Download do jogo yu-gi-oh the duelists of the roses




















Growing up in mid, duelists were called one of the PlayStation 2 Greatest Hits titles. The keener eyed dev-log readers may have noticed the 'Post-Mortem' Post Type selected for this post. It's not entirely true. This isn't post mortem.

Rather, post-mortem for the engine I've chosen for this project or While I accept that Linux support for Unity may still be a bit broken, macOS has been a stable and reliable development environment for me since I started the project.

In fact, that's where the originally demo originated from in that 6-day Covid crunch. When I started this project, Unity seemed like the obvious choice. I was getting quite familiar with the interface and style of constructing huge Object-Oriented containers for everything. Not only that, it was only going to be a demo or so I thought. So I hacked and hacked away just trying to get a semi-authentic experience. The original goal being: it would be something good to put on my portfolio.

The response from this little hack-a-thon was positive enough that I wanted to continue working on it. Notice that Net-Play was never even a thought. In fact, this wasn't really supposed to get as big as it did.

I'm happy it did, and I'm happy to have connected with a bunch of fellow Duelists of the Roses fans. The truth is, Net-Play was a bit tacked on and it was my first attempt. Mirror works well and is an amazing legacy codebase migration tool. However, Unity's multiplayer API implementation is quite abstract and to be blunt, quite poor.

Mirror does what it does incredibly well. However, I do not recommend that modern Unity games use Mirror. Find something else, I'm not sure what yet though. A tightly controlled event loop or event-based API is much better than this strange NetworkBehaviour object concept in my humble opinion. I chose not to reverse engineer the game at all, and instead re-build each component from the ground-up as a Unity MonoBehaviour in C.

For a game like Duelists of the Roses, it turned out to be a fairly good way to do things. Unity enables me to write bad code. The problem is that the code is not exactly portable. For example, this game would be next to impossible to port to the 3DS without a complete re-write. Now, Unity supports a wide range of targets. But most require licenses, and Vita and 3DS and of course no longer supported or available to download. But here's the bottom line: While far from great and way too complicated for its own good, Duelists is reasonably deep and ultimately pretty satisfying.

Players willing to put plus hours into learning the rules of this crazy card-and-board-game hybrid will have a decent time. After all, the monster battles look fantastic and the game's strategic elements make for a surprisingly addictive experience.

The problem is, it takes forever to learn how to play the damn thing. Combining monster cards to create a more powerful deck is the key to winning battles, but trying to understand all of the unstated and seemingly arbitrary card-compatibility guidelines is a nightmare.

Worse still, the steep learning curve will obliterate new players. Weevil, the first boss, is easily as tough as Kaiba, your final opponent. If you've never played a Yu-Gi-Oh! Oh, and I have to mention the music--the melodic harpsichord battle tune is fine A little variety would have been nice.

Fans of the show and strategic gamers with perseverance should ante up; everybody else should pass. But you won't enjoy Duelists if you don't already know and love the Yu-Gi-Oh! The confusing Terrain and Fusion systems, boring battles, and uneven difficulty make Duelists a frustrating mess. It's unforgiving for newbies; the in-game tutorial doesn't actually teach you how to play, so you're left to crawl via trial and error through its convoluted rules.

At least fans of the card game will enjoy watching their favorite beasties in 3D, but the rest of us won't find anything fun here. Play this game long enough and you'll feel like a complete loser. Not because of the Yu-Gi-Oh! Rather, it's because Roses stacks the cards so heavily against you that you're likely to lose the vast majority of your battles.

This isn't a game of strategy. No, it's all about random trial and error, memorization, note taking how else will you recall that the Princess of Tsurugi combines with a Dark Rabbit to form a Negokal 2?

This wacatac false virus flag seems to be common with most games made with certain engines, but I think this dev might have a fix for it. Hey thanks for that link. Just found your youtube for this and it is amazing that you are doing this, this is one of my favourite games that i still play and have been hoping for a pc remake for years.

Wishing you all the best luck in the world. I always loved the original Duelist of the Rose since I was kid, and viewing a remake of it on PC makes me very happy. I find your game great!

Just a little question thought, is it possible to modify our deck at the moment? I really wish to recreate the Machine deck that I have on PS2. Yes, you will be able to. But after testing it with a secure machine it tells me "trojanwinwacatac" and yes. Are you real dude? I know a similar problem with VSTs of DSK that Scanner find something even theres nothing, maybe because of older engineparts theres shown this virus too?

Hope you can change my paranoia. Yes, I am a real person. There is 0 code from the original game present. By the way. If you are real keep it up. It's hard to believe you are doing all this by yourself.

I post fairly frequent updates on my YouTube channel. I have talked about starting a Discord once the game is at a more stable point and netplay is functional.

That time is coming soon! McAffe is kinda creepy, i will give this definitive try. I'm also paranoid cause all of this "PC Versions" which also in net. Heeeeey this is so cool! You guys have a discord or something? Did you add anything to the game your just ramake it? Would be nice to have it for Linux.

We don't have many Linux games. By using Unity, I was able to target higher resolutions I currently test at x and still hit 60fps. Then of course I added some post processing. At this point, I'm just trying to get it equivalent with the PS2 version. The infrastructure is there to add more cards. I could open it up to modders. I'm not relying on any exotic libraries at all, a Linux port would just be a matter of me setting up a Linux install and testing it. You got the talent mate.

Let it open for modders If you can. I'd like to experiment with interjecting cards in.



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