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Fidelidad (House M. D)

Fidelidad es el séptimo episodio de la primera temporada de la serie estadounidense House M. D. Fue estrenado el 28 de diciembre de 2004 en Estados Unidos y emitido el 14 de febrero de 2006 en España. Una mujer ingresa en el Princeton-Plainsboro por dormir demasiado. Su marido y ella forman una pareja "perfecta", pero House no cree eso y apuesta a que alguien es infiel. La mujer sufre extraños síntomas que se relacionan con diversos males. La mujer va empeorando y el marido deberá afrontar la verdad.

La obscena señora D

La obscena señora D es una novela de la escritora brasileña Hilda Hilst. Fue publicada en 1982 y, junto a El cuaderno rosa de Lori Lamby, Cuentos de escarnio - Textos grotescos, y Cartas de un seductor, forma parte de una tetralogía que la crítica ha bautizado como el ciclo obsceno de la narrativa de Hilst.

Asturiano occidental de la Región D

El` leonés occidental de la región D también conocido como palluezu o faliella ​ Se extiende por los concejos asturianos de Somiedo, Brañas de Cangas del Narcea, Degaña y en las comarcas leonesas de Laciana, Rivas del Sil, y Páramo del Sil.

Museo A+D

El Museo A+D, también conocido como Museo de Arquitectura y Diseño de Los Angeles, es un museo de arquitectura y diseño de Los Ángeles, California. Se encuentra ubicado en Wilshire Boulevard en el Museum Row en el distrito Miracle Mile, junto al Museo automotriz Peterson.

Veneno (House M. D)

Veneno es el octavo episodio de la primera temporada de la serie estadounidense House. Fue estrenado el 25 de enero de 2005 en Estados Unidos y el 14 de febrero de 2006 en España. Un adolescente se descompone mientras rinde un examen en la escuela. El joven empeora considerablemente y House y su equipo logran establecer que el paciente está envenenado con alguna sustancia perteneciente al grupo de los organofosforados, pero sin poder identificarla. Cuando peor está la investigación, otro joven es ingresado con los mismos síntomas. House y su equipo tendrán que investigar las rutinas de ambos adolescentes.

Adabas D

Adabas D es un sistema de gestión de bases de datos relacionales propiedad de Software AG desde 1994, cuando Software AG adquirió SQL-Datenbanksysteme GmbH de Siemens Nixdorf AG. ​ MaxDB, de SAP AG, se basa en Adabas D versión 6.1.15.57, cuya licencia se obtuvo de Software AG en 1997, y se comercializó originalmente bajo el nombre de SAP DB. MaxDB se provee para su uso en conjunto con SAP, como alternativa a otros sistemas de RDBMS más costosos. Software AG tiene otro sistema de gestión de base de datos llamado Adabas, que es un producto distinto y tiene poco en común con Adabas D excepto el nombre. Star Division y posteriormente Sun Microsystems utilizó Adabas D para su producto StarOffice, y la edición personal de Adabas D fue incluida en SuSE Linux. Asimismo, se proveyó un adaptador para Adabas D en OpenOffice.org.

Control (House M. D)

Control es el decimocuarto episodio de la primera temporada de la serie estadounidense House M. D. Fue estrenado el 15 de marzo de 2005 en Estados Unidos y emitido el 7 de marzo de 2006 en España. Una alta ejecutiva adicta al trabajo sufre una parálisis en la pierna durante una reunión y experimenta severísimos dolores. Al ingresar en el hospital deberá de cambiar su estilo de vida. En el hospital, un rico empresario, Edward Vogler, dona 100 000 de dólares con la condición de ser designado como presidente del consejo directivo y concentrarse en la búsqueda de una cura para el cáncer. Vogler trae al hospital una nueva filosofía de gestión "trataré el lugar como un negocio" y chocará de inmediato con House.

M.C.U.D

Paulo Sergio Gomez también conocido como M.C.U.D. es un rapero estadounidense de asendencia brasileña y líder de la banda de Nü Metal, Rapcore p.e.

Vitamina D

La vitamina D está representada por dos compuestos liposolubles: vitamina D 3 y la vitamina D 2. La vitamina D 3 es producida en la piel del ser humano y de otros animales, a partir del 7-deshidrocolesterol por acción los rayos UVB de la luz solar. La vitamina D 2 se produce en las plantas, en los hongos y en las levaduras por la irradiación solar a partir del ergosterol. Ambos compuestos de vitamina D son inactivos biológicamente, por lo que al ser absorbidos sufren una serie de transformaciones para producir varios compuestos, que son los activos y responsables de las múltiples funciones de la vitamina D en el organismo. El primer metabolito biológicamente activo es el 25-hidroxivitamina D ​ Por lo menos algunos de los mecanismos de la acción de la vitamina D se ajustan al modelo clásico de una hormona esteroidea. El mantenimiento de la homeostasis de calcio y fósforo es el rol fisiológico mas claro de la vitamina D, por lo que la función nutricional bien conocida es la que desempeña en el mantenimiento de huesos y dientes sanos, junto con los minerales esenciales calcio, fósforo y magnesio, cuya alteración produce lesiones en los huesos. Por eso es que las deficiencias de estos nutrientes, especialmente de la vitamina D y calcio, se asocian evidentemente con problemas esqueléticos tales como el raquitismo, la osteomalacia, la osteopenia y la osteoporosis. Sin embargo, en los últimos tiempos, al identificarse receptores celulares de los metabolitos de la vitamina D en 30 tipos de células diferentes, se ha reconocido que tiene muchas otras funciones no relacionadas con la homeostasis de calcio y fósforo, y que es muy importantes para el mantenimiento de la salud. Las funciones pueden agruparse como sigue:

Asher D

Ashley Anthony Walters es un rapero, músico y actor británico, famoso por su trabajo dentro del grupo So Solid Crew. ​

Twitch gameplay

Twitch gameplay is a type of video gameplay scenario that tests a players response time. Action games such as shooters, sports, multiplayer online battle arena, and fighting games often contain elements of twitch gameplay. For example, first-person shooters such as Counter-Strike as well as Call of Duty shooters require quick reaction times for the players to shoot enemies, and fighting games such as Street Fighter and Mortal Kombat require quick reaction times to attack or counter an opponent. Other video game genres may also involve twitch gameplay. For example, the puzzle video game Tetris gradually speeds up as the player makes progress. Twitch gameplay keeps players actively engaged with quick feedback to their actions, as opposed to turn-based gaming that involves waiting for the outcome of a chosen course of action. Twitch can be used to expand tactical options and play by testing the skill of the player in various areas usually reflexive responses and generally add difficulty relating to the intensity of "twitching" required. Fast chess, chess played with short time limits between moves, is an example of adding a twitch gameplay element to a turn-based game. Conversely, checkpoints and extra lives are common game mechanics in twitch gaming that attempt to reduce the penalty for errors in play, adding an element of turn-based gameplay. Traditionally, however, the term "twitch game" has been applied to simple arcade, console, and computer games that lack an element of strategy and are based solely upon a players reaction time.

Cooperative gameplay

Cooperative gameplay is a feature in games that allows players to work together as teammates, usually against one or more non-player character opponents. In the case of video games, commonly specific reference to multiple users on separate systems entering the game of a single host user. However, it may casually and less technical any play that involves working together rather than in opposition. It is distinct from other multiplayer modes, such as competitive multiplayer modes like player versus player or deathmatch. Playing simultaneously allows players to assist one another in many ways: passing weapons or items, healing, providing covering fire in a firefight, and performing cooperative maneuvers such as boosting a teammate up and over obstacles. In its most simple form, cooperative gameplay modifies the single player mode of a game, allowing additional players, and increasing the difficulty level to compensate for the additional players. More complex examples exist, however, with broader modifications to the story and gameplay. Some co-op games include a new ending when completed in co-op mode. This new ending is unlocked only when players work as a team to complete the game. For instance, Bubble Bobble features an ending that can only be accessed when two players survive co-op mode, as do some console beat em up games such as Double Dragon, Streets of Rage, and Die Hard Arcade. Co-op gaming doesnt typically refer sharing input devices or using multiple controllers connected to a single console, but may more casually infer it. Universally, co-op tends to imply gameplay over a network, with co-op players joining an existing game running on a game server via a local area networks or wide area networks. Due to the complexity of video game coding, co-op games rarely allow network players and local players to mix. Exceptions do exist, however, such as Mario Kart Wii or Call of Duty Black Ops, which allows two players from the same console to play with others online. Co-op gameplay has been gaining popularity in video games in recent years, as controller and networking technology has developed. On PCs and consoles, cooperative games have become increasingly common, and many genres of game - including shooter games, sports games, real-time strategy games, and massively multiplayer online games - include co-op modes. Co-op gaming can also exist in single player format, where the player works alongside their previous plays in order to complete an objective.

Nonlinear gameplay

A video game with nonlinear gameplay presents players with challenges that can be completed in a number of different sequences. Each player may take on only some of the challenges possible, and the same challenges may be played in a different order. Conversely, a video game with linear gameplay will confront a player with a fixed sequence of challenges: every player faces every challenge and has to overcome them in the same order. A nonlinear game will allow greater player freedom than a linear game. For example, a nonlinear game may permit multiple sequences to finish the game, a choice between paths to victory, different types of victory, or optional side-quests and subplots. Some games feature both linear and nonlinear elements, and some games offer a sandbox mode that allows players to explore an open world game environment independently from the games main objectives, if any objectives are provided at all. A game that is significantly nonlinear is sometimes described as being open-ended or a sandbox, though that term is used incorrectly in those cases, and is characterized by there being no "right way" of playing the game. Whether intentional or not, a common consequence of open-ended gameplay is emergent gameplay.

Rugby league gameplay

Like most forms of modern football, rugby league football is played outdoors on a rectangular grass field with goals at each end that are to be attacked and defended by two opposing teams. The rules of rugby league have changed significantly over the decades since rugby football split into the league and union codes. This article details the modern form of the game and how it is generally played today, however rules do vary slightly between specific competitions.

Rugby union gameplay

Rugby union is a contact sport that consists of two teams of fifteen players. The objective is to obtain more points than the opposition through scoring tries or kicking goals over eighty minutes of playing time. The play is started with one team drop-kicking the ball from the halfway line towards the opposition. The rugby ball can be moved up the field by either carrying it or kicking it. However, when passing the ball it can only be thrown laterally or backward. The opposition can stop players moving up the field by tackling them. Only players carrying the ball can be tackled and once a tackle is completed the opposition can compete for the ball. Play continues until a try is scored, the ball crosses the side line or dead-ball line, or an infringement occurs. After a team scores points, the non-scoring team restarts the game at the halfway with a drop kick toward the opposition. The team with the most points at the end wins the game.

Micromanagement (gameplay)

Micromanagement in gaming is the handling of detailed gameplay elements by the player. It appears in a wide range of games and genres, including strategy video games, construction and management simulations, and pet-raising simulations. Micromanagement has been perceived in different ways by game designers and players for many years: some perceive it as a useful addition to games that adds options and technique to the gameplay, something that is necessary if the game is to support top-level competitions; some enjoy opportunities to use tactical skill in strategic games; others regard it as an unwelcome distraction from higher levels of strategic thinking and dislike having to do a lot of detailed work. Some developers attempt to minimize micromanagement in a games interface for this reason.

Turtling (gameplay)

Turtling is a gameplay strategy that emphasizes heavy defense, with little or no offense. A player who turtles minimizes risk to themselves while baiting opponents to take risks in trying to overcome the defenses. In practice, games are often designed to punish turtling through various game mechanics. Consequently, while turtling strategies are usually simple enough for novices to learn and are effective as such, they are easily defeated by experienced players who understand the games methods to counter them. As a metaphor, turtling refers to the defensive posture of a turtle, which retracts its limbs into its hardened shell for protection against predators. A player who concentrates on defense is said to behave like a turtle, reluctant to leave the safety of its shell for fear of suffering a lethal attack.

Dungeons & Dragons gameplay

In the Dungeons & Dragons role-playing game, game mechanics and die rolls determine much of what happens. These mechanics include: Hit points, how much punishment a character can take before falling unconscious or dying Armor class, how well-protected a character is against physical attack Feats, what special advantages a character has through natural aptitude or training Attack rolls and damage rolls, how effectively a character can score hits against, and inflict damage on, another character Saving throws, a characters defenses against nonphysical or area attacks Ability scores, the most basic statistics of a character, which influence all other statistics Skills, how competent a character is in various areas of expertise

Critical Gameplay

Each of the following games was developed under rapid prototyping constraints, by a single developer, designer and artist for the Critical Gameplay exhibition. Each game was developed in a weekend and then tweaked over a week. As such the games are developed under a more independent development model. The games return to the romantic notion of a lone-developer making a game late into the night. The games listed are a subset of the Critical Gameplay collection which is an evolving collection of game notions. The games are aesthetically designed to mimic characteristics of the game mechanics within their historical context indicated by the date following. Each is designed to critique a specific gameplay mechanic from that year’s standards. Black/White 1985 You 1997 Bang! 1998 Match 2003 Wait 2005 Levity 1994 Simultaneity 1985 EveryDay Heroes: Home 1990 Healer 1996 Charity 1978 Stolen Kisses 2013 Big Huggin is an affection game 2011.

GestureWorks Gameplay

GestureWorks Gameplay was a utility created by Ideum using its GestureWorks technology to enable a variety of touch and gesture controls for games on Windows 8 devices. The software was discontinued as of June 7, 2016. The Gameplay utility was used to create and use touchscreen controllers for PC games running on Windows 8 without the need for an external controller or mouse and keyboard. Users could select from a wide variety of onscreen buttons and gesture controls that may be mapped to keyboard and mouse commands used within the game. Accelerometer support was also available for many devices. In addition to providing a control overlay on mobile devices, Gameplay was compatible with Android devices so that gamers could use their Android device with Bluetooth as a controller for their PC games. Gameplay controls were highly customizable and some aspects of the controls such as button size and location could even be adjusted during gameplay while the controller was in use. In addition to allowing users to create their own controllers, there was a library of pre-built controllers authored by Gestureworks Gameplay and members of the community, containing more than 250 virtual controllers. Gameplay was available through Steam software. GestureWorks Gameplay received favorable reviews from Penny Arcades Gabe Mike Krahulik, and Toms Hardware. The Behemoth games reviewed GestureWorks Gameplay as a good new way to make their popular Castle Crashers game tablet-friendly, and The Behemoth project manager Emil Ayoubkhan says GestureWorks Gameplay is "a perfect fit" for bringing their game to tablet PCs. The technology was also featured in a keynote speech at the Intel Developer Forum in 2013.