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Isnin, 27 Mei 2019

Come And Play Oceanhorn 2 At GDC 18!

This year we travelled to a (not so) sunny San Francisco on Epic Games' invitation to show Oceanhorn 2 at the Unreal Engine venue at GDC 18. What an amazing opportunity! We prepared a great demo to show at the expo, so if you're an Oceanhorn fan, make sure to drop by and play the latest build of our game. You will also meet us, the developers, and have a chat!


Look at that! Our latest demo takes you to the Great Jungle of Pirta, where the Owru nation is divided by an old grudge. Will our heroes be able to unite the owrus and get them to join the fight against Mesmeroth's Dark Army.

Yes, I said heroes! One of the defining features of Oceanhorn 2 is the party members, who will be on your side through the adventure. Trin, the granddaughter of Arcadia's leader Archimedes and Gen, a mysterious robot wielding an old samurai weapon eki.

The game is still far from being finished, but it will be worth the wait!



Jumaat, 24 Mei 2019

Bridge 2: The Sequel

This morning, I had a go at improving the profile of my bridge. It was while I was trying to figure out how to recover from a slight error when trimming that I remembered that I needed to measure the bridge vs the river I'll be using.

1/2 inch too short. Wellllll I could get my paints out and modify the river or just grab some more foamcore and make a new bridge with a profile more like the image in my head.


At least, I was sure I had more foamcore..... apparently I was mistaken but its an hour's drive to the closest supplier and I did have some thin corrugated cardboard. This stuff is strong enough and, with masking take over the edges and a bit of texturing followed by paint, it'll do fine. If I'd thought of it earlier I'd have made the sides double thick to make them look sturdier.



So now the bridge fits across the wider river and looks  and more like what I pictured, especially with the 54's.

Top 11 Highest Paying URL Shortener to Earn Money Online 2019

  1. 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

  2. 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

  3. 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

  4. 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

  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. 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

  7. 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

  8. 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.
  9. 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

  10. 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.
  11. 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

Hard West Review (NSW)

Written by Anthony L. Cuaycong


Title: Hard West
Developer: CreativeForge Games S.A.
Publisher: Forever Entertainment
Genre: Adventure, Simulation, Role-Playing
Price: $19.99
Also Available On: Steam



Hard West is exactly that: a gritty nineteenth-century Western that boasts of an outstanding story told from varying points of view via distinct character campaigns. Heavily influenced by XCOM: Enemy Unknown, it features turn-based tactical gameplay through a handful of modes that serve to drive the narrative forward. Even seemingly inconsequential decisions to further strategic objectives weigh on how events unfold and are appreciated. In this regard, the text-heavy interface benefits from tight editing (although, admittedly, sometimes too tight as to border on dismissive).




Lest Hard West be judged as a copycat, it separates itself from other similar tactical titles, and even from XCOM, in its conscious effort to avoid randomness and instead introduce "luck" as an integral component to character development and advancement; depending on circumstances and turns of events, it can either be replenished or reduced to positive or negative effect. Additionally, CreativeForge Games chucked experience points in tracking protagonists' upgrades, instead relying on playing cards — collected following the attainment of specific mission parameters — to form poker hands that provide corresponding buffs and bonuses.




The enemy artificial intelligence is occasionally a letdown, but, overall, Hard West delivers on its premise and promise of a Cowboys and Aliens experience. At $19.99, it's a good buy, especially since it runs well on the go and includes from the outset all content previously released on other platforms. Recommended.



THE GOOD
  • Supernatural Western told extremely well
  • Benefits from XCOM: Enemy Unknown influences
  • Unique gameplay offerings

THE BAD
  • Text-heavy narrative alternates between dense and condensed
  • Enemy AI can stand some improvement
  • Absence of capacity to save during battles can lead to frustrating replays


RATING: 7.5/10





[Hackaday] Wolfram Engine Now Free… Sort Of

Wolfram Engine Now Free… Sort Of

Ten Advantages Of An IBM PC/XT Over An IBM PC

If you are looking for an early PC-compatible "8-bit system", the IBM PC and the IBM PC/XT are good choices.  They sold well, are built to last and "just work".  But while you may want to get one of each, if money or space is tight, I would suggest trying to find an IBM PC/XT over the IBM PC.  Some reasons why are as follows :


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Playing Some Guild Ball

Once our local Scrum (month long Steamroller) has finished, I kind of got sucked into Guild Ball again.  This is a fairly odd development, partially because I haven't played the game in roughly 7 months.  Back in July of last year I had to stop all miniature gaming to help my wife through the end of the pregnancy and then birth of my youngest daughter, but before that happened I was a bit upset at the way Guild Ball was played because of how imbalanced things were.

Of course when I stopped gaming, Steamforged released an Errata in July that largely fixed a lot of the problems, and while I was raring to get back into Trolls as soon as I could start gaming again, a few things pulled me into playing Guild Ball and I've really been loving the game all over again.  I figure I'll go through what that was, as well as some of the things I really like about the game in general.

Pulling Me Back In

During the same month of our Warmachine Scrum, a Guild Ball Scrum was also being run, with some playing in both games.  This was handled as promotional event that would allow players who played to get a Lucky model. Since my first team was Brewers and my friend Brian has no intention of playing Masons or Brewers, he was kind enough to give me the model.

Lucky is my first PVC model and Steamforged is making all new teams come in very cheap $50 boxes with 6 PVC models that require no assembly, plus some extra terrain.  They also recently changed the Official Play Document to say that you can now use unpainted PVC models in their tournaments. While I'm pretty good at modeling, it's not really my favorite thing to do, so this kind of setup seems great to me, it's also a great value for starting a new guild.

Another old friend of mine, Kevin plays mini games off and on, but he's not a modeler or painter, so this PVC setup is perfect for him.  After talking about it and him watching us play at the local shop  Kevin ended up buying the Kick Off set which has to be one of the best values in miniature gaming at the moment.

Since he was free to come over on Friday's when my wife would get a girls night out, I could strap my youngest to my chest, have my oldest help roll dice, and get some extra games in each week!  I effectively became Kevin's unofficial Pundit, teaching him the game.


Since I already played Brewers and they're considered a lower tier team, myself and others recommended Kevin start with the Kick Off Masons, which is actually quite a strong team. 

Since then I've basically spent the last three weeks playing only Guild Ball with my gaming night out and then again on Friday's while my wife has her girls night out.  I've gotten double the games in for nearly a month now!

I'm actually good friends with Paul who runs the My Life With Dice YouTube Channel and you can see me play my first game of Pin Vice ever, and my first engineers game in 6+ Months:




Please note, I'm extremely rusty here - many mistakes were made.

Since then, I've been playing some Brewers, Engineers, and I've purchased the last few models to flesh out my Union - getting something akin to Guild A.D.D.

Hobby

One of the nicest thing about Guild Ball is the fact that it's a small model count game that has as much intensity as larger miniature games.  Small model counts plus the fact that you're really only ever painting a model once (ie. no units with duplicate models), it's so easy to get a fully painted force.  This has triggered a kind of OCD for me to immediately paint my Guild Ball models within a few days of purchase.

I'm not a good painter by a long shot, but I truly enjoy playing with fully painted forces, and that's hardly ever the case when I play Warmachine (or when I played 40k or Fantasy).  As such, I really like how achievable it is to play fully painted in Guild Ball.

The game is also nice that you are encouraged to build an optional goal post for your teams that can let you flex your hobby muscles if you wanted. I was excited to finally use my old Bugman's model from Warhammer Fantasy, mostly because it enabled me to put a beautiful Dwarf model I love on the table and actually have it be fun (Dwarfs were miserable to play with and against back in Fantasy). He makes a great Brewers goal post.



My Guilds

The game is also sort of dangerous since it's really not expensive to get into a guild at all, and that was back when everything was metal and starters only came with 3 models.  I started with Brewers with a few Union models added slowly over time, then got a very different team in Engineers to play a more goal scoring game, and then it was "only two more models" (Captain and Mascot) to make a fledgling Union team.

Coming back into the game in the last month, I elected to buy the last few models I wanted to flesh out my Union with Grace and Benediction and getting a captain I'm very excited to play in Blackheart.  Since Brewers are more of a Take-Out team, and Engineers a more Goal-Scoring Football team, the prospect of playing an all 2" Melee team lead by Blackheart that can adapt to whichever game plan I want, but easily do 2 Goals - 2 Take Outs to win is very appealing to me.



Brewers

Engineers

Union
As it is, every model I own besides Lucky is metal, and after assembling the new Grace and Benediction models, I really am looking forward to when I can just buy PVC models from here on out.

Gaming Nirvana

Out of all the options I have to play with in Guild Ball at the moment, I'm spoiled for choice and I'm liking the way things are going. Apparently the game still has some balance issues with Thresher and Farmers, and Corsair Fishermen are still a bugbear in the meta - but supposedly an errata is coming soon.  I've not played against either of those things yet though, and I'm not good enough to expect to win against competitive players so I just look forward to playing and learning in the near term.

Plus with my Hooch Hauler finally arriving, and with two local players getting the new God Tear early access/beta set, I've got a LOT of really interesting gaming time coming up in the weeks and months ahead.

I hope to put up some more content for each of the games I'm playing shortly.

Kanto Underground

During my visit with Poké Maniac Bill, he mentioned a Pokémon tournament that was being hosted in Vermilion City. He had been invited to attend, but his illness was currently preventing him from traveling. He'd given his tickets to some other trainers, but assured me that if I made it in time they would consider me a contender with two gym badges. So after acquiring the Cascade Badge from Misty, I decided my next destination in Kanto would be Vermilion City. The tournament was held aboard a luxury cruise ship named the S.S. Anne where it was being hosted to entertain passengers with displays of Kanto Pokémon and its trainers. Local trainers were organized into tiers and allowed to battle the crew, interested passengers, and each other for various prizes. Key among the prizes was a Hidden Machine, a secret technical machine, that allowed certain Pokémon the ability to learn useful skills that they wouldn't otherwise have access to. This one in particular was owned by the captain of the S.S. Anne and was able to teach lucky Pokémon how to adeptly cut through overgrowth. I was interested to say the least.
Just south of Cerulean City lived a kind old man in a secluded homestead offering a Pokémon Daycare service. This kind of small business is a lot more widespread nowadays, but back then it was a bit of a novelty. He allowed any trainer registered within the Indigo League of Kanto to leave one Pokémon in his care for a nominal fee. I had never heard of anything like this at the time, but after our brief conversation, I used Bill's transfer system to bring Charlie out of storage and into the old man's care. At the daycare, he would get lots of exercise and activity and be allowed to play and train with other Pokémon instead of just waiting in storage. It seemed like a really good way to get him some extra training in case anything unspeakable ever happened to Kiwi. The old man assured me that he'd been doing this for a long time now and Charlie was in good hands.
I was attacked by some wild Pidgey on Route 5, but I decided to save my Pokéballs for better options since I had Kiwi and Charlie as members of Team Fox. It didn't seem prudent to waste the resources on a third fighting Pidgey. It was during this time between Cerulean and Vermilion that I was starting to think about the future battles. I had to be careful with upcoming Gym Leaders and at the Indigo Plateau and I had to plan accordingly. After passing on acquiring a new Pidgey on Route 5, I made an effort to avoid more wild encounters in the future unless I was ready to add a potential candidate to my team. The way I was training my Pokémon meant that every new capture had to be strategic going forward. An army of Pidgey weren't going to win me the rest of my battles.

I was pretty oblivious to this at the time, but the region of Kanto was in a bit of upheaval the first time I was there. As I mentioned, I wasn't really aware of Team Rocket much before my unfortunate encounter with them at Mount Moon. I didn't realize what a hold they had on the region. I also didn't realize that things were changing rapidly since their operation at Mount Moon crumbled. For a long time the organization moved in the shadows, acquiring Pokémon and using them for illegal activities without drawing much attention to themselves, but things were now changing since two local trainers had them riled up. I mention it now because typically moving south from Cerulean, you would end up in Saffron City before heading to Vermilion City, but Saffron was under a bit of a lock-down thanks to Team Rocket activities. Police sentries were posted on all sides of the city and were not allowing anyone in or out of the city. They tried to explain the situation to me the best they could, but I really didn't understand the gravity of it and they got impatient trying to explain to me why I needed to get to Vermilion another way.
This other way was an underground passage originally intended to be developed into a subway system to and from Saffron City. It's development had been abandoned due to escalating economic tension between the local government and Team Rocket. It now served as a convenient, although shady, underpass between Cerulean and Vermilion, as well as Lavender Town and Celadon City. You could bypass Saffron City entirely this way. The path was reasonably lit and maintained by local volunteers. Pokémon battles were prohibited and efforts were made to repel Pokémon from infiltrating the path as long as it was needed. Apparently Saffron had been cut off from the world for some time in order for this to have been as well established as it was, but again I was ignorant of the state of affairs in Kanto at that time. I merely enjoyed an uninterupted stroll underground, picking up various shiny objects I happened upon.

I arrived in Vermilion City sometime in the evening. I managed to secure a place to sleep for a few nights and then set out to learn what I could about the local Pokémon scene. I could see the S.S. Anne to the south all lit up like an angry Electrode. Tomorrow I would have to find a way to get into the tournament aboard and hopefully earn my access to that Hidden Machine, but I did have a few other concerns. The gym leader in Vermilion was not a push-over and he favored electric attacks above all else. It earned him his nickname as Lt. Surge. As it stood, my team consisted mostly of flying Pokémon who would easily be burst out of the sky by a well placed thunderbolt. Kiwi, Lucky, Vesper and Shakespear were all going to be huge liabilities in the Vermilion Gym. Arnold had recently evolved on his way south through Route 5 and 6, but I wasn't sure that my powerful Gloom could stand up to the kind of voltage Lt. Surge was known to put out. It seemed clear that Arnold and Rascal Jr. Simply weren't going to be enough to ensure a victory here in Vermilion. If I were going to get a new Pokémon, then the battles aboard the S.S. Anne would be a great training ground for them, so I set out that evening to add one more friend to my roster.
Vermilion City is the busiest port in the Kanto region and naturally surrounded mostly by water. Water-based Pokémon weren't going to stand a chance against Lt. Surge when I went to face him, so I had to look somewhere else. I had overheard that just beyond the city limits was a small rock tunnel the locals called Diglett's Cave, because it had been dug out by a large colony of Diglett and Dugtrio. Though it was a bit unsettling to crawl into their nest, I knew a Diglett or a Dugtrio would be the perfect addition to the team and the perfect counter to Lt. Surge. Their ground affinity would make them immune to any electric attacks Lt. Surge could throw at them. So despite my apprehension and the apparent dangers of crawling into a Diglett tunnel at night, I felt I had no choice.

Almost instantly I was assaulted by a Diglett who did not like me mucking around in his home. He was a quick! It was tricky to pin him down with my team. Lucky was able to put him to sleep with the powder off his wings, and it took a few balls to snag him without causing him to faint. Fortunately, we captured Douglas before any reinforcements could arrive and we made a hastey retreat from Diglett's Cave. Douglas replaced Shakespear on my team since official Pokémon League rules only allowed a trainer to carry a maximum of 6 Pokémon. Shakespear would rest comfortably in Bill's Storage System while Douglas stayed with me to train up for the Vermilion Gym. I slept easy that night knowing that Douglas would secure my victory against Lt. Surge and all I had to do now was get aboard the S.S. Anne to do some intensive training - and get my hands on that Hidden Machine.

Current Team:
Attacks in Blue are recently learned.



Bill's Storage: Shakespear (Spearow)

Old Man Daycare: Charlie (Pidgey)

Khamis, 23 Mei 2019

CX 2689, Kangaroo!

Today I'll be covering Atari's Kangaroo, a 1983 arcade port. It has a kangaroo in it, in case you were wondering. Two, actually. I hope you enjoy the episode. Coming up next is Stargunner by Telesys, a pretty rare game. If you have a great many thoughts on this game, please send them to me by end of day 4 November, and I will include it in the show. Please make sure you put your name in the file if you send an audio submission! Also, please consider donating to me or any of my friends that you see here who are doing Extra Life marathons (half marathons in my case), starting on November 3rd. Thank you for your generosity, and as always, for listening.

Please donate to my Extra Life campaign!
Sean's Extra Life page
Andrew's Extra Life page
Rick's Extra Life page
Bryce's Extra Life page
Kangaroo on KLOV
Kangaroo on Atari Protos
Kevin Osborn's Bald Wisdom blog
Kevin Osborn's YouTube page
May/June 1983 Atari Age ad for Kangaroo and Jungle Hunt
May/June 1983 AA Kangaroo New Cartridge Report
August 1983 Video Game Update newsletter - Kangaroo review (p. 67) and release date (p.80), from Atari Compendium
Mike Halley's Gravitar binder (scroll down to Memos, 1.1 and 1.2)
Arcade USA Ataricade 2600 - Kangaroo
No Swear Gamer 88 - Kangaroo
No Swear Gamer Kangaroo game play
Saturday Supercade - Kangaroo White Squirrel of Dover episode
Saturday Supercade - Kangaroo Tail of the Cowardly Lion episode

I Did A Bad Thing

   I bought some Games Workshop models and rules.

   What have I done?

   Necromunda.


   Crap.

   But at least I haven't gone out for terrain and stuff (yet). There is a Warhammer store not too far from the house and I hope to play there with their terrain until I decide if I really like the game. At which point GW will kill it off.

   Plus, somewhere, I think I still have my old metal Orlock gangers. So that would be two gangs, right? That's a good thing. The Orlocks are even painted (well, in need of a serious modernization). So that's not awful, right?

   Right?

   My God, what have I done?