Thursday, May 23, 2019

Storium Theory: Don't Count Yourself Out

Today, I'd like to spend a bit of time on something that I've seen here and there on Storium - cases where a person perhaps goes a bit too Weak with a Weakness play...and takes themselves out of a scene.

It feels right - it feels better than right, doesn't it? Isn't it a great expression of a Weakness to not just suffer a setback, not just suffer some kind of injury, but actually get knocked out or otherwise removed from play for a bit?

Well...it is, and it isn't.

Let's start off with the good: This is, undoubtedly, an example of a player being very willing to show his character suffering for his Weakness. That's great, and that's an attitude that I hope people learn on Storium.

But actually taking yourself out...getting knocked out, getting poisoned to the extent that you can't move, draining yourself so much of energy that you're too exhausted to go on...there are times these things are appropriate, but they need to be used with restraint.

Otherwise, they can mess with the flow of a story.

I've seen it happen: A battle happens, one part of a longer sequence of events all taking place in a short period of time. One player plays a Weakness card and portrays themselves as exhausted, or poisoned, or just plain knocked out cold. Then the battle ends.

Now a few things can happen:
  • Somehow, the player character recovers very quickly, and keeps on going, so the story can keep moving. That's unsatisfying, as it feels like a major moment is just brushed over and somewhat ignored.
  • The narrator puts in a point where the group can rest for a while to make it seem more realistic that the player character takes time to recover from his state...but now the story loses momentum.
  • The story goes on, and the player character is put someplace safe to recover in the meantime, which means:
    • The player misses out on part of the story, or...
    • The narrator has to come up with things that happen around wherever the player character was left that they can work with in their current state.
I'm not particularly fond of any of these options. If you address a Weakness play that severe, you're going to find your story either feeling like it doesn't address the weakness properly, losing its momentum, or going on temporarily without a player (which can be harmful both to that player's experience with the story, and to the game as a whole, given how Storium tends to work).

 Now...you can make this work. You can. A good narrator who is used to letting the players have heavy story control, especially, can make this work out great. Maybe the group has to stop to allow the player character to recover, but in the process, the problem they're trying to address worsens. Or maybe that's the next challenge: Can they find things to help the player quickly enough that the next challenges don't worsen in the meantime?

But the thing is, even though you can make this work...it just oftentimes ends up more trouble than it is worth to put in this strong of a Weakness play. You can get some great, great character moments and a strong feeling of struggle and danger and fading hope from injury or tiredness that still leaves the character able to go on to new fights.

Sometimes, that can be even stronger. If a character is knocked out, the group might stop to deal with that and then go on once he's recovered. If that happens, the knockout doesn't add as much tension to the story. If a character is injured or tired but still goes on, though, we see that in everything they do for the next few scenes - they're in a bad way, one arm too hurt to hold up their shield, or dragging themselves forward in the battle. It's powerful.

Stopping the story's progress can add some tension if managed properly, but continuing despite your wounds always adds tension.

I'm not saying that you should absolutely avoid major consequences as part of Weakness plays, mind! There are times when it is appropriate, entirely appropriate. Particularly late in the story, particularly when the narrator has told you this is the final battle, you might pull out these powerful Weakness plays. Because there - there - it won't make the story pause or lose momentum. It'll emphasize just how bad things are currently, just how much of a struggle it is for the characters...but there's nothing ahead that the players need to address.

Keep yourselves within the bounds of the challenge, but that is when you should be safer using some of these powerful Weakness concepts.

Before that? Before that, earlier in the story, don't go that far! Go lighter with what goes wrong...but use what goes wrong more. Pick up some kind of injury and carry it with you for the next few scenes, showing your character struggling with it. Show the tiredness that you're feeling, even as you struggle to move on.

Or almost encounter one of those points...and leave things open. Let someone else save you from them. Those can be amazing moments in a tale too.

Weakness plays don't have to be about solid, absolute consequences for your character. They can be about the threat of those consequences. They can be about what might happen if the battle isn't turned around. If you knock your character out, he's knocked out. That's certain. It's done. But if you put in the possibility, you're giving someone else the chance to write. And that's what Storium is all about - working with each other to write interesting or fun stories.

So I suggest pulling back from the solid a bit - work with possibilities. Get hurt and need help. Or, need help to avoid getting hurt. Get tired and struggle. Need someone's shoulder to lean on. Need someone to fight by your side. But unless the story really, truly demands it, don't get taken out entirely. That cuts off possibilities - like bluntly leaving in the middle of a conversation.

And if you're going to take yourself out at all, try not to do it while you still have card plays left for the scene! Hopefully narrators are taking my advice to not use up all their points, but still, it's useful if players keep open the option to play all their cards if needed.

Now, one more note here: I've already said that late in the story you might be fine pulling out heavier, solid consequences as part of a Weakness play if that's your thing. There are points earlier in the story where you might do that too. The narrator might even set them up specifically. If he does...go with it, obviously! If the Weak outcome is "you're all knocked out," well, that's what the outcome is, so do the normal thing with a Weak outcome if you get it and write your spin on that outcome! You get knocked out.

The narrator, obviously, will have planned for that possibility since he put it in the outcomes, right?

Similarly, you might find a situation where it feels like the consequences should be higher - where the outcomes suggest this battle or event is more dangerous than normal, or where you're already portraying your character in a bad way and it just feels like they should have something more solid happen to them on your next Weakness play. And that's fine...I just suggest that you consider talking to the narrator first. Remember, you're writing collaboratively: Check, when you're thinking about having something this major happen to your character, and work with the narrator to figure out how it can happen but still keep the story moving (and not exclude you as a player).

This isn't a solid "don't ever do this." I want to be clear on that. What it is is a caution: Be careful of how and when you do this. When a hero is solidly defeated in battle or exhausts herself in the service of a cause, that can be a great story moment. It's just important to make sure that it's the right time - and that it doesn't derail the story's momentum or leave it short of players in the process.

The Juniper Wars: Dandelion Iron By Aaron Michael Ritchey, Book Review


In Dandelion Iron, book one of The Juniper Warsthere is an amazing mix of western, modern technology, steampunk, and a dash of post-apocalypse. I was intrigued to see what Aaron Michael Ritchey was doing to our future when I read his novella prequel Armageddon Dimes for review (link). The adventure in Dandelion Wars was worth it.

Set in the United States around the northern Rocky Mountains, Ritchey combines seemingly conflicting elements to create a great landscape for adventure.

The Sino-American War is over. During the war, most of the male population was killed. That wasn't the end of the war though, it continued with women filling the ranks. After dealing with the killing, they've returned home to deal with all the issues of their new world and the PTSD of the horrors they've faced. During the war, China dropped a hydrogen bomb on the Yellowstone caldera, which set the lava flowing. The flow created an electromagnetic field that disrupts electronics. In the area known as the Juniper, roughly the northern Rockies of the United States, electronics just don't work.

During the same time as the war, the Sterility Epidemic spread which decreased the number of male births. And, only 10% of boys born are viable—able to father children. This reduction in the male population and the ability to father children has flipped many societal roles.

Plot

Cavatica Weller has been attending a private school in Cleveland, outside the Juniper. Her sister, Wren, arrives to take her home with the news their mother has died. Cavvy has been studying electronics with the dream of not returning to The Juniper. The ranch is in serious financial trouble and it up to Cavvy, Wren, and their older sister, Sharlotte, to complete a plan to save everything their mother put into motion before her death.

The sisters, with a few hired hands along with a dirigible, are driving their cattle to market. But the market on the east side of The Juniper is controlled by those the sisters owe money to and the price for beef in that market won't be enough to save the ranch. The plan, therefore, is to drive the herd to Wendover, Nevada.

This is book one and does not cover the entire trip. It is paced to get you through Denver and June Mai Angel's territory, an outlaw that was introduced in the prequel.

Style

There is plenty of action with modern weaponry and contraptions that were developed to work in The Juniper. There is also plenty of old style western action dealing with handling a cattle drive. While reading I had some flashes of the movie The Cowboys.

The pacing in Dandelion Iron fits the style for being a western/thriller/adventure. There is a mix of information that slides in with the storytelling that pulled me through into wanting to read what was next.

The story is told by Cavvy. She was raised on the ranch and educated in and then beyond The Juniper. This provides a fun cross between the two worlds of the where electricity exists and where it doesn't.

The characters are all examples of people who are more than they first appear.

Characters

I really liked the depth that is given to all the main and secondary characters in Dandelion Iron. There are layers to these characters that were released in bits and pieces that kept me intrigued. I could easily see where each of the characters are the lead of their own story and could provide more tales than what Cavvy has given us so far.

Overall

Dandelion Ironis a fun read. I enjoyed it to the point that as I was getting near the end of the book I knew there was no way this book ended with them arriving in Wendover. So much had been presented to that point and there was still more story to tell. This book ends well to bring completion to the first part. There was enough to know they had succeeded to that point of their adventure with enough of a well foreshadowed cliffhanger to want to find out what happens on the next leg of their drive.

There are themes dealt with in this book that I know some parents would not want younger children reading. There isn't anything graphic, but questions are raised. I liked the way the topics were handled.

The uniqueness of the setting with the mashup of different genres was refreshing. It gave a feel of something familiar along with something unknown.

I give Dandelion Iron 5 out of 5.

You can find Dandelion Iron on Amazon (link).

About the Author (from the book)

Aaron Michael Ritchey is the author of The Never Prayer, Long Live the Suicide King, and Elizabeth's Midnight. He was born on a cold and snowy September day in Denver, Colorado, and while he's lived and traveled all over the world, he's a child of the American West. Sagebrush makes him homesick. While he pines for Paris, he still lives in Colorado with his cactus flower of a wife and two stormy daughters.


If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Facebook and Twitter(@GuildMstrGmng).


Tuesday, April 2, 2019

Considering A Master's Or PhD In Digital Media?



The Digital Media program at Georgia Tech is now accepting applications at the Master's and Ph.D. levels. 

The Digital Media graduate program at Georgia Tech is a multidisciplinary program that engages students in making with meaning in digital media through their own discipline, skills, and expertise. Students here from the humanities, engineering, technology, and the arts backgrounds all engage in collaborative, practice-based work where they learn and apply design methods and critical theory in studio courses that are focused on having a voice--or giving a voice to others--through digital media.  

They offer both a two year intensive Master's degree and a Ph.D. in Digital Media, working with leading researchers that touch on topics such as civic media, game design, smart cities, interactive installation, augmented & virtual reality, computational creativity, and STEAM-based education.

They host multiple online events to inform those interested in the program. More information and RSVP is available through our website: http://dm.lmc.gatech.edu/.  The upcoming application deadlines for Fall 2019 are Dec. 10th, 2018, for the Ph.D. program and Jan. 8th, 2019 for the Master's program. 

Students interested in visiting the campus can do so during our open house event on January 18, 2019.  RSVP here.

If you have any further questions about the program and admission process, please contact me or the Associate Director Michael Terrell directly at dgs@lmc.gatech.edu.

Grav-StuG Kickstarter (January 2019)

Grav-StuG Kickstarter 

I am pleased to announce the Grav-StuG, a plastic model kit, will be coming to Kickstarter January 2019!

More details to come.....

 
Dreamforge will be kickstarting several new kits in the coming year.
Each new product offering will be very focused, a single product, its actual production costs and any profits expected will need to be folded into the overall funding goal. This is a strong departure from the retail model, where revenues are gained over time and the investment/debt is front loaded.
 
Product availability outside the initial Kickstarter.
Product availability outside of Kickstarter will be limited, only 100-300 units beyond the total needed to fulfill the Kickstarter will be run for post Kickstarter inventory, some of that will be soaked up by the inevitable issues, damaged kits, mispacked or missing items from a kit and kits that never make it to the backer and were lost in transit.
There may be re-runs offered on popular kits in future Kickstarter's, but there will be minimums that need to be met, typically a 500-unit run will be needed. The best way for a customer to approach this is to buy what you want and what you think you will need at the time of the offering, I cannot make a promise that there will be a second run if the overall interest is not there.
 
Kickstarter Shipping.
Customers will need to pay for the actual shipping costs for the products they back. Shipping, as we all know is very expensive from the US to anywhere outside its borders. Each Kickstarter will be shipped directly from China to mitigate the expense to the customer as much as possible, this means most of the world will likely see a drastic cost reduction, but the US will experience a small increase. Why don't I just ship the US backers from the US? Because it's a hidden cost, shipping to the US, warehouse staff and other costs would need to be calculated into the Kickstarter and would increase the price once the true costs are factored in.
 
How are the Kickstarter's structured?
Each Kickstarter will absorb the costs and required profits into a 1000 minimum unit run. If it costs $40,000 for the molds, production, boxes and other service costs, then the cost of each unit would be $40.00.

What happens if a Kickstarter success outstrips the required funding goal?
Do you get a discount? Discounts will be offered when you pick up multiple kits, not by the overall success of a product or campaign. Those are profits that get re-invested to make DreamForge healthy, to pay for additional stock, to help pay for re-release of the current line of kits, as those tools will need to be re-cut at some point.
 
How will the Kickstarter's differ from other typical campaigns?
To be clear, this is not going to be a song and dance Kickstarter model, there may be extras offered if there is room on the sprues, but anything extra in the form of products adds to the costs and I will not be bulking the costs to deal with that. I am trying to keep the price per kit to you as low as I possibly can.
Most of our campaigns will be short, ten to fifteen days with as much warning as I can provide about an upcoming campaign. I will be active during the campaign, answering questions, taking feedback and interacting with my customers but by the time the project launches, the current product will be locked in and not subject to revision or design changes.
The conversations I have with my customers before a campaign will allow us to develop products together and help deliver the kinds of items you would like to see.

Scale in millimeters:


Friday, March 29, 2019

The Ultimate List of The 14 Best URL Shortener Services 2019

  1. 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

  2. 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

  3. 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

  4. 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

  5. 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

  6. 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

  7. 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

  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. 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

  10. 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

  11. 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

  12. 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

  13. 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.
  14. 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

Zomtober 2015 Week 4- Cleaning Up?

   Well, well, well, here we are, at the fourth and final week of Zomtober 2015, or Zomtober IV,
whichever way you are counting. It feels a little wierd having more than a week of Octoober left and putting up my final post for Zomtober, but that's the way the schedule worked out this year. More zombies might still happen as a matter of principle, but I guess I should take advantage of the opportunity to finish some other things that are due for all these commissios and contests I got myself into ::lol::. I need to plan better next year. Anyways, here they are, my last two official zombies for this Zomtober- well, the last two I can show you right now. I give you my word my zombie Hare Krishna is also done, but we don't want you to know which one belongs to whom until after the voting, so I'm not showing you right now. But for the record, that makes my personal official Zomtober total 9- two per week, plus a Hare Krishna. Oh, and one of those was on a 50mm base, to boot.


So here's candidate #1 today- the last of the Malifaux Mindless Zombies. I had to finish the set, after all. This guy must have almost escaped from somewhere, because he's all wrapped up in barbed wire, and is still holding one of the fence posts, while the other is impaled right through him. In retrospect, I should have used a bolder color scheme on this one, as the colors kinda blended together. I mean, using shiny new silver barbed wire wrapped around gray pants? What was I thinking? It barely shows up. Oh, well, no one's perfect. It's a cool character, anyhow. Next week, I'll ut them all together in their official Zombie of the Month article, so I don't skip a month, or leave the last week of October free of zombie writing.

Candidate #2 is a real mess if I ever saw one. I'm not kidding- look away and do not read on if you're squeamish. This model is actually "Jinx" from the Hell Dorado line, which has some really cool  models in it. This poor fella never had a chance. Zombie baby is about the ugliest you can get, and I'm not even sure this was even truly a baby yet when the plague hit- yup, he's still got his umbilical cord. Aw, man, gross. He even has boils that I chose to color dark like buboes, because what could be worse that a zombie plague? A zombie Black Plague, of course! Anyways, I figured this guy clawed his way out of poor mom, either after she was a zombie, or maybe he would have been stillborn, except for that zombie...plague...thing...ew. Anyways, I figured, zombified placenta matter = nasty dark gooey colors. Yeah, I just said a whole bunch of words and phrases that should never be said, but hey, I warned you. Now there's a Zomtober finisher.


Well, there you have it. Another Zomtober, another dozen points off the painting board, and more citizens for good Zombalia to take part in next year's Zompacalypse. Stay tuned for this years Zompacalypse, coming soon! And get ready to vote in our zombie Hare Krishna contest! This is Empress Ali, signing off... for now (dun dun duhhhhhh.)


My Friends Are Awesome

Last night my wonderful friends Carl and Ann Marie gave me this t-shirt that they picked up at Wormhole Coffee on Milwaukee Ave. Given my blog's logo and my last pairing, I thought it would be appropriate to post a picture of it.

Awesome.
Thanks Carl and Ann Marie!

Don Bradman Cricket 17 For PC IN 500MB



Don Bradman Cricket 17 System Requirements (Minimum)

  • CPU: Intel Core i3-3210 / AMD Athlon II X4 555
  • CPU SPEED: Info
  • RAM: 4 GB
  • OS: Windows 7 (x64) or higher
  • VIDEO CARD: Radeon HD 6670 or NVIDIA Geforce GT710 with Min 1GB Memory
  • PIXEL SHADER: 5.0
  • VERTEX SHADER: 5.0
  • FREE DISK SPACE: 11 GB
  • DEDICATED VIDEO RAM: 1024 MB

Don Bradman Cricket 17 Recommended Requirements

  • CPU: Intel Core i5-4200 / AMD Phenom II X4 970
  • CPU SPEED: Info
  • RAM: 8 GB
  • OS: Windows 7 (x64) or higher
  • VIDEO CARD: AMD Radeon R9 270 or NVIDIA GeForce GTX 770 with minimum 2GB Memory
  • PIXEL SHADER: 5.0
  • VERTEX SHADER: 5.0
  • FREE DISK SPACE: 11 GB
  • DEDICATED VIDEO RAM: 2048 MB

DOWNLOAD GAMESIZE: 3.4GB 500MB PARTS

PART 1

PART 2

PART 3

PART 4

PART 5

PART 6

PART 7

PASSWORD

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WARNING:


• WE DO NOT ENCOURAGE PIRACY. THESE LINKS ARE INTENDED FOR BACKUP PURPOSES ONLY. DO NOT DOWNLOAD THE FILES IF YOU DO NOT OWN THE ORIGINAL MEDIA.
• FOR VISITORS OF THIS WEBSITE, PLEASE DONT FORGET TO SUPPORT THE SOFTWARE DEVELOPERS, IF YOU LIKE ANY GAME, BUY IT!

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BYE.

Thursday, March 28, 2019

The Latest Android App Bundle Updates Including The Additional Languages API

Posted by Wojtek Kaliciński, Developer Advocate, Android

Last year, we launched Android App Bundles and Google Play's Dynamic Delivery to introduce modular development, reduce app size and streamline the release process. Since then, we've seen developers quickly adopt this new app model in over 60,000 production apps. We've been excited to see developers experience significant app size savings and reductions in the time needed to manage each release, and have documented these benefits in case studies with Duolingo and redBus.

Thank you to everyone who took the time to give us feedback on our initial launch. We're always open to new ideas, and today, we're happy to announce some new improvements based on your suggestions:

  • A new additional languages install API, which supports in-app language pickers
  • A streamlined publishing process for instant-enabled app bundles
  • A new enrollment option for app signing by Google Play
  • The ability to permanently uninstall dynamic feature modules that are included in your app's initial install


Additional languages API

When you adopt the Android App Bundle as the publishing format for your app, Google Play is able to optimize the installation by delivering only the language resources that match the device's system locales. If a user changes the system locale after the app is installed, Play automatically downloads the required resources.

Some developers choose to decouple the app's display language from the system locale by adding an in-app language switcher. With the latest release of the Play Core library (version 1.4.0), we're introducing a new additional languages API that makes it possible to build in-app language pickers while retaining the full benefits of smaller installs provided by using app bundles.

With the additional languages API, apps can now request the Play Store to install resources for a new language configuration on demand and immediately start using it.

Get a list of installed languages

The app can get a list of languages that are already installed using the SplitInstallManager#getInstalledLanguages() method.

val splitInstallManager = SplitInstallManagerFactory.create(context) val langs: Set<String> = splitInstallManager.installedLanguages

Requesting additional languages

Requesting an additional language is similar to requesting an on demand module. You can do this by specifying a language in the request through SplitInstallRequest.Builder#addLanguage(java.util.Locale).

val installRequestBuilder = SplitInstallRequest.newBuilder() installRequestBuilder.addLanguage(Locale.forLanguageTag("pl")) splitInstallManager.startInstall(installRequestBuilder.build())

The app can also monitor install success with callbacks and monitor the download state with a listener, just like when requesting an on demand module.

Remember to handle the SplitInstallSessionStatus.REQUIRES_USER_CONFIRMATION state. Please note that there was an API change in a recent Play Core release, which means you should use the new SplitInstallManager#startConfirmationDialogForResult() together with Activity#onActivityResult(). The previous method of using SplitInstallSessionState#resolutionIntent() with startIntentSender() has been deprecated.

Check out the updated Play Core Library documentation for more information on how to access the newly installed language resources in your activity.

We've also updated our dynamic features sample on GitHub with the additional languages API, including how to store the user's language preference and apply it to your activities at startup.

Please note that while the additional languages API is now available to all developers, on demand modules are in a closed beta for the time being. You can experiment with on demand modules in your internal, open, and closed test tracks, while we work with our partners to make sure this feature is ready for production apps.

Instant-enabled App Bundle

In Android Studio 3.3, we introduced a way to build app bundles that contain both the regular, installed version of your app as well as a Google Play Instant experience for modules marked with the dist:instant="true" attribute in their AndroidManifest.xml:

<manifest ... xmlns:dist="http://schemas.android.com/apk/distribution">     <dist:module dist:instant="true" />     ... </manifest>

Even though you could use a single project to generate the installed and instant versions of your app, up until now, developers were still required to use product flavors in order to build two separate app bundles and upload both to Play.

We're happy to announce that we have now removed this restriction. It's now possible to upload a single, unified app bundle artifact, containing modules enabled for the instant experience. This functionality is now available for everyone.

After you build an instant-enabled app bundle, upload it to any track on the Play Console, and you'll be able to select it when creating a new instant app release. This also means that the installed and instant versions of your app no longer need different version codes, which will simplify the release workflow.

Opt in to app signing by Google Play

You need to enable app signing by Google Play to publish your app using an Android App Bundle and automatically benefit from Dynamic Delivery optimizations. It is also a more secure way to manage your signing key, which we recommend to everyone, even if you want to keep publishing regular APKs for now.

Based on your feedback, we've revamped the sign-up flow for new apps to make it easier to initialize the key you want to use for signing your app.

Now developers can explicitly choose to upload their existing key without needing to upload a self-signed artifact first. You can also choose to start with a key generated by Google Play, so that the key used to locally sign your app bundle can become your upload key.

Read more about the new flow.

Permanent uninstallation of install time modules

We have now added the ability to permanently uninstall dynamic feature modules that are included in your app's initial install.

This is a behavior change, which means you can now call the existing SplitInstallManager#deferredUninstall() API on modules that set onDemand="false". The module will be permanently uninstalled, even when the app is updated.

This opens up new possibilities for developers to further reduce the installed app size. For example, you can now uninstall a heavy sign-up module or any other onboarding content once the user completes it. If the user navigates to a section of your app that has been uninstalled, you can reinstall it using the standard on demand modules install API.

We hope you enjoy these improvements and test them out in your apps. Continue to share your feedback as we work to make these features even more useful for you!

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Puppet Steve Tries To Tap Into The E3 "Hype"

You guys have a good E3? I did at least.
Excited that Kingdom Hearts III finally has a release date. It's been five and a half years... I should replay the PS4 collections in preparation
Absolutely elated that the true Tales of Vesperia is finally coming over, and it's not exclusive. Yes, that one Namco.
I'm actually excited for an Assassin's Creed game. It looks different enough that I'm interested. Hope it doesn't suck.
No idea what Babylon's Fall will be, but more titles from PlatinumGames are always good.
September is gonna break me with Dragon Quest XI and Spider-Man.
Death Stranding... I think I have an idea of what it is? Though Sony's lack of release dates for a lot of their big titles is worrisome... Like their treatment of crossplay.
And of course, the showstopper that is Super Smash Bros Ultimate. Which is the subject of today's post!

Instead of Chris using his established gamer persona to talk about E3, he uses Puppet Steve instead. Oh good...
Posted last night. At least he was actually timely about it.
Super Smash Bros Ultimate Nintendo Switch E3 Full Reveal! Complete Roster New Fighters Amiibo 2018

Of course he's gotta stick that amiibo in there. Because fuck the actual game.
It's six minutes long. ... Okay.

Fake over-excitement. His wobbly table has a bunch of amiibo on it. Why not a Nintendo Swi- oh wait I don't think he even has a Switch. Too much money spent on FNAF crap I imagine.
Of course this is gonna be about CHARACTERS! And he claims they added a ton of new ones. No they didn't, they only added three (so far). Inkling, Daisy, and Ridley.
Apparently the first "new" character is the Pokemon Trainer, who he refers to as Ash Ketchum. That's not Ash, that's Red. He's very different, in that he's competent. Also, he's not a new character, he's returning from Brawl.
"You can play as all kinds of Pokemon like Charizard, Ivysaur, Squirtle, and more" Uhh no, just those three. Pokemon Trainer can only control those three. There are other Pokemon in the game, but they're not controlled by the trainer. They stand alone. Unless that's what you mean, but you're not very good at conveying your points.
Brings up the Inkling. "This brings in a lot of fun because you can play as the girl or the boy! Oh yes!" ... You have a weird idea of fun.
"There are over 8 different characters you can play in all?" As he shows all the Inkling variations. Those aren't new characters, they're different costumes. There is only one Inkling, and you can change their costume to fit your preference, or if you do an 8-player battle with only Inklings. How do you not get this?

And he continues to think there's "more characters" because of the Villager and how there's 8 different ones. Again, costumes. He also thinks they "added" this. No, this was in the last game. I know damn well you played the last game, I saw that video. You can't possibly be this ignorant. Yet somehow he is.
He's also surprised at female Pikachus. Yes Chris, gendered Pokemon have been thing since Gen 2, and the heart-tail has been a thing since Gen 4. You'd know this if you were an actual Pokemon fan and not just pretending to be one.
At least he brings up the actual other new characters with Daisy and Ridley. Doesn't say much. Just that Daisy's Toad is blue compared to Peach's red Toad and that Ridley is going to kick butt.

And then... he proceeds to list every character. Over 60 of them. Why? Just why?
He mispronounces Ryu of course... doing the RYE-YOO pronunciation.
As well as Lucina, saying it as "Lucinda".
Palutena is mispronounced. That might just be an accent thing though.
What's weird is that he considers Sonic, Pac-Man and Mega Man as guest fighters, but lists Ryu and Bayonetta as if they're Nintendo characters and not guests. Capcom and Sega characters Chris. It's not hard.
He finally stops, drops a "super cool"

And then he shows the release date of December 7th, while saying September. You edited this Chris. You edited this and (hopefully) did multiple takes. How did you screw that up? It's right there on the screen!

He brings up the new Final Smashes. "Sonic turns into his golden form" Which he could always do since Brawl, only now it's a lot faster.
The only thing he says about the stages is the "graphically upgrades". Nothing about how they're all getting Battlefield variants. Though that would require Chris to understand the intricacies of this series, and he never will.
"Link's got his blue suit" That's the Champion's Tunic from Breath of the Wild, making it very clear you haven't bothered to play that. Then again, what's the point when there's crappy toys to show off?

"EASTER EGGS" Uh huh...
He talks about Assist Trophies, acting like they're new. Nope, been a thing since Brawl.
"Waluigi, Knuckle Joe, the Pac-Man Ghosts" None are new, all have been in past games.
"Protoman and Bass" Not assist trophies, just a part of Mega Man's Final Smash now. Also, he mispronounces Bass. He pronounces it like the fish, not the guitar. Yes I know Mega Man 8 uses the fish way but it's clearly meant to coincide with the musical motif the series has.
Lists more... I'm surprised he brought up Jeff from Earthbound. That seems like something way too obscure for him.
Of course he gushes over Bomberman as an assist trophy, and is annoyed he's not playable. My informant told me he also mentions that on Facebook and still wants Simon Belmont too. Wonder if he still thinks they're Nintendo characters.

Onto the amiibo. He just wants more.
Well there will be more, we know Inkling, Ridley and Daisy are confirmed. No word on the returning fighters but I imagine we'll see them.
He also wants new poses. Oh fuck nooooooo. At most we'll get reprints of the original Smash line. Not to mention a lot of these characters have "different poses" from different lines. Link has like 10 different amiibo.
He also believe there will be a lot more characters announced. Did you not pay attention to what Sakurai said? He said there won't be a lot of new additions, because the roster is already massive. 68 characters already. At most we'll probably get up to 70.

Yeah that was dumb. Could have shaved like 3 minutes without the padding and if he did proper research and realized many of those "new characters" aren't new or even characters. I'm just amazed at the ignorance. God I hope kids aren't getting information from this...

Think "Chris Neo" will do E3 coverage? We'll see. He inexplicably skipped last week. If there's a reason I didn't hear it from my informant.

But man, Puppet Steve is a mess of a channel. Before the Smash video, he spammed NINE FNAF videos. Are you serious?! It must be paying off for him to do that. Does YouTube still do the audience retention thing? Spamming videos only works if the audience watches each one all the way through (and DarkSideDave still doesn't get that).
His latest is a video on Minecraft Fun...ko... Pop. Oooooh god, that's like 20 different kinds of cancerous cringe. I don't think so.

Enjoy the rest of E3 everyone.

How We Fought Bad Apps And Malicious Developers In 2018

Posted by Andrew Ahn, Product Manager, Google Play

Google Play is committed to providing a secure and safe platform for billions of Android users on their journey discovering and experiencing the apps they love and enjoy. To deliver against this commitment, we worked last year to improve our abuse detection technologies and systems, and significantly increased our team of product managers, engineers, policy experts, and operations leaders to fight against bad actors.

In 2018, we introduced a series of new policies to protect users from new abuse trends, detected and removed malicious developers faster, and stopped more malicious apps from entering the Google Play Store than ever before. The number of rejected app submissions increased by more than 55 percent, and we increased app suspensions by more than 66 percent. These increases can be attributed to our continued efforts to tighten policies to reduce the number of harmful apps on the Play Store, as well as our investments in automated protections and human review processes that play critical roles in identifying and enforcing on bad apps.

In addition to identifying and stopping bad apps from entering the Play Store, our Google Play Protect system now scans over 50 billion apps on users' devices each day to make sure apps installed on the device aren't behaving in harmful ways. With such protection, apps from Google Play are eight times less likely to harm a user's device than Android apps from other sources.

Here are some areas we've been focusing on in the last year and that will continue to be a priority for us in 2019:

Protecting User Privacy

Protecting users' data and privacy is a critical factor in building user trust. We've long required developers to limit their device permission requests to what's necessary to provide the features of an app. Also, to help users understand how their data is being used, we've required developers to provide prominent disclosures about the collection and use of sensitive user data. Last year, we rejected or removed tens of thousands of apps that weren't in compliance with Play's policies related to user data and privacy.

In October 2018, we announced a new policy restricting the use of the SMS and Call Log permissions to a limited number of cases, such as where an app has been selected as the user's default app for making calls or sending text messages. We've recently started to remove apps from Google Play that violate this policy. We plan to introduce additional policies for device permissions and user data throughout 2019.

Developer integrity

We find that over 80% of severe policy violations are conducted by repeat offenders and abusive developer networks. When malicious developers are banned, they often create new accounts or buy developer accounts on the black market in order to come back to Google Play. We've further enhanced our clustering and account matching technologies, and by combining these technologies with the expertise of our human reviewers, we've made it more difficult for spammy developer networks to gain installs by blocking their apps from being published in the first place.

Harmful app contents and behaviors

As mentioned in last year's blog post, we fought against hundreds of thousands of impersonators, apps with inappropriate content, and Potentially Harmful Applications (PHAs). In a continued fight against these types of apps, not only do we apply advanced machine learning models to spot suspicious apps, we also conduct static and dynamic analyses, intelligently use user engagement and feedback data, and leverage skilled human reviews, which have helped in finding more bad apps with higher accuracy and efficiency.

Despite our enhanced and added layers of defense against bad apps, we know bad actors will continue to try to evade our systems by changing their tactics and cloaking bad behaviors. We will continue to enhance our capabilities to counter such adversarial behavior, and work relentlessly to provide our users with a secure and safe app store.

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Wednesday, March 27, 2019

AX-029, Crackpots!

Today's episode is about Crackpots, the Activision game that was the first 2600 game by Dan Kitchen, who went on to make many more (and is still making them!). I hope that you enjoy the episode.

Next on the podcast is Malagai, by Answer Software. If you have this game, I would love to see a photo of it on Facebook or Twitter, see the links below for those. If you have any thoughts on the game, please send them to me at 2600gamebygame@gmail.com by end of day 17 February. Just tell me what you think of it, I will take care of the nuts and bolts of the game. As always, I thank you for listening.

Crackpots on Random Terrain
Crackpots on Atari Protos
Dan Kitchen's web site
Dan Kitchen's Games site
Dan Kitchen interview by Classic Gamer 74
Atari Age thread on Keystone Kapers 2 discovery
Crackpots patch on Digital Press
...and accompanying letter
Crackpots commercial
Jim's Ferg Quest sprite hack
Ryan's Atari Age High Score Showdown post for Crackpots
Wilson Oyama's Crackpots playthrough video
No Swear Gamer 521 - Crackpots
Sean's Autobiography of a Schnook Podcast Chapter 5