Humour In Verse

From The warped mind of Emac

Friday, March 29, 2019

Top 13 Best URL Shortener to Earn Money 2019

  1. Short.pe: Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  2. 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

  3. 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

  4. 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

  5. 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.
  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. 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

  12. 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.
  13. 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

Taking A Tour Of Trolls!


What is a Tour of Trolls? Simply put, I'm going to play every single caster in Trolls with a list that I think suits them well and document the experience. 

I'm currently a Trollbloods player in MK3 Warmachine & Hordes. I've played the faction since MK2 and it's what I've decided to dedicate my time to now that MK3 has really hit its stride.  I love the kind of grinding attrition style games that Trolls want to play and I like the in-game mechanics of how you start with mediocre stats that can be buffed up to amazing heights when played correctly.

If you know anything about WMHD MK3, you know that after the freak accident of play testing known as Madrak2 was fixed, Trolls had a pretty bad place in the meta for the game. 

Privateer has since fixed this by putting the faction through their Community Integrated Development (CID) process.

I've played Trolls pre-CID, and while CID was hitting I was effectively forced out of playing table top games for a while to take care of my wife through the end of the pregnancy with and the subsequent delivery of our second daughter. 

Now that things have settled down, I've started to get games in again and I really want to explore the faction. Things really do feel new and shiny due to the re-balancing of old models, the new themes, and the new Northkin releases we just got. 

Trolls feel completely wide open as a faction in terms of what lists and casters are viable for use. I actually think that even the "worst" casters in Trolls actually have a good amount of game and can have lists built around them that make them a solid choice for a list pairing.

So I'm basically going to play every single caster in the faction and document how it goes in detail.

Some casters may need to wait a month or two before I get to them since I think they want a Hooch Hauler to really shine, and that won't be in my hands till at least February.

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Fast Colored Transparency

This article extends my previous article on Implementing Weighted, Blended Order-Independent Transparency. I previously showed how to implement a fast and robust solution for both partial coverage and monochrome transmission. The speed of the method came from three sources: 1. being able to merge multiple transparent surfaces into a single draw call, 2. avoiding the overhead of pixel interlocks, and 3. minimizing bandwidth during blending. The robustness came from order independence, at a cost of some flattening of perceived depth between transmissive surfaces in the distance.

Update Feb 2016: Mike Mara and I published a paper at I3D'16 that fully-realizes the ideas originally sketched out in this blog post.



The method from the previous article could render surfaces that have varying reflectivity with respect to frequency of light ("color") and those that have partial coverage, such as the squares and transparent engine shown below. However, it could not handle transmission varying with frequency of light.



This new article describes a prototype of a simple extension to handle non-refractive colored transmission. For example, this can approximate the transmission through a green wine bottle, red blood, or a purple stained glass window.

The colored method still requires only one 3D pass over the transparent surfaces and one 2D compositing pass. It also has the same memory requirements: an RGB16F texture for accumulated color and an R8 texture for "revealage" (you can pack them into a single RGBA16F texture as well.)

The difference from the previous method is that the new one binds the final framebuffer's color texture as a third render target. It then modulates that color during the 3D transparent pass, since modulation is inherently independent of order. Doing so slightly increases the bandwidth cost of the transparent pass, but allows colored transmission.

This slight increase is undesirable if you know that your scene contains only monochrome transmission/coverage. Objects such as (colored) clouds, (colored) smoke, alpha-matted (colored) foliage, and colorless glass are cases that don't need the new method. I believe that the additional cost is easily acceptable for the quality increase if you need to render colored glass or fluids.

The new method is something that I just prototyped today, so I don't yet know its full strengths and failure cases. There's one theoretical concern: the implicit color normalization process by the average of averages is mathematically questionable. However, performing it would tint the highlights undesirably. When I've used the technique on diverse scenes and worked with it for a while, I'll write it up for formal publication.

3D Transparent Surface Pass

The render target setup for the transparent pass is as follows. The values written from the shader are based on the Reflected light, the coverage (a) and the Transmitted light. In practice, I use premultiplied-alpha for R, so I don't actually perform the explicit R.r * a, etc. computations.

Render TargetFormatClearSrc BlendDst BlendWrite ("Src")
accumRGBA16F(0,0,0,0)ONEONE(R.r*a, R.g*a, R.b*a, a) * w
revealageR8(1,0,0,0)ZEROONE_MINUS_SRC_COLORa
colorRGB-ZEROONE_MINUS_SRC_COLORa * (1 - T.rgb)

The "color" buffer is the final framebuffer's color buffer, containing the already-rendered opaque parts of the scene. It is not cleared before the transparent pass and can have any RGB format.

The 3D color shader differs by only the two lines (which handle the color buffer) from the monochrome algorithm:
 
#version330
layout(location = 0) out float4 _accum;
layout(location = 1) out float _revealage;
layout(location = 2) out float3 _modulate; /* NEW */

void writePixel(vec4 premultipliedReflect, vec3 transmit, float csZ) {
/* NEW: Perform this operation before modifying the coverage to account for transmission. */
_modulate = premultipliedReflect.a * (vec3(1.0) - transmit);

/* Modulate the net coverage for composition by the transmission. This does not affect the color channels of the
transparent surface because the caller's BSDF model should have already taken into account if transmission modulates
reflection. See

McGuire and Enderton, Colored Stochastic Shadow Maps, ACM I3D, February 2011
http://graphics.cs.williams.edu/papers/CSSM/

for a full explanation and derivation.*/
premultipliedReflect.a *= 1.0 - (transmit.r + transmit.g + transmit.b) * (1.0 / 3.0);

// Intermediate terms to be cubed
float tmp = (premultipliedReflect.a * 8.0 + 0.01) *
(-gl_FragCoord.z * 0.95 + 1.0);

/* If a lot of the scene is close to the far plane, then gl_FragCoord.z does not
provide enough discrimination. Add this term to compensate:

tmp /= sqrt(abs(csZ)); */

float w = clamp(tmp * tmp * tmp * 1e3, 1e-2, 3e2);
_accum = premultipliedReflect * w;
_revealage = premultipliedReflect.a;
}


The idea is to modulate the background image while accumulating the foreground color and coverage, and the apply averaged reflectance to the foreground.

2D Compositing Pass

Because the 3D pass already modulated the background, the compositing pass now needs only to add the weighted average of reflected color on top. The compositing shader run on the final framebuffer is run with the blending mode src = ONE_MINUS_SRC_ALPHA, dst = ONE:

#version330

/* sum(rgb * a, a) */
uniform sampler2D accumTexture;

/* prod(1 - a) */
uniform sampler2D revealageTexture;

out float4 result;

void main() {
int2 C = int2(gl_FragCoord.xy);

float revealage = texelFetch(revealageTexture, C, 0).r;
if (revealage == 1.0) {
// Save the blending and color texture fetch cost
discard;
}

float4 accum = texelFetch(accumTexture, C, 0);

// Suppress overflow
if (isinf(maxComponent(abs(accum)))) {
accum.rgb = float3(accum.a);
}

// dst' = (accum.rgb / accum.a) * (1 - revealage) + dst
// [dst has already been modulated by the transmission colors and coverage and the blend mode
// inverts revealage for us]
result = float4(accum.rgb / max(accum.a, 0.00001), revealage);
}


Example

Here's a simple example comparing the results of this new colored method to sorted transparency. Sorted transparency is significantly slower because it requires two draw calls per sorted primitive, one to modulate the background and one to add the reflected light.

Both images show two glass cages on a cobblestone ground (in the Uffizi Gallery, because this is computer graphics research). The red glass cage is closer to the viewer than the yellow one. The top image is the new fast, colored, and order-independent method. You can see the two buffers inset that it uses. The bottom image is a sorted transparency reference image. The order-independent method clearly captures most of the phenomena, including the intended tinting of the background where seen through the foreground. The primary difference is that the glossy highlights are dimmer (because they're averaged) in the new method. I don't show the old OIT method here...it would have both cages appear to be made from clear instead of colored glass.

New fast colored, order-independent transparency

Slow, sorted transparency reference image

Morgan McGuire (@morgan3d) is a professor of Computer Science at Williams College, a researcher at NVIDIA, and a professional game developer. His most recent games are Rocket Golfing and work on the Skylanders series. He is the author of the Graphics Codex, an essential reference for computer graphics now available in iOS and Web Editions.

Thursday, March 28, 2019

First Impressions For March

Hapsburg Eclipse


I only got a single game of Hapsburg Eclipse in since I got it, although I'm hoping to get a bunch more in this week.  It's another States of Siege game, and first off I have to say I love the National Loyalty minigame much more than previous minigames.  The National Loyalty has you constantly rolling to see if your ethnically diverse empire has torn itself apart yet.  Ottoman Sunset's forcing of the narrows minigame felt incredibly tacked on, and poorly integrated.  The National Loyalty in Hapsburg Eclipse feels much more elegantly unified to the rest of the game design.


Read more »

Unreal II: The Awakening (PC)

Developer:Legend Entertainment|Release Date:2003|Systems:Windows, Xbox

Today on Super Adventures I thought I'd do something wild and play a video game for once. Unreal II: The Awakening to be specific, a first person shooter from the Xbox era, when PC games often came on multiple CDs stacked up on the same spindle to maximise the chances of one of them getting scratched. That's what my copy's like anyway, so I hope it still works.

Actually I'm not sure it ever really worked properly for me, as all I can remember about the game is that I stopped playing it early on when it crashed to desktop a couple of times. But I get the feeling I probably could've gotten further in it if I'd wanted to, and now that I'm writing about it I'll endeavour to be more persistent (whether I like the game or not).

The original Unreal was co-developed by Epic and Digital Extremes, but they were busy with the Unreal Tournament side of the franchise, so Unreal II: Unnecessary Subtitle was developed by the folks who made the Return to Na Pali expansion pack instead, Legend Entertainment. This was Legend's last ever game before being shut down by their owners, but they'd been around a while and were mostly known for making adventure games. So there's a non-zero chance that the writing might be better than the first person shooting here. I'm not getting my hopes too high for either though to be honest.

(Clicking the pictures will make them bigger, but not much bigger.)
Read on »

TGR Episode 9 - The Best Podcast In F@#king, Austria

We're still reeling from E3 2012, and bring down the video game new to a slight roar on this show. We've still got a lot of content to cover, which makes for some heated conversations and rants, so the show isn't lacking in that category. Sit back, relax, and let the stupidity in. It's time for Twisted Gamer Radio!


On today's show:

- Robert Bowling Announces A New Game
- Black Man Or White Man Crime
- How To Apply Makeup To Look Like A Puppy
- Fucked Up News:  Man Holds "Friend" At Gunpoint Over Video Game
- Sound Clip Corner: Chaddy Loses His Wisdom Teeth

Contact Us:

Listen right now!. Subscribe via iTunes, rate us over there, and leave us a comment. You can also listen over at Stitcher.com through assorted smart phones and tablets on the go. Just download the Stitcher app!

E-mail us news, topics, comments or questions to: Twisted Gamer Radio

Call in and be heard on-air:  (469) 248-5668  (POOT)

The Distorted Gamer Blog

Wednesday, March 27, 2019

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Tuesday, March 26, 2019

Early Access, Difficulty Fetishists, And Driving Yourself Insane

BRACE FOR IMPACT
I am always amazed by how little I am able to predict the game industry. The success of Steam Early Access (where developers can put their unfinished games up for sale early) is still a bit of a shock.

When I started out writing shareware in the last century, shareware had a pretty bad reputation. It was often buggy, weird, and badly put-together. But at least, as rough as a shareware game might have been, at least when it was released it was DONE. We were so old-fashioned then.

Yet you can't argue with success. Early Access is a popular new way of developing, is here to stay, and requires new techniques and guidelines. One recent cautionary tale may, I think, be very instructive.

Early Access, Failing In Public, and How to Fill Your Brain With Madness

So now developers can release their game early. This has good points. Gamers get the game earlier. The developer can get possibly much needed cash. Most interestingly (to me), users get a chance to watch an unfinished game take shape before their eyes.

On the other hand, the game will be buggy and incomplete, and you can't be sure it will ever be finished. Also, and this is the part that really interests me, the developers have to finish a game in view of the full public. It's hard enough to write a game under the best of circumstances. Early access devs have to write a game while the entire world is shouting at them.

I fear the views of the unfiltered public. I've written about this before. If you let too many loud voices into your head, it can drive you mad. Outside feedback is necessary, but you have to filter it. For me, ten sensible people are far more useful than 10000 internet randos. You'll write a much better game if you don't just throw the doors of your brain open to the world.

Which brings us to the recent fascinating case study: Darkest Dungeon.

This is how my game development process looks under the best of circumstances.
Darkest Dungeon: A Cautionary Tale

When Darkest Dungeon came out in Early Access a few months ago, I talked it up a lot. It's a really ingenious roguelike. You keep a stable of 20 or so adventurers and pick bands of 4 of them to send into really nasty dungeons.

The dungeons are (or were) moderately tough. You'll probably get through, but a run of bad luck can permanently kill some (or all) of your characters. Much of the game is judging how you are doing and deciding after each fight whether you should flee or not.

(There's also the unusual mechanic of a sanity meter. Upsetting events can drive your characters insane. In my experience, this basically just acts as a second health bar, so I'll leave it undiscussed.)

You could usually beat a dungeon without much fuss, but there was always a chance of disaster. This led to an experience that was pleasingly tense and exciting without being soul-crushing.

However, I have to refer all of this in the past tense. When the game was new, I visited their forums to see the feedback they were getting. When I saw it and how the devs were reacting to it, I thought, "Oh boy. This could be a problem." And it was. Sadly, the game I loved is kind of gone.

If you want a much more detailed view of the kerfuffle, go here for a good write-up. Official word from the shell-shocked developers is here.

In short, what happened is that this highly talented crew of game makers allowed the Difficulty Fetishists into their heads, and now they are trying to repair the damage.

The Most Dangerous Form of Feedback

There are lots of different ways you can get damaging feedback, but the Difficulty Fetishists are the ones you must fear the most. They are marked by three qualities:

1. They ALWAYS want the game to be harder, no matter how hard it already is.
2. They will be the loudest, most persistent givers of feedback. They will swarm forums, making them seem more numerous than they are.
3. They are mean and contemptuous to anyone who suggests, no matter how meekly, that the game is too hard to be fun. ("n00b!" "LRN 2 PLAY!" "GIT GUD!")

Now let us be very clear. Gamers who love really hard games ARE a valid audience. I have several such gamers as permanent members of my testing pool, and they are invaluable when I design the harder difficulty levels. However, they MUST be kept away from influencing the default difficulty level at all costs.

Since Darkest Dungeon only has one difficulty level and is intended to be a hard game, you can see the problem. The Difficulty Fetishists dominated the feedback. Now Darkest Dungeon is a brutal and unforgiving game in which, among other things, you have to hack away the bodies of monsters you already killed to get at the archers murdering you from the back.

The result was that the silent majority of content players became very disgruntled and non-silent, and now the developers are trying to find their way back out of the weeds. I'm sure they will manage, though it's a great example of how treacherous trying to please one faction of gamers can be.

This is, of course, only one form of bad feedback. There are as many ways to give bad advice as there are people. This is why using Early Access to give all of humanity a chance to poke at your game when it is still amorphous and unformed is risky.

Fortunately, there are ways to mitigate this. First, though, I want to mention one other peril of Early Access.

I suggest planning a realistic schedule before going into Early Access. Writing tweets like these are not fun.
How One Rogue Developer Can Screw Us All

I know I repeat myself overmuch on this point, but the biggest thing going for indie gaming is that people like us and want us to succeed. When one of us is a jerk or con artist, it hurts all of us.

If you put your game on Early Access, you MUST do one of these two things: 1. Finish it roughly according to schedule, or 2. Humbly explain what is going on and apologize.

I know some online commentors put down gamers for being Entitled, but if I pay money for half a game and a promise of the second half, dammit, I AM entitled.

(Sadly, after my experience with the promising title Kentucky Route Zero, I've stopped buying Early Access games at all.) 

I'm not sure exactly where to draw the line for how long is too long when finishing an Early Access game. It's an interesting question that bears discussion. How about this for a potential rule of thumb to argue over: If you can't say with confidence your potential Early Access game will be done within a year, maybe it needs more time in the oven.

For early adopters, if you take too long to finish your game, you might as well not have finished it at all. Remember, every year the number of elderly gamers increases. Sorry for this extra pressure, but if you take too long, when your game is done, some of the people who bought it won't be alive anymore.

My Humble Advice For Those Who Take This Road

I'm not going to give advice to the Darkest Dungeon people. As I said, they're really talented folks, working on a game with huge potential. I could offer advice to them, but I'm often wrong, and the last thing they need is another loud voice in their heads.

Instead, I will make a humble suggestion or three to those who have yet to go down this road.

Advice One: Form An Elite Feedback Strike Force

Gamer feedback has diminishing returns. Adding more people doesn't help much. Read your feedback, find a good, diverse pool of 10-15 solid advisors, and take most of your advice from them.

Advice Two: It's OK To Stop Listening Sometimes

Trust yourself. If you start to feel confused and bereft, you have my permission to turn off the feedback hose. Take a breath. Enjoy silence and peace. Play your game yourself and see if you like it. You're the designer. If you're digging what you made, it's OK. Trust yourself.

Advice Three: Ban the Evil

This is a big one. If you have a forum and some dude attacks or insults someone else giving feedback, you must ban him. DO IT. BAN HIM. BANHIMBANHIMBANHIM. If he gets mad, tell him how to get a Steam refund. If he can't get a refund, mail him a personal check. Just get rid of him.

This is not an overreaction. The worst thing a tester can do is try to shame and scare off other people giving honest feedback. Anyone who tries to drive away other testers is a direct threat to the health of your business. Terminate with extreme prejudice.

Also, banning jerks is fun and theraputic. It is an activity I recommend highly.

Early Access Is An Experiment

Then again, I feel everything in the game industry is an experiment now. This whole thing is new, and it's evolving faster than I can follow.

I won't try it out myself. I'm too old-fashioned, and I like doing most of my creating in a relatively calm, quiet environment. However, if you would prefer to do your delicate design work while on a flaming rocket, alarm klaxons blaring, flying at top speed into the heart of the sun, I think that Early Access might be just right for you.

5 Favourite Film Endings


Billy Elliot (Dir. Stephen Daldry, 2000)


billy elliot favourite movie endings
The epilogue of Billy Elliot is special considering that there are hardly any words spoken or in fact any direct interactions at all between Billy Elliot (Jamie Bell) and his father Jackie (Gary Lewis) who's relationship (along with ballet teacher Mrs Wilkinson, played by Julie Walters) drives the whole film. Billy's mother has recently passed away, and is drawn further and further away from his father who is struggling to cope in the culture surrounding the miners strike. Billy himself spends much of the picture either keeping his new hobby a secret from his father or attempting to convince him how much it means to him; to little avail. 

Billy's life is pretty much confined his his little community in County Durham; when asked about other places that he's been, Jackie says that he has never even "been past Durham", but eventually young Billy is forced to leave his family behind and move to London and attend The Royal Ballet School.  The coach that he is on dissolves into a shot of an oncoming tube train where his father and brother are sitting, years and years later the two of them are finally making a trip down to the capital city to see him play the lead role in Swan Lake. We can assume that Billy hasn't seen his family since he first moved, and thus we are witnessing Jackie's first ever glimpse of his son as a professional ballet dancer. Arriving just in time, he  sits down and is brought to tears in anticipation as Billy waits in the wings. Upon being told who is watching, Billy starts to look much more nervous at the prospect of performing in front of his father rather than the hundreds of others that are there too. It's hard to believe that this final scene would be as powerful as it is without Tchaikovsky's music that plays, until it finally culminates in a shot of Billy leaping into the air on stage (Queue Marc Bolan....). It seems to be a throwback to the opening sequence when we see Billy dancing and jumping on his bed along to T.Rex's Cosmic Dancer and it's nice to have this contrast that visualises the journey that he's been on. 


Paths of Glory (Dir. Stanley Kubrick, 1957)


paths of glory best movie endings kubrick
In this film, Stanley Kubrick highlights the absurdity of war and the hypocrisy of commanders who oversee a battlefield with no idea of the dreadful conditions that the soldiers  themselves must face. After a failed attack on the German trenches in WWI, three men are unfairly tried and executed for cowardice, despite the commanders admitting later on that they knew the attack on the anthill probably was "impossible". Those who give the orders from the safety of their own decadent manor are so detached from the reality of battle they simply look for scapegoats to cover up their own mistakes and short-sightedness. The whole film is relentlessly grim and at times infuriating, knowing that the events that transpire over the course of an hour and a half isn't at all detached from what really happened during the Great War, when shell shock was simply seen as a sign of cowardice. 

After the execution of the three men, a large group of soldiers are finally getting a moment of respite when they're drinking in a bar. A man brings a woman on stage, presumably a captive who is quickly  mocked by the men. In tears, she is forced to perform and proceeds to nervously sing the German song "The Faithful Hussar" - the men continue to jeer until a few seconds into the song they slowly become incredibly emotional and many a moved to tears, sitting in complete silence before starting to hum along. Kubrick lingers on each face to allow us to truly appreciate the impact the this 'enemy' is having upon them, who have been reduced to sobbing mere seconds after heckling an innocent women.  Colonel Dax (Kirk Douglas) is told that the men soon have to return to the front lines, but he refuses to tell them for the time being, so they can continue to watch in ignorance of the news that is to follow. Kubrick's pictures were often described as cold and emotionless, but upon learning of his friend's death, Steven Spielberg apparently screened this moment of the film to several of his friends, as he wanted to show "how deep Stanley's heart was".


City Lights (Dir. Charlie Chaplin, 1931)


best movie ending city lights
An ending that has the ability to make grown men cry.  I first watched this in film class at University and the only thing that stopped me crying myself was the relentless piss taking from friends that I knew would follow if they'd had seen me. The clip is down below but really you have to see the whole film to understand the impact that this last scene has. Chaplin has fallen in love with a blind flower girl, who mistakenly believes that he is a millionaire and he makes it his mission to raise enough money for her to have an eye operation to restore her eyesight. He succeeds, but through circumstances ends up in prison and is unable to see her until months later upon his release. The blind girl remains hopeful that her millionaire admirer will walk through the doors of her new flower shop, but it never happens. 

When the tramp does finally walk the streets again, we see him reach into the gutter to pull out a flower from amongst the garbage - his memory of her. The flower girl, unbeknownst to him is watching from her shop and simply laughs at him. As audience members we all fear the worst, that she is superficial and will not treat him with respect when she discovers that this is her benefactor. A great part about this ending is how drawn out it is, we know more than the characters do before the tramp meets her gaze, we see her taking pity upon him as she has no idea what this shabby and withdrawn man has done for her. At the moment he turns round and sees her sitting in the window, the music stops and although initially elated, he soon tries to shuffle away out of embarrassment. But the flower girl calls him back, giving him a new flower and some money - her heightened senses means that she finally recognises him when she touches his hand. It's a masterclass in physical and facial acting; some see this scene as ambiguous but when she puts his hand to her heart it's clear that she accepts him for who he is. Although City Lights is notorious for having a long production time, the last scene was the exception; filmed within a matter of hours - perhaps because it was one of the first scenes that Chaplin though of when he envisioned the film. Ask someone today if they've seen the film, and they probably won't answer "yes", but instead something along the lines of "oh my god, that ending". 

The Apartment (Dir. Billy Wilder, 1960)


The Apartment shut up and deal.
It's always been a struggle to choose between this and Some Like It Hot. Both endings are beloved and somewhat unconventional, neither of them end in a kiss but instead a funny line between the two love interests. But I think this picture just clinches it because of how much effort has been made in the two hours before the ending to built up the notion of loneliness that the two main characters live in. At the start of The Apartment, Jack Lemmon reveals in voice over that the population of New York is over 8 million people - despite this he doesn't seem to have any family nor friends to speak of. The only people with whom he communicates with on a daily basis are his superiors at work that use him for their own means as well as elevator operator Fran (Shirley MacLaine) whom he harbours an unrequited love for. Even though she seems to be the most meaningful person in his life, Bud (Jack Lemmon) is somewhat distanced from her, only ever addressing Fran by her surname. Fran meanwhile, we know much less about but likewise there are very few other figures in her life - only her married boss Sheldrake (Fred MacMurray) that she regularly meets with and who promises her that he will leave his wife. She also carries something with her, a broken mirror that she keeps because it makes her 'look the way she feels'. Amongst all of this - the film is set against the backdrop of the Christmas holidays, which is the loneliest time of the year for millions of city dwellers. 

This is why the ending, when these two people finally get together is so memorable. Partly because Fran has been treated like dirt by Sheldrake the whole time and partly because Bud follows his neighbours advice to be a 'mensch' - a human being, someone of integrity by standing up to his boss. Fran finally realises that Bud truly loves her when, on New Years Eve she discovers that Bud refused to hand Sheldrake his key over, which cost him his own job - and so begins the finale that in so many romantic comedies have copied but never bettered. How many films of this genre end with a character running through the streets to declare their love to someone... alot is my guess. But what makes this different is the last line: "shut up and deal" - there's no big monologue or fade-out kiss, it's just her way of saying "I love you too, Bud". Think of it as a much more upbeat precursor to The Graduate (Nicholls, 1968); two people running away with each other to start a new life, but unsure exactly of where they will end up. Billy Wilder is often criticised for his cynicism, but we've grown to love Bud and Fran over the space of two hours; with Fran's vulnerability and Bud's growth as a character you get the sense that they're definitely going to have a happy ending, because it's what they deserve. 


The Purple Rose Of Cairo (Dir. Woody Allen, 1985)


The Purple Rose of Cairo best movie endings
For alot of film lovers, Mia Farrow's character in The Purple Rose of Cairo is one of the the most relatable people in all of movie history. Quite simply, because waitress Cecelia (played by Farrow) goes to the pictures as often as she can absorb herself in a different world. To escape the mundanity of her life in depression era New York, she spends what's left of her wages after work (and after her husband has taken the majority of it for himself to gamble with) to go and see the latest movie at her local cinema - sometimes more than once. One in particular, (named after the title of the film) she sees so often that the character of the archeologist within, Tom Baxter (Jeff Daniels) notices her and decides to quite literally break the fourth wall and walk from the screen into the real world. 

Now, of course that makes absolutely no sense; but movies have always been a fantasy world that the public flock to in order to escape. Ironically, while the message of the film is that real life isn't as dreamy as the movies, it still simultaneously works as a love letter to cinema. Tom and Cecelia obviously fall in love, much to the annoyance of studio heads and Gil Shepard, the real life actor that plays Tom - who is the complete opposite to the charming character that he portrays. But Cecelia falls for Gil's offer of joining him in Hollywood and leaving her abusive husband, on the condition that Tom returns back into the film world that he came from. 

By the end we learn that Gil lied to Cecelia and he returns to LA without her, his promise was simply a ruse for him to get his own career back on track. Without a husband, home or the physical embodiment of the man she fell in love with she once again forgets her troubles by catching the latest showing, which happens to be Top Hat. Heartbroken, Cecelia just sinks into her seat and is soon captivated and smiling wryly at Fred Astaire and Ginger Rogers' in their 'Cheek to Cheek' performance. There is perhaps no better film that so accurately depicts why we all love the movies so much, it's both incredibly sad but oddly uplifting - Cecelia has lost everything but she will always have her local movie house.


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Grand Theft Auto: San Andreas is a 2004 open world action-adventure video game developed by Rockstar North in the United Kingdom and published by Rockstar Games. A sequel to the successful title Grand Theft Auto: Vice City (2002), San Andreas is the third 3D game in the Grand Theft Auto series, the fifth original console release and eighth game overall. Originally released for the PlayStation 2 in October 2004, the game has since been released for the Xbox and Microsoft Windows in June 2005, the Xbox Live Marketplace for the Xbox 360 in October 2008, and the PlayStation Store via PSN for the PlayStation 3 in December 2012.

Developer: Rockstar North.
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