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themmnetwork · 30 days
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the-spark-bug · 1 month
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Legends Never Die, They Just Need Some Time and Change
You know, I'm still bummed about Mega Man Legends 3. I never played the first two games. Heck, my first exposure to the franchise was the NT Warrior cartoon.
I joined the devroom, voted in the contests, everything.
I bought the 3DS exclusively for the game, only to be disappointed with its cancellation.
I joined the Get Me Off the Moon movement; we made waves, did Q&As, livestreams, preserved devroom pieces. Capcom said "Yeah, we hear you, but it's not happening."
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Does that mean we should give up, after being part of developing what is essentially our game?
No.
While we may not get the game going right now, we can wait for the legacy collection to catch up.
For those who don't know, Capcom needs money in order to operate. Their resources are finite and they must make decisions to ensure they make a profit. That's why they treat certain games (Street Fighter, Resident Evil, Monster Hunter) the same way Activision makes CoD games, a surefire way to make money. However, they also release ports to gauge fan reaction in order to make games of their other respected franchises.
It's called "The Capcom test."
If port sales are good, they can make an estimated guess, take a chance, and make a game related to said port.
Megaman legacy collection sell good? Megaman 11.
X legacy collection sell good? XDive Offline.
Zero/ZX legacy collection sell good? Eh, not really, but you kind of expect that when those games are both niche and hard, something you can't rely on if you want to make a profit.
Battle Network legacy collection sell good? Yep.
Each of those collections have reached $1M within two months of release, except Zero/ZX.
And now we have two sub series left: Starforce and Legends.
I'm predicting Capcom will release Starforce first in 2026. Why? That would be the twentieth year anniversary of its japanese release. Why the Japanese release and not international? It would help space out releases between collections, since 2027 would be the thirtieth year anniversary of legends.
And this is crucial. When (and I mean WHEN) Capcom releases the Legends legacy collection (with better controls, HD graphics, all that good modern stuff), and it sells well (like a million copies), then the higher ups would start negotiating if they should finish the story and finally agree to developing Mega Man Legends 3.
But until then, keep making noise. When people say "vote with your wallet," Capcom takes it to heart. So vote megaman. Buy the legacy collections. Buy multiple copies. Join their super elections website, and vote blue bomber.
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Because Legends Never Die.
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cloutchase · 6 months
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???: WELL THAT'S FUN! BUT WE HAVE TO GET BACK ON TRACK.
???: WHILE WE APPRECIATE THE ENTHUSIASM, WE CAN'T KEEP ANSWERING ASKS OF THIS NATURE WITH SUCH FERVOR
???: SO FOR THE RECORD, ANY MORE ASKS TRYING TO INTERVENE IN THE NARRATIVE WILL BE MET WITH UNCEREMONIOUS DEATH.
???: NO THEATRICS.
???: THE DEVROOM IS NOW ALSO BLOCKED FROM BEING VIEWED AS IS ACCESS TO THE FOURTH WALL
???: IT WAS A PLEASURE MEETING YOU ALL.
???: MAY THE ELECTRIC FEAST UPON YOU, DEAR SHEEP.
[ THE DEVROOM HAS BEEN BLOCKED FROM VIEWING ]
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devsgames · 3 months
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hey I really appreciate when you reblog other devs! I try to always follow them.
It really helps me seeing incremental steps for other people's games. When you start making you first game you picture a finished game and not an ugly devroom full of broken props, and you feel like a failure. Or at least I did/ still do sometimes. Seeing other people also start from a simple beginning puts the whole thing in perspective, I guess.
Thanks!
Hey thank you!! I'm glad someone notices haha. Tbh I actually really value seeing people's ugly little WIPs and process work on here, even moreso than the big fancy finished pieces. If anything, I actually try to avoid sharing the big finished stuff as much.
I think people feel more inclined to share around the big "LOOK AT THIS CRAZY GRAPHICAL PRETTY FINAL PRODUCT" but for me it's those little incremental steps that are so much more valuable because they only turn into that Big Thing at the end. The cool part to me is just seeing how people get there over time and the little choices they make, rather than seeing the Big Cool Stuff all at once. It's also just really neat to see people who are just getting their bearings and exploring game dev! It's humbling to be reminded they were just like you at one point in time! >:o
Also, tangentially, I felt when I started this blog that a lot of people often just sorta ignore a lot of smaller creator's dev work and often circulated a handful of larger creators (this is something I felt on many platforms,Tumblr and Twitter too). Even if you're just creating art for art's sake, it can be demoralizing to feel like no one notices your work! Now that I've got a bit of a following I get a lotta joy of searching through tags and sharing the stuff from people who might be less known and giving them a bit of a boost too.
S'fun! :)
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dogesterone · 10 months
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Remembering my university capstone project where I made half a game where it was a third person hack and slash adventure rpg where combat was handled traditionally in real-time by the player character and enemies but upon initiating combat the controls switched over to a rhythm game that popped up on the HUD and your performance in the rhythm game influenced the performance of an AI controller that took over direct player character control from the user
I got the rhythm game and its interaction with the ai controller actually working pretty well, but I ran out of time on the project and couldn't finish a lot of other assets or expand it beyond the devroom
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sntechsupport · 2 years
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Got land of _ and _
Trying to open echeladder doesn't work
I think WiFi cutting out at the tail end of the download snipped out land generation and classpect things. I am stuck on a perfectly round sphere of black and magenta squares, someone left a huge pile of what I assume is every weapon in the game over in the distance.
can you reload my session so I'm not stuck in what I assume to be a devroom? Thanks.
Just re-downoad the files, once in game you have solid internet connection. After you do that, refresh.
Sincerely
SN Tech Support (Gear)
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ecin7 · 21 hours
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Bi piercing bi dövme , etnik veya bohem giyinme tarzı belki renkli saç veya rasta yapılmış saçlar feminist ve solcu olma devroom dovromm bon kodonom ozgorom ostodogomo goyorom
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Every Cancelled Megaman Game [YT Script]
INTRO
Today we’re going to be looking into the cancelled games of Megaman, we’ll explore the Megaman MMO that almost came to fruition, or the long awaited fourth sequel in the Legends series.. but first, we’ll start with a brawler that never came to be… 
Capcom Super League Online 
Capcom Super League Online, known as Capsule for short, was a mobile game set to be developed by the Korean studio Kakao Games. It’s reported to have had a similar basis to Nintendo’s Super Smash Bros’, in that the game would feature a bunch of different iconic characters from Capcom’s various franchises. Some of these franchises included Street Fighter, Ace Attorney, Resident Evil, and of course, Megaman. From the Megaman games, players would have been able to assemble Megaman, Rush, Roll, Forte, Blues, Sigma, AND! Zero as part of their hero ensemble. 
Rather than being side-on fighter like Smash Bros’, Super League was described as being a ‘hero strategy RPG’ with others comparing the style closer to a tactical action RPG. It was based on a grid-like movement system with turn based combat that was typical of the genre, but would also include breakaway mini-games when not in the midst of action. 
The game would enter four days of Beta testing in October of 2018, but unfortunately was cancelled six months later. 
Maverick Hunter 
Maverick Hunter was set to dive into a darker perspective within the Megaman X series. The project was codenamed Maverick Hunter during its six month stint in development until it was cancelled in 2010. Megaman fans didn’t even know of its existence until three years later, in April 2013, when Polygon posted a lengthy article on the cancelled game. 
In development with Armature Studio, Maverick Hunter was going to be a modern take on the tried and true series. It was being developed as a first person shooter, while retaining the qualities, and concepts of the Megaman X series. It’s reported that the classic traversal mechanics in the platformer was going to be reimagined, including the dash, wall jump, and combat mechanics, like the arm cannon.
Story-wise, the game was planned to be a trilogy, with the trio of games encompassing a continuous story of a playable Zero who would be forced to destroy X, who had amassed significant power, and intelligence by the end of the games. Since its cancellations, various art pieces have been leaked by team members from its short time in development, including a metallic character design by Adi Granov.
Megaman Legends 3 - Rockman Dash 3 
The sequel to Megaman Legends 2 was tragically, and mysteriously cancelled when a message in the summer of 2011 was posted by the dev team told fans of its fate.
The team had created a website, called the Devroom, in order to keep Megaman fans updated, and also involved throughout the development process of Legends 3. On the website, the devs held various community art competitions, polls, and idea suggestion events. This led to the news of the cancellation hitting the Megaman community with much disappointment, not least because of other Megaman cancellations also happening not long before. This led to fans voicing their opinions with an organised campaign in an attempt to persuade Capcom to continue development, but in a bittersweet twist, the 3DS would only be graced with the prototype version that Capcom released in order to generate hype for the game. Some details from Capcom have hinted at why the cancellation happened, with the European Capcom Twitter claiming that not as many people took part in the devroom website, leading the devs to believe that there wasn’t much interest in the game. 
Many Megaman fans still after all this time haven’t given up hope, and are hoping for a sequel to the Legends series in the future.
Megaman Mania 
In 2004, around the time of the release of Megaman’s Anniversary Collection, a gameboy advance game was set to be released alongside it. Reported to be a compilation of the five gameboy exclusive Megaman World games, it would have been re-colourised for the gameboy advance, and had added features, on top of all the content of the originals. 
Some rumours came up about this games cancellation, and it was thought that Capcom had lost some of the source code from the original games, and what would have been a relatively simple job meant that the teams were having to redo assets and animations from scratch, yet others say it was cancelled for reasons far more “stupid” than that. Though much of this is speculation, it was suggested that Capcom had internally planned it to be released for the DS instead, but eventually it was confirmed to be 100% cancelled. Just a few screenshots and early advertisements for the game are all that remains. 
Megaman Star Force 4
Capcom didn’t do as well as they had hoped after the release of Star Force 3, which led to the unfortunate cancellation of its sequel. Its story was going to focus on an older version of the main protagonist of the series Geo Stelar, alongside a brand new character named Kazuma. They would become outlaws after some hacking exploits where they end up being wanted by Satella police for 8 million Zenny for each of them respectively. 
Hacking mechanics would have taken a large role in the games mechanics, similar to the way Noise worked in Star Force 3. 
More mature in tone, Megaman Star Force 4 was due to be aimed at older audiences, and was only discovered to have been in development in 2019, when an old piece of concept art by team member Shinsuke Komaki depicted Geo, and Kazuma standing side by side. It surfaced on Rockman Corner, one of the detailed Megaman archival fansites. 
Megaman Universe 
There’s a reason as to why many Megaman games were cancelled around 2010, and many nail it down to Keiji Inafune announcing his departure at Capcom. He started out as an artist and illustrator on the first Megaman game, and many subsequent instalments in the franchise. He also ended up in more senior roles acting as a producer. After 23 years, he left Capcom, and with that came some game cancellations, including Megaman Universe. 
It was going to be based on the gamplay of Megaman 2, but would involve players being able to construct their own Megaman suit by assembling his various parts. The game was shown to keen eyes at PAX in 2010, and was going to release on the Playstation 3, and Xbox 360. It demonstrated the various characters that players could utilise, even hinting that Ryu from Street Fighter might make a crossover appearance. Another standout feature from this game would have made use of the consoles’ online networks at the time, and had a level editor for users to create their own levels and share them online. Along with the departure of Inafune, the Capcom and Megaman mainstay, Japan also experienced a terrible earthquake and tsunami prior to release, and its speculated that this may have cause irreparable damage to development of the game. It was officially cancelled on March 31st 2011. 
Megaman ZXC 
A third release in the Megaman ZX series was unknown until a panel of former Capcom employees who worked for studio called Inti Creates, the developer of the ZX Megaman series, discussed that ZXC was in development. The team were talking whilst playing through Megaman 9 when they mentioned that the player character gameplay felt so smooth, and that they had actually used the character assets from ZXC and ported them for Megaman 9 halfway through development on ZXC. After this, they suddenly went quiet on the topic and agreed that it’s likely not their place to talk about the cancelled games, while comedically mentioning that those who cancelled the game likely don’t even work at Capcom anymore, saying to complain to Capcom about the cancellation and not them, just after namedropping Inafune-san. Prior to this, in Japan, there HAD actually been rumours of another ZX game titled ZX Cradle with the conversation on stream seeming to confirm these rumours. 
Rockman Online 
Back to Korea, and this co-developed project by Capcom, and studio Neowiz Games was going to be an MMORPG set in the Megaman world. 
The story was set several years after the X series of games, with its plot being summarised in two released animated story trailers. In the years after being cancelled, Rockman Online would see a barrage of leaked art, and designs from the team as far back as 2007, four whole years before the games announcement in 2010. 
The game would feature two factions, and numerous playable characters, among four classes that would offer differing playstyles. Players would take part in battles in a large military facility named Fortress Gaia which was home to different environments like forest, and cityscapes. 
The game was going to release a beta test to a competition winner as a marketing campaign to get players excited for release, but the winner of the competition sadly never received a reply from Capcom, or NeoWiz, which subsequently ended up undergoing an employee restructure, and so Rockman online was officially axed in 2013.
RockmanX Interactive 
It’s the mid 90s… and Capcom begin work on a Megaman X spinoff, which is now known as Rockman X Interactive, going by Megaman’s Japanese name. 
According to documents put up for auction in 2018, the designs were for the interactive movie Super Rockman Adventure, that released in 1988 for Playstation and Sega Saturn. What was interesting however, was the document depicting another interactive movie, named Rockman X Interactive. This led to speculation that the game was going to obviously be set in the X universe, and would have been a follow up to the 1988 movie-game. 
Research conducted on Rockman Corner shows that strangely, work on the unreleased title had actually commenced a few years before Super Rockman Adventure had released. The documents detailed the plot, but nothing about why it may have been cancelled. 
Rockman XZ Time Rift 
Rockman ZX Time Rift was set to be developed by Chinese Studio NebulaJoy who had completed previous work localising the global version of Rockman X DiVE. If released, fans would have been treated to a crossover of the X and Zero series’ in the Megaman universe. Rockman Corner reported on a 19 second advertisement clip for the game which showed X and Zero commencing battle in what looks like a storage facility. 
Only a single screenshot was leaked, and it showed classic sidescroller Megaman gameplay. The developers were releasing this for mobile platforms, and aimed for quality to be high, ambitiously aiming to match what would be out on consoles for the time of release around 2022. 
An anonymous source told Rockman Corner that Capcom pulled the plug on this project due to the Devil May Cry: Pillars of Combat, also for mobile, underperformed to expectations. Although it doesn’t seem like we’ll be getting a release, more info may be coming soon according to Rockman Corner.
Wily & Right’s Rockboard: That’s Paradise Gameboy Port Wily & Right’s Rockboard is a business board game simulator that was released for the Famicom in 1993. It came out only in Japan, and featured gameplay similar to Monopoly, but utilising all things Rockman.  It turned out that a port of this game was in development for release on the Game Boy. The port would have been like-for-like, intended to play exactly as it did on the Famicom, but would have no colour, and would be reduced in its resolution. 
Japanese company Dual were the developers on this project, but their work was shut down when Nintendo found that it did not conform to their strict guidelines that they place on 3rd party developments. Nintendo would perform checks known as “lotchecks” and halted Rockboard’s progress. Information about this port was found in Nintendo’s gigaleak in 2020.  [31 References Available on Request]
Content Link: https://www.youtube.com/watch?v=E1nreGK6Yn8&t=14s
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startexport · 3 months
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Distributions devroom
 Room: UA2.118 (Henriot) Calendar: iCal, xCal 091011121314151617SundayUKIs, TPMs, immutable initrds and full disk encryption – What Distributions Should Keep in Mind when Hopping onto the System Integrity TrainAdapting Your Project: Making Changes Without Breaking Linux DistributionsEnhancing Linux Accessibility: A Unified ApproachThe State of Enterprise Linux 2024AlmaLinux: How to make a RHEL…
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this-week-in-rust · 1 year
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This Week in Rust 468
Hello and welcome to another issue of This Week in Rust! Rust is a programming language empowering everyone to build reliable and efficient software. This is a weekly summary of its progress and community. Want something mentioned? Tweet us at @ThisWeekInRust or send us a pull request. Want to get involved? We love contributions.
This Week in Rust is openly developed on GitHub. If you find any errors in this week's issue, please submit a PR.
Updates from Rust Community
Official
Announcing Rust 1.65.0
Project/Tooling Updates
rust-analyzer changelog #154
IntelliJ Rust Changelog #182
This Month in Rust OSDev: October 2022 | Rust OSDev
This Week in Fyrox
Cap'n Proto - Generic Associated Types
Gitoxide - Cloning the Linux kernel in under a minute
This week in Fluvio #48: The programmable streaming platform
Observations/Thoughts
Scoped threads in Rust, and why its async counterpart would be unsound
34 Must Know Terms for Embedded Rust Newbies
what if pointer properties were in the rust type system
mmap(1Tb): A Rust arena allocator (ab)using Linux overcommit
Contributing to Rust: Bootstrapping the Rust Compiler (rustc)
The ‘Viral’ Secure Programming Language That’s Taking Over Tech
[FR] Rust par le Métal : move, clone, copy (series)
[FR] Rust par le Métal (Annexe) : Les bases de nombres (series)
Rust Walkthroughs
Tauri vs. Electron for Tray Apps
Running Rust in AWS Lambda with SAM — Part 1
Tower, Episode 2: calling a Tower Service
Writing an eBPF/XDP Load-Balancer in Rust
Floating Point Arcade
[video] Cost-Efficient Rust in Practice, Rust Tokyo
Research
Can Rust-wrapped C++ offer performance and stability benefits?
Miscellaneous
Lynx Joins AdaCore and Ferrous Systems to Bring Rust to Embedded Developers
[video] RUST 1.65 - let-else statements - new language feature!!!
[video] The Rust Programming Language for Game Tooling
[video] Bencher—Catch Performance Regressions in CI @ Rust DC, September 20, 2022 w/ Everett Pompeii
[video] Impractical Rust: The HATETRIS World Record @ Rust DC, October 18, 2022 w/Dave Freiberg+Felipe Suero
[DE] Programmiersprache Rust 1.65 führt Generic Associated Types ein
[DE] Ferris Talk #12: Web-APIs mit Rust erstellen
Crate of the Week
This week's crate is enum_delegate, a crate to replace dynamic dispatch with enum dispatch.
Thanks to Devin Brite for the suggestion!
Please submit your suggestions and votes for next week!
Call for Participation
Always wanted to contribute to open-source projects but didn't know where to start? Every week we highlight some tasks from the Rust community for you to pick and get started!
Some of these tasks may also have mentors available, visit the task page for more information.
FOSDEM 2023 Rust devroom CFP
If you are a Rust project owner and are looking for contributors, please submit tasks here.
Updates from the Rust Project
396 pull requests were merged in the last week
(almost) always use ObligationCtxt when dealing with canonical queries
fix(generic_const_exprs):fix predicate inheritance for children of opaque types
make cpp-like debuginfo type names for slices and str consistent
track where diagnostics were created
rustc_metadata: encode even less doc comments
add multivalue target feature to WASM target
allow use of -Clto=thin with -Ccodegen-units=1 in general
lint against usages of struct_span_lint_hir
stable Lower lint level for read_zero_byte_vec
reduce span of let else irrefutable_let_patterns warning
suggest use .. to fill in the rest of the struct fields
better error for rustc_strict_coherence misuse
correctly resolve Inherent Associated Types
don't silently eat label before block in block-like expr
interpret: fix align_of_val on packed types
make proc_macro_derive_resolution_fallback a hard error
make underscore_literal_suffix a hard error
normalize types when deducing closure signature from supertraits
miri: implement condvars for Windows
miri: initOnce: synchronize with completion when already complete
rewrite implementation of #[alloc_error_handler]
remove bounds check when array is indexed by enum
stabilize the instruction_set feature
implement std::marker::Tuple, use it in extern "rust-call" and Fn-family traits
futures: do not require Clone for Shared::peek
libtest: run all tests in their own thread, if supported by the host
rustdoc: fix merge of attributes for reexports of local items
rustdoc: make Item::visibility computed on-demand
bindgen: add support for the "C-unwind" ABI
bindgen: add the --override-abi option
bindgen: allow callback composition
bindgen: wrap unsafe function's bodies in unsafe blocks
clippy: add allow-print-in-tests config
clippy: add new lint let_underscore_future
clippy: extend needless_collect
clippy: fix ICE in redundant_allocation
clippy: fix unnecessary_join turbofish in suggest message
clippy: improve needless_lifetimes
clippy: move needless_collect to nursery
clippy: shrink missing_{safety, errors, panics}_doc spans
rust-analyzer: add "Convert match to let-else" assist
rust-analyzer: add config for inserting must_use in generate_enum_as_method
rust-analyzer: extracted method from trait impl is placed in existing impl
rust-analyzer: generalize reborrow hints as adjustment hints
rust-analyzer: show signature help when calling generic types implementing FnOnce
rust-analyzer: fix the length displayed for byte string literals with escaped newlines
rust-analyzer: async trait method for unnecessary_async
rust-analyzer: fix reference searching only accounting substrings instead of whole identifiers
rust-analyzer: make custom expr prefix completions to understand refs
rust-analyzer: fixed local shadowing the caller's argument issue
rust-analyzer: lower unsafety of fn pointer and fn item types
rust-analyzer: migrate assists to format args captures, part 3
rust-analyzer: scip: generate symbols for local crates
Rust Compiler Performance Triage
A relatively noisy week (most of those have been dropped below, and comments left on GitHub), but otherwise a quiet one in terms of performance changes, with essentially no significant changes occuring.
Triage done by @simulacrum. Revision range: 822f8c2..57d3c58
2 Regressions, 2 Improvements, 3 Mixed; 3 of them in rollups 39 artifact comparisons made in total
See the full report for more details.
Call for Testing
An important step for RFC implementation is for people to experiment with the implementation and give feedback, especially before stabilization. The following RFCs would benefit from user testing before moving forward:
No RFCs issued a call for testing this week.
If you are a feature implementer and would like your RFC to appear on the above list, add the new call-for-testing label to your RFC along with a comment providing testing instructions and/or guidance on which aspect(s) of the feature need testing.
Approved RFCs
Changes to Rust follow the Rust RFC (request for comments) process. These are the RFCs that were approved for implementation this week:
crates.io token scopes
Final Comment Period
Every week, the team announces the 'final comment period' for RFCs and key PRs which are reaching a decision. Express your opinions now.
RFCs
[disposition: close] RFC 3283: Backward compatible default features
[disposition: close] RFC: Rust SemVer 2
[disposition: postpone] Add named path bases to cargo
Tracking Issues & PRs
No Tracking Issues or PRs entered Final Comment Period this week.
New and Updated RFCs
[new] Create an Operational Semantics Team
[new] Add a --compile-time-deps build flag to cargo build
[new] RFC: Anonymous Associated Types
Upcoming Events
Rusty Events between 2022-11-09 - 2022-12-07 🦀
Virtual
2022-11-09 | Virtual (Cardiff, UK) | Rust and C++ Cardiff
Introduction to Rust Atomics
2022-11-09 | Virtual (Darmstadt, DE) | betterCode
betterCode Rust
2022-11-09 | Virtual (Malaysia, MY) | Rust Malaysia
Rust Meetup November 2022 - a couple of lightning talks
2022-11-10 | Virtual (Budapest, HU) | HWSW free!
RUST! RUST! RUST! meetup (online formában!)
2022-11-10 | Virtual (Nürnberg, DE) | Rust Nuremberg
Rust Nürnberg online #19
2022-11-12 | Virtual | Rust GameDev
Rust GameDev Monthly Meetup
2022-11-15 | Virtual (Nairobi, KE / New York, NY, US)| Data Umbrella Africa
Online: Introduction to Rust Programming | New York Mirror
2022-11-15 | Virtual (Washington, DC, US) | Rust DC
Mid-month Rustful
2022-11-16 | Virtual (Vancouver, BC, CA) | Vancouver Rust
Rust Study/Hack/Hang-out
2022-11-17 | Virtual (Amsterdam, NL) | ITGilde Tech-Talks
Introduction “Rust” an ITGilde Tech Talk delivered by Pascal van Dam
2022-11-17 | Virtual (Stuttgart, DE) | Rust Community Stuttgart
Rust-Meetup
2022-11-21 | Virtual (Paris, FR) | Meetup Paris - École Supérieure de Génie Informatique (ESGI)
Découverte de WebAssembly
2022-11-22 | Virtual (Berlin, DE) | Berlin.rs
Rust Hack and Learn
2022-11-24 | Virtual (Linz, AT) | Rust Linz
Rust Meetup Linz - 27th Edition
2022-11-29 | Virtual (Dallas, TX, US) | Dallas Rust
Last Tuesday
2022-11-30 | Virtual (Munich, DE) | Rust Munich
Rust Munich 2022 / 3 - hybrid
2022-12-01 | Virtual (Charlottesville, VA, US) | Charlottesville Rust Meetup
Exploring USB with Rust
2022-12-06 | Virtual (Buffalo, NY, US) | Buffalo Rust Meetup
Buffalo Rust User Group, First Tuesdays
2022-12-07 | Virtual (Indianapolis, IN, US) | Indy Rust
Indy.rs - with Social Distancing
Europe
2022-11-15 | Tampere, FI | Rust Finland
Rust Meetup in Tampere
2022-11-16 | Paris, FR | Stockly
Rust Meetup in Paris - hosted by Stockly
2022-11-23 | Bratislava, SK | Bratislava Rust Meetup Group
Initial Meet and Greet Rust meetup
2022-11-24 | København, DK | Copenhagen Rust Group
Hack Night #31
2022-11-30 | Amsterdam, NL | Rust Nederland
Rust in Critical Infrastructure
2022-11-30 | Lille, FR | Rust Lille
Rust Lille #1
2022-11-30 | Munich, DE + Virtual | Rust Munich
Rust Munich 2022 / 3 - hybrid
North America
2022-11-10 | Columbus, OH, US | Columbus Rust Society
Monthly Meeting
2022-11-15 | San Francisco, CA, US | San Francisco Rust Study Group
Rust Hacking in Person
2022-11-29 | Austin, TX, US | ATX Rustaceans
Atx Rustaceans Meetup
2022-12-01 | Lehi, UT, US | Utah Rust
Utah Rust meetup
Oceania
2022-11-09 | Sydney, NSW, AU | Rust Sydney
RustAU Sydney - Last physical for 2022 !
2022-11-22 | Canberra, ACT, AU | Canberra Rust User Group
November Meetup
If you are running a Rust event please add it to the calendar to get it mentioned here. Please remember to add a link to the event too. Email the Rust Community Team for access.
Jobs
Please see the latest Who's Hiring thread on r/rust
Quote of the Week
Meanwhile the Rust shop has covers on everything and tag-out to even change settings of the multi-axis laser cutter, but you get trusted with said laser cutter on your first day, and if someone gets hurt people wonder how to make the shop safer.
– masklinn on r/rust
Thanks to Anton Fetisov for the suggestion!
Please submit quotes and vote for next week!
This Week in Rust is edited by: nellshamrell, llogiq, cdmistman, ericseppanen, extrawurst, andrewpollack, U007D, kolharsam, joelmarcey, mariannegoldin, bennyvasquez.
Email list hosting is sponsored by The Rust Foundation
Discuss on r/rust
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animacionesadultos · 6 years
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Go at CoreOS - Kelsey Hightower - Go Devroom FOSDEM 2015
Go at CoreOS – Kelsey Hightower – Go Devroom FOSDEM 2015
http://showanimaciones.com/go-at-coreos-kelsey-hightower-go-devroom-fosdem-2015/ ANIMACIONES PARA CUMPLEAÑOS EN: showanimaciones.com At CoreOS, we chose to write everything in Go at a time when Python was the language of choice for Linux distributions. It had been almost 10 years since a new Linux distro was created. With the…
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themmnetwork · 3 months
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sleuendorff · 7 years
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Sometimes you don't need more words, right? #development #pokeshot #devroom #beer #spimpsons #duff #duffman #homer #work #worklifebalance (hier: Pokeshot GmbH)
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nettosaito · 10 years
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Ben looks back at how he got into the Mega Man Legends series, as well as at his involvement with the Legends 3 Devroom. Say hello to Mecha Duck once again!
Man, Mega Man Legends. When I was growing up, I was a huge fan of Mega Man, and I always wondered what it would be like in 3D. What it would be like if I could explore that world, and truly feel like I was "Mega Man" for once. Well, really I didn't think it would happen; that is until I saw that TV commercial. The first time I laid eyes on Mega Man Legends was actually when I was watching Pokemon. Just like I always did on Saturday, I woke up early, rushed to the TV, watched just about every show on Kids WB, and then got excited as I heard the Pokemon theme play, and the new episode. Of course, the newest episode didn't just play, there were always commercials. You had to wait after the theme song, one during the middle of the episode (during "Who's that Pokemon?"), and finally once at the end before the "Poke Rap" or whatever else they decided to show at the very end. I can't remember what part of the episode it played in, but there it was, a commercial with Mega Man running around in a 3D world, shooting things. The advertisement wasn't very long, and basically said something like "The Blue Bomber now in 3D" (don't quote me on that one), but it looked amazing. I don't remember how long it was after that, but soon, the game was up for rental at my local movie rental place "Broadway," and the next thing I knew I was home playing it. Now the first time I played Legends, I actually had a hard time with it. For one, I didn't have a memory card, and because of that I didn't know you could save. I would turn the game on, see as far as I could get before having to shut it off, and that was that. Since I couldn't play the thing non stop, or leave the game running, during that rental period I must have restarted it at least a dozen times. Each time I did get farther, but often I found myself just having fun running around the town, and getting hit by cars. It sounds funny to say now, but I used to think that game was amazing just because you could get hit by cars, and kick vending machines to get free soda. The whole thing just seemed so realistic to me, and I loved it; the only thing I didn't like was the controls. Although now days I know you can change them, back then I thought I HAD to use the L and R buttons to turn Mega Man, and that bugged me. I had a hard time getting used to it, and the boss battles were a challenge for me as well; it also didn't help considering if I died I had to restart the whole thing over again. The controls were something I just flat out dreaded, and it wasn't until I rented the N64 version of the game years later that I realized you could change them. Still, it didn't stop me from playing that game over and over again. Just about every time I got to rent a game, Mega Man Legends was the one I wanted. My mom or dad would take me to Broadway, I'd pick it out, and then I'd read the instruction book which came with it until I got home. Sometimes that was only a few minutes later, but other times we'd have to go somewhere first (I still remember sitting there by a window reading the manual as my dad got his hair cut). Sadly over time that rental disc did get damaged, but by then it really didn't matter. After the PS1 version was busted, I moved onto the N64 version, and then a few years later I finally got the PS1 version for myself. Found it for sale at Toys R Us, went to a fish restaurant (Captain D's) for supper, and then when I got home I spent most of the night playing it. I got pretty far, but I ended up getting stuck on one of the side quests; so the next day I went over to my grandpa's house to look at my favorite Mega Man fan site for help, but once I got there he had other plans. Although I did find the answer I was looking for, me and my mom also had to go shopping with him all day, for whatever reason. Didn't get to play Legends much that day, but over the next year or so, I played it so much I mastered it. Actually got to the point where I could speed run the game on hard mode in less than an hour, and I had memorized just about every inch of the game. It's a game I still know by heart even today, and I still run through every once and awhile (heck, I even imported the Japanese PSP versions of both 1 and 2). What came next however, wasn't that fun... Legends 2 was out, but it was nowhere to be found. It was listed for $999.99 on Capcom's official site (before it became Capcom-Unity), Ebay wanted a high amount for it, used game stores didn't have it, and al major stores didn't have it either. It was a game that was nearly impossible to be found, and it wasn't after a year or two of searching that I actually found it at an EB games along side Mega Man Chip Challenge. My parents bought me both games as an Easter gift, but I did receive Legends 2 that night simply because of how long I had been waiting for it. Then, the pattern repeated itself. I was hooked on that game, played it for hundreds of hours, and over and over again. In a lot of ways I liked it better than Legends 1, but when I saw the ending, I was pretty upset. To be continued... It wouldn't be until 7 years later when we finally heard from the series again (outside of Namco X Capcom, and Tatsunoko vs Capcom that is).
When the Legends 3 project was announced, I was in my first year of college, and I was deeply involved with the Devroom. During my breaks at school I would log into Capcom-Unity, post on the forums, send feedback, and take place in the Legends 3 events; I was just so happy that they were finally continuing the series, and I wanted to be there every step of the way. I met a lot of people because of that, became much more active on Capcom-Unity (which is where NGR officially started), and I had a lot of fun. During the contest where we got to design a boss, mine, the "Mecha Duck" (which can still be seen in the Devroom forums) actually made it to Capcom's desk! Sadly, I didn't win, but I still had fun, and felt honored to make it that far in the contest. Sadly, even if I would have won, it doesn't matter... After all that time spent on it, the Legends 3 project was canceled, and once again the series was left unfinished. Not too long after, Capcom also began their journey down hill, and they have been struggling ever since. Even though the Legends 3 cancellation was a big let down, I still have fond memories of the Legends series. While it may not be my favorite Mega Man series in the long run, it is a game I still really enjoy even to this day, and it brought a lot of good memories along with it. To think, one of the main reasons I wanted it so badly was because I saw it while watching Pokemon... Pretty crazy when you think about it.
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