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  Artlantis Studio, free download. Artlantis Studio Artlantis Studio the fastest stand-alone 3D rendering and animation application designed. Free Artlantis Resources Download. Anything you need to have a nice experience using Artlantis Render. artlantis studio 4 free download 64 bit.❿    

 

Artlantis Interoperability with Archicad - Artlantis studio 5 ita free download



   

Simple to use. Real-time radio frequency preview. Scenes are an addition of date and experience, so you can easily create things to change. Furthermore, the main and most useful feature of the software application is the new toolbar for easy access. Parameters related to shaders, objects, lights, heliodons, and perspectives. With this assertion, you can change and improve the synchronization of the scene and see the changes quickly. Comprehensive 2D and 3D drawing tools. Several advanced features.

Display of 2D and 3D views 3D and 2D visualization. Create animations and panoramas. More advanced site insertion tools. New 3D glasses improving realism. Additional trees, characters, vehicles. Other bug fixes and enhancements. ST EPS: 1. Save the current A. Open the B. Select Use Reference File Artlantis will apply the checked options from file A to file B, i.

Panoramas, VR Objects, and Animations. NB: Limitations to the Use reference file Please refer to the documentation of the relevant software. FIL E Contains the commands for managing documents opening, saving, merging, and reverting. Ope n This command will directly open the following file formats: atl, atla, atlo, aof, 3ds, dwf, dwg, dxf, fbx, obj, and skp.

ATL, the Artlantis file format. ATLA, the Artlantis archive file format. ATLO, the Artlantis object file format. AOF, the old Artlantis object file format version 4 and earlier.

SKP, the file format for SketchUp, from versions 8 to If you do not want to export the geometry in multiple layers but in a unique layer only, check Unique layer in the export dialog box. If you do not have the export plug-in for one of the programs, you can download it at: www.

NB: To use files from Media Artlantis 4 and earlier versions you will need to convert them into the new Artlantis file formats atls Shaders and atlo Objects. Please use the Artlantis Media Converter program available in the Artlantis 5 folder. Me r ge Ge ome tr y Merges the geometry of the current file with another file: atl, atla, atlo, aof, 3ds, dwf, dwg, dxf, fbx, obj, and skp.

Close Closes the document if the Artlantis main window is activated. A dialog invites you to save changes. Save Saves the current Artlantis document to your file system. NB: Saved documents will no longer be compatible with earlier versions.

A rtlantis D ocument Saves the current file as a new. The new file becomes the active document. A rtlantis A rchive D o cument Saves the current file as an archive. This function is useful when sharing a project. A rtlantis Object D o cument Saves the current file as an object. Recovers all or part of the elements from different.

The behavior of certain mouse and keyboard shortcuts depend on the current Inspector. A n imation s Activating and changing from one Inspector to another using the Inspector menu, or via the Toolbar Inspectors.

Perspectives in the figure above. The drop-down menu displays all the. Artlantis 34 About Artlantis 34 Preferences Render 37 Batch Rendering Ar tlantis A bo ut A rtla ntis Information about the Artlantis version and the serial number being used; displays the serial number. Defines the program's overall behavior.

License Displays the license activation for Artlantis, Maxwell for Artlantis and Artlantis Keyserver, as well the Artlantis ver- sion and the status of the serial number. Hide A rtla ntis Hides Artlantis, allowing the user to work in a different program. To return to Artlantis, click on the Artlantis icon in the dock. Hide Others Hides all visible applications other than Artlantis.

To go to a different application, click on the application's icon in the dock. Quit A rtla ntis Quits the program after saving or not the open document. File Contains the commands for managing documents opening, saving, merging, and reverting.

M erge Geometry Merges the geometry of the current file with another file: atl, atla, atlo, aof, 3ds, dwf, dwg, dxf, fbx, obj, and skp. C lose Closes the document if the Artlantis main window is activated. Save As U s e R eferen ce File U ndo Undoes the last command. Also allows the user to step backwards, undoing all operations performed since the doc- ument was opened. The command's heading shows what action is undone and applies to the active window. R edo Reverses the last Undo command and displays the action to be redone in the heading.

C ut This command works in numeric fields and inspector lists. The cut element is stored on the clipboard. C o py Works in digital fields and inspector lists. Pa ste Pastes the content of the clipboard into inspector lists and numeric fields. D elete Removes the selected elements from inspector lists, numeric fields, and objects in the scene.

Select A ll Selects all elements in Light and Object inspector lists. Inspe c tor Contains the inspectors for viewpoints Perspectives, Parallel views, Panoramas, VR Objects and Animations , light- ing effects Lights and Heliodons , scene dressing Shaders, Textures and Objects , and environment Sun, sky, back- ground and foreground images, insertion into site, depth of field, fog, pollution, ambient and post-process effects.

NB: It is not always necessary to change the edit inspector in order to modify a project. There are sufficient commands available, regardless of which inspector is active. R ender Displays the render window for defining the rendering format and options, as well as the destination. Batch R endering The Batch Rendering window handles the state, destination and format of batch renders that have been defined in advance using the Render command.

Window Contains the window activation commands: Scene Information, 2D View and the name of the current document. M inimize Reduces the size of the window for the current document to a minimum and places it in the Dock. For more inform- ation, see Mac OS X help. Bring A ll to Front Brings all open Artlantis windows into the foreground document, windows, etc. For more information, see Mac OS X help. He lp A rtlantis Help Online Artlantis documentation, containing reference information on each of the program's functions, and detailed illustrated tutorials.

View display is independent of the current inspector. Example: In the Perspectives inspector, you can edit lights in 2D View without activating the Lights inspector. Displays one of the following five projected views at one time: Right clicking on the element you wish to edit displays a pop-up menu for the current operations: Duplicate, Delete, Attribute To, etc.

These are performed in real time in the Preview window and in the relevant inspect- ors. Clicking on the button clips the geometry placed just before the position of the camera opposite to its dir- ection. What is behind is ignored. Elevation view diagram: the camera is in red, the vertical clipping plane is in blue; all the geometry placed before the camera i. Top view diagram: the camera is in red, the horizontal clipping plane is in green; all the geometry placed before the camera i.

NB: The clipping plane cannot be customized: it depends on the position of the camera. Clipping does not affect the display in the Preview.

Show Selected Displays only the selected element: point of view, object or light. The other elements are hidden.

These are performed in real time in the Preview window and in the relevant inspectors. To improve visibility of the scene. Viewpoint inactive Represented by the camera gray point. Active viewpoint selected. Represented by the camera red point , the target gray point , the focusing angle blue lines and the angle's bisector line gray line. In the pop-up menu, choose "Edit Light", select the name of the light. NB: The inspector palette switches from Perspectives mode to Lights mode.

NB: The inspector palette switches from Perspectives mode to Heliodons mode. Represented by the camera red point , the target gray point , the width of view red lines and the symmetry axis linking the camera and the target gray line. Object deselected. Represented by the geometry and a green center point.

Represented by the geometry and a blue center point, plus addi- tional controllers. Multiple selection Draw a rectangle and all the objects inside are selected. Left diagram: Coordinates are The axes appear in Magenta. Right diagram: Coordinates are unlocked Move an object. Duplicate an object. Move an object in a restricted dir- l Select and drag one of the ection four green lines and the object will move per- pendicular to this line.

By pressing the Shift key, you can snap the line onto the edge of another object or onto the green line of another object's green box. Move the object using one corner By moving the mouse over the of the green rectangle. A snap point to edge can be activ- ated by holding down the Shift key snaps only on meshes not to bounding box.

Press the "minus" key to remove them. The blue mark shows the dir- ection of each copy. The copy keeps the same angle from the path tangent as the original. Confirm by hitting Enter. Add a control point The new control point can be moved, and its tangents edited. Unlock a tangent To create an inflection point:. The result after the multiple Duplicated objects are directed duplication is completed.

Making multiple duplicates of l Select the objects: more than one object. Hit the "plus" key to indicate the number of copies pink points. The multiple duplication of objects is performed in the same level. To duplicate objects accord- ing to the topology selected for them, then right click on one of them in the contextual menu and choose Apply Gravity. The anchor points of a duplicated tree along a path will therefore fol- low the different altitudes of the hill.

Once duplicated, the new trees follow the topography. Handle turned. Edit the size. Once selec- ted, it becomes yellow. NB: The axis coordinates are no longer represented in magenta, but in Red, Green and Blue, and are edited independently. Pull the handle along the axis to enlarge or reduce the size of the object. Duplicate an object l Hit the Alt key to move the green point. Right click on the object then select "Delete" in the pop-up menu. The object is deleted. To recover the object Undo Delete Object.

Available only for "Always perpendicular object": project the object in the opposite direction to its normal direction onto any surface after having touched it first. Allows you to optimize the rendering time for this object. When checked, the radiosity is calculated in low definition.

A 3D grass plan having strands casting shadows on one another. Choose another layer to store the object. Select the object, press D then in 2D View, drag the object's blue anchor point. This works for internal and external objects. Example of editing an anchor point. Display State or Action Comments. NB: When the cursor is on a corner of the green rectangle the corner has a red dot, to show that the object will be moved precisely at this point. A snap point edge can be activated by holding down the Shift key when moving.

The axes appear in Magenta. Right diagram: Coordinates are unlocked Move the object freely. Move the object in one direction. Move the object using one corner l By moving the mouse over a of the green rectangle green rectangle, a red snap point is displayed.

A snap point to edge can be activated by holding down the Shift key snaps only on meshes not to bounding box. Rotate the object. Resize the object l Click a magenta handle. The handle and the attached X, Y or Z axis turn yellow. Then by pulling the handle, the object is graphically resized. Forces the current camera to use the object as a target. In the list, the object has a red target in front of it. In the coordinates Viewpoint inspector, select the target object from the drop-down menu.

Target on Fixed Vertex. Hide the object in the scene. To display it again in the list, right click on the object's name in the drop-down menu and choose Show. The object will be rendered with part of its geometry ignored in order to save rendering time. The four same objects chairs This can be done in one of two have to be replaced.

Second option: the objects are replaced in one go using the All Instance detection command. The fol- lowing message is dis- played Do you wish to replace all l Click Selected Instance and instances or only the selected only one chair is replaced.

Second option: Replace all the l Select All Instances and all blue chairs with yellow ones. Deselected light is off. Represented in shaded yellow. Selected light is off. Represented in shaded yellow, circled in black. Deselected light is on. Represented in bright yellow with thin black circle.

Selected light is on. Represented in dark orange with thick black circle. Move a light. Move the yellow point s , depend- ing on the type of light. Multiple duplication of a light.

Use the handles of the red tan- gents to change the shape of the line. Hit the "plus" key to indicate the number of copies blue T points. Press the "minus" 1 key to remove them. Add a Control Point The new control point can be moved, and its tangents edited. The result after the multiple duplic- Duplicated lights are directed ation is completed. Make multiple duplications of l Select lights belonging to the more than one light. Hit the "plus" key to indicate the number of copies pink 1 points.

NB: The duplicated lights retain the parameters of the reference light power, shadows, etc. Duplicate l Hit the Alt key to move the yellow point. NB: The duplicated light retains the parameters of the reference light power, shadows, etc.

Deletes the current light, but holds it in the memory so it can later be pasted into a light group from the lights list. To paste into the lights list, right click on the name of a group and select Paste. Copies the current light without deleting it. It is held in the memory so it can later be pasted into a light group on the lights list.

NB: Selecting more than one light enables you to copy them at the same time. Delete l Right click on the light and then select "Delete" in the pop-up menu. The light is deleted. To recover the light, Undo Delete Lights. Select the name of the view.

Point light selected Represented by a source: the yel- l Move by its stand. Point light selected Represented by a source: the yel- l Move by its source. Vertical low handle and a vertical blue displacement only. Move the light source of a point l Select the light source, move vertically.

Move the light source of a spot l Select the light source, move vertically. Move the light by selecting the l Click on the blue line then blue line. Resize the light cone l Click on the orange peri- meter, then drag the cursor to widen or narrow the shape of the cone.

Move the target of the light. NB: By moving the mouse over a geometry of the project, the target detects it; e. Choose a viewpoint from the list. The chosen viewpoint is displayed in the preview window. A red handle appears at a corner when the cursor moves over it. When you see only the cross anchor, drag it to display the other handles. Move the Shader freely. This can also be done by selecting a corner red handle when the cursor is over it. Move the Shader with one corner By moving the mouse over the of the multi-colored rectangle.

A snap point to edge can be activated by hold- ing down the Shift key snaps only on meshes not to bounding box. Move the Shader in one dir- l Click on one colored side of ection. The line becomes highlighted, then move the Shader parallel to the direction. Rotate the Shader. Resize the Shader. When selected, represented by a yellow cross anchor point, a yel- low point rotation , a rectangle with multi-colored sides and a blue corner triangle resize.

A red handle appears at one corner when moving your mouse over it. Move the Shader by one angle of By moving the mouse over the the multi-colored rectangle. Move the Texture freely. Move the Texture with one By moving the mouse over the corner of the multi-colored rect- corner of the rectangle, a red snap angle. Move the Texture in one dir- l Click on one colored side of ection.

The line becomes highlighted, then move the Texture parallel to the direction. Rotate the Texture. The texture is To be defined in the Shader resized proportionally.

Inspector Texture Dimensions. To be defined in the Shader or Inspector Texture Dimensions l Click on the tip of one arrow and drag it. The texture is res- ized according to the chosen direction. Move the texture with one corner By moving the mouse over the of the multi-colored rectangle. The line becomes highlighted, then move the texture parallel to the direction. Allows you to reset the position of the texture according to its anchor point or to set the position of a linked texture.

NB: This works on a single texture and also when two or more are linked. The yel- true North and the date low arrow will and time. Shadows are then recomputed in the Pre- view window.

Manually move the l Manually position Shadows are then Sun. Limiting box Represented by a blue cross-hair and rect- angle. Elevated view Editing operations are the same as in plane view, except that the box does not pivot. VR Object Represented by deselected grayed target and a circle. VR Object selected Top view: represented by the camera gray dot on the circle and the tar- get central red dot.

The camera moves around the blue circle. The focus opening angle is defined by the two blue lines and the angle bisector gray line. In Elevation view: The target point is red. Two gray points linked by a shaded line represent the camera altitude. The small red points on the circle represent the camera movement pitch pitch value dissociated in top and elevated views. In Elevation view: l Move the target in red or the shaded horizontal line.

In Elevation view: l Adjust the camera height by moving the shaded hori- zontal line that runs through the two gray points. Once open, the circle can be edited graph- ically. The opening angle value depends on the restricted angle value. Same as plane l Edit the Active l Right click on the view Light with this red target. In the VR Object. Node deselected Indicated by the camera gray dot and the horizontal or vertical viewpoint movement circle.

View- point active. Node selected Represented by the camera red point , with the target blue mov- ing in a circle blue circle , the focus angle blue lines and the angle's bisector line red line. The node direction is represented by a red arrow for the first node and a green arrow for all others.

NB: The target point position defines the starting image when the panorama is read. NB: The inspector palette switches from Panorama mode to Light mode. NB: The inspector palette switches from Panorama mode to Heliodons mode. When the node panorama. Initialize Node Direction with Force the node to have the same Camera Direction direction as the camera.

When reading, the node will use the camera direction instead of its original direction. Initialize Camera Direction with Force the camera to have the Node Direction same direction as the node. When reading, the camera will use the node direction instead of its original direction. The direction of all the other nodes will become affected.

Only the first node is defined with a red arrow. Modifying one will not affect the direction of the other nodes. A green arrow is drawn between the two nodes. Then make a right click on it and choose Delete. This concerns the paths for cameras, lights, and objects as well as the relevant pop-up menus.

The Camera path is in red. NB: Camera target points can be edited graphically at any time, regardless of whether the record mode is on or not. A dding a C o ntro l Po int l Right clicking on the red path line and selecting "Add Control Point" displays a gray circle and a tan- gent with two editing handles.

To edit a po rtion o f the ta ng ent a t a po int: l Right click on the point and select "Unlock Tangent" to create an inflection point on the path. To delete the inflectio n po int: l Right click on the point and select "Lock Tangent". Extending the Pa th Extends the path without altering the existing animation. Path Edit Po p-up M enu l Right clicking on the red path displays a pop-up menu with the following options:. NB 1: You must be in record mode in order to edit elements in the Timeline.

The key frame can be moved graphically on the path, making it possible to speed up, slow down, etc. A pause can be created in the movement of the element by duplicating a key frame in the Timeline. Regardless of whether the user is in path or time edit mode, right clicking on a camera's target or one of the blue lines which represent the focus opening will display a pop-up menu with the following options:. Uses the original to create a new superimposed viewpoint. The inspector palette switches to Lights mode and the light is selected.

Path Edit Po p-up M enu l Right clicking on the yellow path displays a pop-up menu with the following options:. This creates the key frame. In mode, move the object. This draws a green path in a straight line. Result: NB: The Timeline can be used to play the sequence at any time. Path Edit Pop-up M enu l Right clicking on the yellow path displays a pop-up menu with the following options:.

The Object path is in green. Key Fra me Edit Po p-up M enu l Right clicking on the yellow path displays a pop-up menu with the following options:. In the Timeline window, click on record in 2D view, right click on the path, and select "Add Key Frame" from the pop-up menu. The 2D View Edit Filters Pop-up Menu l Right clicking on the white background of the 2D window displays the following pop-up menu, which makes it easier to edit in 2D View, as well as display and hide paths.

Objects , displays all camera, light or object paths. This is a blue box with corner handles that can be edited. The check box Activate concerns the Preview only; the model is showed with or without cutting planes. In the numeric field Rotation, entering a value in degree rotates the box. This can be graphically manipulated in 2D View by dragging the handle of the circular cursor. Change the view above, front, right, left or back to define more than one clipping plane in the space up to a maximum of six clipping planes.

Edit the blue handles or sides to define the clipping planes. Elements outside the blue box are excluded from the scene. Entering an angle value in degrees in the numeric field pivots the box within the plane. The box can be also manipulated graphically in the Top view.

This displays the final rendering in real time before any calculation is initiated! Displays the scene in real time looking as it will be once rendered except for the anti-aliasing which is taken into account.

Any changes are immediately reflected. Saves the viewpoint position viewpoint, target, focus distance and camera roll. This tool only works when the Automatic Update option is activated in the General Preferences.

Both the toolbar commands Navigation, Zoom, Pan and Front View and the Keyboard and Mouse Short- cuts specific to the Preview window are used to navigate within a scene. To adjust the position, move the slider to the left or to the right.

Values from 2 to 24 Frames Per Second. The higher the number, the better the fluidity, and lower the number, the better the image definition. NB: This has no impact when rendering. From left to right: Decrease the size, Adjust to the available working space, and Increase the size. Drop-down menu: Destination of a layer when dragging and dropping an object into the scene. If Auto is checked: l When you drag and drop an object into the scene, it will go into the layer appropriate to its type or into the active layer if there is no default destination layer for this object type.

If Auto is unchecked: l The pop-up menu for the layer shows the destination layer for an object during a drag-and-drop into the scene, as long as there is no default destination layer for this object type. Partial Render: Within the scene, this initiates rendering of the zone demarcated by the rectangle. Partial Rendering Window. Current Layer: Destination of an object when dragging and dropping an object into the scene.

Lets you navigate through the scene and edit items in the scene using the mouse. The Timeline enables the user to record, edit and play a scene. The scene is made up of sequences that are managed in the Animations Inspector List. U pper R epresenta tio n The Timeline is docked in the Artlantis window. When the Timeline is displayed in Artlantis window, at any given time we only see the current sequence, the type of animated element and one type of animation.

Low er R epresenta tio n When the Timeline is not docked floating , it is displayed in an independent window. When the Timeline is displayed independently we see the whole sequence with its animated elements and all the types of animation attached to these elements, such as the position, the rotation etc.

In both sides, clicking on the icon forces the Timeline to stay open, and another click returns to the auto-retractable function. Expressed in minutes and seconds mm:ss. Entering a value updates the duration. Entering a value updates the number of frames played. The drop-down menus can be used to display the current sequence.

When the Timeline is docked The first of the three menus shows the current sequence. Click on it to select another one. The second menu displays the current animated element. The third one displays the events applied to the animated element, such as position, rotation, etc. When the Timeline is displayed independently The drop-down menu shows the current sequence.

Below this is the thumbnail before the name of the current animated element. Below that is the event type of the animated element, position, rotation, etc. Time Bar Gives duration of the sequence with a slide bar and a cursor for positioning and editing keys of the sequences. The cursor shows the current sequence time at instant T.

NB: The current position also displays in 2D View, if the element is animated on a path. Graveyard Keeper. February 1, Green Game: TimeSwapper. November 6, December 31, Gun Gun Pixies. June 21, Harvest Moon: Mad Dash Perfect. Harvest Moon: Mad Dash. Hashihime of the Old Book Town append Okay. Hashihime of the Old Book Town append. Heave Ho. Heaven Dust. Hello Neighbor Hide and Seek Bad. Hello Neighbor Hide and Seek.

January 9, Heroes of the Monkey Tavern Great. Heroes of the Monkey Tavern. Hill Climbing Mania Great. Hill Climbing Mania. Holy Potatoes! A Weapon Shop?! House of Golf. Human: Fall Flat. September 26, Hypnospace Outlaw Won't Boot. Hypnospace Outlaw. September 7, I Saw Black Clouds. March 31, Ice Cream Surfer. August 15, If Found April 12, Immortal Planet.

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Mechstermination Force. Mega Man 11 Demo Version Perfect. Mega Man 11 Demo Version. August 1, Mega Man Legacy Collection 2 Perfect. Mega Man Legacy Collection 2. May 29, Meow Motors. November 13, Metal Commando. Metaloid: Origin. April 22, Metro Redux. July 5, Milo's Quest. Monster Jam Crush It! Moon Hunters. January 27, Moto Racer 4. January 5, Motorsport Manager for Nintendo Switch Great. Motorsport Manager for Nintendo Switch. Moving Out. Munchkin: Quacked Quest Bad.

Munchkin: Quacked Quest. Murder by Numbers Perfect. Murder by Numbers. Muse Dash. My Friend Pedro. July 3, My Memory of Us. September 19, NBA 2K Playgrounds 2. December 27, Necrobarista - Final Pour - Bad. Necrobarista - Final Pour -. August 21, June 29, April 1, Neon City Riders. December 25, Next Up Hero. Nickelodeon All-Star Brawl Great. Nickelodeon All-Star Brawl. October 16, Nidhogg 2. Night Book. July 29, NinNinDays Won't Boot.

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Outbreak: Endless Nightmares Great. Outbreak: Endless Nightmares. June 12, Outlast 2. Overwatch: Legendary Edition Won't Boot. Overwatch: Legendary Edition. April 20, Panty Party. Panzer Dragoon: Remake Okay. Panzer Dragoon: Remake. Party Hard. March 12, December 11, PC Building Simulator Great. PC Building Simulator. Persian Nights: Sands of Wonders Great. Persian Nights: Sands of Wonders. September 29, February 24, November 15, May 9, March 11, January 22, Poopdie - Chapter One Perfect.

Poopdie - Chapter One. October 1, Power Rangers: Battle for the Grid Great. Power Rangers: Battle for the Grid. November 16, Princess Closet. Prison Princess. February 3, Psyvariar Delta. April 23, Pumpkin Jack. Purrs In Heaven. Putty Pals. May 31, Puyo Puyo Tetris. July 30, February 21, R-Type Dimensions EX. May 30, September 8, Rad Rodgers Radical Edition Bad.

Rad Rodgers Radical Edition. October 31, Real Drift Racing Not Tested. Real Drift Racing. Real Driving Sim. August 28, Reaper: Tale of a Pale Swordsman Perfect. Reaper: Tale of a Pale Swordsman. Rebel Galaxy Outlaw Great. Rebel Galaxy Outlaw. November 8, Red Bow.

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Rolling Sky 2. February 7, Romancing SaGa 3. March 6, Roof Rage. Roombo: First Blood. March 2, Rune Factory 5 Not Tested. Rune Factory 5. Rune Lord. May 21, Rush Rally Origins Won't Boot.

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Sakura Succubus 4. Satazius NEXT. Savage Halloween. November 2, March 9, Selma and the Wisp. January 23, Serious Sam Collection Won't Boot. Serious Sam Collection. December 5, Shakedown: Hawaii. Shape of the World. Shift Quantum. Shovel Knight Pocket Dungeon Perfect. Shovel Knight Pocket Dungeon. Shovel Knight: Specter of Torment Great.

Shovel Knight: Specter of Torment. February 16, Skies of Fury DX. August 5, Skul: The Hero Slayer Perfect. Skul: The Hero Slayer.

Sky Force Reloaded. Skybolt Zack. January 30, Skydrift Infinity. Sniper Elite 4. Sniper Elite V2 Remastered Okay. Sniper Elite V2 Remastered. Snipperclips — Cut it out, together! June 14, Solstice Chronicles: MIA. September 10, South Park: The Stick of Truth. Space Invaders Invincible Collection Great. Space Invaders Invincible Collection. December 7, Space Robinson.

October 27, Speed Limit. Spelunker HD Deluxe Perfect. Spelunker HD Deluxe. January 3, February 28, Splatoon 2. Spyro Reignited Trilogy Okay. Spyro Reignited Trilogy. October 17, February 9, Steven Universe: Save the Light Great. Steven Universe: Save the Light.

Steven Universe: Unleash the Light Great. Steven Universe: Unleash the Light. April 19, Street Fighter 30th Anniversary Collection Great. Street Fighter 30th Anniversary Collection. August 25, Subdivision Infinity DX Great.

Subdivision Infinity DX. Sundered: Eldritch Edition Great. Sundered: Eldritch Edition. Super Cable Boy. Super Impossible Road Perfect.

Super Impossible Road. Super Jumpy Ball. Super Mario Bros. Super Meat Boy Forever. Super Monkey Ball Banana Mania. Super Street: Racer. Super Tennis Blast. April 29, Surgeon Simulator CPR. Sword of the Necromancer. Swords and Sandals: Spartacus Perfect. Swords and Sandals: Spartacus. Syberia 2. January 1, Talisman: Digital Edition Won't Boot.

Talisman: Digital Edition. Tanuki Justice. Taxi Chaos. July 27, The Coma 2: Vicious Sisters Okay. The Coma 2: Vicious Sisters.



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