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 KappatateV 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 Kappatate0 (0) v 0 (0) Dagobah Monks
Round two - Highlights
Dagobah Monks V 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 V 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
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 V 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 V 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 V 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 V 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 V 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 V Hard Carries
No Vidpix available
Wraith Children V 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 Project7 (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"
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.
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.
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 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:
Rotate
Shear
Scale
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.
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.
My name is Fabián Torre and I´m a EmailMarketing technician
I would like to know if you are interested in receiving
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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 onTwitter.
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.
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.
My name is Fabián Torre and I´m a EmailMarketing technician
I would like to know if you are interested in receiving
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List of soft complainants (unsubscribe), hard complainants and spamtraps to add to your opt-out list and avoid spam complaints and inclusion of your domains in blacklists
Mix up to 3 lists Eliminates duplicates Divide lists into packages with least amount of emails Eliminates the cut emails Cleans commas, quotation marks, or the character that you want to Select emails from a domain Remove unwanted domains Deletes emails that contain certain words or symbols Select emails that contain a certain word Select emails of corporative domains
- Program installed on your computer that allows local administration of your campaigns - SMTP Servers appropriate to the rules SPF and DKIM - Online statistics - Works on Internet service providers with port 25 locked (use port 587)
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.
List of soft complainants (unsubscribe), hard complainants and spamtraps to add to your opt-out list and avoid spam complaints and inclusion of your domains in blacklists
Mix up to 3 lists Eliminates duplicates Divide lists into packages with least amount of emails Eliminates the cut emails Cleans commas, quotation marks, or the character that you want to Select emails from a domain Remove unwanted domains Deletes emails that contain certain words or symbols Select emails that contain a certain word Select emails of corporative domains
- Program installed on your computer that allows local administration of your campaigns - SMTP Servers appropriate to the rules SPF and DKIM - Online statistics - Works on Internet service providers with port 25 locked (use port 587)
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Exploit DB: An archive of exploits and vulnerable software by Offensive Security. The site collects exploits from submissions and mailing lists and concentrates them in a single database.
Packet Storm: Information Security Services, News, Files, Tools, Exploits, Advisories and Whitepapers.
Hacked Gadgets: A resource for DIY project documentation as well as general gadget and technology news.
Black Hat: The Black Hat Briefings have become the biggest and the most important security conference series in the world by sticking to our core value: serving the information security community by delivering timely, actionable security information in a friendly, vendor-neutral environment.
Metasploit: Find security issues, verify vulnerability mitigations & manage security assessments with Metasploit. Get the worlds best penetration testing software now.
KitPloit: Leading source of Security Tools, Hacking Tools, CyberSecurity and Network Security.
Hakin9: E-magazine offering in-depth looks at both attack and defense techniques and concentrates on difficult technical issues.
SecurityFocus: Provides security information to all members of the security community, from end users, security hobbyists and network administrators to security consultants, IT Managers, CIOs and CSOs.