Tuesday, March 26, 2019

Pre-Post Transition Post

This isn't a real post. I'm going to post the real post tomorrow. But it feels like there should be some sort of intermediate thing to prepare everyone for the abrupt change of speed ahead.

Here's a picture of an airplane.


I realize that airplanes don't look like that, but this has been a hard year for me and learning how to draw planes accurately wasn't exactly a priority. I maybe could have chosen to draw something else, but I started drawing the plane, and there was already too much momentum.

Anyway, I feel like this is becoming way more about planes than I had anticipated. Let's move on.

If, at any point over the last eighteen months, you've wondered what was happening to me and why it might be happening, my post tomorrow should explain everything.

I've been working on it for the better part of a year (partly because I wanted to get it exactly right, and partly because I was still experiencing it while attempting to explain it, which made things weird), and I'm relieved and excited and scared to finally be able to post it.

At this point, you're all probably wondering what is it? What's in the post?? Is it airplanes? And no, it unfortunately has very little to do with airplanes.* It's a sort of sequel to my post about depression. It is also about depression. In parts, it might get a little flinch-y and uncomfortable, and if I succeed in making you laugh during those parts, you're going to feel real weird about yourselves. But it's okay. Just let it happen. I WANT it to happen. Because it makes me feel powerful, and also because there are flinch-y, uncomfortable things everywhere. Seeing them is inevitable. If we can laugh about some of them, maybe they'll be less scary to look at.

Okay, so that's what's going to happen tomorrow. Hopefully this transition post makes the experience less jarring for everyone.

*As it turns out, there is a plane. I had forgotten about it (it's small and not the main focus of the post) and the coincidence was entirely unintentional. I'd never tell you there aren't going to be planes while being fully aware that there's a plane.

Grow Your Indie Game With Google Play

Posted by Patricia Correa, Director, Platforms & Ecosystems Developer Marketing

Google Play empowers game developers of all sizes to engage and delight people everywhere, and build successful businesses too. We are inspired by the passion and creativity we see from the indie games community, and, over the past few years, we've invested in and nurtured indie games developers around the world, helping them express their unique voice and bring ideas to life.

This year, we've put together several initiatives to help the indie community.

Indie Games Showcase

For indie developers who are constantly pushing the boundaries of storytelling, visual excellence, and creativity in mobile we are announcing today the Indie Games Showcase, an international competition for games studios from Europe*, South Korea and Japan. Those of you who meet the eligibility criteria (as outlined below) can enter your game for a chance to win several prizes, including:

  • A paid trip and accommodation to the final event in your region to showcase your game.
  • Promotion on the Google Play Store.
  • Promotion on Android and Google Play marketing channels.
  • Dedicated consultations with the Google Play team.
  • Google hardware.
  • And more...

How to enter the competition

If you're over 18 years old, based in one of the eligible countries, have 30 or less full time employees, and have published a new game on Google Play after 1 January 2018, you can enter your game. If you're planning on publishing a new game soon, you can also enter by submitting a private beta. Submissions close on May 6 2019. Check out all the details in the terms and conditions for each region. Enter now!

Indie Games Accelerator

Last year we launched our first games accelerator for developers in Southeast Asia, India and Pakistan and saw great results. We are happy to announce that we are expanding the format to accept developers from select countries in the Middle East, Africa, and Latin America, with applications for the 2019 cohort opening soon. The Indie Games Accelerator is a 6 month intensive program for top games startups, powered by mentors from the gaming industry as well as Google experts, offering a comprehensive curriculum that covers all aspects of building a great game and company.

Mobile Developer Day at GDC

We will be hosting our annual Developer Day at the Game Developers Conference in San Francisco on Monday, March 18th. Join us for a full day of sessions covering tools and best practices to help build a successful mobile games business. We'll focus on game quality, effective monetization and growth strategies, and how to create, connect, and scale with Google. Sign up to stay up to date or join us via livestream.

Developer Days

We also want to engage with you in person with a series of events. We will be announcing them shortly, so please make sure to sign up to our newsletter to get notified about events and programs for indie developers.

Academy for App Success

Looking for tips on how to use various developer tools in the Play Console? Get free training through our e-learning program, the Academy for App Success. We even have a custom Play Console for game developers course to get a jump start on Google Play.

We look forward to seeing your amazing work and sharing your creativity with other developers, gamers and industry experts around the world. And don't forget to submit your game for a chance to get featured on Indie Corner on Google Play.

* The competition is open to developers from the following European countries: Austria, Belgium, Belarus, Czech Republic, Denmark, Finland, France, Germany, Israel, Italy, Netherlands, Norway, Poland, Romania, Russia, Slovakia, Spain, Sweden, Ukraine, and the United Kingdom (including Northern Ireland).


How useful did you find this blog post?

Choices, Consequences And The Ability To Plan

This article goes over why it is so important for choices to matter in a game and how it all has to do with planning. If a user perceives that their actions have no consequences, you remove a core component of engagement - the ability to plan.



Say you are playing a game like The Walking Dead, or any other interactive movie, and you are faced with the choice whether or not to help someone who is hurt. You decide that you want to help the person, after which you never see them again for the rest of the game. Reloading a save and playing through the scenario you find out that if you chose not to help, the same thing plays out. Simply put: in this case, your choice really has no consequences.

While the scenario is made up, it presents a very typical situation that opinions are heavily divided on. Some people are totally okay with it for various reasons. But others will argue that this lack of consequences ruins the entire experience, as your choices doesn't really matter. It's really easy to say that people who feel this way are simply playing the game the wrong way or are not properly immersed. However, I think it's really important to investigate this reaction further as it gets us closer to some fundamental problems of narrative games.

The argument from people who get annoyed by these non-choices goes something like this: if every branch leads back to the same path, then you really don't have any say in how the game plays out. You are not playing a game, you are only pretending that you are. It's like when you are playing a split-screen game and notice you've been watching the wrong side. The feeling of play is just an illusion. Nobody would tolerate a Super Mario where a pre-written script - not the player's skill - determines whether or not they survive a jump, so why tolerate games where all choices lead to the same conclusion?

One could counter that by saying the intention is to put you into a hard position and the game is about your varied emotional reactions as you ponder the different choices. It isn't about affecting how the game plays out - it is about making an emotional journey. If you require the game to show you the consequences of your actions, you are not immersed in the game's story - you are simply trying to optimize a system. This might sometimes be the case, but I also think this line of thinking is missing what the actual problem is: the failure of the player's mental model.

---

Let's start by breaking down the problem. A mental model, as explained in this previous post, is how the player perceives the game's world and their role in it. As you are playing a game, you slowly build a mental model of the various objects and systems that make up the game and attach various attributes to them. At first a box might just be a piece of the background, but as you learn you can destroy it in order to gain items, attributes are added. The object gains complexity. The reverse can also happen. For instance, when you first see a character you might think that you are able to speak to it and therefore label it with various attributes you know that humans usually have. But when you find out that the character is really just a piece of the background without any sort of agency, most of those attributes are lost.

Your mental model of a game is something that is continually revised as you are playing, and it is something that always happens, no matter what the game is. In fact, this is a process that is a core part of any medium, including books and films. So, obviously, when you are playing an interactive movie game, you are not simply reacting to a direct stream of information. You are answering questions based on your mental model.

Take my "will you help your hurt companion?" scenario from above. The knowledge you take into account about that choice is not just what is currently projected at you from the TV screen. It is a combination of everything you have gone through up to this point, along with a bunch of personal knowledge and biases. Even basic concepts like "hurt" and "companion" aren't just created in this moment. They are ideas that the game has spent a lot of time building up, be that for good or bad, from the very moment you started playing.

When you are faced with the hypothetical scene of  a hurt companion, you are not just dealing with an animated image on a screen. You are dealing with a whole world constructed in your mind. This is what your choice will be based around. While it might objectively seem that everyone is reacting to the same scenario, they may in fact be dealing with quite different setups.

So when someone gets annoyed by the lack of consequences, it is not necessarily the direct consequences that are missing. The issue is that they have constructed a mental around a real person in need, along with that person's future actions. So when it becomes apparent that the game doesn't simulate that as part of its own model, the player's mental model is broken and it feels like a big let down. Remember that we don't play the game that is on the screen, we the play game as we perceive it in our heads. So when it turns out that your imagined world is fake, it has a huge impact.

It gets even worse once we take into the fact that planning is fundamental to a sense of gameplay. As explained in a previous post, engaging gameplay is largely fueled by the ability to make plans. The way this works is that the player first simulates a course of action using their mental model, and then tries to execute that in the game. This is a continuous process and "planning and executing the plan" is basically the same as playing. Interactive movies normally don't have a lot of gameplay and it is really only in the choice moments that the player gets to take part in any actual play. Hence, when the choices turn out to have no consequences, it becomes clear that planning is impossible. In turn, this means that any meaningful play is impossible and the experience feels fundamentally broken.

As an example, take this experience I had with Heavy Rain:
[...] one scene I had made a plan of actions: to first bandage an unconscious person and then to poke around in his stuff. There really was nothing hindering me from doing so but instead the game removed my ability to interact directly after caring for the person. The game interpreted me wanting to help the guy as I also did not want to poke around, thinking that they two were mutually exclusive actions. Of course I thought otherwise and considered it no problem at all to do some poking afterward.
I think that people to complain the loudest about the lack of consequences are extra sensitive to situations like this. But, as I said, this is not due to lack of consequences per se, but due to the impact it has on the consistency of their mental model and sense of play. It is really important to note that this is not due to some sort of lack in immersion or ability to roleplay. On the contrary, as I have described above, many of the issues arise because they mentally simulate the game's world and characters very vividly.


---

So the problem that we are faced with is really not a lack of consequences. It is because the underlying systems of the game are not able to simulate the mental model for a subset of players. One way of mending this is of course to add more consequences, but that is not a sustainable solution. Additional branches increase exponentially, and it quickly becomes impossible to cover every single possible outcome. Instead it is much better to focus on crafting more robust mental models. Sure, this might entail adding consequences to choices, but that is just a possible solution - it is not the end goal.

As I outlined in the previous blog on the SSM framework it is incredibly important to keep track of how systems and story help form a mental model in the player's mind. For instance, if you start your game saying "your actions will have consequences", that will immediately start filling up your player's imagination with all sort of ideas and concepts. Even how pre-release PR is presented can affect this. All of these then become things that lay groundwork for how the game is modeled in the player's head and it is vitally important to make sure this mental model remains stable over the course of the game.

One of the main things to have in mind is consistency. Remember that as someone is playing a game, they are building up a mental simulation for how things are supposed to work. If you provide information that certain events are possible when they are in fact not, you are running the risk of breaking the player's mental model. You either need to remove this sort of information or to make sure that they never take part in situations where these sort of events feel like a valid option.

However, the most important thing to keep in mind is the ability to plan. A major reason why the lack of consequences can feel so bad is because these consequences were part of the player's gameplay plans. So when it becomes apparent that they don't exist, the whole concept of play breaks down. In all fairness, this might be OK for certain genres. If the goal is to simply to make an interactive movie, then losing a subset of player might be fair. But if the goal is to make proper interactive storytelling, then this is of paramount importance - planning must be part of the core experience.

That doesn't mean that every choice is something the player needs to base their plans on. But in that case then there need to be other things that lie on a similar time scale and which are possible to predict and incorporate into plans. I think that one way around this problem is to have a more system-focused feature that runs alongside the more fuzzy narrative choices. When the players make choices, their mental model will have the best predictive skills around this more abstract system, and play revolves mostly around this. Then when more narrative choices are presented they will feel more game-like and part of the a solid simulation, despite not really having any consequences.

A simple and good example is the choices you have to make in Papers, Please. This game is driven by a type of survival simulation where you need to gain credits (though doing proper passport check) in order to keep your family live. Entwined into this are choices about who you will allow into the country. Many of these don't have any far reaching consequences, but that that doesn't really matter because your ability to plan is still satisfied. But despite that, these choices still feel interesting and can have an emotional effect.

 This sort of approach relies on combining several elements in order to produce the feeling of something that might not actually be there. This is something that is used in a wide range of applications, from how we view images on a TV, to how films can create drama through cuts. We don't always have to have solve problems straight on, but often the best way is to split the problem into many and to solve each problem on its own. The combined effect will then seem like a solution to the original problem. This is a technique that is super important for not just this, but many other narrative problems. I will write a blog post later on that goes into more details.

Once you have a game that is consistent and that has some sort of planning apart from the more narrative choices, the probability of satisfying the people will be greatly improved. And not only that, your narrative experience will improve over all, for all players, not just a subset. In this case I think it is fair to view these extra sensitive people as canaries in a cave, something that is first to react on a much bigger issue.

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This blog post by no means presents the solution to end all problems with choices and consequences. But hopefully it will give a new way of thinking about the problem and some basic directions for finding a solution. I don't think we will ever find a perfect way of dealing with choices, but the better informed we are at underlying causes, the better experiences we can provide.



Saturday, March 23, 2019

ouo.io - Make short links and earn the biggest money



Shrink and Share

Signup for an account in just 2 minutes. Once you've completed your registration just start creating short URLs and sharing the links with your family and friends.
You'll be paid for any views outside of your account.

Save you time and effort

ouo.io have a simple and convenient user interface, and a variety of utilities.
We also provides full mobile supports, you can even shorten the URL and view the stats on a mobile device.






Friday, June 29, 2018

Top 8 Best URL Shortener to Earn Money 2018

  1. 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

  2. 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

  3. 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.
  4. Petty Link

    Shorten URLs and earn money with Petty Link which is one of the best URL Shortening for earning money online.
    Getting started is easy. You need to create an account, shorten your link, and start earning money. Petty is one of the best ways to earn extra money.
    You get to make money from home when managing and protecting your link. Using the Petty Link tool, you can create short links. What's best, you get paid. It's a completely free tool.
    You have to create an account, create a link, and post it. For every visit, you earn money. The payout is as much as $12 per 1000 views. Plus, you can get 21% Referral Bonus.
    It has the Petty Link Referral Program. Refer friends and receive 21% of their earnings for life.
    Its featured Administration Panel allows you to control all of the features with a click of a button. It offers detailed stats. You get to know your audience.
    It has a low minimum payout. You need to earn only $5.00 before you are paid. Payment method is PayPal. Moreover, Petty offers the highest rates.
    Plus, it has a dedicated support team to help you out in case you have any questions or issues.
  5. Shorte.st

    Shorte.st is another very popular and most trusted URL Shortening Company. Shorte.st comes as a user-friendly URL Shortener Service with many creative options for making money by monetizing the links you share. Shorte.st provides you an opportunity to earn from $5 to $15 per 1000 views for promoting their shortened links.
    For WordPress Bloggers, Shorte.st brings its WordPress Plugin which will help you greatly to boost your earnings. Shorte.st has a low minimum payout of $5.
    The payment is credited automatically on the 10th of each month. The payment methods include PayPal, Payoneer, and WebMoney. It also presents a referral earning opportunity wherein you can earn 20% commission on referrals for a lifetime.
  6. 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.
  7. 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.
  8. Shink.me

    Shink.me is one of the old URL shortener sites.It is a legit site.You just have open an account free.You can earn from this like other URL shortener companies.It offers the good CPM rate for all countries traffic.
    You can earn $4.65 for every 1000 views.The minimum payout rate is $5.ther offer 10% referral commission.PayPal and Payza are payment methods of shink.me.
    • The payout for 1000 views-$4.65
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Payza and Paypal
    • Payment time-Biweekly

Thursday, June 28, 2018

Top 12 Hacker Blog list for Hackers

  1. Packet Storm: Information Security Services, News, Files, Tools, Exploits, Advisories and Whitepapers.
  2. SecTools.Org: List of 75 security tools based on a 2003 vote by hackers.
  3. SecurityFocus: Provides security information to all members of the security community, from end users, security hobbyists and network administrators to security consultants, IT Managers, CIOs and CSOs.
  4. Phrack Magazine: Digital hacking magazine.
  5. NFOHump: Offers up-to-date .NFO files and reviews on the latest pirate software releases.
  6. HackRead: HackRead is a News Platform that centers on InfoSec, Cyber Crime, Privacy, Surveillance, and Hacking News with full-scale reviews on Social Media Platforms.
  7. Hacked Gadgets: A resource for DIY project documentation as well as general gadget and technology news.
  8. Metasploit: Find security issues, verify vulnerability mitigations & manage security assessments with Metasploit. Get the worlds best penetration testing software now.
  9. KitPloit: Leading source of Security Tools, Hacking Tools, CyberSecurity and Network Security.
  10. Hakin9: E-magazine offering in-depth looks at both attack and defense techniques and concentrates on difficult technical issues.
  11. The Hacker News: The Hacker News — most trusted and widely-acknowledged online cyber security news magazine with in-depth technical coverage for cybersecurity.
  12. Exploit DB: An archive of exploits and vulnerable software by Offensive Security. The site collects exploits from submissions and mailing lists and concentrates them in a single database.

Tuesday, April 10, 2018

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Tuesday, December 12, 2017

Field Guide to Lasers E-book Download

English | ISBN: 0819469610 | 2008 | 152 Pages | PDF | 3 MB This Guide provides an overview on the essential types of lasers and their key properties as well as an introduction into the most important physical and technological asp...

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Category: Physics | Release Date: 31 May 2016

Top 10 Devon and Cornwall E-book Download

ISBN: 1409370089 | 2009 | EPUB | 128 Pages | 111 MB DK Eyewitness Top 10 Travel Guide: Devon this guide is the perfect companion. Rely on dozens of Top 10 lists - from the Top 10 museums to the Top 10 events and festivals - there'...

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Category: Travel Guides | Release Date: 10 Jun 2016

Monday, December 11, 2017

Esteban 003 - Survival (2016) (Europe Comics) E-book Download

English | CBR | 59 Pages | 51.31 MB Download: http://longfiles.com/fskxkfa0vvym/Esteban_003_-_Survival_(2016)_(Europe_Comics).cbr.html...

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Category: Comics | Release Date: 21 Jun 2016

Moon Belize Cayes: Including Ambergris Caye & Caye Caulker, 2nd Edition E-book Download

English | October 17th, 2017 | ASIN: B01N2AQ3RP, ISBN: 163121635X | 436 Pages | EPUB | 8.95 MB The Belize Cayes offer a world of natural beauty, postcard-worthy beaches, and spectacular Caribbean scenery. Learn to scuba dive, snor...

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Category: Travel Guides | Release Date: 19 Oct 2017

Experiencing the Rolling Stones : A Listener's Companion E-book Download

by David Malvinni English | 2016 | ISBN: 0810889196 | 325 Pages | PDF | 1.6 MB More than fifty years after their founding, the Rolling Stones still tour and create new music as the world's quintessential rock band. David Malvinni'...

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Category: Music related | Release Date: 08 Nov 2017

Interracial Adult Photo Magazine - November 2017 E-book Download

English | 212 pages | PDF | 85.4 MB Download http://longfiles.com/stvbhalja5tg/Interracial_Adult_Photo_Magazine-November_2017.pdf.html...

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Category: For Men | Release Date: 30 Nov 2017

Saturday, November 18, 2017

Gelinlik Sac Modelleri 2018

>> Gelinlik Modelleri <<

Doğru bel cincher ı seçmenin anahtarı vücut türünüzle çalışan bir belki bulmaktır. İç çamaşırları Gelinen dükkânların çoğunluğu dolap odalarına çeşitli sütyen tutuyor. Gelin geleneğinin tarihi birçok köklü. Gözlerinizi süsleyen bir renk alıp beyaz kaplı gelinlerin denizinde teşhir edin. Sassi ye ve Ellie ye gelinlerin figürlerini örtbas etmeleri veya göstermeleri gerektiğini düşünmelerini istedim. Ancak giymeyi planladığınız örtüyü küçültürken aklında bulundurmanız gereken birkaç şey var: Örtüsünün tam gölgesiyle örtüşmek için perdesinin olmasını istersiniz. Bu önlüklerden bazıları kedi yürüyüşünde modellenmiş olacak ancak artık imal edilemeyecek. Bir Gelin Nasıl Değiştirilir? Kıyafeti giymeniz ve bir arkadaşınızdan size yardım etmeniz gereken kumaş miktarını işaretlemenize ve tutturmanıza yardım etmesini isteyin. Bunu yapmak vücudunuz için doğru stilleri çekebilecek önlük giymenizi sağlayacak ve size bölünmemiş bir ilgi gösterebilecek bir satış danışmanından bire bir ilgi gösterecektir. Bazı gelin dükkanlarında eski şov elbiselerini kesme fiyata satacak.

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Sunday, November 5, 2017

Yuzuklerin Efendisi Poster Satin Al


Türkiye'nin En Büyük Poster Dükkanı!


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Thursday, September 14, 2017

Total War: Warhammer: Trainer (+17) [1.5.0 Build 12745] {MrAntiFun}


Trainer options F1 - Active Trainer F2 - Infinite Movement Lords F3 - Infinite Movement Heroes F4 - Infinite Population Surplus Hordes F5 - Infinite Population Surplus F6 - Infinite Public Order F7 - Fast Research F8 - Fast Recruiting F9 - Fast Construction F10 - Recover Troops Size F11 - Super Unit Size F12 - Instant Skill Cooldown Numpad 1 - Infinite Magic Numpad 2 - Infinite Ammo Numpad 3 - God Mode Numpad 4 - Add 1000 Exp Of Selected Lord or Hero [x] - Set Money [x] - Generals Skill Points Notice: You shouldn't use Hordes surplus population unless you playing Hordes faction To edit money click on Game Editor button then enter value and edit it, You must have the trainer activated and open any city in game before using the money editor For Skill Points first select any Hero or Lord then enter wanted value of skill points and set it, It will only effect selected Hero or Lord Your units may still lose 3-4 or even 10 soldiers per but will not go lower with god mode on. For Exp to work first activate trainer then select a Hero or a Lord then click on it and once selected press the exp hotkey then click away to something else then click back on Hero or Lord to see cheat effect,You will still have to gain 1 exp in game for that Hero or Lord for rank to level up instantly to as much exp as you added Short Documentaries

File Size: 4.37 Mb

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Grand Theft Auto 5: Trainer +24 GTA V v1.0.1103.2 {LinGon}


Trainer options F1 - Infinite Health F2 - Infinite Armor F3 - Infinite Oxygen F4 - Infinite Stamina F5 - Infinite Ammo F6 - No Reload F7- Set Money Amount From Input F8 - Super Speed F9 - Infinite Franklin's Special Abilities F10 - Infinite Vehicle Health F11 - Teleport To Custom Location Ctrl + H - Mega Jump Ctrl + K - Infinite Flying / Skydive Mode Ability Ctrl + O - Super Powers Ctrl + B - Increase Time / Between Day / Night Ctrl + N - Alter Weather Conditions Del - Never Wanted End - Super Fast Vehicles Page Up - Speed Up Page Down - Bullet Time / Slowmotion Insert - Do Waypoint Teleportation Number 8 - Store Location Number 9 - Teleport Number 0 - Undo Teleportation Short Documentaries

File Size: 1.86 Mb

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Europa Universalis 4: Trainer (+25) [1.22.0.0] {MrAntiFun}


Trainer options F1 - Active Trainer F2 - God Mode F3 - Infinite Money F4 - Administrative Power F5 - Diplomatic Power F6 - Military Power F7 - Prestige F8 - Stability F9 - Legitimacy F10 - War Exhaustion F11 - Religious Unity F12 - Fast Construction / Fast Recruiting Numpad 1 - Manpower Numpad 2 - Instant Movement Numpad 3 - Land Morale / Navy Morale Numpad 4 - Colonization In Month Numpad 5 - Fabricate Claim In Month Numpad 6 - Army Tradition Numpad 7 - Navy Tradition Numpad 8 - Imperial Authority Numpad 9 - Super City Development Numpad 0 - Freeze Day Notice: Colonization in month cheat will make the colonization finish instant but the colonizer you sent will need a month to get back. For Super Development open the development window after activating the cheat. Short Documentaries

File Size: 4.63 Mb

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Quarantine: Trainer +4 v10.0.0.2 {CheatHappens.com}


Options: Reset Infection Level Mega Money Unlimited Samples Invincible Operatives Unlock more trainer options including updates from here - Quarantine Trainer Short Documentaries

File Size: 566.05 Kb

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StarCraft 2: Legacy of the Void: Trainer (+6) [3.15.1.54724: x64] {MrAntiFun}


Trainer options F1 - Active Trainer F2 - God Mode F3 - Fast Recruiting F4 - Fast Healing F5 - Infinite Resources F6 - Infinite Population F7 - Instant Skill Cooldown Notice: Use for single player offline only to prevent banned Pop cheat will allow you to build even if you bypass your pop limit Short Documentaries

File Size: 4.35 Mb

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Filthy Lucre: Trainer +3 V1.00 {MrAntiFun}


Options: F1 - Inf.Health F2 - Inf.Ammo F3 - Disable Cameras Notice: First go into mission then activate cheats Short Documentaries

File Size: 4.32 Mb

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Crusader Kings 2: Trainer (+10) [2.7] {MrAntiFun}


Options: F1 - Active Trainer F2 - Inf.Wealth F3 - Inf.Piety F4 - Inf.Prestige F5 - Super Stats F6 - King Age 30 F7 - Inf.Movement F8 - No Revolt Risk F9 - Fast Construction F10 - God Mode F11 - Inf.Morale Short Documentaries

File Size: 4.62 Mb

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Easy Barcode Creator v.2.2.5 Free Download


Easy Barcode Creator is rapid and effective barcode generating software. Short Documentaries


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AEC 3D Culverts-Box v.2.0 Free Download


Program models in 3D of standard or of box type on AutoCAD & computes quantities for planning and managing your roads, canals, dams, and railway banks projects. Short Documentaries


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Stellar SQL Database Toolkit v.1.0 Free Download


Stellar SQL Database Toolkit combines SQL Database Repair (repair damaged MDF files and recover data from them), SQL Backup Recovery (extract data from corrupted BAK files), and SQL Password Recovery (recovers lost/forgotten SQL database passwords. Short Documentaries


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