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Sabtu, 30 Mac 2019

19 Best URL Shortener to Earn Money

  1. Linkrex.net

    Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

  2. Al.ly

    Al.ly is another very popular URL Shortening Service for earning money on short links without investing any single $. Al.ly will pay from $1 to $10 per 1000 views depending upon the different regions. Minimum withdrawal is only $1, and it pays through PayPal, Payoneer, or Payza. So, you have to earn only $1.00 to become eligible to get paid using Al.ly URL Shortening Service.
    Besides the short links, Al.ly also runs a referral program wherein you can earn 20% commission on referrals for a lifetime. The referral program is one of the best ways to earn even more money with your short links. Al.ly offers three different account subscriptions, including free option as well as premium options with advanced features.
  3. Short.am

    Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  4. Dwindly

    Dwindly is one of the best URL Shorten to earn money online. It offers the opportunity to earn money for every person that views links you have created.
    Its working is simple. You need to create an account and then shorten any URLs with a click of a button. Go on to share your shortened URLs on the internet, including social media, YouTube, blogs, and websites. And finally, earn when any person clicks on your shortened URL.
    They offer the best environment to you for earning money from home. They have even come up with a referral system where you can invite people to Dwindly and earn as much as 20% of their income.
    It has built-in a unique system wherein you get the opportunity to increase your daily profits when you analyze your top traffic sources and detailed stats.
    Best of all, you get the highest payout rates. The scripts and the APIs allow you to earn through your websites efficiently.
    Last but not the least you get payments on time within four days.
  5. Short.pe

    Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  6. Linkshrink

    Linkshrink URL Shortener Service provides you an opportunity to monetize links that you go on the Internet. Linkshrink comes as one of the most trusted URL Shortener Service. It provides an advanced reporting system so that you can easily track the performance of your shortened links. You can use Linkshrink to shorten your long URL. With Linkshrink, you can earn anywhere from $3 to $10 per 1000 views.
    Linkshrink provides lots of customization options. For example, you can change URL or have some custom message other than the usual "Skip this Ad" message for increasing your link clicks and views on the ad. Linkshrink also offers a flat $25 commission on your referrals. The minimum payout with Linkshrink is $5. It pays you through PayPal, Payza, or Bitcoin.
  7. Ouo.io

    Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  8. Oke.io

    Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
    Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.
    • The payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-20%
    • Payout options-PayPal, Payza, Bitcoin and Skrill
    • Payment time-daily

  9. BIT-URL

    It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  10. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  11. Bc.vc

    Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
    Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.
    • The payout for 1000 views-$10
    • Minimum payout -$10
    • Referral commission-10%
    • Payment method -Paypal
    • Payment time-daily

  12. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  13. Cut-win

    Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  14. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  15. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  16. Clk.sh

    Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  17. Fas.li

    Although Fas.li is relatively new URL Shortener Service, it has made its name and is regarded as one of the most trusted URL Shortener Company. It provides a wonderful opportunity for earning money online without spending even a single $. You can expect to earn up to $15 per 1000 views through Fas.li.
    You can start by registering a free account on Fas.li, shrink your important URLs, and share it with your fans and friends in blogs, forums, social media, etc. The minimum payout is $5, and the payment is made through PayPal or Payza on 1st or 15th of each month.
    Fas.li also run a referral program wherein you can earn a flat commission of 20% by referring for a lifetime. Moreover, Fas.li is not banned in anywhere so you can earn from those places where other URL Shortening Services are banned.
  18. Shrinkearn.com

    Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
    Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.
    • The payout for 1000 views- up to $20
    • Minimum payout-$1
    • Referral commission-25%
    • Payment methods-PayPal
    • Payment date-10th day of every month

  19. Adf.ly

    Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.

Jumaat, 29 Mac 2019

SUBNETING

IP SUBNETING




more details visit my You-tube Link-
https://www.youtube.com/watch?v=HOKA4p73rMw

Episode 33: Foam Board, Sharp Knives And More Is Live!

Episode 33: Foam board, sharp knives and more!
https://soundcloud.com/user-989538417/episode-33-foam-board-a-sharp-knife-and-more

I talk about building terrain using humble foam board and a few simple tools.

Try Audible for FREE! https://audibletrial.com/tvwg

Housing joint what I incorrectly call tongue in groove in the Ep
http://www.woodworkbasics.com/image-files/170x165xhousing-joint.jpg.pagespeed.ic.9XFvhjVeOA.jpg

Books and games weighing down the walls and floor of a space station module: https://pbs.twimg.com/media/DQ-wTexV4AAPObR.jpg:large

A photo from the archives showing a jig made of Lego bricks to keep everything nice and square and plumb: https://pbs.twimg.com/media/DUmrlbpWsAAwL1C.jpg

Germy's Paper Buildings - Designed with gaming in mind: http://www.germy.co.uk/fprpg.htm

Music courtesy of Bensound.com. Keep your town beautiful, get a haircut.

Crazy Stuff...

Hello people!

So I've been thinking quite a bit lately about my schedule, my goals, and what I want to do with my time. There really isn't enough time in a day! I feel I have been neglecting some things, and that this aspect of my life needs to change. However, I would still love to continue in my gaming pursuits, continue in my various hobbies, continue in working toward a new career path, and remember to do all that general life stuff that we all should be doing.

OK, so now let's talk about what's new with me since my last post and what has happened.

First of all, one really cool thing that happened is that I got partner on Twitch.tv. It's a really exciting opportunity because in my mind it's sort of like I have my own TV show. What partner means is that I can get paid to live stream video games on Twitch. Let me clarify: Me getting paid to play video games is based on support from my viewers. I wouldn't call it a job, and I wouldn't want to do it if it was work. It's not income I can rely on to always be there.



For me, getting partner is a bonus to what I am already doing. I love to live stream my gaming performances anyway, and now I might make money doing what I love to do. I don't think partner is going to really change what I've been doing. I play some popular games, but I've always also played a lot of "nonsense games," games that are complete garbage or games that no one even cares about. I get enjoyment out of gaming for various reasons, and I can understand why someone might not want to watch me play Dr. Jekyll and Mr. Hyde, but I'm still going to do it! At the end of the day, it's about fun for me. I enjoy playing, and if people want to watch, great! But I am not going to go out of my way to get more viewers, and I am not going to be upset if people don't watch me. I love to entertain, but I'm not going to do so at the cost of my own enjoyment. I am almost always attempting a gaming challenge. 99% of my streams involve me trying to either break a world record or get closer to doing so. Even when playing a game like Dr. Jekyll and Mr. Hyde, I don't think many people realize that it's actually serious in that, I actually do speedrun that game. As silly as it may be, it actually is challenging to beat quickly! Once you can appreciate the challenge, you can appreciate the quest. Of course, that still doesn't mean you will want to watch it! ;)



Before I move onto a subject I NEED to talk about, I just want to say that Donkey Kong (arcade) is similar to what I just described of Dr. Jekyll and Mr. Hyde. The above image is the current (and new) world record score for Donkey Kong. It was achieved April 19th by player Wes Copeland. Score is 1,195,100 for those who aren't realizing that the score is so high that it looped back to 0. This is an amazing achievement, and yet not many people actually WANT to watch a Donkey Kong score attempt. Donkey Kong is one of the most popular games, yet one of the most under-watched performances.

Donkey Kong (arcade) is the perfect example of gaming for the challenge itself. Despite the game's popularity: it doesn't bring a whole lot of viewers to streams, the attempts might not be the most exciting thing to watch, but the challenge is why they play. It should come to no surprise that I am also a Donkey Kong player.




Alright, so now... let's talk about darbian!

Who is darbian you may ask? Well, darbian just blew my mind. He recently topped the speedrun world record for Super Mario Bros (again). It is a self improvement for him as he already held the world record before he achieved his new time. However, this new time is very significant. For me, it is significant on a personal level. He reached my goal time of under 4:57.30 with a 4:57.26 time. Why is this significant? This might take me a minute to explain.

Actually, let me have someone else explain:
This is the backstory

These are the more specific details:

Back in 2011, when I was striving for the elusive 4:57 time, I stopped just short of my goal. The reason I stopped was because it seemed pointless for me to continue. I thought "Well, my current world record time is safe. I don't think anyone will beat it for a VERY long time" Well, of course, I was wrong in that assumption. In mid-2014, a player named 'blubbler' managed to best my time. I had held the world record consecutively since early 2007, and had previously "tied" (milliseconds weren't counted back then) the record in 2005.

Using the 'Bullet Bill Glitch' or BBG for short, blubbler saved 0.70 seconds, he skipped a trick I did and lost 0.35 seconds, and he beat the last stage .05 seconds faster than me. Even if blubbler used the same methods I did, skill-wise, he still would have bested me by .05 seconds. This was very significant, because finally someone managed to achieve the elusive 4:57 time. The time I had been striving to get for so long. However, I couldn't help but feel that despite the run being 4:57, it felt sub-optimal. The reason for this thinking is because I always have pushed the run down to "all frames rules," which basically means 'absolute perfection up until level 8-4'.

The Bullet Bill Glitch




My time was 4:58.09, and the limit I put on the run was around ~4:57.85.
Blubbler's time was 4:57.69 and now the limit time moved to ~4:57.15.
So the record went from being improvable by 0.2 seconds to being improvable by 0.5 seconds.


The day my record was beaten, my goal jumped from 'under 4:58' to 'under 4:57.30.' Literally accounting for the 0.7 seconds that the new BBG saved. Darbian's new time is 4:57.260. Without the BBG, darbian's time would be 4:57.96 (the 4:57 time I always wanted, but never achieved). Someone finally managed the level of perfection I tried for, and with a new trick no less!!!!!! At the moment, darbian's run has all frame rules and a nearly flawless 8-4 run, meaning his run is hardly beatable.


I know that I have the ability to best darbian's run, but he reached my goal before I did. It is definitely an arbitrary time, but it was what I tried to do for so long and couldn't. Finally someone managed to do it, and it wasn't me.


I guess that's it. Hopefully you understand what I'm trying to convey here. I have a great deal of respect for all my competitors, but darbian really impressed me by achieving what I couldn't.

I am still going to try and beat the new world record, but I'm satisfied with how optimized the run is, despite it not being me who did it. :) Hopefully some day I can reclaim this record.

And for those who haven't seen darbian's run, here it is! Watch it, it's less than 5 minutes!














Teaser: Weeburg Day 2

With reinforcements having arrived over night and more on the way, the battle has resumed.

The action began with a heavy bombardment by the Rebels' massed batteries which has cleared the opposing artillery from the ridge.

Already the Dominion's field hospital is busy. 

More tomorrow!

T.H.I.N.G.S. Wave 1

It's a "No Board Wednesday" Special Feature!

T.H.I.N.G.S. Wave 1
Manufacturer: Milton Bradley
Year: 1986

This review is going to be a little different than usual as I will be covering a collection of different small games. This line of small wind-up dexterity games sort of exists in the crossroads between my toy collecting and board gaming hobbies, for reasons you'll see pretty quickly I think. 

This entry will focus on the first four games that were released under Milton Bradley's "T.H.I.N.G.S." line. After the success of Mattel's M.U.S.C.L.E. toy line the late 80's found itself awash in strange toy line acronyms. T.H.I.N.G.S. stands for Totally Hilarious Incredibly Neat Games of Skill. The four games listed below comprised the first wave, and are by far the most common of the line. I will show off the second and third series in another post next Wednesday. 

All of my T.H.I.N.G.S. games are complete, and are in their original packaging. In most cases the packaging is pretty beat, but I'm not all that worried about obtaining "nicer" copies of the boxes. As far as price goes I'll mention it when I can remember, but for many of these, especially this first wave, I honestly don't remember. 

Game: Sir Ring-a-lot


Personal History:
Sir Ring-a-lot was the only one of these games that I had as a kid, and I really have no idea how or why I got it. I seem to remember that these were reasonably popular when they came out, as I knew a few people that had them and I can remember seeing them at toy stores at the time. I remember playing with it a lot, and getting pretty good at it. 


My original Sir Ring-a-lot is no longer in my possession. I've described on this blog before how sloppy my handling was with my toys as a kid, and this was no different. When I found my Sir Ring-a-lot as an adult it was missing all of the rings and had no box. Without the rings it's essentially useless, and it ended up getting sold in a lot of incomplete T.H.I.N.G.S. games that I had gradually accrued. 


Gameplay:
The game features a knight holding a lance who, when a button is pressed, raises and lowers. When the game is wound two bats with magnets at their feet fly around the top of the game's tower. Each bat grabs a metal ring as it passes, dips slightly in its flight as it passes the knight, and then deposits the ring on a platform on the other side of the tower. 

The goal of the game is to raise the knight just as a bat passes, hooking the metal ring it carries so that the ring slides down the lance. 


Thoughts:
The mechanism of this game works very well, and it's possible with enough practice to get a pattern down that gets you every ring most of the time. Occasionally a ring will fall early or twist weirdly when the bat grabs it, making those rings impossible to grab, but that's a relatively rare hiccup in what is otherwise a winnable little game. 


I also appreciate that you are a character in the game. Some of the games from this line have you interacting as you. That's fine, but I much prefer when I get to play "as" something, as it adds so much character to these little games. 

Game: Flip-O-Potamus


Personal History:
Flip-O-Potamus seems to be the second most common one of these games behind Sir Ring-a-lot. It's pretty easy to find, and I've actually owned a few just because it's either come as a lot with something else, or because I found a nicer copy on the cheap. I imagine its visual similarity to "Hungry Hungry Hippos" probably helped sales. 


Gameplay:
A tray on the bottom of the game opens up, revealing a set of blue marbles and a flicking device. When wound the hippo opens and closes its mouth. The player attempts to flick the marbles into the hippo's mouth before the timer winds down. 


Thoughts:
I find that this game is one of the least functional. The dispensing device is supposed to allow the balls to roll one at a time onto the flicker, refilling automatically with every flick. This doesn't usually work as planned, instead just flicking extra balls out of the tray and making you scramble to grab them before they roll off the table. The flicker also does a horrible job of sending the balls straight. in a game that should be mostly about timing, it's actually  50% about whether the ball even travels in the direction it must to be successful. 


What this game has that most of the others don't, however, is a wonderful little tray for the parts that holds them in place when you're done playing. The flicker segment slides into the base of the device, keeping all of the balls contained in the game for easy transport. I wish this was feature that all of the games had because it's very very easy to lose stuff from pretty much all of them. 

Game: Grabbit


Personal History:
This was the T.H.I.N.G.S. game I wanted the most as a kid, and it was also the one my neighbor friend had, which of course made me a little jealous. This copy was easily purchased online, and fairly cheaply as part of a lot. 


Gameplay:
You play as a frog which, when a button is pressed, "leaps" up. If the button is pressed quickly enough the mouth of the frog also closes when it jumps. When the mechanism is wound the tree at the center of the game rotates. As the tree rotates you attempt to leap up and "eat" the bugs which are hanging from the edge of the tree, attempting to eat as many as possible before the timer runs out and the tree pops off of the base of the game. 


Thoughts:
I actually think that Grabbit stands as the best example of what this line of game toys is. The game is colorful and attractive, with plenty of cute little design elements. It plays well, with a mechanism that you can actually get better at and demands some amount of deterity. It explodes at the end, which is something that many of the games do. Really it's just an all around fun package and hard not to love. 


This is also the only other game in the first wave where you are a character in the game, which as I said above I'm a big fan of. 

Game: Eggzilla


Personal History:
Eggzilla is the only T.H.I.N.G.S. game I ever bought without a box. This was very early in my collecting of these. At the time Eggzilla didn't show up on Ebay all that often, although it's a little easier to find now. It was paired with another boxed T.H.I.N.G.S. game in the auction, so I was happy to pick it up. 


As luck would have it a toy collecting buddy of mine found just the box for Eggzilla at a garage sale or something, and had the presence of mind to pick it up since I had just been talking about collecting these. It was one of those crazy moments where things align just so.


Gameplay:
Eggzilla is very different from pretty much any other T.H.I.N.G.S. game. you are given five pieces of eggshell. The pieces, when fit together properly, will form a shell with the base of the game. The Eggzilla figure is pushed onto the base of the game, and the game is wound. The player has until the timer runs out to completely construct the egg around Eggzilla. If he is able to do so a magnet at the top of the egg pulls the little spike out of the top of Eggzilla's head, and this stops the timer mechanism. If the player cannot build the egg in time Eggzilla shoots off of the game base, destroying the egg. 


Thoughts:
I'm really bad at this one, so it's probably my least favorite, even though it's technically a better game than Flip-O-Potamus. The little magnet trick at the top of the eggs is really a great feature and works like magic. This game is unique in that it's the only one in the range which comes apart so completely and basically uses both of your hands for the action as opposed to pressing a button or flicking a lever or catapult. It's also just about the only one I ever find just one piece of for sale, and thats the little Eggzilla figure itself. It seems that more than a few people kept the little guy but discarded the rest of it, and as such you'll sometimes find just him in Ebay auctions.

Final Verdict:
I'm not going to scores these like I usually do the games I review, but I'll say that I love this first wave as a group. Besides having a nostalgic connection to a couple of them I think they're just great toys that ooze that simple 80's charm that so many products of that decade have. There are a number of other gimmicky plastic games that came out between the mid 70's to mid 90's, but T.H.I.N.G.S. is just about my favorite line of that type, and this opening assortment is more than enough to cement them in my mind.

Next week I'll show of the second and third waves. These games get a little weirder moving forward, and one is almost impossible to track down. Stay tuned!





New Method For The Mouse Acceleration!

Good news, everyone!  Povohat found another method to perform mouse acceleration!

Using the interception library/driver, povohat wrote a program that reads in mouse inputs and modifies them using the same variables and math as his other driver.  Basically, this means we now have a mouse acceleration driver that no longer requires test mode.

We've been testing the acceleration program/implementation for a few weeks now, but I only got around to adapting the GUI for it yesterday.  I've been passing out builds to people looking for any issues, and so far it seems good.  Here is the latest test build (or mega.nz mirror).  If you find anything wrong, let me know!
(01/03/16 fixes: Added support for 2000hz mice in graphing, fixed crash that happened during Windows startup, and tweaked timing of starting new instance of interaccel.exe when using global hotkeys (to avoid short duration of all accel being off). Thanks nGolf and The Man for the troubleshooting!)
(12/19/15 bug fix: opening profiles no longer makes the GUI become useless. Thanks nGolf for the troubleshooting!)

Installation instructions are contained in the readme.txt.  The only hiccups we've noted so far are when the driver doesn't install properly.  Some antivirus products seem to sandbox the download and prevents it from installing, so keep an eye out for error messages.  Notable changes to the GUI include:
  • Added tooltips for all numeric inputs.
  • Added hyperlinks to this blog and www.mouse-sensitivity.com.
  • Added customization wizard to help newcomers have a starting point. (Calculates accel and post-scale values based on your DPI, sets sens-cap to 2).
Ewh from esreality was kind enough to test the input lag of this method of acceleration versus not having it installed.  The raw data is here, and we were happy to discover that the interception driver doesn't add any input lag!  His methodology for testing is the same as this post on esreality.

Next steps to take are: further testing to verify that the GUI isn't broken horribly, get feedback from people on how the wizard settings feel (they aren't too far off from what I'm using, just that they scale to your DPI), and contact anticheat vendors to make sure that the intercept library isn't on a blacklist of sorts for them.  The last thing I want is to have anyone get banned for using our mouse accel implementation, but it seems unlikely that it would happen.

Note regarding anticheat:  It has been over a year since we put this out, and many people have been using it on many games and anticheat services.  None have detected any cheats related to the interception driver (nor should they).  There was a DM on a forum in Feb 2015 of an ESEA admin suggesting to not use this driver, but I know multiple people who have been using the driver on ESEA for multiple months without issues.  Absolutely no problems have been reported with Blizzard's Warden, VAC, Punkbuster, Fairfight, or anything else.

Any and all feedback is very welcome!

Rabu, 27 Mac 2019

McGuire House Rules For Love Letter

Love Letter is a simple card game for 2-4 players that takes about five minutes per round. I prefer it with at least three players. It is a great game to play with children as young as seven years, or with adults when waiting for something or between heavier games. You can even play it standing by simply holding the discards in one player's off hand and the draw pile in another's off hand.

There are many versions of the game. We prefer the American standard "Princess" version because the nonviolent theme of courtly love and intrigue and fact that over half of the characters depicted are female makes it a refreshing change from the violent/male themes of many games. However, we introduce house rules based on other versions to improve the balance. We also use the version that comes in the velvet bag instead of a box.

(Yes, even though it contains many female characters, everyone in the game is still clearly European. Ironically, the original featured all Japanese characters. If you're looking for more ethnic diversity, then this isn't the game for you. However, the standard version is still way ahead of the other Love Letter themes, such as The Hobbit and Batman, which lose the female characters.)


Although the game works by elimination of players, it is so fast and the theme so friendly that even younger children do not seem to be upset on losing. The strategy of the game is based on information. You play your cards to discover information about others or hide information about yourself. 

After two months of play I feel that I've largely exhausted encountering new strategic situations. However, going through those motions remains pleasurable in the same way as checkers or mahjong without all of the fuss. If you're looking for a more in-depth experience under similar mechanics, then Coup and Citadels are great next games. I'll discuss our Coup modifications in an upcoming post.


Base Rules

The base rules for the American, Princess-themed (standard) version are:

"Love Letter is played in a series of rounds. Each round represents one day. At the end of each round, one player's letter reaches Princess Annette, and she reads it. When she reads enough letters from one suitor, she becomes enamored and grants that suitor permission to court her. That player wins the princess's heart and the game.


Taking a Turn

On your turn, draw the top card from the deck and add it to your hand. Then choose one of the two cards in your hand and discard it face up in front of you. Apply any effect on the card you discarded. You must apply its effect, even if it is bad for you.

All discarded cards remain in front of the player who discarded them. Overlap the cards so that it's clear in which order they were discarded. This helps players to figure out which cards other players might be holding.

Once you finish applying the card's effect, the turn passes to the player on your left.


Out of the Round

If a player is knocked out of the round, that player discards the card in his or her hand face up (do not apply the card's effect) and takes no more turns until next round.


Honesty

A player could cheat when chosen with the Guard, or fail to discard the Countess when that player has the King or Prince in hand. We suggest that you don't play with knaves who cheat at fun, light games. 


End of a Round

A round ends if the deck is empty at the end of a turn...

All players still in the round reveal their hands. The player with the highest ranked person wins the round. In case of a tie, the player who discarded the highest total value of cards wins.

A round also ends if all players but one are out of the round, in which case the remaining player wins. 

The winner receives a token of affection. Shuffle all 16 cards together, and play a new round following all of the setup rules.

The winner of the previous round goes first."


House Rules


We change the components quite heavily in our rules.


Rule and Component Changes

We replace the red cubes, which are ugly and prone to scratching the cards in the bag, with decorative flat glass marbles used for flower vases. I wouldn't buy those just for Love Letter, but we have them around the house for use as counters in many games. So, we put a handful into the velvet travel bag.

Love Letter has a small deck that is constantly being handled. The cards are therefore more prone to wear than other card games. To protect them, we use matte card sleeves. Fortunately, the cards are the same size as those for Magic The Gathering, so it is easy to find inexpensive sleeves.

The sleeves also allow us to modify the cards by printing inserts to sit in front of certain cards. We use this technique to use the Princess-themed cards with the superior rules from the Hobbit-themed version, plus our own extensions.

You can simply write the new rules on index cards and insert them into the sleeves. We went the extra step of trying to match the art style as well, which I'll describe below.

The rule changes are:
  • Remove the original two Baron cards.
  • Add one High Baron, who acts like the original Baron: the higher card wins (nothing happens on a tie).
  • Add one Low Baron, who compares like the Baron but has the lower card win (still nothing happens on a tie).
  • If you draw both the Low Baron and the Princess into your hand, discard both and draw a new card. That's your entire turn...the Baron comparison doesn't happen.
  • Add the Envoy. She carries the love letter from another realm. During the game she is in transit, so she is worth zero during comparisons. She arrives at the end of the game, and is suddenly worth seven.
Our modified card set, with the Envy in the center and the
blue card backs of the sleeves clearly visible on the borders.
When a Guard names a Baron, the guard must say which kind of Baron it is. That is, there are two distinct cards.

Here's how we produced the custom cards.

For the Barons, I scanned the original Baron, wrote the new text on it in Photoshop, and then printed it out in color and inserted that into the card sleeve. The result is indistinguishable from an official card.

For the Envoy, I replaced the artwork on the scanned Baron with an image from the Maiden Exemplar in Heroes of Camelot and then wrote the new text and number. The number font is "Bucephalus" and the rule and title text are "Black Chancery," both of which are available in free versions on the web. When printing, the cards are 63mm x 88mm. I backed the Envoy with one of the rule cards, but you can also use any Magic The Gathering card because the matte opaque card sleeves cover the backs completely.

Because these cards use copyrighted images, I unfortunately cannot distribute my high-resolution card templates. However, you can repeat the process that we followed or simply use hand-labelled index cards inside the sleeves. Of course, you can play Love Letter using a standard poker card deck and a key telling you what each card is for, but the artwork adds a lot of flavor and it is easier to learn the game with the rules right on the cards.


Two-Player Rules

The normal Love Letter rules for two players are the same as for more players, but three cards are discarded face up at the start of the game. While two-player under these rules is still enjoyable as a pastime, the moves frequently become forced because there is no choice of whom to target.

We modify the two-player game so that only one card is discarded at the start and that each player initially holds two cards in hand, and draws normally, to a total of three for each play. When one card is lost to a Guard or Baron that player is then down to a one-card hand instead of being immediately eliminated.

The per-card rules are then modified on the principle that they generally only affect one opponent card at a time, and the target chooses which one. Specifically:

  • Guard names a card. If the opponent has one of that card, then that card is lost...if the opponent has two of that card (which can only happen with Priest, Prince, and Handmaid), then the target choses which to lose and continues with the other.
  • Priest looks at one card chosen by the target player.
  • Barons compare against one card chosen by the target player.
  • Prince forces the target to discard one card of the target player's choice and draw a new one.
  • King makes players trade cards. Each player chooses one card and holds it out, face down. They then exchange simultaneously.
  • Countess must be played if she is in a hand with any of the prohibited cards.
If one player has zero cards that player immediately loses. Otherwise, the player with the highest value card wins the round at the end of the turn when the draw deck expires.

This introduces more choice into the two-player game and roughly emulates the amount of information and number moves that one would make in a four-player version.


Morgan McGuire (@morgan3d) is a professor at Williams College, a researcher at NVIDIA, and a professional game developer. His most recent games are Project Rocket Golfing for iOS and the Skylanders series for consoles. He is the author of the Graphics Codex, an essential reference for computer graphics now available in iOS and Web Editions.

PUBG / Player Unknown'S Battlleground PC Game Download Free

Screenshots:



PUBG Game you can find it on steam. 100 Players parachute onto a remote 8×8 km island for a winner-takes-all showdown Player have to locate and scavenge their own weapons, vehicles, and supplies and defeat every player in a graphically and tactically rich battleground that forces the player into a shrinking play zone. get ready to land loot do whatever it takes to survive and be the last man standing.


The Power unreal Engine 4 Creates a jaw-dropping visual experience with rich details, realistic gameplay effects and a massive HD map for Battle Royale feel like you're in the thick of the action as you play with high- quality audio, immersive 3D sound effects, and 7.1 channel surround sound.


Minimum System Requirements:

CPU: Dual core from Intel or AMD at 1.8 GHz. 

 GPU: Intel 512 MB 

Download Link:

Website Updates, Part 1

I finished mapgen4 last week and wanted to "sharpen my tools" before I started the next project. My website is over 20 years old and spans 5 domains. The build process has grown over time, supporting all the different tools I've used over the decades.

There are a few features I've wanted to add to my static site generator:

  1. Versioning of js, css resources so that I can increase the expiration cache time. This should improve load time. I've been doing this manually and want to automate it.
  2. Dependency tracking, so that if something includes another thing, and that thing changes, the first thing gets rebuilt. This should reduce content mismatch errors.
  3. Custom macros for each project that get expanded at build time. This should make it easier to write new pages.

The current system is mostly based on XHTML with my own custom tags. For example, <x:published> lets me mark a publish date at the top of the page, <x:draft> lets me mark the page as a draft/beta, and <x:nocomments> lets me turn off comments on a page. I use regular expressions and XSLT for transforming the XHTML into HTML, expanding the custom tags and also adding custom transforms for existing tags. I'd like to add project-specific tags to this.

I wanted to replace the sed + xsltproc bash script with a Python program. Once I have the XHTML read into Python, I can add versioning, record dependenies, and add custom macros. Also in Python, I can also manage the site build, including generating sitemaps for search engines, determining what to rebuild, and uploading to the server.

I decided to start with the code for processing a single XHTML file:

  1. A bunch of sed commands to perform regular expression substitutions.
  2. SmartyPants.pl for converting regular quotes to "smart quotes".
  3. The xsltproc command.

What are the Python alternatives to each of these?

(1) The regular expression substitutions are easy to do in Python.

(2) For SmartyPants.pl, I evaluated the Python port, smartypants.py, which would allow me to run this step in memory instead of invoking a separate process. I like the library, and it offers many useful options that would be an improvement over the Perl script, including being able to exclude my custom tags. Unfortunately it doesn't produce the same output. Two examples:

  • instead of <tag>Name</tag>'s (close) it produces <tag>Name</tag>'s (open)
  • instead of "<tag>...</tag>" (open,close) it produces "<tag>...</tag>" (open,open)

When the character before the quote crosses a tag, it seems to not take that into account when deciding open or close quotes, and it ends up outputting an open quote when it should output a close quote. I looked through the Perl and Python code and couldn't figure out how the Perl code was handling these cases.

I decided to look through existing issues on the project page, and file one if there weren't any existing ones matching this situation. Unfortunately the repository has been deleted. The documentation says the maintainer is looking for someone to take over. So it seems like the project is abandoned.

I also started wondering if I can reimplement the algorithm myself. Before going down that rabbit hole, I decided to stick to abandon this change. This means I'll have to pipe everything through an external process, and I won't be able to handle custom tags.

(3) The next step was to look at an alternative to xsltproc. Python has a library called lxml that can do lots of nice things, including XSLT transforms. That means it should be able to take my existing XSLT file and apply it to the XHTML documents, producing HTML documents. But can it?

Yes! It worked beautifully. And it gave me back a parse tree which would allow me to easily add versioning and dependency tracking, the main features I wanted to add. Here's how I ran it:

# Load the XSLT, and allow it to use xi:include xsl = etree.parse(open(xslt_filename, 'r')) xsl.xinclude()  # Load the document, and allow it to use xi:include bxml = etree.parse(open(document_filename, 'r')) bxml.xinclude()  # Apply the XSLT to the document html = etree.XSLT(xsl)(bxml) sys.stdout.write(str(html)) 

The output was exactly the same as using xsltproc. I'm very happy with lxml! It's easy to use and allows me to add the features I wanted.

Except …

Switching from sed + xsltproc slowed down the builds quite a bit, from 0.2s to 0.7s for a single file. That means it no longer feels instantaneous. The full build went from 65s to 200s. I'm sure I can speed up the full build, but I don't have an easy way to speed up the development builds. The startup is too long, and I didn't find any easy ways to fix that.

So I decided to abandon this change.

It's always hard to abandon things you spent time and energy designing and implementing. But it's sometimes the best thing to do.

I stepped back and looked at my main goals:

  1. Versioning of js, css resources
  2. Dependency tracking
  3. Custom macros for each project

How important are these? Can I implement them a different way, while keeping the development builds fast?

  1. I don't need versioning for development builds.
  2. I might not need dependency tracking for development builds.
  3. I haven't needed custom macros so far and can live without them.

My new plan is to keep the sed + xsltproc for development builds, and inject version numbers for the production build only. I'm undecided about how I'll implement dependency tracking. In part 2 I'll describe how I implemented these. I will leave custom macros for another time.