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Mac computers are known for its sleek and typically white or silver designs with large screens. One of the functions of these computers is not just productivity, but also entertainment. Wouldn't it be nice if you can play great games on your Mac computer? There are so many games for Mac and finding the best ones will be a breeze if you know exactly what you are looking for. With computers today having specifications that allow users to a fast, consistent and enjoyable gaming experience, playing games on the MAC have been made more fun and entertaining. Here are the top 10 best and most addicting games that you can try.
Mac OS 9 is still there and you can restart easily enough, but Apple fully expects people to use the new operating system. Games have been increasingly made available for Mac OS X by third party. With All That Jazz, Paradox is introducing an all new kind of traffic jam in Cities: Skylines. The briefly internet-famous Jazz Boatman returns as DJ, so players can dig harder than a jackhammer at a road repair. The new All That Jazz radio station will feature 16 new songs across several smooth genres: Classic, Latin, Funky and Chill-Out Jazz.
10. Braid
Braid is a game that began four years ago. It is deemed to be a gaming platform that manipulates time and gives players a different gaming experience by channeling the short-lived nature of human's selective memory. This game started for Xbox 360 before becoming available to other platforms such as the Mac OS. This games is good for those wanting to be challenged in terms of figuring out when to pause/stop time on certain level. This is also good for players who want to sharpen their critical thinking skills as well.
9. Galaxy on Fire 2 Full HD
The Galaxy on Fire 2 Full HD is a game good for those wanting to play with space and universe. Its graphical images and design will give you a nice look of the imaginative universe. This game is only available for Mac OS and you can enjoy the view of the space by using the Action Freeze 3D screenshot tool. The game is developed by Fishlabs offering simulations of gaming genre and offers single player game play only.
8. Limbo
Limbo is a game developed by PlayDead and gives players a unique insight about purgatory for their video game characters. This is an indie game offering black and white as well as ghostly gaming world and allows one's imagination to run free. One flaw of this game is that it is not good for re-playing. It is mainly a puzzle platform game and has a game story about a boy trying to save his sister in the treacherous and eerie world. Tahnouns game mac os. Some players say that you lose the excitement after completing the game once. Expect mild violence in this game.
7. Left 4 Dead and Left 4 Dead 2
The Left 4 Dead series, which was released in 2008 and the sequel in 2009, is a game intended for those who like playing the zombie apocalypse games. This is a co-operative type of gaming featuring action horror and first person shooter (FPS). It can take you and your friends to several places as you play the game. It has five campaigns as expansions. The game, which is a multi-platform one, was developed by Valve Software with an FPS gaming genre.
6. Minecraft
The Minecraft game involves you as the player to create and destroy different types of blocks within known 3D environments. You will be taking an avatar that will work to destroy blocks as well as create blocks for your own kingdom. Here a player is expected to use your imagination and creativity in forming great and visually appealing structures and artworks. It has several multiplayer servers and offers different gaming modes. This is an adventure game genre that was developed by Mojang AB. This game is quite popular among teens and young adults.
5. NBA Jam
For those who love playing ball, this is the game for you. This is a re-boot of EA's NBA Jam that has been in the gaming world several years ago. This game is way different from the NBA 2k versions, which was said to have had a lot of realistic gaming features. NBA jam is not realistic, but fun. Get ready to hear the boom shakalakah sound with super high playing players dunking way over the top.
4. Portal 2
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Portal 2 is another multi-platform game offering mind boggling puzzle and action gaming. This game was developed by Valve Software on the category of First Person Shooter. This game is a single player one and has co-operative multiplayer modes in its Xbox 360 counterpart. The sequel to the Portal offers more improvement to the graphical aspect and more logical puzzles to enjoy.
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3. StarCraft II: Wings of Liberty
The StarCraft II: Wings of Liberty is another sequel for the continuity of the epic saga of the Zerg, Terran and Protoss races. They will clash again in this sequel that offers players with fast-paced real-time strategic gaming mode in which the original concept of the StarCraft is still maintained. This game has a vibrant and lively three dimensional graphics having stunning visual effects with massive army sizes and units. It has full map making capability and the scripting tools giving you, the players, freedom to customize and personalize your gameplay. Infinite golf (itch) mac os. This game is developed by Blizzard Entertainment offering real-time strategy gaming genre.
2. Team Fortress 2
The Team Fortress is another game developed by Valve Software and this one offers cartoony characters. This class-based and multiplayer team warfare game can offer you with new game types together with Valve's signature styles of art powered by their unique animation technology. The second Team Fortress, the TF2, is packed with wild variety of the classes providing players with a wide array of tactical personalities and abilities and in lending themselves to diverse skills of players
1. Trine 2
The Trine franchises are developed by Frozenbyte, Inc. is a platformer gaming genre. It can have animated bloody violence as well as fantasy violence since it is part of the game play. It offers a great gaming world that fits if you are a single player or even multi-players. The game has great art styles and designs of game levels that will get you hooked up the minute you try it. This is why this is our top choice.
This is the second part continuing my previous post about creating the game EXO_encounter 667 using the Fennel programming language and the LÖVE game framework for the Lisp Game Jam 2018; you'll probably want to read the first installment if you haven't already. I wrote about the game design and art, but in this post I'd like to dive into the more technical aspects of the game.
The voting for the game jam just closed, and EXO_encounter 667 came in ranked first! Three out of the top four winners are LÖVE games; one other in Fennel and one in Urn.
Libraries
I pulled in a couple libraries on top of LÖVE to help out in a few areas. First and foremost I would dread to do any work on the Lua runtime without lume, which I like to think of as Lua's 'missing standard library'. It brings handy things like filter, find, reduce, etc. It's mostly sequence-related functions, but there are a few other handy functions as well like split, a bizarre omission from the standard library, or hotswap which I'll get to below.
The bump.lua library is used for collision detection, and as long as you only need to operate in terms of axis-aligned rectangles, it is very easy to use and gets the job done with no fuss.1 But one of the nicest things about bump is that it's integrated into Simple Tiled Implementation, which handles maps exported from Tiled. On its own the Tiled library just handles drawing them (including their animations and layering), but it can automatically integrate with bump if you set properties on a layer or object to flag it as collidable.
The documentation for the Tiled library unfortunately leaves quite a bit to be desired; it's one of those projects that just dumps a list of all functions with a line or two describing what each one does and considers that 'the documentation'. Fortunately the source is pretty readable, but figuring out how to handle opening and closing of doors was definitely the roughest spot when it came to 3rd-party libraries. The readme does describe how to implement a custom drawing routine for a layer, which allows us to draw a door differently based on whether it's closed or open. The problem is there's no easy way to do the same thing for the collision detection side of the story.
The Tiled library handles setting up the 'world' table from bump by seeding it with all the collidable things from the map. The problem is it doesn't actually use the same tables from the map when adding them to the bump table; it wraps them in bump-specific tables stripping it down to just the fields relevant to collision detection. This is fine until have a door you need to open. Normally you'd do this by calling bump.remove with the door table to make the door no longer take part in collision detection, but bump doesn't know about the door table; it only knows about the wrapper table, which we no longer have access to.
I ended up hacking around this by making the Tiled library save off all the wrapper tables it created, and introducing a new bump_wrap function on the map which would intercept methods on the bump world, accept a regular table and look up the wrapped table and use it instead in the method call. It got the job done quickly, but I couldn't help but feel there should be a better way. I've opened an issue with the Tiled library to see if maybe I missed an undocumented built-in way of doing this. But as far as the coding went, this was really the only hiccup I encountered with any of the libraries I used.
Interactive Development
As a lisp, of course Fennel ships with a REPL (aka interactive console, often mistakenly called an 'interpreter') which allows you to enter code and see the results immediately. This is absolutely invaluable for rapid game development. There's a bit of a hiccup though; the REPL reads from standard in, and LÖVE doesn't ship with a method for reading from standard in without blocking. Since Lua doesn't have concurrency, this means reading repl input would block the whole game loop until enter was pressed! LÖVE saves the day here by allowing you to construct 'threads' which are really just completely independent Lua virtual machines that can communicate with each other over queues but can't share any data directly. This turns out to be just fine for the repl; one thread can sit and block on standard in, and when it gets input send it over a queue to the main thread which evaluates and sends the response back.
As I use Emacs, I've configured fennel-mode to add a key combo for reloading the module for the current buffer. This only works if the current file is in the root directory of the project; it won't work with subdirectories as the module name will be wrong, but it's pretty helpful. It also requires lume be defined as a global variable. (Normally I avoid using globals, but I make two exceptions; one for lume and another for pp as a pretty-print function.) I haven't included this in fennel-mode yet because of these gotchas; maybe if I can find a way to remove them it can be included as part of the mode itself in the future.
Simply run C-u M-x run-lisp to start your game, and use love . as your command. Once that's started, the code below will make C-c C-k reload the current module.
Update: I added first-class support for reloads to fennel-mode, though you will still need the stdin hack described above when using it inside LÖVE.
The other gotcha is that currently an error will crash your whole game. I really wanted to add an error handler which would allow you to resume play after reloading the module that crashed, but I didn't have time to add that. Hopefully I'll have that ready in time for the next jam! Cyberlink powerdirector 9 portable free download.
Tutorial
From a usability perspective, one of the most helpful things was adding a tutorial to explain the basic controls and mechanics. The tutorial displays instructions onscreen until the point at which the player carries out those instructions, at which point it moves on to the next instructions. There are various ways you could go about doing this, but I chose to implement it using coroutines, which are Lua's way of offering cooperative multitasking.
The tutorial function runs inside a coroutine started with coroutine.wrap; it echoes the first message and then suspends itself with coroutine.yield which returns control to the caller. On every tick, the love.update function coroutine.resumes it which allows it to check whether the conditions have been fulfilled. If so it can move on to the next instruction; otherwise it just yields back immediately. Of course, it would be possible to do something like this using only closures, but coroutines allow it to be written in a very linear, straightforward way.
Distribution
With LÖVE you get portability across many operating systems; however it does not actually handle creating the executables for each platform. I used an old version of love-release2 to create zip files which include everything you need to run on Windows and Mac OS. This was a huge help; I could run my entire build from my Debian laptop without even touching a Windows machine or a Mac.
For the jam I just published a .love file for other platforms, which requires you to manually install LÖVE yourself. This is a bit of a drag since most package managers don't include the correct version of LÖVE, and even if they did today, in the future they'd upgrade to a different one, so this is one place where relying on the package manager is definitely not going to cut it. Soon after the jam I discovered AppImages which are a way of bundling up all a program's dependencies into a single executable file which should work on any Linux distribution. While I think this is a really terrible idea for a lot of software, for a single-player game that doesn't load any data from untrusted sources, I believe it to be the best option. The love-release tool doesn't currently support creating AppImages, but I am hoping to add support for this. I also didn't get around to automating uploading of builds to itch.io using butler, but I'm hoping to have that working for next time.
Play my game!
Now that the jam is over, I've gotten some great feedback from players that resulted in a nice todo list of items that can be improved. Roller coaster defender mac os. I hope to release a 'special edition' in the near future that includes all the things I wasn't able to get to during the jam. But in the mean time, I hope you enjoy EXO_encounter 667!
Mirrored projection mac os. [1] LÖVE ships with a physics engine built-in, but the API it uses is much more complicated. It's capable of more sophisticated behavior, but unless you really can't work in terms of rectangles, I'd recommend sticking with the much simpler bump.lua.
[2] The love-release project has since been rewritten in Lua instead of being a shell script as it was at the time I downloaded the version I used. I haven't tried the new version but it looks promising.
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