sexta-feira, 29 de março de 2019

Dreadball - Azure Forest League - Week 3




 Dreadball - Azure Forest League - Week 3




Hello Sports fans, thank you for joining the OSQDB network for the thrilling highlights of the Galactic tour series week three. My Name is Eddie Alba and I'm here in the Blue moon of Azure IX for the Azure forest league. 

This week we have something special, a handful of MVP's are up for grabs.

A'teo Adysi - Joined the Barr's Girder Grinders for 12mc in Pod B
Buzzcut - 
Joined the Dagobah Monks for 11mc in Pod A
Lucky Logan - 
 Not Hired
Firewall-
 Not Hired
Wildcard-
 Not Hired
Yurik 'Painmaster' Yurikson Joined the Major Nuggets for 15mc in Pod B
Meek-El Judwan-
 Not Hired
Gabe -
 Not Hired
Mellisandra- Not Hired



Week Three Pods

Pod A

Dwarves under the Mountain - Forgefathers
Teo-Ti- Wakan Temple Guard - Trontek Humans
Team Kappatate -  Teratons
Dagobah Monks - Judwan

Pod B

New Luna Elements - Void Siren Humans
IRN Wildcats - Trontek Humans
Barr's Girder Grinders - Trontek Humans
Major Nuggets -  Forgefathers

Pod C

Wraith Children -  Asterians
Silence - Judwan
Cylon Deathtraps - Robots
Hard Carries - Void Siren Humans




Pod A

Round one - Highlights

Dwarves under the Mountain V Teo-Ti- Wakan Temple Guard

Dwarves  knock down the Temple Guards defence


Human strike attempt

Striker moves so fast he fumbles the dreadball.


Team Kappatate V Dagobah Monks
None of the teams were awarded any points due to both teams failing to show up for the game.

Scores 
Score - ( )  league points

 Dwarves under the Mountain  0 (1) v 2 (2) Teo-Ti- Wakan Temple Guard

 Team Kappatate 0 (0) v 0 (0) Dagobah Monks

Round two - Highlights

Dagobah Monks Dwarves under the Mountain

Defending hard against the Judwan 

Dagobah leave their robes behind in favour of light armour against the Forgefathers.
The Dwarves under the Mountain gained a record 31 pips for cheers the fans loved this game.



Team Kappatate Teo-Ti- Wakan Temple Guard

Teratons give the Humans hassle



Scores 
Score - ( )  league points

Dagobah Monks 1 (2) v 0 (1) Dwarves under the Mountain 

  Team Kappatate 0 (0) v 7 (3)  Teo-Ti- Wakan Temple Guard

Round Three - Highlights

Teo-Ti- Wakan Temple Guard Dagobah Monks

The MVP Buzzcut applies his trade

What a lovely pair.........of cheerleaders



Team Kappatate Dwarves under the Mountain
No Vidpix available


Scores 
Score - ( )  league points

 Teo-Ti- Wakan Temple Guard 7 (3) v 0 (0) Dagobah Monks

 Team Kappatate 0 (0) v 7 (3) Dwarves under the Mountain



Pod A final League standings

 Team name - League points - Team rating-  (Strike difference)

Teo-Ti- Wakan Temple Guard - 8 - 220 - (+16)
Dwarves under the Mountain - 5 - 250 - (+4)
Dagobah Monks - 2 - 188 - (-14)
Team Kappatate - 0 - 214 - (-6)

Pod B

Round one - Highlights

Major Nuggets Barr's Girder Grinders

Guards take down the Human Striker

The "Painmaster" protects the Dreadball

The Major Nuggets stand tall.

MVP A'teo fails to steal the ball from a Major Nuggets striker.

And again the Striker keeps the ball.


IRN Wildcats New Luna Elements

IRN Wildcats Guards attack!

New Luna Elements in possession of the dreadball

Strike attempt


Scores 
Score - ( )  league points

 Major Nuggets 0 (1) v 1 (2) Barr's Girder Grinders

 IRN Wildcats 0 (1) v 2 (2) New Luna Elements

Round two - Highlights

Barr's Girder Grinders V New Luna Elements


Hard Defence against the Girder Grinders


Major Nuggets V IRN Wildcats


Infantry Line generates such fear.

Back line defence

No Mans land in the Visitors half


Scores 
Score - ( )  league points

 Barr's Girder Grinders 0 (1) v 1 (2) New Luna Elements

 Major Nugget's 0 (0) v 7 (3) IRN Wildcats

Round Three - Highlights

Barr's Girder Grinders IRN Wildcats

Girder grinders free agent attempts to hold back the IRN Wildcats

Striker homes in on a loose Dreadball

Striker falls as a Wildcat dashes past


New Luna Elements Major Nuggets
No Vidpix available


Scores 
Score - ( )  league points

 Barr's Girder Grinders 0 (0) v 7 (3) IRN Wildcats

  New Luna Elements 7 (3) v 0 (0) Major Nuggets



Pod B final League standings

 Team name - League points - Team rating-  (Strike difference)

IRN Wildcats - 7 - 222 - (+12)
New Luna Elements - 7 - 218 - (+11)
Barr's Girder Grinders - 3 - 174 - (-8)
Major Nuggets - 1 - 206 - (-15)

Pod C

In a shock move the Cylon Deathtraps have pulled out of the Azure League.
Replacing them is the Zee team called the Eurocorp's Eugenics Project  

Round one - Highlights

Wraith Children V Eurocorp's Eugenics Project 

Dives after dives, Appeals after appeals to the Refbot

Zee Blockers

Zee stand over the fallen Wraith Children

Wraith Children guard tries to stop the Zee top jack


Hard Carries V Silence
No vidpix available

Scores 
Score - ( )  league points

 Wraith Children 0 (1) v 2 (2) Eurocorp's Eugenics Project 

 Hard Carries 7 (3) v 0 (0) Silence

Round two - Highlights

Silence V Eurocorp's Eugenics Project

Set up for monkey business

Azure jungle Conga line 


Wraith Children Hard Carries

No Vidpix available

Scores 
Score - ( )  league points

 Silence 0 (1) v 3 (2) Eurocorp's Eugenics Project 

 Wraith Children 3 (2) v 0 (1) Hard Carries

Round Three - Highlights

Eurocorp's Eugenics Project  Hard Carries

No Vidpix available

 Wraith Children Silence
The Wraith Children were awarded full points due to Silence failing to show up for the game.

Scores 
Score - ( )  league points

 Eurocorp's Eugenics Project 7 (3) v 0 (0) Hard Carries

  Wraith Children 7 (3) v 0 (0) Silence

Pod C final League standings

 Team name - League points - Team rating-  (Strike difference)

Eurocorp's Eugenics Project  - 7 - 184 - (+12)
Wraith Children - 7 -  200 - (+8)
Hard Carries - 4 - 175 - (-3)
Silence - 1 - 147 - (-17)




It's a Deadly Game.

Kill count: 13
Survival rate: 38.5%
Deaths: 8


Team- Name- Role
Teo-Ti- Wakan Temple Guard - Vega- Jack
Barr's Girder Grinders - Cheerful Goth - Jack
Dagobah Monks - Nar-dali-rann - Striker
Dagobah Monks - Maj-dorr-udo -Striker
New Luna Elements - Applejack -Jack
IRN Wildcats - Grant - Guard
Wraith Children - Ghostwind - Jack
Dwarves under the Mountain - Unknown - Striker

You will be missed brave Dreadballers.




Final League standings Recap


 Team name - League points - Team rating-  (Strike difference)

Pod A

Teo-Ti- Wakan Temple Guard - 8 - 220 - (+16)
Dwarves under the Mountain - 5 - 250 - (+4)
Dagobah Monks - 2 - 188 - (-14)
Team Kappatate - 0 - 214 - (-6)

Pod B

IRN Wildcats - 7 - 222 - (+12)
New Luna Elements - 7 - 218 - (+11)
Barr's Girder Grinders - 3 - 174 - (-8)
Major Nuggets - 1 - 206 - (-15)

Pod C

Eurocorp's Eugenics Project  - 7 - 184 - (+12)
Wraith Children - 7 -  200 - (+8)
Hard Carries - 4 - 175 - (-3)
Silence - 1 - 147 - (-17)


Next week we will post up the standings based on league points. So stay tuned and remember this was brought to you by the Exotic fragrance that is "Judwan No.5"

quinta-feira, 28 de março de 2019

Well, Hello There.....





Those of you that have been around from the pre-Kickstarter days remember a time where I was very open in my communications, where my interactions were FAR more timely and personal.

Involving other companies in that flow complicated things on my end quite a bit. I had a few very heated conversations over various issues concerning what could or should be said. For right or wrong, this changed my way of interfacing with all of you, and IMO, not for the better. But such is the reality of having partners… You need to keep that relationship working and healthy, and there are times you will not agree, and times where you cannot discuss what you would like to with your customers. No this is not turning into a 'tell all story' I am simply saying that I miss the days where I felt as if I were part of the community and that I could just let information flow and get feedback from all of you on a kit or a direction or a specific item.

I think it fair to say that WGF and I are not doing much business together, the agreement we had ended when I took distribution over, this changed the responsibility's and payment scheme. We worked out a verbal understanding of how much I would send them for each sale after expenses and we have had very little contact since the transfer, it did not end badly, just faded into me sending commission payments and not much ell's. I will simply leave it at this; I am and will forever be grateful for the opportunity Wai Kee and WGF provided me, having the opportunity to have 30 plastic kits produced was an amazing, frightening and monumental experience. 

Having changed the nature of that relationship allowed me a little more latitude, but still being in the supply chain, I know that, and public statements may have repercussions for my retail and distribution partners… I cannot tease a kit or ask for feedback if I am not planning of following closely with a release. It would not be irresponsible of me to set them up for questions or expectations when they did not have the answers.

I removed myself from distribution at the end of last year and spend the last couple of months mulling over the next steps. (I will go into that more in the next posts)
All the concerns listed above have pushed me further away than I would have liked and help establish a very poor habit of being tight lipped. Hopefully with this message I can start to break the habit I have developed and get closer to the more open flow of ideas and feedback that I and I am sure, you miss.

I will simply say, all excuses or reasoning aside, I am sorry for not being as transparent as I would like or as communicative as you deserve.

I will be posting much more to my blog as I used to and frequenting old haunts like DAKKA for a more open exchange.


To close this message, I will simply say again, that I apologize for not being here, talking with all of you and hope that if you are still interested, that you comment or follow along as I attempt to return to some facsimile of what I was when I started this creative journey.

Mapgen4: Oblique Projection

One of my goals for mapgen4 was to explore non-realistic approaches, both to map generation and to map rendering. I wanted to explain the unusual projection I'm using.

For procedurally generated wilderness maps, it's very common to see a top-down view, often using colors to represent height or biomes:

Top-down view

It's simple to implement, especially in 2D, and it shows the areas of the map, including coastlines and rivers and lakes. You can see where the mountains are, but only because of the color and lighting.

It's also common to show a side view, often with perspective:

Side view

It's usually implemented in a 3D engine, and it's good for seeing things like mountains, towns, and trees. It's what you'd see in a first person view game. Features like rivers and lakes are distorted and often hidden behind other objects.

Sometimes you want to see both the top-down features (rivers, coastlines, lakes) and the side view features (mountains, towns, trees), and many games use an isometric or orthographic view:

Orthographic view

It gives you a bit of both. However, the top-down features are skewed compared to a pure top-down view, and the side view features are also skewed compared to pure side view.

If you look at a hand drawn fantasy map, such as the Lord of the Rings map, or the ones you find on Cartographers' Guild or Reddit r/mapmaking, you'll see artists don't feel constrained to one of the above three views. Instead, very often, they use both top-down view to show rivers and coastlines and side view to show mountains and towns.

Lord of the Rings map
Lord of the Rings map (from Wikipedia)

The rivers, roads, and coastlines are a top-down view, but the mountains and hills and trees and grasses are a side view. One way to think about this is that the mountains, hills, trees, and grasses are icons like these and therefore don't have to use the same view as the rest of the map. However, it's possible to implement this directly in matrix math. The trick is to use an oblique projection. It's not the standard rotate, translate, scale methods that you get from the matrix libraries in Unity or Unreal, but it can be represented by setting the matrix values directly.

Let's look at the 2D version:

Rotate operation Shear operation
Rotate vs shear operation
  • In a 2D rotation operation, some of x gets transferred to y and some of y gets transferred to x. It preserves the shape of the objects but distorts y and x.
  • In a 2D shear operation, none of x gets transferred to y and some of y gets transferred to x. It distorts the shapes and x but preserves y.

To make a hybrid of top-down view's x and y with side view's x and z, we can use a shear operation: preserve x and y, and transfer z to y.

The result is that the top-down view is preserved. When there's no z (mountains or trees), x and y stay exactly the same. But when there's z, it gets mapped to y, so that you can see the side of the mountain. This is entirely implemented in a 4x4 matrix, without using billboard sprites. Here's the result:

Top-down oblique view

I also have rotation and scaling and translating. I apply them in this order:

  1. Rotate
  2. Shear
  3. Scale
  4. Translate

I apply shear after rotate so that if the map is rotated, the z axis gets mapped to "up" in the output view. Otherwise, z would get mapped to "up" (y) and then y would get rotated, so the mountains would point sideways instead of up.

I also wanted to support both orthographic and oblique, so I blended the rotate and shear operations together (with one line of code!), so that I can smoothly interpolate between the two projections. I can also smoothly interpolate between top-down view and oblique, or oblique and side view.

I'm pretty happy with the effect!

More reading:

CX 2689, Kangaroo!

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

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

information about emailmarketing

Good morning

My name is Fabián Torre and I´m a EmailMarketing technician
I would like to know if you are interested in receiving
information about products and services of EmailMarketing, and to
what email address I can send it.

Thanks a lot

Whatsapp: +55 719 9313-1792
Skype: chronskype

quarta-feira, 27 de março de 2019

terça-feira, 26 de março de 2019

5 Tips For Boosting Virtual Economies

Over the past year I've been helping mobile freemium developers (who are NativeX clients) increase retention and monetization, and I've noticed some tips and tricks around virtual economies that can help boost revenues. Here are 5 tips that should help your game make more money.

Don't overwhelm the player

There are numerous studies about how overwhelming consumers leads to less revenue. Probably the most famous of these studies is the classic jam in a grocery store study http://www.columbia.edu/~ss957/articles/Choice_is_Demotivating.pdf. The cliff notes (or spark notes) version is when 24 jams displayed for a taste test at a supermarket, 60% of customers stopped and 3% of those purchased but when 6 jams were displayed, 40% of customers stopped and 30% purchased. So how should mobile developers display content? Display a small amount of virtual items initially (around 6) and then hint at more content that'll unlock after players achieve a new level or similar. Why 6ish? Take notes from online retailers (specifically Amazon) and how they display search results. There's a reason they only typically show 4-7 search results on a screen without scrolling (keep in mind this is dependent on the customer screen resolution). This way, players aren't overwhelmed but they will understand that there's more to your game than just those 6 items.  Take this screenshot from Happy Street for example. A silhouette is a great way to hint to the player of new content. 


Make the store easy to understand, navigate and use

This seems like an obvious point, but if your game has hundreds or thousands of items it can get complex and confusing very quickly. A good developer to look at is Gameloft. They have the budget and time to make their menu UX easy and appealing. Take their latest Heroes of Order & Chaos for example. They use scrolling menu to reduce the clutter. 


And look at another similar game in a similar genre. At first I didn't know where to click, and I still have no idea what the percentages are towards the middle of the screenshot.


When you select Equip it just has a single sliding menu with only 2 items per equipment slot. The UX could greatly be improved, and they could offer more items per slot. Which is a great segue into my next point. 

Have massive amounts of virtual items

Stereotypically speaking your game should have hundreds or thousands of virtual items in order to create a freemium success. There are outliers to this rule like Temple Run, but if you have more sinks in your game in theory it'll increase revenue as long as you follow the points mentioned earlier. It's important to offer items in all price ranges and to different types of players. One group of players might be more interested in vanity or aesthetically altering items, another group may want a competitive advantage and another might want to speed up the rate of progress. It's important to offer enough goods so players always have something else to buy. 

Lead the player to your virtual store

If you've been to Disneyland have you ever noticed how after riding a major attraction you somehow end up in their gift shop? This didn't happen by accident. Exiting players into a store after a ride increased revenues. If you have a game with rounds, battles or levels don't be afraid to lead the player to the virtual store to spend some of that hard earned currency. However, you don't want to push players into making a purchase so make it easy to get out of the store and back into the action. There's a fine line between upselling and annoying and every game and audience is at least slightly different.

Make the first purchase option something with incredible value

This is a relatively newer concept and one that's been blogged about already, but we'll mention it one more time for good measure. Getting someone to convert and pay in freemium is possibly the most challenging task, but once someone has made a purchase the odds of them becoming a returning purchaser is so much higher. A popular example is the counterfeit machine in Jetpack Joyride that'll permanently double coins earned, but obviously you should think of something new, original and/or fits with better with the context of your game.

If you'd like to talk about this or any other games you can find me here at my blog or on Twitter.

Life Is Strange Download For Android | Best Storymode Game |

De: Time To Try Out Some Wyches

This is the type of girl you bring home to mom.

For tonight's game, I'm going to introduce a unit of Wyches to support my Kabal.  I've bounced and forth on which Cult I would like to get into my game, and I think I settled upon the Cult of Strife.  Yes, this was a big change to what I was thinking before (Red Grief) but this is primarily because I want to justify taking a CC unit in a predominately shooty army.

My general philosophy with army building is this:  The more you detract from the focus of your army (in my case, it's shooting), the less effective your army will be overall.  I will be covering this topic more in-depth in Friday's post, but for now, let's talk about why I'm going to take the Cult of Strife.

First, the list:
1998 // 7 CP

Black Heart Battalion +3 CP

HQ:
Archon, Djin Blade, Blaster, PGL = 96
Warlord Trait: Labyrinthine Cunning

Archon, Huskblade, Blaster, PGL = 96
Raider, Dark Lance = 85

TROOP:
10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

HEAVY:
Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125

+++

Black Heart Air Wing +1 CP

FLYER:
Razorwing, 2x Dinsintegrators = 135
Razorwing, 2x Dinsintegrators = 135
Razorwing, 2x Dinsintegrators = 135

+++

Strife Patrol +0 CP

HQ:
Succubus, Adrenalight, Whip = 54
Warlord Trait: Blood Dancer

TROOP:
9x Wyches, Grave Lotus, Agonizer/BP, Shardnet = 91

The rest of the army should be pretty explanatory since it's pretty much the same old same old.  Where this is really different is that I'm spending 243 points for a CC component in the army that is delivered using a Raider.  For the delivery of Wyches, I want to try both:  Footslogging an epic ton of 20 girls up the table and see what happens to them, or just have them ride in a Raider that can hopefully protect them from harmful fire.  For tonight's game, I want to try the Raider because that's what I know.  Don't worry though, I absolutely plan on trying a 20-girl footslog and just run them up the board like cats on fire (or laced with drugs).

Cunning and Blood Dancer.  Why not, let's try it.

I'm also going to commit 2 CPs to take an extra Warlord trait for Blood Dancer and take an extra Artifact.  The reason why I'm doing this is to keep Cunning in play so I can hopefully get a refund for this upfront expenditure on precious resources.  I'm also crazy about Blood Dancer on Strife because that Warlord trait is INSANE with the Triptch Whip.  The whip is basically a +3 attack Agonizer that when you factor in Strife's +1 attack bonus and Adrenalight's +1, you have a 9 attack Succubus that hits on 2s, re-roll 1s, and Blood Dancer (Cult specific Warlord trait) allows you to count each 6 to Hit as 3 hits instead of 1.  I'll let you do the math for this because this makes her one of the most destructive single-wound infantry blenders in the game.  Is it worth the 2 CP?  Probably not.  Does she still die like a bitch if she fails her 4++ and subsequent 6+++?  Of course.  However, I'm feeling extra greedy tonight and I also want to keep Writ of the Living Muse for extra lels.  Otherwise, I might try keeping 6 KP so I have 2 for sure uses of Agents of Vect and just keep the Warlord trait and not the artifact (Living Muse).

Oh, and Shardnets.  Shardnets got a huge improvement because as long as you have this in the unit, your opponent only rolls D3 to get away while you roll D6.  Get dunked on son.  The more I type, the more inclined I am to take a giant unit of Wyches and just say F it.  For now, I'm going to buy a Black Heart Raider for my Archons that I'll end up lending to the ladies to use since transports (like Raiders and Venoms) are not cult specific.  That means anyone can use them and they still retain their bonus (like the 6+++).  This also means you might be able to pull off some potentially crazy combinations in the future (like Flayed Skull lending a +3" movement Raider for the Wyches!) but that's another story for another time.

Let me know what you think:  Should I go big and walk the Wyches?  Are Raiders still the best delivery mechanism?  Yes, I'm very aware of WWPs as an option as well.

sábado, 23 de março de 2019

information about emailmarketing

Good morning

My name is Fabián Torre and I´m a EmailMarketing technician
I would like to know if you are interested in receiving
information about products and services of EmailMarketing, and to
what email address I can send it.

Thanks a lot

Whatsapp: +55 719 9313-1792
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sexta-feira, 22 de março de 2019

Email Marketing ISA 2019




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