quarta-feira, 30 de setembro de 2020

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sexta-feira, 25 de setembro de 2020

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terça-feira, 22 de setembro de 2020

Selecting Esports Titles To Be Played In MSSA Provincial And National Championships.

Selecting esports titles is always an emotive issue.

All esports athletes have strong likes and dislikes, gamers always want their favourites to be given preferential treatment.

In order to make the process more objective and reduce the influence of any one member club and/or individual, Mind Sports South Africa (MSSA) has a policy in place in order to ensure that there is a due process as well as a fair system in place in order to ensure that the correct titles are selected.

However, it should be noted that MSSA currently only selects 10 titles to be played at Provincial and National Championships.

Priority is given to the esports titles that are played at IESF's World Championships in order to assist MSSA deliver a national team.

Even though only 10 titles are so selected, that does not mean that the other titles cannot be held at MSSA events.

However, it should be noted that any approved title may be played at an official MSSA Regional Championships. In fact, it is at such Regional Championships that the popularity of various esports titles is tested in order to evaluate whether such titles should, in future, be included in MSSA's Provincial and National Championships.

The full rules on how titles are selected are as follows:

Schedule 3: SELECTION OF TITLES FOR PROVINCIAL AND NATIONAL CHAMPIONSHIPS
  1. The periods (titles) selected shall be decided upon by the Annual General Meeting.
  2. Not more than ten (10) titles shall be selected every year from nominations received.
  3. The titles played at the most recent IESF World Championships shall automatically be selected.
  4. The remaining titles may then be selected.
  5. Should IESF introduce new titles into its World Championships which have not been selected by MSSA, then the least popular game in its genre (excluding titles that are being played at IESF's World Championships) shall immediately fall away in favour of the new title.
  6. The popularity of a period (title) shall be based on attendance at MSSA events.
  7. Should IESF introduce new titles into its World Championships which have not been selected by MSSA, and no MSSA event have been held in such period (title) then the Board of Control shall decide which period (title) falls away in such genre (excluding titles that are being played at IESF's World Championships).
  8. Should IESF introduce new titles into its World Championships which have not been selected by MSSA, and there are no other periods (titles) within its genre, then the least popular game (excluding titles that are being played at IESF's World Championships) shall immediately fall away in favour of the new title.
  9. For any period to be nominated, such period (title) shall have been played at any two Regional Events at which there were at least three teams per event.

Also read:

segunda-feira, 21 de setembro de 2020

Peter Dimitrov Lands Job At MilkyTea Studios!


Great to see our talented graduate @PeteDimitrovArt using his skills on new projects in the
@milkyteastudios.

Peter is a 3D environment artist and games designer and he's just joined the team at MilkyTea in the Baltic Triangle, Liverpool. The company are famous for 'Hyper Brawl Tournament, Coffin Dodgers and Roller Rally.
Huge Congratulations to Peter who has a real passion for art and games design. He created a great portfolio of work and it paid off.



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terça-feira, 15 de setembro de 2020

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sábado, 12 de setembro de 2020

Sliders On 2D Visibility Article

While investigating a report from a reader, I realized that the sliders on my 2d visibility article are a little messy. There's a fade out animation that goes from here:

Fade-out starts at this slider position

to here:

Fade-out ends, all annotations hidden

As you reach the end of the sweep line animation, the annotations (lines and numbers) fade out so that you can see the final result. It's useful to think of the timeline of these two animations. They overlap:

start end Sweep line Fade

The problem is that if the boxes are near where the sweep line ends, the annotations fade out too quickly.

To solve this, I decided that the fade-out animation should wait past the point where the sweep line animation ends. I changed the fade-out to start later:

Fade-out starts at this slider position

The fade is only halfway finished when the sweep line hits its final point:

Sweep line at final position, fade continues

I extended the slider past that point. The sweep line no longer moves, but the fade continues to result in this:

Fade-out ends

Here's a visualization of this animation timeline:

start end Sweep line Fade

I don't update the 2d visibility article often but I'm glad there's a low barrier for me to update it. The code is fairly short and there's no build step. I find that I'm more likely to update my old pages if I don't have to figure out what I was doing and which build tools I was using eight years ago.

Results Of NWU MSSA Online School Esports League.

 


Mind Sports South Africa (MSSA) is South Africa's oldest and largest organization for esports in South Africa.

MSSA started holding esports events for schools in 2010, and since then has not missed a beat. MSSA's events are carried out like clock-work and are run on a regular basis thanks to the dedication of MSSAs' hardened volunteer corps.

And so it is that MSSA's 2020 edition of its NWU MSSA Online School Esports League has now come to an end. 

After five gruelling weeks of schools battling it out against each other, the victors' names may now be announced.

As already reported, the Online League (NWU MSSA Online School League) offers prizes other than just the medals and provincial colours. The prizes include:

  • A R30,000.00 Bursary for the winner of the Street Fighter V esports title, and
  • R5,000.00 Prize money for the School for the winner of the Paladins esports title, and
  • R5,000.00 Prize money for the School for the winner of the DotA 2 esports title, and
  • R5,000.00 Prize money for the School for the winner of the efootball PES 2020 esports title.
All the medal winners, those who have won gold, silver, and bronze, have all rightfully earned a place in MSSA's 2020 National Team Trials to be held on 19 September 2020.

The winners of each game title are as follows:

TitleName of player/teamClubColours awarded
Clash RoyaleMatthew PetersenOakhill School
Counter-Strike: GOHBSRedhill SchoolGauteng High School Colours
DotATeam TheoryOakhill SchoolWestern Cape High School Colours
FIFA '20Jonas LorseOakhill SchoolWestern Cape High School Colours
HearthStone PrimaryKyle VorsterMonument PrimaryGauteng Primary School Colours
HearthStone
Aidan VorsterKrugersdorp High School
Robin HenryImpaq (High School)
League of LegendsTeam GLCCurro GrantleighKwaZulu Natal High School Colours
PaladinsVikingsHoêrskool ZwarkopsGauteng High School Colours
PES 2020Andile SibandaPretoria Boys HighGauteng High School Colours
StreetFighter VTheunis van der MerweHoërskool KlerksdorpNorth West High School Colours


Also read:

quarta-feira, 9 de setembro de 2020

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sexta-feira, 4 de setembro de 2020

Dandara: Trials Of Fear Edition Review (NSW)

Written by Patrick Orquia


Title: Dandara: Trials of Fear Edition
Developer: Long Hat House
Publisher: Raw Fury
Genre: Action, Adventure, Platformer, Metroidvania
Number of Players: 1
Platform: Nintendo Switch
Release Date: 06 February 2018
Price: $14.99



In the world of metroidvanias on the Switch eShop, being able to stand out among the crowd is pretty tough. A few managed to really stand out among the crowd, like the amazingly awesome Hollow Knight and the stunningly beautiful Ori and the Blind Forest, while most of the other metroidvania games just embraced their Metroid or Castlevania roots almost to a fault. Can't blame them, really, since there is really nothing much else that can be added to the usual tropes and clichés of the genre.




But lo and behold, this game, Dandara, does something really unique. So unique that when I first saw it in action a couple of years back in its original form, I thought it would be quite tedious to play. Whereas in other games you move from one point to another by walking, running, or jumping, in Dandara, you move from one point to the next by leaping, and only by leaping. There are floors, ceilings, and walls, and the distinction between them doesn't seem to exist. See, in this game, gravity acts very differently. If you are on the ceiling or on the wall, you don't fall down to the floor, because all surfaces are floors, basically. The camera will sometimes flip around to show the room in a different perspective, and you will always follow the movement rules no matter what. You jump from one surface to another by pointing the left analog stick to it and pressing A. The surfaces that you can leap to are marked with white color, in effect limiting the areas where you can go. Once you are standing on a surface, you cannot walk to and fro to adjust, you just stand there and the only way to move is by leaping to the next one. This makes navigating a bit tricky and at first, a bit confusing, but eventually, you will be able to adjust.

In this game, you play the titular Dandara, who is hailed as the chosen one who can bring the world of Salt back in order. In your adventure, you will meet different NPCs who will give you bits and pieces of the story to keep you moving forward. You will, of course, have to battle against different enemies scattered across the land, ranging from the surface-bound, melee-attacking ones to flying, projectile-shooting ones. Aside from introducing you to the basic movement of leaping from one surface to the next very early in the game, you also learn to shoot a short burst of energy as a means to defeat the enemies. A bit later on, you get to shoot your own projectiles, missiles for start, which spends energy, making it a limited resource. As you progress into the game, you will get to use other types of more powerful and efficient projectiles, including a type that allows you to shoot yourself to a distant surface that cannot be readily reached by leaping, similar to how it was implemented in Axiom Verge, another awesome metroidvania. Your energy bar and health also gets increased by finding upgrades as you go through your adventure, allowing you to shoot your special attack more frequently and making you tougher.




Like any other metroidvania games, the world of Salt is divided into different interconnected areas, with some areas initially closed or out of reach until you get the ability to allow you to open them up. This game has a sprawling map with lots of areas to explore. There is no ordinary fast travel system, so backtracking can be quite a pain. Also, there is not much signposting to provide you information on where you have to go next, plus the map doesn't show your exact position, but it does highlight the area you are currently in. Due to the nature of the controls of this game and the way the camera would often twist and turn, following the map can be tricky at times, but you will surely open it very frequently.

In order for you to save your progress in the game, you will need to find campsites. Here, not only you get to save your game, you also get to level up and upgrade your attributes. To level up, you need to spend salt, this game's version of soul, dropped by defeated enemies and acquired by destroying crates or opening some treasure chests. Each level you reach requires a certain amount of salt, and each time you level up, you get to upgrade either your health/energy bar or the potency of health/energy potions. The campsite is also where you respawn when you die. These campsites are few and far in between, so dying can be quite punishing and frustrating as you will need to go back to where you die to recover your acquired salt, similar to Hollow Knight (you don't have to fight your shadow self, though). Die again before you do it and your accumulated salt up to that point goes kaput.




This game looks and sounds really good, with its 16-bit pixel art visuals, accompanied by an excellent musical score. It is very well-presented and the overall gameplay is really tight. However, this game is pretty challenging. The cool control mechanics can be quite detrimental at times as avoiding enemies can be tough and hard to do, since the movement is limited. Add to that the fact that your last visited campsite can be far from where you died. Good thing is the developers of the game added some cheat options to alleviate these needless annoyances. I only found them by accident as I was checking the options, since I got tired of dying over and over again during a stretch in the game. The game warns you that your save file will have a label of cheats being enabled if you decide to do so, but it doesn't really impact the game, aside from giving you bragging rights. But I did activate all the cheats, which gave me more checkpoint flags, unlimited energy, and I got to respawn in the same room where I died. And instantly, the game became 10 times more enjoyable. The difficulty doesn't really subside, but the needless annoyances disappear. I'm not sure if these cheat modes are unique to this Trials of Fear edition of the game, since I didn't play the original release build, but kudos to the game developers for incorporating these options and making their game more accessible and enjoyable to play.




Overall, Dandara: Trials of Fear Edition is one of the best metroidvania games on Switch. The unique controls and overall presentation gives a good bang for your buck. It can be completed within 10-15 hours of regular gameplay, so it is not overly wrong but still there is an abundance of content in this game that can entice you to give it multiple playthroughs. If you are a metroidvania fan, this game will be worth your time. So, give it a go, defy gravity, and let Dandara find her way through an epic adventure.




REPLAY VALUE: High




PROS
  • Awesome 16-bit pixel art visuals
  • Excellent musical score
  • Refreshingly unique control mechanics
  • Cool boss fights
  • The cheat options make the game so much more enjoyable to play
  • Good use of HD rumble
  • Ideal for handheld gaming
CONS
  • The map doesn't show your exact location
  • Lack of signposting can make you feel lost
  • Narrative style is quite vague
  • Dying in the game is very punishing and annoyingly frustrating


RATING: 4.5/5 salts of the earth