Acheron is an upcoming 5-star Lightning character who will be released in Honkai: Star Rail Version 2.1. Check out this guide for Acheron’s best builds, team comps, relics, light cones, materials, and how to play them here! Total Ascension Materials for Acheron in Honkai: Star Rail Version 2.1 Ascension MaterialsTotal Dream Collection Component15 Dream Flow Valve15 Dream Making Engine15 Shape Shifter’s Lightning Staff65 Credit308,000 Total Trace Materials for Acheron in Honkai: Star Rail Version 2.1 All Trace Node MaterialsTotal Fiery Spirit15 Dream Collection Component41 Starfire Essence72 Dream Flow Valve56 Heaven Incinerator139 Dream Making Engine58 Past Evils of the Borehole Planet Disaster12 Tracks of Destiny11 Credit3,000,000 more…
Author: Donnie | Editor | GameForce.blog
Honkai: Star Rail | Despite being a Nihility unit, Acheron works as your typical DPS who can take advantage of CRIT Rate and CRIT DMG stats. Acheron can also benefit from having at least 134 SPD since that will result in having more turns in one cycle. This is under the assumption that Acheron’s kit scales on the ATK stat. We may update this on Acheron’s release. Acheron can make use of the new Izumo ornament since it can benefit her if there’s another Nihility unit in the party. This is because a new Relic set can work amazingly with the character they’re released with. Acheron’s Base Build…
Honkai: Star Rail | According to the 2.1 Livestream, Acheron will have her first debut as a playable character on the first phase of Version 2.1. She will be available in her banner, Words of Yore, that is expected to be released on March 27, 2024. Acheron Background and Voice Actors Voice ActorEN: Allegra ClarkJP: Miyuki SawashiroFaction / AffiliationThe Galaxy Ranger More…
submitted by /u/Kai_jota [link] [comments] Read More Unity 3D – News, Help, Resources, and Conversation
My 12-y-o has made some pretty cool mini-games/proof-of-concept things in Scratch. It’s served him well, taught him some foundational programming concepts, and he’s had a lot of fun with it. He’s at the point now, however, that he’s looking for the next step up. Could that be Pico-8? My hope is to not throw him into something too overwhelming… just the right amount of new challenges… and to keep things fun. Open to hearing about other platforms too! FWIW, I’m also looking at GameMaker. submitted by /u/trammeloratreasure [link] [comments] Read More PICO-8 Fantasy Game Console
Before the team hops on their planes, they fought hard to get two more Release Canditates ready for you ? Say hello to 4.1.4 and 4.2.2! They mostly contain bug fixes ? ? Thematically apropriate, the featured game is “The Last Seed” by bitbrain ? https://godotengine.org/article/release-candidate-godot-4-1-4-and-4-2-2-rc-2/ submitted by /u/GodotTeam [link] [comments] Read More Godot: your free, open-source Game Engine
I’m looking to get into gamedev more so web based games. I’ve been tinkering in godot / defold for about a week I was able to create some physics based movement for both that was more or less the same. It did take me a bit longer in defold than godot, however I think I’m sold on the idea of faster / smaller web builds with defold vs godot. Thoughts? submitted by /u/AdEither4961 [link] [comments] Read More Defold Game Engine
I finally got my outline shader working correctly and now cannot find how to disable it on my UI for the life of me. I have it setup as a FullScreenPassRendererFeature on my URP_Renderer object asset and am passing my outline material as the “Pass Material” as shown below. https://preview.redd.it/nohkwsvs46qc1.png?width=419&format=png&auto=webp&s=6d51615d056fc2f725c6f4611f46c925ebe8e551 I saw this is the way to do things to apply the shader to everything on the screen. There has to be a way to disable it for the UI elements though right?? Or do I have to apply this shader to objects individually? submitted by /u/IIIBar [link] [comments]…
submitted by /u/BlenderVoyage [link] [comments] Read More Godot: your free, open-source Game Engine
From what I’ve learnt, they are like containers for data for gameobjects, which, sounds useful. Nevertheless, when I started using them the ‘right’ way, I quickly found out that any parameters changes across all SOs. Meaning, for example, there are 2 units that differ only in 1 parameter (e.g. player vs AI). They use the same SO. When I check one of them to AI, the same happens to the other. The same is true for all mutable values, e.g. maxHealth is immutable, but currentHealth is. So if currentHealth value changes for 1 unit, it does so for all other…