the Jingle for a few days and make Toy Day part of the holiday season instead of a day when most people don’t feel like playing the game for long.

Make seasonal events longer than a single day

If you’ve ever played Pocket Camp, you’ll find that the events can be used for days or even weeks. Jingle could be the 15th. December comes along and asks us to help spread the joy of Christmas by decorating the island, giving us household chores and making us feel and enjoy the holidays throughout the month of December. This should be the case for all seasonal events.

Please provide the seasonal items prior to the event so that we can use them to decorate our islands and enjoy the festivities throughout the month, not just for a few hours on the day of the event.

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Fix GTA V Social Club Failed to Initialize Error Code 17

RECOMMENDED: Click here to fix Windows errors and optimize system performance.

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The Social Club application is an introduction to the Rockstar games used to display a member’s profile. As a member of the Rockstar Games Social Club you will enjoy many benefits, both in-game and online. You have exclusive access to weapons, cars, hairstyles and statistics, even for members.

http://server.digimetriq.com/wp-content/uploads/2021/01/Fix-GTA-V-Social-Club-Failed-to-Initialize-Error-Code.png

The Social Club application is launched every time you launch GTA V. Otherwise the game won’t work. Many players indicated that the Social Club could not be initialized. Error code 17 is displayed every time you try to start the game. If you experience this problem, we will show you how to correct the error code 17 in Grand Theft Auto 5.

Resetting the set

If error code 17 is the result of an error when loading the Social Club application due to a local problem, resetting all GTA V settings should fix the problem. Game.

http://server.digimetriq.com/wp-content/uploads/2021/01/Fix-GTA-V-Social-Club-Failed-to-Initialize-Error-Code.jpg

Although most affected users have confirmed that this has solved the problem, please note that this will reset all player settings to their default values. This includes all custom settings for images, sound, controls and even cloud storage in story mode.

January 2021 updated:

We now recommend that you use this tool to correct the error. The tool also corrects common computer errors, protects against file loss, malware and hardware failures, and optimizes your PC for optimal performance. With this software you can quickly solve problems on your PC and prevent others from getting into trouble:

  • Step 1 : Download the PC Repair and Optimization Tool (Windows 10, 8, 7, XP, Vista – Microsoft Gold Certified).
  • Step 2 : Click the Start scan button to detect problems in the Windows registry that may cause problems with the PC.
  • Step 3 : Click the Restore All button to solve all problems.

download

When you are ready to follow this path, follow these steps to reset the ATMG game and clear the Social Club initialization error (error code 17):

  • Open File Explorer, navigate to the ribbon at the top and click View. Select the checkbox for filename extensions.
  • Go to the next location to land directly in the GTA V folder:
  • C : Username ~ Rockstar Documents GTAV Games
  • When you are in the right place, right-click on the settings.xml file and select Rename from the context menu that appears.
  • Then rename the XML extension associated with the settings to .old and press the Enter key to save the changes. Press Yes in the confirmation window to confirm the action.
  • Pay attention. This process causes the game to ignore this file and create a new equivalent from scratch.
  • If you have successfully changed the extension, navigate to the game profile folder:
  • C : Username ~ Username ~ GTAV Documents Rockstar Games Profile ~ PROFILE FILE
  • Right-click on the cfg.dat file and select Rename from the context menu. Rename the old file as before so that the game ignores the parameters.
  • Repeat the same with pc_settings.bin (rename it to pc_settings.old), reboot your computer and start GTAV as soon as the next boot is completed.

Check steam cover (steam version only)

http://server.digimetriq.com/wp-content/uploads/2021/01/1610116816_493_Fix-GTA-V-Social-Club-Failed-to-Initialize-Error-Code.jpg

  • Charge the steam.
  • Under Library, right-click on the game and select Properties from the menu.
  • Go to the Local Files tab and click on Check Game Cache Integrity.
  • Steam checks the game files – this process may take a few minutes.

Managing the AVSM as Director

  • Changing the PC GTAV installation directory
  • Right click on PlayGTAV.exe.
  • Click on Run as Administrator.

RECOMMENDED: Click here to diagnose Windows errors and optimize system performance.

ed_means

CCNA, Web developer, PC Convenience Store

I am a computer enthusiast and a practicing computer professional. I have years of experience in computer programming, troubleshooting and hardware recovery. I specialize in web development and database design. I also have CCNA certification for network design and troubleshooting.

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How to use SVG image in ImageView –

Development issue/problem:

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Hello, I have an SVG image. How do I add it to the ImageView background?

I’ve tried to use this library, but I have a problem:

01-25 12:19:02.669 27719-27719/com.dvor.androidapp E/AndroidRuntime : FATAL CONCLUSIONS: basic
android.view.InflateException : Binary XML file string #70 : Bloatfout com.caverock.androidsvg.SVGImageViewat android.view.LayoutInflater.createView(LayoutInflater.java:626)at android.view.LayoutInflater.createViewFromTag(LayoutInflater.java:702)at android.view.LayoutInflater.rInflate(LayoutInflater.java:761)at android.view.LayoutInflater.rInflate(LayoutInflater.java:769)at android.view.LayoutInflater.rInflate(LayoutInflater.java:769)at android.view.LayoutInflater.rInflate(LayoutInflater.java:769)at android.view.LayoutInflater.rInflate.rInflate(LayoutInflater.java:769)on android.view.LayoutInflater.rInflate(LayoutInflater.java:769) on android.view.LayoutInflater.rInflate(LayoutInflater.java:769) on android.view.LayoutInflater.inflate(LayoutInflater.java:498) on android.view.LayoutInflater.inflate (LayoutInflater.java:398) at com.dvor.mobileapp.checkout.ShoppingCart.onCreateView (ShoppingCart.java:411) at android.support.v4.app.fragment.performCreateView (Fragment.java:1786) at android.support.v4.app.FragmentManagerImpl.moveToState (FragmentManager.java:953) on android.support.v4.app.fragmentManagerImpl.moveToState(FragmentManager.java:1136)at android.support.v4.app.backStackRecord.run(BackStackRecord.java:739)at android.support.v4.app.fragmentManagerImpl.execPendingActions(FragmentManager.java:1499)at android.support.v4.app.fragmentManagerImpl$1.Run(FragmentManager.java:456) at android.os.Handler.handleCallback (Handler.java:730) at android.os.Handler.dispatchMessage (Handler.java:92) at android.os.Looper.loop (Looper.java:176) at android.app.activityThread.main (ActivityThread.java:5419) at java.lang.reflect.Method.invokeNative (Native Method) at java.lang.reflect.Method.invoke (Method.java: 525) at com.android.os.ZygoteInit$MethodAndArgsCaller.run (ZygoteInit.java: 1046) at com.android.os.ZygoteInit.main (ZygoteInit.java: 862) at dalvik.system.NativeStart.main (Indigenous Method) Reason: java.lang.reflect.InvocationTargetException to java.lang.reflect.Constructor.constructNative(Native method)to java.lang.reflect.Constructor.newInstance(Constructor.java:417)to android.view.LayoutInflater.createView(LayoutInflater.java:600)to android.view.LayoutInflater.createViewFromTag(LayoutInflater.java:702)at android.view.LayoutInflater.rInflate(LayoutInflater.java:761)at android.view.LayoutInflater.rInflate(LayoutInflater.java:769)at android.view.LayoutInflater.rInflate(LayoutInflater.java:769)at android.view.LayoutInflater.rInflate(LayoutInflater.java:769)at android.view.LayoutInflater.rInflate(LayoutInflater.java:769)at android.view.LayoutInflater.rInflate.rInflate(LayoutInflater.java:769)at android.view.LayoutInflater.bladder (LayoutInflater.java:498) at android.view.LayoutInflater.inflate.java: 398) at com.dvor.mobileapp.checkout.onCreateView (ShoppingCart.java: 411) at android.app.fragment.performCreateView (Fragment.java: 1786) at android.support.v4.app.FragmentManagerImpl.moveToState(FragmentManager.java:953)at android.support.v4.app.FragmentManagerImpl.moveToState(FragmentManager.java:1136)at android.support.v4.app.backStackRecord.run(BackStackRecord.java:739)at android.support.v4.app.FragmentManagerImpl.execPendingActions(FragmentManager.java:1499)at android.support.v4.app.FragmentManagerImpl$1.run(FragmentManager.java:456)at android.os.Handler.handleCallback(Handler.java:730)at android.os.Handler.dispatchMessage(Handler.java:92)at android.os.Looper.loop.java:176)at android.app.activityThread.main(ActivityThread.java:5419)at java.lang.reflect.Method.invokeNative.Native.Method.at java.lang.reflect.Method.invoke.Method.java:525)at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1046)at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:862) at dalvik.system.NativeStart.main (Native Method) Reason: java.lang.NoClassDefFoundError: com.caverock.androidsvg.R$styleableat com.caverock.androidsvg.SVGImageView.init (SVGImageView.java:80) at com.caverock.androidsvg.SVGImageView. (SVGImageView.java: 66) at java.lang.reflection.Constructor.constructNative (Indigenous Method) at java.lang.reflection.Constructor.newInstance (Constructor.java: 417) at android.view.LayoutInflater.createView (LayoutInflater.java: 600) at android.view. LayoutInflater.createView(LayoutInflater.java:600) on android.view.createView(LayoutInflater.java:702) on android.view.LayoutInflater.rInflate(LayoutInflater.java:761) on android.view.LayoutInflater.rInflate.java:769)at android.view.LayoutInflater.rInflate(LayoutInflater.java:769)at android.view.LayoutInflater.rInflate(LayoutInflater.java:769)at android.view.LayoutInflater.rInflate.rInflate(LayoutInflater.java:769)at android.view.be.rInflate(LayoutInflater.java:769) at android.view.LayoutInflater.rInflate(LayoutInflater.java:769) at android.view.LayoutInflater.inflate(LayoutInflater.java:498) at android.view.LayoutInflater.inflate.java:398) at com.dvor.mobileapp.checkout.ShoppingCart.onCreateView (ShoppingCart.java:411) at android.support.v4.app.Fragment.performCreateView (Fragment.java:1786) at android.support.v4.app.FragmentManagerImpl.moveToState (FragmentManager).java:953) for android.support.v4.app.FragmentManagerImpl.moveToState(FragmentManager.java:1136) for android.support.v4.app.BackStackRecord.run(BackStackRecord.java:739) for android.support.v4.app.FragmentManagerImpl.execPendingActions(FragmentManager.java:1499)at android.support.v4.app.FragmentManagerImpl$1.run(FragmentManager.java:456)at android.os.Handler.handleCallback(Handler.java:730)at android.os.Handler.dispatchMessage(Handler.java:92)at android.os.Looper.loop(Looper.java:176)at android.app.ActivityThread.main(ActivityThread.java:5419)at java.lang.reflect.Method.invokeNative(Native Method)at java.lang.reflection.Method.invoke(Method.java:525)at com.android.os.internal.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1046)at com.android.os.zygoteInit.main(ZygoteInit.java:862)at dalvik.system.NativeStart.main(Native Method)andt@;at java.lang.reflect.com.

What did I do?

The first thing I did was add the Gradle addiction:

Compile com.caverock:androidsvg:1.2.1.

Then I changed ImageView to com.caverock.androidsvg.SVGImageView.

Next I added xmls:svgimageview to the root:

This clock.svg is in the asset folder.

How can I solve this problem?

Solution 1:

The new Android Studio has the ability to import the SVG into an XML file, so there is no need to use an external library.

In the drawing, right-click on -> New -> Vector elements -> Local SVG file.

Give here a description of the image

Then normally use it just like the other drawings:

android:src=http://dnmtechs.com/@drawable/btn_image

Solution 2:

On newer devices where hardware rendering is enabled by default, software rendering must be explicitly enabled.

imgView.setLayerType(View.LAYER_TYPE_SOFTWARE, null) ;

Or add this tag to your xml

android: layerType=software

Solution 3:

To use the svgimageview:svg attribute correctly, an application needs to know its definition. Unfortunately, only the JAR version of the library is currently available and (unlike AAR) the required definition is not properly taken into account when building the application.

Try copying the attrs.xml file from the library source.

https://github.com/BigBadaboom/androidsvg/blob/master/androidsvg/src/main/res/values/attrs.xml

in the res/value folder.

I think this should solve your problem.

Solution 4:

Although SVG is a vector image based on XML, Imageview can only display XML (tables with vector drawings). So we need to convert the SVG to XML format. We can do it with Android Vector Asset Studio.

This can be useful to convert SVG, PSD to XML
https://medium.com/@iamitgupta1994/convert-svg-psd-to-xml-vector-drawable-using-android-vector-asset-studio-8e8ec23d5405

Solution No 5:

Right click on the res folder,
rendered, select new>>>>Vector Asset>>Local SVG>>>> and save it in xml format.

Good luck!

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setExactAndAllowWhileIdle – is not exact as of developer reference –

Development issue/problem:

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AlarmManager on API19 has a setExact() method to set the exact alarm.

Exact value -> If I set the alarm to 14:01, it will go off at 14:01.

API 23 – Marhsmwallow (6.0) has a new method setExactAndAllowWhileIdle(), but by reference it is not EXACT because it is triggered only every minute, and in low power mode only every 15 minutes.

That’s for sure! Every 15 minutes.

How do you get accurate alarms with AlarmManager 6.0?

If a user adds a reminder or appointment to the calendar and wants to be notified 10 minutes before the event, he/she must show a signal 10 minutes before the event. With setExactAndAllowWhileIdle() this seems impossible.

Reference:
http://developer.android.com/reference/android/app/AlarmManager.html#setExactAndAllowWhileIdle (int, lang, android.app.PendingIntent)

How can I solve this problem?

Solution 1:

How do you get accurate alarms with AlarmManager 6.0?

You can try setAlarmClock(), as this function is AFAIK independent of the doze mode. Otherwise, the AlarmManager is not the right option for you. Even if the application is on the white list, it does not help to optimize the battery because the behavior of the AlarmManager does not change according to the white list.

You can use GCMs because the priority message is to alert the user. Of course, this requires a network connection.

The only standalone solution I know – and am currently testing – is that the user adds his application to a battery optimization whitelist, and then uses an upstream service (to try and save the process), a ScheduledExecutorService (for synchronization) and a partial WakeLock (to keep the processor running). This is very damaging to the user’s battery.

Solution 2:

When you use setExactAndAllowWhileIdle() for a single alarm, it will sound at the exact time specified, even in the Doze Standby mode. I think so.

Problems start when you want to repeat the alarm to < 15 minutes (or set another alarm at the same time to < 15 minutes from the last), because it does not work in the Doze standby mode, where these alarms are forced for the next 15 minutes, or work at the start of maintenance in standby mode, which is first about ten minutes after 1 hour, then after 2 hours, then after 4 hours, and so on.

– EDIT –

As of today, 17. November, Diane Hackborn writes in the comments of this post:
The minimum time between alarms in standby mode will increase to 9 minutes at a relatively early stage (even on units in the current Marshmallow range).

But that doesn’t change anything fundamental.

Solution 3:

Here’s my conversation with Ian Lake on Google+!

setExactAndAllowWhileIdle() is accurate and should work.
The fifteen-minute time interval in the Java document is incorrect.

Give here a description of the image

Solution 4:

I have discovered that the best option so far is to use the SyncAdapter, which extends the AbstractThreadedSyncAdapter. I intend to run it automatically on the correct frequency:

ContentResolver.setSyncAutomatic (account, AUTHORITY, where);
ContentResolver.addPeriodicSync(account, AUTHORITY, settingsBundle, syncInterval) ;

Solution No 5:

I tried to create an automation system that works in the background. My frequency range was between 1 and 15 minutes. I didn’t want to use the service on the front line. When I looked at the name of the setExactAndAllowWhileIdle method, I thought, yes, it’s safe to work with point alarms and set the next one when it’s done.

However, I could not find a way to execute the code in drill mode when an alarm occurs for more than 15 minutes. Instead, I choose to start the service in the foreground when the snooze function is activated, and end the service in the foreground when the phone wakes up. The user will not see your message in the foreground when using the phone. I don’t really care about those who are dormant.

PowerManager pm = (PowerManager) context.getSystemService(Context.POWER_SERVICE);
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.M) {
if (intent.getAction().equals (android.os.action.DEVICE_IDLE_MODE_CHANGED)){
if (pm.isDeviceIdleMode()) {
//startAutomationForegroundService();
} else {
//stopAutomationForegroundService();
return;
}
AutomationReceiver.completeWakefulIntent(intent);
return;
}
}.

You must save the android.os.action.DEVICE_IDLE_MODE_CHANGED intent filter in your WakefulBroadcastReceiver. Prudence in the manifestation of this situation cannot help.

Good luck!

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Android: Center an image –

Development issue/problem:

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I have an online map and a photo….

How can I dynamically center the image so that it appears on all devices in the center of the screen?

How can I solve this problem?

Solution 1:

In LinearLayout, use: android:layout_gravity=center.

In RelativeLayout, use android:layout_centerInParent=true.

Solution 2:

If you use LinearLayout, use the gravity attribute :

If you use RelativeLayout, you can use android:layout_centerInParent as follows:

Solution 3:

Technically, both of the above answers are correct, but because you set the ImageView parameter fill_parent instead of wrap_content, the image is not centered inside, but the ImageView itself is.

Enter your ImageView attributes:

android: scaleType=centerInterior
android: gravity=center

In this case scaleTure is only really needed if the image is larger than the ImageView size. You may also need different types of scales. In short, android:gravity is what you are looking for in this case, but if your ImageView is set to wrap_content, you need to set the ImageView gravity (android:layout_gravity) to the center in upper mode.

Solution 4:

Just add it to your ImageView.

android: layout_gravity=center

Solution No 5:

Here are 2 ways to center the image(s) both vertically and horizontally in LinearLayout.

(1) Use the android:layout_gravity=center attribute in ImageView.

Here is how it works:
centers the android:layout_gravity=center attribute in the ImageView itself (i.e. the image) vertically and horizontally relative to the parent (LinearLayout).

– OR –

(2) You can also use the attribute android:gravity=center in LinearLayout and omit the attribute android:layout_gravity=center in ImageView:

That’s how it works: LinearLayout’s android:gravity=center attribute centers its children/children (in this case the image) vertically and horizontally.

Solution No 6:

First of all, you should use match_parent and not fill in_parent in the LinearLayout declaration, you can check the official documentation
here
https://developer.android.com/reference/android/view/ViewGroup.LayoutParams.html#MATCH_PARENT
. Another remark is that as a child you have to use ImageView, so ImageView should close automatically; this
means it should end with ‘/>’.
So let me show you some quick ideas:
1- As a natural way

Then it looks like this
between the description of the image here
2- you could improvise quickly

Besides, it looks like

Give here a description of the image

3. In this way, other ideas can be born, such as this one.

So it seems.

Give here a description of the image

Another possibility

Give here a description of the image

As we have seen, you can use hidden rooms or rooms with a background color to solve some problems quickly, this is of course not always possible.

Solution No 7:

Another method. (in the relative test, but I think it would also work in the linear test).

android: layout_width=wrap_content
android: layout_height=wrap_content
android: layout_alignParentTop=true
android: adjustViewBounds=true
android: gravity=center

If you use Eclipse, you can select a graphic layout when the *.xml file is active. In the upper part, you will find Structure and the Configure Image Limits option. This reduces all dimensions of the pseudo frame (blue rectangle) to the size of your drawing file.

See also the scaleType parameter with the possibility to make your image fun. Try the solar eclipse.

Solution No 8:

It worked for me.

Solution No 9:

For me it was

LinearLayout
RelativeLayout
android: layout_centerHorizontal=true

Cheers!

Solution No 10:

You can use it, too,

android: layout_centerHorizontal=true

The image is placed in the center of the screen.

Good luck!

Related Tags:

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Multiple EditText objects in AlertDialog –

Question or issue in pp Development:

-->

I’m working on a project for college that will let a user place a point on a map and then set the title and description for the overlay object. The problem is, the second EditText box overwrites the first one. Here is my code for the dialog box.

//Make new Dialog
AlertDialog.Builder dialog = new AlertDialog.Builder(mapView.getContext());
dialog.setTitle(“Set Target Title & Description”);
dialog.setMessage(“Title: “);

final EditText titleBox = new EditText(mapView.getContext());
dialog.setView(titleBox);

dialog.setMessage(“Description: “);
final EditText descriptionBox = new EditText(mapView.getContext());
dialog.setView(descriptionBox);

Any help would be appreciated!! Thanks!

How to solve this issue?

Solution no. 1:

A Dialog only contains one root View, that’s why setView() overwrites the first EditText. The solution is simple put everything in one ViewGroup, for instance a LinearLayout:

Context context = mapView.getContext();
LinearLayout layout = new LinearLayout(context);
layout.setOrientation(LinearLayout.VERTICAL);

// Add a TextView here for the “Title” label, as noted in the comments
final EditText titleBox = new EditText(context);
titleBox.setHint(“Title”);
layout.addView(titleBox); // Notice this is an add method

// Add another TextView here for the “Description” label
final EditText descriptionBox = new EditText(context);
descriptionBox.setHint(“Description”);
layout.addView(descriptionBox); // Another add method

dialog.setView(layout); // Again this is a set method, not add

(This is a basic example, but it should get you started.)

You should take note of the nomenclature difference between a set and add method. setView() only holds one View, the same is similar for setMessage(). In fact this should be true for every set method, what you’re thinking of are add commands. add methods are cumulative, they build a list of everything you push in while set methods are singular, they replace the existing data.

Solution no. 2:

You can build your layout that contains two EditText, inflate it with a LayoutInflater and use that as the View of your AlertDialog.

LayoutInflater factory = LayoutInflater.from(this);

//text_entry is an Layout XML file containing two text field to display in alert dialog
final View textEntryView = factory.inflate(R.layout.text_entry, null);

final EditText input1 = (EditText) textEntryView.findViewById(R.id.EditText1);
final EditText input2 = (EditText) textEntryView.findViewById(R.id.EditText2);

input1.setText(“DefaultValue”, TextView.BufferType.EDITABLE);
input2.setText(“DefaultValue”, TextView.BufferType.EDITABLE);

final AlertDialog.Builder alert = new AlertDialog.Builder(this);
alert.setIcon(R.drawable.icon).setTitle(“EntertheText:”).setView(textEntryView).setPositiveButton(“Save”,
new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog,
int whichButton) {

Log.i(“AlertDialog”,”TextEntry 1 Entered “+input1.getText().toString());
Log.i(“AlertDialog”,”TextEntry 2 Entered “+input2.getText().toString());
/* User clicked OK so do some stuff */
}
}).setNegativeButton(“Cancel”,
new DialogInterface.OnClickListener() {
public void onClick(DialogInterface dialog,
int whichButton) {
/*
* User clicked cancel so do some stuff
*/
}
});
alert.show();

enter image description here

you can add your EditText programmatically too like this:

LinearLayout layout = new LinearLayout(mapView.getContext());
layout.setOrientation(LinearLayout.VERTICAL);

final EditText titleBox = new EditText(mapView.getContext());
titleBox.setHint(“Title”);
layout.addView(titleBox);

final EditText descriptionBox = new EditText(mapView.getContext());
descriptionBox.setHint(“Description”);
layout.addView(descriptionBox);

dialog.setView(layout);

Solution no. 3:

Code for create a popup with two EditText using Xamarin

public void dial()
{

AlertDialog alerta = new AlertDialog.Builder(this).Create();
LinearLayout layout = new LinearLayout(this);

layout.Orientation = Orientation.Vertical;

EditText factinput = new EditText(this);
alerta.SetMessage(“Facturas Disponibles:”);
layout.AddView(factinput);

EditText canttinput = new EditText(this);
alerta.SetMessage(“Cantidad:”);
layout.AddView(canttinput);

alerta.SetView(layout);

alerta.SetButton(“Cancelar”, (a, b) =>
{

AlertDialog cencelacion = new AlertDialog.Builder(this).Create();
cencelacion.SetMessage(“Desea Cancelar”);
cencelacion.SetButton(“OK”, (c, d) => { });
cencelacion.Show();

});
alerta.SetButton2(“Aceptar”, (ee, f) =>
{
AlertDialog confirmacion = new AlertDialog.Builder(this).Create();
confirmacion.SetMessage(“Realizar Busqueda de Factura”);
confirmacion.SetButton(“OK”, (c, d) => { });
confirmacion.Show();
}
);

alerta.Show();

}

Good Luck!

Related Tags:

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How to draw Arc between two points on the Canvas? –

Development issue/problem:

-->

I have two points on the canvas, now I can draw a line between the points as in the image below with

This code canvas.drawLine(p1.x, p1.y, p2.x, p2.y, paint) ;

I want to draw an arc between two points as shown in the picture below.

How can I draw like this?

How can I solve this problem?

Solution 1:

I finally found a solution with this code:

floating radius = 20 ;
last RectF oval = new RectF() ;
oval.set(point1.x – radius, point1.y – radius, point1.x + radius, point1.y+ radius) ;
path myPath = new path() ;
myPath.arcTo(oval, startAngle, -(floating) sweepAngle, true) ;

Use this code to calculate startAngle :

int startAngle = (int) (180 / Math.PI * Math.atan2(dot.y – dot1.y, dot.x – dot1.x)) ;

Here point 1 means the place where you want to draw the arc. sweepAngle means the angle between two lines. We have to calculate that with the two dots, like the blue dots on the picture in my question.

Solution 2:

Do something like this:

//color initialized on a class object.
Paint p = new Paint();
p.setColor(Color.BLACK);
/calculate rectangle/border of oval
RectF rectF = new RectF(50, 20, 100, 80) ;

@Draw protected void onDraw(Canvas canvas) {// Put the drawing in the onDraw() method of View. canvas.drawArc (rectF, 90, 45, false, p);}

Solution 3:

I was trying to do something else, and it’s calculating the rotation and launch angle.

I wanted to show an arc that shows the progress in a circle that goes from top to bottom.

So I had a progression value of 0…100 and I want to show an arc from top to bottom to close the circle when the progression is 100.

To understand the scan, I use:

int sweepAngle = (int) (360 * (getProgress() / 100.f))

The next step is to calculate the starting angle.

int startAngle = 270 – sweepAngle / 2 ;

The starting angle is calculated in this way because :

  1. It always started on the left, from top to bottom. So, the starting angle at the top is 270 (note that it is clockwise and that 0 = 3 hours, so 12 hours equals 270 degrees).
  2. Next, I want to calculate the distance from my starting point (270), and for that I calculate only half of the scanning angle, since only half of the arc will be on the left side and the other half on the right side.

So, since I’ve gone up 25%.

Rotation angle = 90 degrees (90 degrees is a quarter circle) Starting angle
= 225 (45 degrees to 270)

If you want the progression to come from other directions (from left to right, from right to left, etc.), just replace 270 with the starting angle.

Solution 4:

fill in the description of picture here, we first have to visualize how the coordinates start and reproduce in the form of angels, then everything becomes clearer.

So if you want the upper right side of the circle, we can do something like this:

val rect = RectF(0f, 0f, 500f, 300f)
val paint = Paint()
paint.apply {
strokeWidth = 5f
setStyle(Paint.Style.STROKE)
color = COLOR.BLUE
}
path.addArc(rect, 270f, 90f)

..

It starts at 270 (according to the above scheme and a 90 degree forward deviation):

Give here a description of the image

This time we use a negative value: We want to make a sickle (bow) from the right side:

path.addArc(rect, 0f, -180f)

Here we started with 0 and deployed at -180 degrees.
and results:

Give here a description of the image

Solution No 5:

a model for the drawing board.

public static bitmap clipRoundCorner(Bitmap bitmap, float r, boolean tr, boolean tl, boolean bl, boolean br)
{
int W = bitmap.getWidth() ;
int H = bitmap.getHeight() ;

if (r smallLeg)
r = smallLeg / 2 ;

drift lineStop = r/2 ;

Path = new path() ;
path.moveTo(0,0) ;

if(tr)
{
path.moveTo(0, lineStop);
path.arcTo(new RectF(0,0, r,r), 180, 90, false);
}

path.lineTo(W-lineStop, 0) ;

if(tl)
path.arcTo(new RectF(W-r,0, W,r), 270, 90, false);
otherwise
path.lineTo(W, 0) ;

path.lineTo(W, H-lineStop) ;

if(bl)
path.arcTo(new RectF(W-r,H-r,W,H), 0, 90, false);
otherwise
path.lineTo(W,H) ;

path.lineTo(lineStop, H) ;

if(br)
path.arcTo(new RectF(0,H-r, r,H), 90, 90, false);
otherwise
path.lineTo(0,H) ;

if(tr)
path.lineTo(0,lineStop);
otherwise
path.lineTo(0,0) ;

Bitmap output = Bitmap.createBitmap(W, H, Config.ARGB_8888) ;
Canvas = new Canvas(output) ;
last Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG) ;

paint.setColor (Color.BLACK) ;
canvas.drawPath (pad, paint);

paint.setXfermode(new PorterDuffXfermode(Mode.SRC_IN)) ;
canvas.drawBitmap(bitmap, 0, 0, paint) ;

Reverse;
}

Solution No 6:

A simple solution has been proposed here by Langkiller. It draws a cubic line from the starting point through the reference point to the end point.

Path = new Path();
float startX = 0;
float startY = 2;
float controlX = 2;
float controlY = 4;
float endX = 4
float endY = 2
conePath.cubTo(startX, startY, controlX, controlY,endX, endY) ;

Paint paint = new paint() ;
paint.setARGB(200, 62, 90, 177) ;
paint.setStyle(Paint.Style.FILL) ;

canvas.drawPad (toad, painting)

Solution No 7:

I may be late for answers, but I have more information.

After Android Lollipop there are two ways to solve this problem.

blank artworkAgs (RectF oval, startAngle float, sweepAngle float, boole useCenter, paint) blank artworkAgs (left float, top float, right float, bottom float, startAngle float, sweepAngle float, boole useCenter, paint)

Usage :

RectF rectF = new RectF (left, top, right, bottom) ;

// Method 1
canvas.drawArc (rectF, 90, 45, true, paint [0]) ;

// Method 2
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
canvas.drawArc (left, top, right, bottom, 0, 45, where, paint [1]);
}

The scanning angle is nothing more than the sector angle, which is z. B. is drawn clockwise for the next code.

private void drawArcs(Canvas) {
RectF rectF = new RectF(left, top, right, bottom) ;

// white arc
canvas.drawArc (rectF, 90, 45, true, paint [0]) ;

// Green arc
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
canvas.drawArc (left, top, right, bottom, 0, 45, where, dyeing [1]) ;
}

//
arc with red line as (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
canvas.drawArc (left, top, right, bottom, 180, 45, true, paintts [2]) ;
}
}

The result is then as follows

Give here a description of the image

You can do the same by defining paths and browsing in the onDraw method, as shown in this extract:

The ArcDrawable public class expands Drawable {

private int left, right, top, bottom;
private Paint[] paints = new Paint [3] ;
private HashMap pathMap = new HashMap() ;

public ArcDrawable() {

// white color
color whitePaint = new paint (Paint.ANTI_ALIAS_FLAG);
whitePaint.setColor(Color.WHITE);
paint[0]= whitePaint ;

// green color
Paint greenPaint = new paint (Paint.ANTI_ALIAS_FLAG);
greenPaint.setColor(Color.GREEN);
paint[1]=greenPaint ;

// red color
paint redPaint = new paint (Paint.ANTI_ALIAS_FLAG);
redPaint.setColor (Color.RED);
redPaint.setStyle (Paint.Style.STROKE);
paint [2]= redPaint;
}.

@Override
public blank toss (Canvas) {

//———-USE PATHS———-
// Set a custom path
(Map.entry entry: pathMap.entrySet()) {
// Set the path with the corresponding paint style
canvas.drawPath(entry.getKey(), entry.getValue()) ;

}

// ——-OR use normal style———
//drawArcs(canvas) ;

}

// Same result
private void drawArcs(Canvas) {
RectF rectF = new RectF(left, top, right, bottom) ;

// Method 1
canvas.drawArc (rectF, 90, 45, true, paint [0]) ;

// Method 2
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
canvas.drawArc (left, top, right, bottom, 0, 45, where, paint [1]);
}

// Second method using line
as (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
canvas.drawArc (left, top, right, bottom, 180, 45, true, paintts [2]) ;
}
}

Override
protected against void onBoundsChange(Rect bounds) {
super.onBoundsChange(bounds)) ;

int width = limits.width() ;
int height = limits.height() ;

left = edge.left;
right = edge.right;
above = edge.above;
below = edge.below ;

final int size = Math.min (width, height) ;
final int centerX = border.left + (width / 2) ;
final int centerY = border.top + (height / 2) ;

pathMap.clear() ;
//fris pathmap with new boundaries
recreatePathMap(size, centerX, centerY) ;
disabledSelf() ;
}

private Path recreationePathMap (int size, int centerX, int centerY) {

RectF rectF = new RectF (left, top, right, bottom) ;

// first arc
path arcPath = new path();
arcPath.moveTo(centerX,centerY);
arcPath.arcTo(rectF, 90, 45);
arcPath.close();
// add
pathMap.put(arcPath, paintts[0]) in the drawing;

// Second arc
arcPath = new path();
arcPath.moveTo(centerX,centerY);
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
arcPath.arcTo (rectF, 0, 45) ;
}
arcPath.close() ;
// add a map to draw
pathMap.put(arcPath, paintts[1]);

// Arc tiers
arcPath = new path() ;
arcPath.moveTo(centerX,centerY) ;
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
arcPath.arcTo (rectF, 180, 45) ;

arcPath.close();
//
pathMap.put(arcPath, paintts[2]) add to the map drawing ;

Inversion Arch ;

}

@Override
public empty setAl a(int alpha) {

}

@Override
public void setColorFilter(@Unreplaceable colorFilter colorFilter) {

}

@Override
public int getOpacity() {
return 0;
}

}

Full source code :

https://github.com/hiteshsahu/Arc-Drawable

Good luck!

Related Tags:

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Why You Should Kickstart: Revolt! Board Game | Launching January 18, 2021

The latest entry in our series Why you should start the uprising! Kickstarter board game. This game seems to be full of interesting theories and gameplay, with elements you need not only to survive, but also to flourish. The game will be played on the 18th. January 2021 published on Kickstarter. Follow the link below to go directly to La Révolte! Start page of the board game or read on for an interview with the creator.

-->

Rebellion! A board game on Kickstarter

1. How would you describe your product in a few sentences?

Rebellion! – is a cooperative board game set in a parallel dystopia. Players face a challenge as they try to prevent the collapse, a universal loss that marks both the end of civilization and the end of the game. Revolt! is playable from 3 to 5 players, and its dynamic gameplay makes it very playable.

2. Who is this team that sells this product? What kind of context did you have to perform this operation?

AvianRampage Productions is a small independent studio based in Washington, DC. We are currently a team of three, consisting of Chloe Bridges, Mike McGee and Alex Bridges, but we hope to expand our ranks as we expand the range of our games.

We created AvianRampage not only because we wanted to create thought-provoking games that express our values, but also because we wanted to create a studio where everyone has a voice and treats others with respect. After spending a few years developing AAA video games, Chloe and Mike knew they wanted to develop games in a different environment.

As for the Uprising, it is our way of expressing our frustration at the systems that govern the world, as well as our dismay at the terrible problems facing humanity.

Why would you want a Kickstart Revolt Kickstarter?

3. With which existing games would you like to compare your game?

One of our team’s favorite board games is the Battlestar Galactica: A board game that made us discover the mechanisms of the crisis cards. In Revolt! the crisis cards are central, even if the metaphor is a bit different. Unlike the Battlestar Galactica, there are no Cylons who sabotage things, only people in positions of power who often have the ability and means to solve crises, but don’t want to.

We’ve also been inspired by Dead of Winter, especially the way players control the characters and how they can complement each other in an interesting way. We also appreciate that, unlike Battlestar Galactica, Dead Winter did not last three hours.

And, of course, for those of you who played our first game, Americana: A card game, we think you’ll find a similar layer of political and social commentary if you scratch under the surface.

4. What makes your game so special?

Besides the not so subtle commentary on current events, we wanted to make a game with an innovative approach to win-lose conditions. We say: Rebellion! This is a cooperative game because, while all players try to prevent the collapse, each player has a different mission (i.e. a victory condition) that they have to fulfill in addition to preventing the collapse. This means that for all players (with a few exceptions) there are two ways to lose, one way to win, and a lot of tension between the two. In addition, the player missions often contradict each other, which leads to all kinds of conflicts.

 

5. How can anyone be sure that they will get quality components and keep all their promises?

Rebellion is the second game of AvianRampage Production. We launched a successful Kickstarter campaign for our first competition, Americana: Card Game, in 2018, and were able to release the finished game later in the year, as promised.

Despite the fact that the Rebellion! – is a much bigger and more ambitious project, our team is now more experienced and we have an additional designer working on the game. We also release Revolt! through The Game Crafter, a well-known manufacturer that has supplied numerous board games, including Americana : Card game.

6. Why would we want to support your project?

If you are looking for a game that is not only challenging, but also mechanically innovative, we would like you to help us put Revolt! on your game board.

Why would you want a Kickstart Revolt Kickstarter?

Well, we’re happy!

Great insight and enthusiasm from a passionate design team. It’s like a big game world, with a lot of things to do, all against the backdrop of a very cool parallel dystopia. It is clear that it has been treated with passionate hands and it looks like it is going to be a first class product. Visit their Kickstarter or Social Media pages for more information!

You must be wondering! Table game – Kickstarter Page
AvianRampage Productions – Facebook
AvianRampage Productions – Twitter

Have you received enough information about why you should start the uprising! The Kickstarter? Board game Are you supportive? Let us know in the comments below or on our BGH Facebook page.

Related Tags:

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The Furor Around Cyberpunk Seems to Grow a Little Bit Every Day –

http://server.digimetriq.com/wp-content/uploads/2021/01/The-Furor-Around-Cyberpunk-Seems-to-Grow-a-Little-Bit.jpg

-->

Many articles (including this one) are still being written, YouTube videos made and posted, hundreds of thousands of hours of gameplay and all the bugs edited together for the compilation video. Cyberpunk content is everywhere.

On the one hand I like the latest generation of consoles, on the other hand CD Projekt Red (CDPR) immediately did a recall and set up a (lukewarm) refund system. Of course, CDPR shouldn’t have been released for these systems (let’s face it), but did the owner of the base console really expect a brand new game that would make a new generation work flawlessly? No one remembers the 360 version of Black Ops III?

cyberpunk 2077, cyberpunk art, cyberpunk game releases, new game releases

It’s strange that such a long-awaited entertainment medium can be so controversial, and this is undoubtedly an example of group trolls. Even my colleagues, who have seen nothing but screenshots and criticism, take sides.

Who would have thought an outdoor role-playing game would be the biggest event of the year, yeah I know, the hype train, blah blah blah. I’ve been following this project since the trailer in 2013, I haven’t felt the hype as well as some (or not at all). Maybe I’m not paying attention, but I think it’s much more likely that these people are wrong to consume any article about this game before it’s released.

Do you know what I did?

I watched the official trailers/teasers and talked about it a day or so later, then I immediately forgot Cyberpunk beyond It’s Coming(tm).

My method seems to work well for people who don’t want to overload themselves with information and potential spoilers.

I think I’m an outlet. I used to watch Angry Joe and Angry Video Game Nerd, AlphaOmegaSin and all the other game reviews on YouTube, now I think I’m a critic. The great thing is that I can see exactly when I stopped following the game, just like I used to. It was a transition from magazines to digital news, for me something got lost in the process.

I think it’s mainly because I didn’t have a problem with Cyberpunk 2077.

Well, that and the fact that I have a semi-modern upper-middle class PC, and I have no other distractions in my life than working and writing incidental thoughts for the Gigamax boys who are nice enough to take care of my mental diarrhea. Does anyone else read this shit except me? (Sign up on Twitter @AwfulMcBad or post in the comment section below). I think if I’m going to write about cyberpunk, I should do it with my age (40, by the way) and the way the game used to be better*.

Well, cyberpunk.

I could take the bandages off, too.

At the time of writing, they are facing not one, but two lawsuits because they have not ensured that the game works well on the latest generation of consoles (especially the basic Xbox One and the basic PS4 model, but there have also been problems with the Pro and X variants). I think that by responding immediately with offering refunds to consumers, they have a good chance of getting out of the two class actions. This is no different than the recall of a faulty toy or electronic device.

As for the game itself, it’s imperfect. It’s not as terrible buggy as the game media and YouTuber/streamers claim, but it’s buggy, and there’s junk, and most bugs/spots are less important, but there are a few that are not. I had to reboot the drive once in 65 hours and had two desktop crashes.

http://server.digimetriq.com/wp-content/uploads/2021/01/1609816316_272_The-Furor-Around-Cyberpunk-Seems-to-Grow-a-Little-Bit.jpg

It’s not a superbuggy, but there are glitches and you can get a softlock somewhere. As an open game and CDPR, that’s kind of part of it. CDPR looks more and more like Bethesda. They, too, publish beautiful games that hardly work at all and then spend months/years repairing them. While in the case of Bethesda they stopped patching after a while, the CDPR is something else, they were still working on The Witcher 3 until they started working on Cyberpunk.

If you work on a computer with decent, quality equipment, you will do well. Enjoy the game and make sure you run at least two backup files per character!

If you work on a console? Wait until you receive your Xbox Series X or PS5.

If you’re smart, let the game cook for a year before you touch it, regardless of the platform.

I’m not smart.

I dived in after a few days (and a few corrections) and boy, this cake is delicious, but it’s not very filling. In other words: Cyberpunk is a game that is dripping with atmosphere, at least on the surface. The CDPR artists did an absolutely fantastic job painting Night City. Wherever you look, you’ll see breathtaking views and imposing superstructure, the designs of the cars and clothing are also first-class.

The main problem is that the game world (outside the missions) is shallow. The average citizen (i.e. who is not a gang member, agent, quaestor leader or, in any case, you) of Nachtstad hardly reacts to your existence and will at best flee if you do something vaguely aggressive in their neighborhood. I suspect the CDPR hasn’t finished reviving the city yet, because they’ve been forced to start the game. Maybe in the future we’ll see solutions for the lifeless dolls that make up Night City. Make no mistake about the fact that I’m walking around the city, and I’m fulfilling his role as a moving backdrop beautifully.

Anyway, as far as the story is concerned, or at least the story I experienced, it was very well done. It was real. I didn’t have a happy ending, but I didn’t have a sad ending either. Of course, your mileage may vary. I’ve seen a lot of people criticising the story on social media, but as with most social media, they can’t be precise when asked for details.

The nuts and bolts of each game are the gameplay itself, and cyberpunk is no exception.

The gameplay is a bit frustrating until you get enough points in the right trees and good weapons (or swords/knives if you’re in the melee class), then suddenly it gets too easy. Like most RPGs, this is probably some kind of point jump. I just wish role-playing games had a harder slider than you, that they do less damage and take you more, I play to the end and it’s not even hard. With most of the weapons I’ve used, it’s not feasible. Sniper rifles and end-game shotguns, but AR’s and SMG’s are soft and don’t seem to do as much damage as they should. At the end of the game, I didn’t even use another gun than my sniper rifle, because it was the only thing I had that could really hit the mindless ant lifebands that kept throwing the game at me. Boss fights are supposed to be exciting, but I found some super simple break sequences. The arenas in which you fight them are big enough that they don’t pose a threat, and you can encounter them from such a distance that they can’t hit you.

*It was between 1980 and 1999 that the popularity of the Internet reached a critical mass among the average citizen.

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