- Bc.vc: Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.- The payout for 1000 views-$10
- Minimum payout -$10
- Referral commission-10%
- Payment method -Paypal
- Payment time-daily
- 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
- 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
- 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. - 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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. - 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
- 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
- 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
Vertical Adventure – one of the the most popular area amongst rock climbers and scrambling enthusiasts travel tips and stories. Vacations ideas, cruises, spa and resorts
Top 15 Highest Paying URL Shortener to Earn Money Online 2019
Be Careful. You Might Suck....Is That A Challenge?
In the 9/27/2008 episode of 1up yours, the crew responds to the topic of video game difficulty and whether or not games need to adhere to the convention of increasing in difficulty to the end. You can listen to the conversation starting at around 1:21:00.
Before I get into my response to some of the comments from the podcast, I wanted to say that it is important to consider one's own gaming skills before addressing game difficulty of any particular game. When a game is properly (classically) designed with levels that are composed of game ideas that are gradually developed from simple to complex uses of the core mechanics and when the forms of the game communicate their function clearly, the difficulty of such a game is created in large part from the player's ability (or lack thereof) to learn/ utilize the instructive resources the game provides. In other words, it's not the game's fault you aren't paying attention to the clues or using/thinking about the mechanics in the way the game has carefully taught you to. Furthermore, when a game allows the players to adjust the difficulty of the challenges, understanding how difficult the game is is a matter of understanding how the adjustable game elements circumvent the require use of the core mechanics and what effects doing so has on the game experience as a whole. In this way, game difficulty starts in the design but rests on the player.
Video games are functionally just controlled learning environments or electronic teachers. In the same way the best teachers can make learning fun, exciting, and easy, the best designed games can take the frustration and difficulty out of the learning processes. In such cases, all there is left for the player to struggle with to complete a challenge is the execution. In general, the execution of core mechanics needed to complete most of the challenges in most video games is relatively simple. For example, aiming and shooting in most FPSs is pretty simple. Understanding when to shoot, where to aim, when to take cover, and other battle strategies comprise the majority of what the player must learn to be successful.
For another example, the input for the mechanics in Mega Man 9 are very simple reflecting the design of the NES era. Everyone understands that holding the JUMP button down makes Mega Man JUMP the highest. Because the JUMP mechanic is direct, letting go of the JUMP button instantly causes Mega Man to drop while quickly tapping the button makes him hop around. The SHOOT mechanic is even simpler. Hit the SHOOT button and a bullet comes out. Along with the MOVE mechanic the player has all the abilities necessary to progress through the vast majority of the game. From this simple base, the levels are designed to test the player's ability to control space by jummping (vertical) and shooting (horizontal). The best part of such a design is, to get through the majority of challenges, players simply have to use some combination of MOVE, JUMP, and SHOOT. With such a simple set of possible solutions, it's hard to imagine that some gamers have an incredibly difficult time understanding how to overcome the game's challenges.
For these reasons (and for these), I do not believe Mega Man 9 is "really too hard" or "brutal" as John Davison and Shane Bettenhausen describe in the podcast. You would think that these game enthusiasts/writers would be able to breeze through a game like Mega Man 9 considering how similar it is to several other Mega Man games that have been out for many years. If Shane can understands how the calculator class in Final Fantasy Tactics is the most powerful class because of how his abilities evolve across his/her long term development, then surely he should be able to understand and use the tools Capcom made easily available in Mega Man 9 to help players get through the game.
The more I hear games writers talk about how difficult games are, the more I believe that they're not very good at video games. I've written before about how the concept of "skill" can be broken down into 5 categories: dexterity, timing, knowledge, reflex, and adaptation. I don't expect game writers to have the dexterity and timing of a Piano virtuoso (or a Guitar Hero for that matter). I don't expect them to have encyclopedic (or gamefaqs level) knowledge of a game. I don't expect their reflexes to match the Ogre Brothers or any other FPS twitch fire master. And I don't expect them to be able to adapt to dynamically changing situations with the ease of a StarCraft master. These video game writers may not be the best at video games, but I do expect them to be good enough to where their extensive experience with analyzing and playing games allows them to reach the insights necessary to understand the intricacies of what a game really is and how it works including its difficulty.
Personally, I know the insight that I bring to my writing is greatly aided by my diverse skill set. Ignoring my experience in fields outside of gaming for the purposes of this dicussion, pushing myself to develop the skills to become a world class Super Smash Brothers player helpd me understand game difficulty for all games in a number of ways.
As this blog continues to grow I understand more games more completely than I ever have before. By studying a game,which often requires revisitation, and writing essays, I'm able to understand the inner workings of a game on a much higher intellectual level. Understanding how each element of a game works together to build the whole experience also develops my ability to key in on all the non verbal methods video games use to communicate and teach. In other words, the more you understand a game the wider your critical-eye becomes.
By playing a video game at a high competitive level, I was forced in a way to look at game mechanics and the range of their function in a complete way. By going to that level, you will learn more about video games, yourself as a learner, and yourself as someone who is capable of doing anything. And doing/action is the thing that outraces words by a factor of a thousand.
Carrying the attitude of not wanting to learn/engage with a video game develops a gamer that wants fewer consequences in their experience. After all, with fewer consequences there are fewer ways to lose. When there's fewer ways to lose, the gamer grows less worried about failing. When there are less ways to fail, the challenges and goals in the game become simplified and/or the gamer will become satisfied with doing almost nothing. When gamers don't want to learn and would rather just "relax" and "zone out" when playing a game, the lack of engagement practically destroys the players ability to learn. After all, learning is active/interactive, not passive.
This notion that entertainment doesn't (or even shouldn't) engage the mind is ridiculous and probably stems from a world filled with sub par TV shows and other mediocre products of entertainment. It's easy to be "entertained" by a TV set. You turn it on and it seems to do all the rest of the work by itself. Learning is work even when it's fun. As soon as you get used to having fun or being entertained from passive experiences, it becomes easy to delude yourself into thinking that passiveness is just as good as being engaged in an activity. As soon as you prefer to turn your brain off, you've robbed yourself of the chance to develop something wonderful.
My fear with the gamer who gets used to passively playing games or is unwilling to learn is that they'll never reach higher, more complex, and richer game experiences. Garnett Lee described such an experience as a wonderful and delicious "gaming casserole." In other words, in order for the designers to empower the player with the ability understand and master the game world, the player must learn the mechanics and rules step by step. The only way to ensure the player has some level of understanding on a mechanic/concept is to test them. Games create tests by constructing challenges.Without challenge, without being engaged, and without learning the interactivity that sits at the heart of the video games medium is nothing.
We are gamers. We are learners. We seek challenges so we can better understand game worlds, ourselves, and the real world we live in. You might suck today. But with an open mind and a will to learn, you'll develop the skills and a critical-eye through which the world can be viewed.
Be Careful. You Might Suck
Before I get into my response to some of the comments from the podcast, I wanted to say that it is important to consider one's own gaming skills before addressing game difficulty of any particular game. When a game is properly (classically) designed with levels that are composed of game ideas that are gradually developed from simple to complex uses of the core mechanics and when the forms of the game communicate their function clearly, the difficulty of such a game is created in large part from the player's ability (or lack thereof) to learn/ utilize the instructive resources the game provides. In other words, it's not the game's fault you aren't paying attention to the clues or using/thinking about the mechanics in the way the game has carefully taught you to. Furthermore, when a game allows the players to adjust the difficulty of the challenges, understanding how difficult the game is is a matter of understanding how the adjustable game elements circumvent the require use of the core mechanics and what effects doing so has on the game experience as a whole. In this way, game difficulty starts in the design but rests on the player.
Video games are functionally just controlled learning environments or electronic teachers. In the same way the best teachers can make learning fun, exciting, and easy, the best designed games can take the frustration and difficulty out of the learning processes. In such cases, all there is left for the player to struggle with to complete a challenge is the execution. In general, the execution of core mechanics needed to complete most of the challenges in most video games is relatively simple. For example, aiming and shooting in most FPSs is pretty simple. Understanding when to shoot, where to aim, when to take cover, and other battle strategies comprise the majority of what the player must learn to be successful.
For another example, the input for the mechanics in Mega Man 9 are very simple reflecting the design of the NES era. Everyone understands that holding the JUMP button down makes Mega Man JUMP the highest. Because the JUMP mechanic is direct, letting go of the JUMP button instantly causes Mega Man to drop while quickly tapping the button makes him hop around. The SHOOT mechanic is even simpler. Hit the SHOOT button and a bullet comes out. Along with the MOVE mechanic the player has all the abilities necessary to progress through the vast majority of the game. From this simple base, the levels are designed to test the player's ability to control space by jummping (vertical) and shooting (horizontal). The best part of such a design is, to get through the majority of challenges, players simply have to use some combination of MOVE, JUMP, and SHOOT. With such a simple set of possible solutions, it's hard to imagine that some gamers have an incredibly difficult time understanding how to overcome the game's challenges.
For these reasons (and for these), I do not believe Mega Man 9 is "really too hard" or "brutal" as John Davison and Shane Bettenhausen describe in the podcast. You would think that these game enthusiasts/writers would be able to breeze through a game like Mega Man 9 considering how similar it is to several other Mega Man games that have been out for many years. If Shane can understands how the calculator class in Final Fantasy Tactics is the most powerful class because of how his abilities evolve across his/her long term development, then surely he should be able to understand and use the tools Capcom made easily available in Mega Man 9 to help players get through the game.
The more I hear games writers talk about how difficult games are, the more I believe that they're not very good at video games. I've written before about how the concept of "skill" can be broken down into 5 categories: dexterity, timing, knowledge, reflex, and adaptation. I don't expect game writers to have the dexterity and timing of a Piano virtuoso (or a Guitar Hero for that matter). I don't expect them to have encyclopedic (or gamefaqs level) knowledge of a game. I don't expect their reflexes to match the Ogre Brothers or any other FPS twitch fire master. And I don't expect them to be able to adapt to dynamically changing situations with the ease of a StarCraft master. These video game writers may not be the best at video games, but I do expect them to be good enough to where their extensive experience with analyzing and playing games allows them to reach the insights necessary to understand the intricacies of what a game really is and how it works including its difficulty.
Personally, I know the insight that I bring to my writing is greatly aided by my diverse skill set. Ignoring my experience in fields outside of gaming for the purposes of this dicussion, pushing myself to develop the skills to become a world class Super Smash Brothers player helpd me understand game difficulty for all games in a number of ways.
- No matter what game I play, as long as a game is designed around understanding mechanics and the skillful execution of those mechanics (as opposed to luck or stat building), I haven't found a challenge that's more difficult than fighting against the nation's best. Though my opponents pushed me beyond the limits of my dexterity, reflexs, timing, and adaptation, the game itself didn't become any more difficult. In those touranment matches, we still played by the same rules that I had a deep knowledge of. The amount of individuality each player brings to this dynamic next gen fighter makes every fight different testing and pushing all of the facets of my skills.
- All proper challenges becomes easy when fully understood. It's that "ah ha" moment that people reach when learning anything. Once you "get it" it becomes funny to you when you consider how much trouble a challenge gave you.
- I've also learned that some of the biggest challenges you'll face in a video game are re-learning something, overcoming your own mental barriers, and understanding how you learn within a learning environement. Learning is work as it is. But having to work to undo that work and still have to work at learning it the right way can be exhausting. It's amazing how people will find all the time in the world to do/learn something the wrong way yet struggle to do it the right way from the beginning.
- I've learned that developing a high level of adaptation skill helps keep my ability to quickly learn sharp. The better you get at learning, the easier it is to learn the next thing.
As this blog continues to grow I understand more games more completely than I ever have before. By studying a game,which often requires revisitation, and writing essays, I'm able to understand the inner workings of a game on a much higher intellectual level. Understanding how each element of a game works together to build the whole experience also develops my ability to key in on all the non verbal methods video games use to communicate and teach. In other words, the more you understand a game the wider your critical-eye becomes.
By playing a video game at a high competitive level, I was forced in a way to look at game mechanics and the range of their function in a complete way. By going to that level, you will learn more about video games, yourself as a learner, and yourself as someone who is capable of doing anything. And doing/action is the thing that outraces words by a factor of a thousand.
Is That A Challenge?
For the remainder of this article, I'll be responding to the comments made on the podcast in bullet point format.
- The "death mechanic" is an old gameplay convention: You get it wrong, you die, you go back, and you try it again: Dying in a video game is a natural/organic conclusion when a game centers around violent actions. In order for a game to be a game, there must be a goal. For this goal, there generally has to be a way to win and lose. Functionally, the "death mechanic" is analogous to many different kinds of losing even when the player doesn't die.
- Death in games is designed to make money in arcades: Certainly all game's aren't design to steal our quarters. Even if the "death mechanic" was popularized in this way, arcade machines still aren't even close to slot machines and their ability to steal money.
- The difficulty of Mega Man 9 just "clicks" for certain people: Perhaps people who want a good challenge that can be significantly curbed by learning how the game works and adjusting the difficulty when necessary. In other words, MM9 is for the type of gamer that seeks a flexible learning environment where the learner is in control. I've noticed that many of the hardcore gamers on the internet and professional games enthusiasts have grown soft. Their complaints about Mega Man 9 and their inability to even beat the first set of bosses are alarming. I thought the hardcore gamer was supposed to have the skills to tackle games like Mega Man. I thought the hardcore gamer wanted their game's to be "hard." The fact that he adjustable difficulty in Mega Man 9 takes off the apparent "hard edge" makes me feel that anyone who is still having problems with the game needs to increase their skills, buckle down, and learn something about the game. That, or buy more E tanks.
- The primary reason to play a game is not necessarily challenge anymore: This is true to an extent. Besides the challenge that inherently comes from establishing a goal within a game world, a lot of play exists where the player is free to noodle around without deliberately reaching the goal. However, just because gamers can play video games without looking for a challenge, doesn't mean that the challenge should or can be removed from the game. Go ahead, mess around in Super Mario Brothers. Don't try and beat the level. Eventually, the time will run out and if you keep that up, you'll lose all of your lives. There's nothing wrong with playing like this, of course. But I can't say that doing so brings the player closer to understanding Super Mario Brothers beyond the surface level.
Carrying the attitude of not wanting to learn/engage with a video game develops a gamer that wants fewer consequences in their experience. After all, with fewer consequences there are fewer ways to lose. When there's fewer ways to lose, the gamer grows less worried about failing. When there are less ways to fail, the challenges and goals in the game become simplified and/or the gamer will become satisfied with doing almost nothing. When gamers don't want to learn and would rather just "relax" and "zone out" when playing a game, the lack of engagement practically destroys the players ability to learn. After all, learning is active/interactive, not passive.
This notion that entertainment doesn't (or even shouldn't) engage the mind is ridiculous and probably stems from a world filled with sub par TV shows and other mediocre products of entertainment. It's easy to be "entertained" by a TV set. You turn it on and it seems to do all the rest of the work by itself. Learning is work even when it's fun. As soon as you get used to having fun or being entertained from passive experiences, it becomes easy to delude yourself into thinking that passiveness is just as good as being engaged in an activity. As soon as you prefer to turn your brain off, you've robbed yourself of the chance to develop something wonderful.
My fear with the gamer who gets used to passively playing games or is unwilling to learn is that they'll never reach higher, more complex, and richer game experiences. Garnett Lee described such an experience as a wonderful and delicious "gaming casserole." In other words, in order for the designers to empower the player with the ability understand and master the game world, the player must learn the mechanics and rules step by step. The only way to ensure the player has some level of understanding on a mechanic/concept is to test them. Games create tests by constructing challenges.Without challenge, without being engaged, and without learning the interactivity that sits at the heart of the video games medium is nothing.
We are gamers. We are learners. We seek challenges so we can better understand game worlds, ourselves, and the real world we live in. You might suck today. But with an open mind and a will to learn, you'll develop the skills and a critical-eye through which the world can be viewed.
Fishao - Fishing Online Game Of 2018
Do you know Fishao? This is an extremely funny fishing game because you can fish and simultaneously chat with many people. In the game, there are many areas and more than 150 different types of fish so that you can fish. To catch big fish, you need to buy better equipment such as new rods, baits, hooks and some other equipment at the shop with the money that you have earned.
The more fish you catch, the more money you get. You will win and receive a worthy reward if you catch more fish than others. Good luck with other games online of 2018!
Controls: Use the arrow keys or the mouse to play the game.
Fishao - Fishing online game of 2018 |
The more fish you catch, the more money you get. You will win and receive a worthy reward if you catch more fish than others. Good luck with other games online of 2018!
Controls: Use the arrow keys or the mouse to play the game.
Fire Emblem: Radiant Dawn With Metropolis Coffee Company's Falstaff Winter Blend
I was excited when I received Fire Emblem: Radiant Dawn in the mail a few weeks ago. Several years ago, I played through its predecessor, Path of Radiance, and had a great time doing it. The original Fire Emblem dates back to 1990, and was released only in Japan for the Famicom. Among the most revered turn-based strategy games ever created for consoles, the Fire Emblem series is known for its high difficulty level. Radiant Dawn has you leading an ever-evolving party into battle after battle. If a character dies, they die, and that's that. The enemy AI is ruthless, and making the simplest mistake often times means losing a battle. I remember Path of Radiance as being challenging, but it did not prepare me for the frustrations that Radiant Dawn delivers. The game requires a great amount of concentration.
I beat the first level of Radiant Dawn after failing only once or twice. Then playtime was over. I probably died 12-15 times on the second stage, and things only got worse after that. I was at a loss for what to pair with it, but I happened to come into possession of a bottle of Orin Swift's The Prisoner, a red blend from Napa that lovers of Californian wine seem to go nuts over. The Prisoner is little more jammy, oaky and boozy than I care for, although it did go nicely with a wedge of Colston Bassett Stilton. Well over 15% ABV, The Prisoner failed to help me focus on strategy, and I don't think I beat a single level while drinking it.
Following this frustrating experience, I shelved Radiant Dawn for a while. However, I ended up feeling guilty, and being stuck at home sick this morning, I decided to give it one last chance. Because I was sick and it was before noon, drinking booze was not an option. It occurred to me that (dare I say it?) delicious coffee might actually be a better pairing for the game anyway. So I brewed up a French press of Metropolis Coffee Company's Falstaff Winter Blend, and with fear in my heart, I fired up Radiant Dawn.
I beat the first level of Radiant Dawn after failing only once or twice. Then playtime was over. I probably died 12-15 times on the second stage, and things only got worse after that. I was at a loss for what to pair with it, but I happened to come into possession of a bottle of Orin Swift's The Prisoner, a red blend from Napa that lovers of Californian wine seem to go nuts over. The Prisoner is little more jammy, oaky and boozy than I care for, although it did go nicely with a wedge of Colston Bassett Stilton. Well over 15% ABV, The Prisoner failed to help me focus on strategy, and I don't think I beat a single level while drinking it.
Following this frustrating experience, I shelved Radiant Dawn for a while. However, I ended up feeling guilty, and being stuck at home sick this morning, I decided to give it one last chance. Because I was sick and it was before noon, drinking booze was not an option. It occurred to me that (dare I say it?) delicious coffee might actually be a better pairing for the game anyway. So I brewed up a French press of Metropolis Coffee Company's Falstaff Winter Blend, and with fear in my heart, I fired up Radiant Dawn.
Falstaff Winter Blend is a nicely balanced, medium-roast blend. Metropolis does not divulge the origin of Falstaff's beans on their website, unfortunately. It is full-bodied with a subtle chocolatey, nutty aroma and delicious notes of mature plum (that's what those of us in the booze industry call prune). After a few sips of the coffee, I felt reasonably alert and proceeded to vanquish my enemy with relative ease. The level I beat had given me some trouble in the past, and my spirits were greatly heightened after finishing it. I immediately took on the next stage, which proved to be extremely difficult. On my fourth try, I lost the battle because some NPC's on the other side of the map from my party failed to fight off the enemy. This very large and heavy straw broke the camel's back, possibly in several places. The fraction of Radiant Dawn that I played through was a humbling experience, but unfortunately, I don't come close to having the patience to play through it. Some might call me a quitter for drinking stuff that's not booze with this game. Some might call me a quitter for quitting. But at least I'm a caffeinated quitter.
Nhận Định Bóng Đá Pháp Vs Bỉ - Bán Kết World Cup 2018
Nguồn: Vietnamnet
Đều sở hữu dàn sao chất lượng và đạt phong độ cao, Pháp và Bỉ hứa hẹn sẽ tạo nên trận bán kết World Cup 2018 hấp dẫn đến nghẹt thở lúc 1h ngày 11/7 trên sân Saint Petersburg.
Đều sở hữu dàn sao chất lượng và đạt phong độ cao, Pháp và Bỉ hứa hẹn sẽ tạo nên trận bán kết World Cup 2018 hấp dẫn đến nghẹt thở lúc 1h ngày 11/7 trên sân Saint Petersburg.
Tương quan lực lượng
Blaise Matuidi sẽ trở lại đội hình xuất phát sau khi vắng mặt ở vòng tứ kết vì án treo giò. Anh sẽ đá thay vị trí của Tolisso trên hàng tiền vệ.
Cuộc so tài sẽ rất đáng xem |
Bên phía Bỉ, Thomas Meunier ngồi ngoài vì bị treo giò. Thế nên, HLV Martinez định kéo Chadli sang cánh phải và Yannick Carrasco trở lại vị trí chạy cánh trái.
Đối đầu và phong độ
Pháp thắng 3, hòa 2 và thua 2 trận trong 7 lần đối đầu gần nhất với Bỉ. Cuộc chạm trán mới nhất hồi 2015, những chú gà trống Gaulois giành chiến thắng 4-3.
Tuy nhiên, xét tổng tất cả 74 lần gặp gỡ giữa hai đội trong quá khứ, Bỉ lại tỏ ra nhỉnh hơn với 30 chiến thắng, hòa 19 trận và Pháp chỉ đánh bại đối thủ 24 lần.
Trên khía cạnh phong độ, kể từ sau thất bại trước Colombia hồi tháng 3/2018, Pháp gây ấn tượng mạnh với 7 trận thắng và 2 kết quả hòa.
Ở World Cup 2018, HLV Deschamps đã xây dựng cho tuyển Pháp một lối chơi chắc chắn và hiệu quả. Họ dễ dàng vượt qua vòng bảng với 2 chiến thắng trước Úc và Peru rồi trận cuối dưỡng sức hòa Đan Mạch.
Pháp tiến từng bước chắc chắn vào bán kết |
Đến vòng knock-out, Mbappe khiến Messi muối mặt, góp công lớn giúp Les Bleus hạ Argentina 4-3. Tại tứ kết, Pháp cũng lầm lũi vượt qua Uruguay khó chịu với tỷ số 2-0.
Bất bại từ tháng 8/2016 đến nay, Bỉ đang duy trì chuỗi thành tích thắng 7 trận liên tiếp, bao gồm 5 chiến thắng trên đất Nga. Bỉ cũng đang là đội sở hữu hàng công "khủng" nhất World Cup khi nã 14 bàn vào lưới Panama, Tunisia, Anh, Nhật Bản và Brazil.
Tuy vất vả vượt qua người Nhật ở vòng knock-out, nhưng đến cuộc thư hùng gặp Brazil, đoàn quân HLV Martinez đã thể hiện bộ mặt khác hẳn, sắc sảo khâu tấn công và chắc chắn khi phong ngự để đánh bại ƯCV số 1 đến từ Nam Mỹ với tỷ số 2-1.
Thông tin thú vị
Thông tin thú vị
- Đây mới là lần thứ hai Bỉ góp mặt ở vòng bán kết một kỳ World Cup. Hồi 1986, họ đã để thua Argentina.
Bỉ sở hữu hàng công rất mạnh |
- Pháp lần thứ 6 lọt vào bán kết World Cup. Họ thất bại 3 lần vào các năm 1958, 1982 và 1986. Les Bleus có 2 kỳ vào chơi trận chung kết là 1998 và 2006.
- Bỉ bất bại 24 trận gần nhất với 19 chiến thắng và hòa 5 trận.
- Trừ những trận phải giải quyết trên chấm luân lưu cân não, Pháp chỉ để thua 1/13 trận đấu tại vòng knock-out World Cup gần nhất.
- Antoine Griezmann rất có duyên ghi bàn ở các vòng đấu loại trực tiếp, khi có 7 pha lập công trong 6 lần thi đấu tại những trận knock-out hai giải đấu chính World Cup và Euro.
- Lukaku đã tham gia trực tiếp vào 20 bàn thắng của tuyển Bỉ trong 13 trận gần đây, với 17 pha lập công và 3 đường kiến tạo.
Dự đoán: Bỉ thắng 2-1
Đội hình dự kiến |
Year Of Learning Dangerously – My 15 Highs And Lows Of 2018
So 2018 is behind us. I look back and think… what really happened, what changed? I did a ton of talks over the year in many countries to different types of audiences, teachers, trainers, academics, investors and CEOs. I wrote 65 blogs and a huge number of Tweets and Facebook posts. Also ran an AI business, WildFire, delivering online learning content and we ended the year nicely by winning a major Award.
So this is not a year end summary nor a forecast for 2019. It's just a recap on some of the weirder things that happened to me in the world of 'learning'…
1. Agile, AI-driven, free text learning
As good a term as I can come up with for what I spent most of my year doing and writing about, mostly on the back of AI, and real projects delivered to real clients of AI-generated award winning content, superfast production times and a new tool in WildFire that gets learners to use free-text, where we use AI (semantic analysis) as part of the learning experience. Our initial work shows that this gives huge increases in retention. That is the thing I'm most proud of this year.
2. Video is not enough
Another breakthrough was a WildFire tool that takes any learning video and turns it into a deeper learning experience by taking the transcript and applying AI, not only to create strong online learning but also use the techniques developed above to massively increase retention. Video is rarely enough on its own. It's great at attitudinal learning, processes, procedures and for things that require context and movement. But is it poor at detail and semantic knowledge and has relatively poor retention. This led to working with a video learning company to do just that, as 2+2 = 5.
3. Research matters
I have never been more aware of the lack of awareness on research on learning and online learning than I was this year. At several conferences across the year I saw keynote speakers literally show and state falsehoods that a moments searching on Google would have corrected. These were a mixture of futurists, purveyors of 'c' words like creativity and critical thinking and the usual snakeoil merchants. What I did enjoy was giving a talk at the E-learning network on this very topic, where I put forward the idea that interactive design skills will have to change in the face of new AI tech. Until we realise that a body of solid research around effortful learning, illusory learning (learners don't actually know how they learn or how they should learn), interleaving, desirable difficulties, spaced practice, chunking and so on… we'll be forever stuck in click-through online learning, where we simply skate across the surface. It led me to realise that almost everything we've done in online learning may now be dated and wrong.
4. Hyperbolic discounting and nudge learning
Learning is hard and suffers from its consequences lying to far in the future for learners to care. Hyperbolic discounting explains why learning is so inefficient but also kicks us into realising that we need to counter it with some neat techniques, such as nudge learning. I saw a great presentation on this in Scotland, where I spoke at the excellent Talent Gathering.
5. Blocked by Tom Peters
The year started all so innocently. I tweeted a link to an article I wrote many moons ago about Leadership and got the usual blowback from those making money from, you guessed it, Leadership workshops.. one of whom praised In Search of Excellence. So I wrote another piece showing that this and another book Good to great, turned out to be false prophets, as much of what they said turned out to be wrong and the many of the companies they heralded as exemplars went bust. More than this I thought that the whole 'Leadership' industry in HR had le, eventually to the madness of Our Great Leader, and my namesake, Donald Trump. In any case Tom Peters of all people came back at me and after a little rational tussle – he blocked me. This was one of my favourite achievements of the year.
6. Chatting about chatbots
Did a lot of talks on chatbots this year, after being involved with Otto at Learning Pool (great to see them winning Company of the Year at the Learning technologies Awards), building one of my own in WildFire and playing around with many others, like Woebot. They're coming of age and have many uses in learning. And bots like Google's Duplex, are glimpses into an interesting future based on more dialogue than didactic learning. My tack was that they are a natural and frictionless form of learning. We're still coming to terms with their possibilities.
7. Why I fell out of love with Blockchain
I wrote about blockchain, I got re-married on Blockchain, I gave talks on Blockchain, I read a lot about Blockchain… then I spoke at an event of business CEOs where I saw a whole series of presentations by Blockchain companies and realised that it was largely vapourware, especially in education. Basically, I fell out of love with Blockchain. What no one was explaining were the downsides, that Blockchain had become a bit of a ball and chain.
8. And badges…
It's OK to change your mind on things and in its wake I also had second thoughts on the whole 'badges' thing. This was a good idea that failed to stick, and the movement had run its course. I outlined the reasons for its failure here.
9. Unconscious bias my ass
The most disappointing episode of the year was the faddish rush towards this nonsense. What on earth gave HR the right to think that they could probe my unconscious with courses on 'unconscious bias'. Of course, they can't and the tools they're using are a disgrace. This is all part of the rush towards HR defending organisations AGAINST their own employees. Oh, and by the way, those 'wellness' programmes at work – they also turned out to be waste of time and money.
10. Automated my home
It all started with Alexa. Over the months I've used it as a hub for timers (meals in oven, Skype calls, deadline), then for music (Amazon music), then the lights, and finally the TV. In the kitchen we have a neat little robot that emerges on a regular basis to clean the ground floor of our house. It does its thing and goes back to plug itself in and have a good sleep. We also have a 3D printer which we're using to make a 3D drone… that brings me to another techy topic – drones.
11. Drones
I love a bit of niche tech and got really interested in this topic (big thanks to Rebecca, Rosa and Veronique) who allowed me to attend the brilliant E-learning Africa and see Zipline and another drone company in Rwanda (where I was bitch-slapped by a Gorilla but that, as they say, is another story). On my return I spoke about Drones for Good at the wonderful Battle of Ideas in London (listen here). My argument, outlined here, was that drones are not really about delivering pizzas and flying taxis, as that will be regulated out in the developed world. However, they will fly in the developing world. Then along came the Gatwick incident….
12. Graduation
So I donned the Professorial Gown, soft Luther-like hat and was delighted to attend the graduation of hundreds of online students at the University of Derby, with my friends Julie Stone and Paul Bacsich. At the same time I helped get Bryan Caplan across from the US to speak at Online Educa, where he explained why HE is in some trouble (mostly signalling and credential inflation) and that online was part of the answer.
13. Learning is not a circus and teachers are not clowns
The year ended with a rather odd debate at Online Educa in Berlin, around the motion that "All learning should be fun". Now I'm as up for a laugh as the next person. And to be fair, Elliot Masie's defence of the proposition was laughable. Learning can be fun but that's not really the point. Learning needs effort. Just making things 'fun' has led to the sad sight of clickthrough online learning. It was the prefect example of experts who knew the research, versus, deluded sellers of mirth.
14. AI
I spent a lot of time on this in 2018 and plan to spend even more time in 2019. Why? Beneath all the superficial talk about Learning Experiences and whatever fads come through… beneath it allies technology that is smart and has already changed the world forever. AI has and will change the very nature of work. It will, therefore change why we learn, what we learn and how we learn. I ended my year by winning a Learning technologies award with TUI (thanks Henri and Nic) and and WildFire. We did something ground breaking – produced useful learning experiences, in record time, using AI, for a company that showed real impact.
15. Book deal
Oh and got a nice book deal on AI – so head down in 2019.
Stars Without Civility
UPDATE: Apparently, that comment didn't come from Kevin Crawford of Sine Nomine Publishing, but some jackass impersonating him.
Ok, this post is about Kevin Crawford [yeah, some other dude] throwing down on Prince of Nothing's Stars Without Number review.
Now, it would be hypocritical of me to say creators shouldn't rail against criticism. I do it all the time (hope you're finally able to sit down without one of those donut-cushions, Bryce). Some critiques are valuable, others are the opposite of that.
But I didn't really say anything too negative. The whole comment section (just like the review itself) is basically a love-letter to Stars Without Number.
Here's what I wrote...
"Some of the tools do sound useful, but overall the system doesn't do it for me. You guys have fun!"
And this was Kevin Crawford's response...
"I considered honestly responding but then I realized that the greatest thing you ever produced was the shit that dribbled down your mother's leg while she birthed you."
Credit where credit is due, it's colorful. But he comes across as a huge jerk. At first, I assumed maybe it wasn't actually him, or that he was responding to another comment, instead of mine.
And is it just me, or does that sound... illogical? How exactly am I producing the shit dribbling down my mother's leg while she birthed me? If anything, that's a product of my mother or the birthing process in general. I don't think I had any hand in producing the aforementioned dribbling shit. Oh well.
Then I read another reply from a third party...
"That is definitely the real Kevin Crawford. Most people assume that he's pretty chill, but now you know."
I'm not sure why he was an asshole to me, it could be a variety of little slights which gamers imagine are terrible abuses towards the entire RPG community or whatever.
I'd trash talk him back if I knew more about his game. Unfortunately, all I know is that it's OSR, scifi, really long at 300+ pages (kind of a deal-breaker for me right there), and extremely popular. Also, the whole Scream thing sound pretty awesome!
Regardless, I'm very proud of my creation, Alpha Blue. Sure, its audience is a fraction of Kevin's, but it services a niche rarely talked about in RPG circles... rules-light, sleazy, scifi parody.
Alpha Blue has come a long way, boasting a dozen supplements, scenarios, and helpful tid-bits for the BDSM who's brave or insane enough to run something like that. Check out what Kort'thalis Publishing offers.
To anyone who has a problem with me, what I produce, my mother, or any adjacent dribbling, please come forward, speak your mind. Let's get it all out in the open. Private resentments, secret harassment campaigns, boycotting, and just bad blood in general - I've suffered through all of them and have come out stronger for it.
Ok, you know where to find me. Have a great weekend, no matter how much of an asshole you are! ;)
VS
p.s. This week, I put up two Alpha Blue articles on Draconic Magazine
here and here. Hope you enjoy them.
Ok, this post is about Kevin Crawford [yeah, some other dude] throwing down on Prince of Nothing's Stars Without Number review.
Now, it would be hypocritical of me to say creators shouldn't rail against criticism. I do it all the time (hope you're finally able to sit down without one of those donut-cushions, Bryce). Some critiques are valuable, others are the opposite of that.
But I didn't really say anything too negative. The whole comment section (just like the review itself) is basically a love-letter to Stars Without Number.
Here's what I wrote...
"Some of the tools do sound useful, but overall the system doesn't do it for me. You guys have fun!"
And this was Kevin Crawford's response...
"I considered honestly responding but then I realized that the greatest thing you ever produced was the shit that dribbled down your mother's leg while she birthed you."
Credit where credit is due, it's colorful. But he comes across as a huge jerk. At first, I assumed maybe it wasn't actually him, or that he was responding to another comment, instead of mine.
And is it just me, or does that sound... illogical? How exactly am I producing the shit dribbling down my mother's leg while she birthed me? If anything, that's a product of my mother or the birthing process in general. I don't think I had any hand in producing the aforementioned dribbling shit. Oh well.
Then I read another reply from a third party...
"That is definitely the real Kevin Crawford. Most people assume that he's pretty chill, but now you know."
I'm not sure why he was an asshole to me, it could be a variety of little slights which gamers imagine are terrible abuses towards the entire RPG community or whatever.
I'd trash talk him back if I knew more about his game. Unfortunately, all I know is that it's OSR, scifi, really long at 300+ pages (kind of a deal-breaker for me right there), and extremely popular. Also, the whole Scream thing sound pretty awesome!
Regardless, I'm very proud of my creation, Alpha Blue. Sure, its audience is a fraction of Kevin's, but it services a niche rarely talked about in RPG circles... rules-light, sleazy, scifi parody.
Alpha Blue has come a long way, boasting a dozen supplements, scenarios, and helpful tid-bits for the BDSM who's brave or insane enough to run something like that. Check out what Kort'thalis Publishing offers.
To anyone who has a problem with me, what I produce, my mother, or any adjacent dribbling, please come forward, speak your mind. Let's get it all out in the open. Private resentments, secret harassment campaigns, boycotting, and just bad blood in general - I've suffered through all of them and have come out stronger for it.
Ok, you know where to find me. Have a great weekend, no matter how much of an asshole you are! ;)
VS
p.s. This week, I put up two Alpha Blue articles on Draconic Magazine
here and here. Hope you enjoy them.
Current Happenings
I know I have not posted in a while but I am about to start...."soon". That does not mean I have not been talking about gaming brpecause I have. Most of my discussion has been done at the OD&D Campaigns and House Rules Discussion forums. There are a lot of great discussions going on there and several people, including myself, have started discussing their own campaign worlds in dedicated sections. Stop by and join in if old school D&D or games of a similar style are your thing.
I recently finished reading the first Mistborn novel, The Final Empire, and I just started reading the second, The Well of Ascension. I almost paused on reading the second novel so I could continue the Stormlight Archive with Words Of Radiance but I decided against it. Besides, the third book in the Stormlight Archive will be "that much" closer to being finished if I wait. ;)
I am currently watching the fifth season of Game of Thrones as it is aired. I think I prefer the DVD binge watching method instead of one episode a week. I am waiting for Fear the Walking Dead, season six of The Walking Dead, and season two of Z Nation.
My most recent gaming purchase was the Pathfinder Beginner Box. Yeah, I know I am late to the party on this but it should be called the box of awesomeness! Regardless of whether you are a Pathfinder fan, this is the way to do an introductory set.
More later...
I am currently watching the fifth season of Game of Thrones as it is aired. I think I prefer the DVD binge watching method instead of one episode a week. I am waiting for Fear the Walking Dead, season six of The Walking Dead, and season two of Z Nation.
My most recent gaming purchase was the Pathfinder Beginner Box. Yeah, I know I am late to the party on this but it should be called the box of awesomeness! Regardless of whether you are a Pathfinder fan, this is the way to do an introductory set.
More later...
The Power Of Feedback And More Changes! Plus Ptd3 Mystery Gift!
Hail!
The power of feedback
So last week I released the first prototype for you to play with and take a look at how my initial ideas for Cosmoids TD have been taking shape. While I didn't get a huge amount of feedback, I did get some key ones that will actually impact and change the game.
The change I'm going to make is that instead of having your Avatar have to go to spots to place the cosmoids. The cosmoids will instead go from the Avatar to their spots. So the speed at which your units will move to and from spots will always be based on your cosmoids speed. This always allows you to quickly place your units on the map, instead of having to wait for your avatar.
However, even though your avatar will no longer be moving to place cosmoids I still plan to have your avatar move for things like healing or buffing your cosmoids.
More changes
Lately I've been focusing on how Cosmoids TD will be different from the PTD series. It's a mix of seeing what worked and what didn't work for PTD in my eyes and trying to change things up to make them more interested or require a little more planning. One of the first changes I thought about was about how your Cosmoids will level up.Leveling Up
First a small history lesson, in PTD1 your towers would gain experience by battling, very similar to the original Pokemon games. Your tower had to be a part of the battle for it to gain experience. Once they gathered enough experience you could use your PokeDollars to level them up. This was pretty interesting to me because it made you have to make a choice in which tower you wanted to level up first. However as you played the game, the amount of dollars you got was so high that leveling up was no longer a problem and so there was no longer a choice.
So much so that in PTD2 and 3 I no longer had leveling up cost anything. Looking back I think Tower Defense games are very much about choosing what you do with your resources so this is something that I want to bring back for Cosmoids, with a twist.
My current idea is that when you defeat an enemy cosmoid you will earn what I'm calling "Meteor Dust", this dust is essentially your resource to do many things in the game including leveling up.
The change is that your Cosmoids doesn't have to see battle to level up, you can simple "give" it some Meteor Dust to make them level up. So you will still be battling to get dust and then once you have enough to level up your Cosmoids the game will let you know and then you can make your choice whether you want to use it to level up or to purchase an item etc. You can also choose which of your Cosmoids will get the dust. The challenge will be to keep the dust as a somewhat more limited resource compared to PTD1 where money was plentiful after a certain point in the game removing any choice.
Single and Active Attacks
As I'm designing Cosmoids I'm going through all the areas of PTD and seeing what I want to change and what I want to keep the same. So lately I've been looking at Attacks. In PTD your towers have 4 attacks to mirror what exist on the pokemon games. For Cosmoids I may be rethinking this, some of the ideas I have are towards lowering the amount of attack switching that can currently exist in the PTD series and focus more on interactive active attacks similar to Champions! The Last Defense, where you would have a more active role in attacking your waves.
As with everything, the design can change and evolve over time when creating a game so these can be subject to change.
PTD3 Mystery Gift!
For PTD3 while I'm no longer developing new content for it, like new levels etc. I will still be doing mystery gifts as I can do those relatively quickly.
This week's Mystery Gift is... Qwilfish!
I still have plenty of task for the Prototype v2, I've added the change in Tower placement as part of my list. You can play v1 of the Prototype by clicking here.
Prototype v2 Task:
- Design - How will leveling up and experience work? (100% Completed)
- Programming - Scrolling the map (100% Completed)
- Programming - Avatar no longer has to place Cosmoids in their spots (100% Completed)
- Design - Incoming Wave Alert System (100% Completed)
- Design - How much enemy unit information will you have in level? Before the level? (100% Completed)
- Art - Incoming Wave Alert Icon Placeholder Graphic (100% Completed)
- Art - Unit UI Graphics Used for buttons or menus (100% Completed)
- Programming - Incoming Wave Alert Location Tracking (0% Active)
- Programming - Incoming Wave Alert UI Popup and Confirmation (0% Not Started)
- Design - How to view friendly unit information? leveling up? targeting options?
As always let me know what you think in the comments below or email me at sam@sndgames.com or on my twitter!
Thanks for your support, and see you next week!
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