lunes, 24 de febrero de 2020

Download Flash Mod For Gta Sandeas














to see the control go to discription

                                                                   discrription

to activate the flash press=TABE+QorE
to run faste press=w+x+space
to activate more contron see
F5: Toggle On/Off Power Level Control
F6: Show power bar
F7: Toggle on/off for Super Speed (press + to increase speed and - for decrease)
F8: Super Jump (no need to)
press Y or N: toggle on/off Walk on water
Tab: bullet time
To do wall-run: press W + Jump to the wall and hold
You can hold X:  to run faster without Super Speed ability (F7

F9:Flying Jump
F10 Fly
F11 Super Strength
F12 Heatvision
F4 to turn ON/OFF


               NOTICE: Please try this mod on clean GTA SA (no mod installed before)



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domingo, 23 de febrero de 2020

HOTT 52 - It's All About The Lines And Remembering The Rules Correctly!

I took a quick moment to knock out another game of HOTT over Friday night/Saturday morning. It was a quick game, as I'm starting to remember how things flow and the combat factors/modifiers. I did have one unique situation come up that I'm going to ask the "experts" on.

I have a whole gaggle of elements for orcs, goblins and humans. From these many stands, I can generate quite a few armies, so I have tables that I roll against. The biggest determining factor is if the army is mostly militia, mostly regular/professional (trained) or a mix of the two. 1d6 tells me who fights who! I also found that the "random" generation of terrain once again was lumping it into one side of the board, but I went with it. I am working on flatter replacements for HOTT.

So... how did this battle go?



Once again, a Human army was defending their stronghold against a force of Orcs and Goblins. The human commander sent their knights dashing to the left around the woods, in hopes to threaten the Bestial's right flank and peel off some of the elements from their long line.



The Orc Warchief had a similar idea and sent his goblin wolf riders dashing past the humans and the rough terrain that was ill suited for the woods-friendly goblins. They had an excellent view of the human stronghold and the human commander themselves!

  

The Orc Warchief details two elements of blades to confront the flanking knights. They are evenly matched and the Warchief prays to Moloch that his "Bloody Fangs" will rend human flesh! Meanwhile, the orc line starts to shift and expand, to hopefully overlap the humans!



The Warchief's prayers to Moloch fall on deaf ears, or the foul God was unimpressed, as the orc Blades fall to the human knights! Meanwhile, the orc line marches towards the humans and falls under their missile fire. Several units recoil from the casualties and the advance is blunted a bit.



Desiring to retake the initiative, the Warchief orders his troops to close to attack! The human commander decides to detail a warband to confront the flanking wolf-riders.



The battle goes badly for the attacking bestials! Orcs fall to the spears and blades of the defending humans and the warband destroys an element of the goblin riders! The goblin warband manages to turn to flank the human line, but the brave archers from a nearby village manage to hold them off! Desperate to regain some initiative, the Orc Warchief closes to give battle to the Knights, only to see his personal bodyguard driven back!



The casualties mount for the Bestials and the Warchief reluctantly orders the withdrawal of his forces from the field of battle. The humans cheer in victory - their losses were light and they'd given the Orcs a Bloody Nose instead of facing Bloody Fangs!


The dice told the story of this battle as well. The Orcs/Goblins lost 12 AP and the humans only lost 2 - a resounding victory! I expected the long line of the orcs would come into play, but the knights flanking and some timely shooting that resulted in the orc line splintering really set the tone of the final outcome.

That is something I like about HOTT, getting to the meat of the meal quickly!

My only question was regarding this one situation.



The humans attacked the Orc Blades (outlined in red) in a front/close the door flank attack. The orcs scored VERY well and forced the frontal human spear to recoil.

Now, at this point, I had forgotten about a rule in HOTT which I **JUST** remembered and confirmed right now...



So both the frontal and flanker should have recoiled, but I didn't recoil the flanker!

Instead, I became concerned as to whether the blades should turn to confront the flankers, or proceed forward towards the frontal spears. I made a dice roll and they turned to face the flankers. Who ended up destroying them anyway. So I guess I just answered my own question of which was the right choice in my own blog post.. NEITHER were the right choice. Duh. (smacks my forehead).

This is one of the reasons I'm not throwing in a lot of extra elements like magic, gods and the like for now... I just need to get the basic rules down!

I did get my 15mm Saxons for my human warband elements, to fill those empty Wb stands; they are jumping to the front of the painting line. I do need to buy a 15mm human mage, priest, and make some orc/goblin/human hero elements. THEN move on to more land elf, sea elf, chaos humans, kobold, halfling elements...

It never ends, does it. The madness. The obsession... *happy sigh*

jueves, 20 de febrero de 2020

Exploring Monster Taming Mechanics In Final Fantasy XIII-2

Let's just get this out of the way. I'm a huge Final Fantasy fan. I adore the original game even today, Final Fantasy VI is definitely the best of the franchise, and I've found things to enjoy in every one that I've played, which is nearly all of the main-line games. (I still haven't managed to crack open FFIII, but I plan to soon.) Even each of the games in the Final Fantasy XIII trilogy had something that drew me in and kept me going through the game, wanting to learn more. These games get a lot of flack for being sub-par installments in the Final Fantasy franchise, and some of the criticism is warranted. The story is convoluted, and the plot is as confusing as quantum mechanics.

That debate, however, is not why we're here now. We're here to look at one of the great aspects of FFXIII-2: the monster taming and infusion system.


This system is deep and complex, but not in the off-putting way that the plot is. The amount of variety and configurability in the monsters that you can recruit to fight alongside Serah and Noel is astonishing, which is nice because those two are somewhat lacking in that department. Their development paths are fairly linear. There are a few choices about what strengths to give them as they level up in the "crystarium," but it's mostly a matter of ordering the abilities they learn and doesn't make much difference in the end. The monsters, on the other hand, allow for huge variations in development that results in a system with fascinating choices for optimization and prioritization. Figuring out how to capture and develop powerful monsters early in the game is great fun, and its this characteristic of Final Fantasy games—of finding ways to build a strong party early in the game without tedious grinding—that I really enjoy.

On a totally different note, I've been considering different ways to practice using databases and building simple websites, and the monster taming system is complex enough and interesting enough that it would make for a good collection of content to use for that practice while having some fun in the process. So, the other goal of this series, other than exploring the monster taming system in FFXIII-2, is to explore how to get a data set into a database, put it up on a website with Ruby on Rails, and experiment with that data set in some novel ways. Before we get into all of that, however, we need to understand what the heck we're putting in the database in the first place, and to do that we need to understand this monster taming system in detail.

Monster Taming

Okay, what is this monster taming, and why is it so complicated? We'll have to start at the beginning and work our way through the system. At the start of the game there's just Serah, trying to stay alive. (Actually, the very start of the game is a flashy battle sequence and confusing plot points with Lightning, but let's ignore that.) Pretty soon Noel shows up and decides to help Serah out, so now it's a party of two. This setup goes on for a couple levels, but it's pretty weird for a Final Fantasy game. Normally there's three or four characters in a party. Then we come to a pitched battle with a Cait Sith and a Zwerg Scandroid. There will be a lot of weird monster names throughout this series. You're just going to have to roll with it. Anyway, after creaming the cat and the droid, they turn into monster crystals, which are basically the essence of monsters. These crystals are stored in your monster inventory, and you can assign three of them to coveted spots in your "Paradigm Pack" (not the name I would have picked). These three monster spirits will fight with you in battle, and so begins your long and precarious journey as the monster whisperer.

Monsters come in six basic varieties, conveniently matching the six roles that Serah and Noel can assume. These six role are briefly explained as follows:
  • Commando - The Arnold Schwarzenegger role, plenty of strength, short on finesse.
  • Ravager - The mage role, uses attack magic.
  • Sentinel - This is a tank role, not many attacking options, but it absorbs damage like it's nothing.
  • Saboteur - Weakens the enemy by removing protections and inflicting ailments like poison and slow.
  • Synergist - Strengthens the party with offensive and defensive enhancements. Also moonlights as a business executive.
  • Medic - Heals the party, and possibly the only obvious role name of the bunch.
While Serah and Noel can switch between these roles, the tamed monsters have fixed roles. Switching the monster's role switches the monster, and there are three role possibilities for any given battle corresponding to the three monsters that are on deck. The monster's type is only the beginning of what a monster is, though. There is so much more.

Monster Training

Monsters can gain experience just like Serah and Noel. Both the humans and the monsters have crystariums where they advance along a path to gain abilities and increase their stats. While the humans have a crystarium for each of their six roles, the monsters each have one crystarium, possibly with multiple levels, where they gain their abilities and stats. Because the crystariums of the monsters are more unique to the monster itself, each monster type will learn a unique set of abilities and end up with different stats. Additionally, while the humans can move through their crystariums by spending crystarium points gained from winning battles, monsters can only advance on their crystariums by using various types of monster materials that are dropped by defeating monsters in battle. This seems to be some form of cannibalism, but it's pretty mild because the materials are bolts and orbs and other things like that. Monsters require different materials for their crystariums depending on what level they're on their crystarium, and if they're biological or mechanical monsters. Different materials will also give different bonuses to the monster's health, strength, magic, or all three stats.

Following so far? Because we're just getting started. This monster whispering is intricate stuff. On top of the unique upgrade paths, abilities, and materials, each monster spirit has a set of characteristics that relate to how they will develop as they level up. A monster can be a "late bloomer," meaning it may be weak to start with, but it can reach the upper levels 70-99 of its crystarium. Maybe the monster is "brainy," meaning that it will learn lots of abilities, or it's "flameproof," which is pretty self-explanatory. There are 29 characteristics in all, and any given monster can have up to four of them. Monsters will also come with some initial abilities, whether that be actions like casting certain spells and attacking or passive abilities like "armor breaker" that allows it to penetrate an enemy's physical defense. Taming and training monsters are not the only ways to get monsters with certain abilities, however. This is where things get real, as in real complicated.

Monster Infusion

The third way to give a particular monster new and wonderful abilities is to take another monster that has the desired ability(ies) and fuse them into the desired monster through a magical monster infusion process. How does this work exactly? Who knows! How did materia work in FFVII, or guardian force cards in FFVIII? It's a Final Fantasy game; some things you just have to accept without question and move on. The source monster spirit is lost in this process of infusing the target monster with new abilities. It's a destructive process.

Losing the source monster is not the only cost, though. There are restrictions as well. The first restriction is that a monster can only have 10 passive abilities. If a monster accumulates more than 10 passive abilities, some of them are going to have to go. These abilities all have a rank, and higher ranked abilities will stick to a monster better than lower ranked abilities. Also, newer abilities are stickier than older abilities, according to when the monster learned them. The lowest ranked abilities will get the boot first, with order of acquisition being the tie-breaker—first in, first out.

The next restriction is red-locked abilities. These are abilities that cannot be transferred to or removed from a monster, ever. This restriction is pretty simple, unlike the next one.

Monsters can also have yellow-locked abilities, although these locks never exist by default. Yellow locks can be created, propagated, and destroyed by infusing abilities of the same type in various ways. Two abilities are the same type if they modify the same attribute. For example, HP +10% and HP +25% would be of the same type. Also, HP +10% is a lower rank than HP +25%. That's important for yellow locks because if you infuse a monster that already has a lower rank ability with an equal or higher rank ability of the same type, the infused ability comes with a yellow lock and will stay put when the monster's abilities overflow. Generally, if an ability of higher rank is added to a yellow-locked ability of lower rank, the yellow lock is kept. If an ability of equal or lower rank is added to a yellow-locked ability, the yellow lock is destroyed. It's a bit more complicated than that because there are about a dozen different combinations, but this summary should be sufficient for the purpose of setting the requirements of the database. Basically, we want to make sure we know the rank of each ability so that we can figure out the best way to develop monsters' abilities.

All of the red lock and yellow lock stuff has to do with passive abilities, but there are two other types of abilities that come into play with monster infusion: role abilities and hidden abilities. Role abilities are the actions that the monster will take in battle, and there is no limit to the number of these abilities that a monster can have. When a source monster is infused, you can choose from its role abilities up to the number that its crystarium stage is at, which will be 1-5 depending on how much you can level up the monster and how much you actually leveled it up. The disadvantage of infusing too many role abilities on a monster is that you don't have control over what it does in battle, and if it has too many options, it probably won't be doing what you want it to do when you need it most. Decide what you're going to use a monster for, and then don't give it choices. You can't remove role abilities once they're infused.

Lastly, hidden abilities are learned by a monster when it is infused with 99 levels worth of monsters of the opposite role. Commando and Ravager are opposites (makes sense), Saboteur and Synergist are opposites (makes even more sense), and Sentinel and Medic are opposites (the leftovers, I guess). For example, you could infuse nine level 17 Zwerg Scandroids onto your Red Chocobo, and it'll learn Jeopardize, which boosts the bonus the chocobo gets when attacking a staggered enemy. Each role has it's own hidden ability that it gets when those 99 levels of monsters of the opposite role are infused into it.

Acquiring the Data for the Database

Okay, that was a bunch of intricate, complicated stuff, but it gives us a good idea of what kind of data we want to put in our database so we can link it up and ask interesting questions about monster infusion. 

First, we want to know all about monsters:
  • What's its name?
  • Is it tamable? We might have a separate tamable monster table since most of the following properties wouldn't apply to non-tamable monsters.
  • What materials does it drop in battle?
  • What's its role?
  • Where in the game can we find it?
  • What are its characteristics?
  • What's its max level?
  • What are its starting and ending stats (HP, strength, and magic)?
  • What are its starting abilities?
  • What abilities does it learn and at which crystarium levels?
  • How many crystarium stages does it have?
  • What is its feral link? (We didn't talk about this. It's a special action that can be triggered when the monster gets hit too much.)
  • What does the feral link do?
  • We could also include pictures if we want to get fancy.
We also want to know about abilities. This will be a separate table:
  • What's its name?
  • What's its rank?
  • What does it do?
  • Is it passive, role, or hidden? These may be separate tables, since they're different enough to warrant it.
  • Which role is it associated with?
We'll be interested in at least one aspect of the areas in the game:
  • What's its name?
  • How early can we reach this area? I.e. which area unlocks this area?
Since there's a fair number of monster materials, we'll want to keep track of those:
  • What's its name?
  • Is it biological or mechanical?
  • What stage of the crystarium is it for?
  • Does it boost HP, strength, magic, or all three? (The name does give this away, but let's be thorough.)
We'll also want to know a little about the monster characteristics because the names are not self-explanatory:
  • What's its name?
  • What does it mean?
This is shaping up to be a reasonably complex database with 5-8 tables interlinked by these different items' names. The relations in the database will happen through IDs, but everything does have a name as well. The names will be what appears in the tables presented as views of the database, likely with hyperlinks to their information in their own tables. So how should we get all of this data into a database? I certainly don't want to enter it by hand. There's over 150 monsters, dozens of abilities, and dozens of properties for each monster. 

Luckily, some ambitious people have already done the hard work of writing out all of these things in an FAQ, and it's available on gamefaqs.com. The Monster Infusion FAQ by sakurayule, BMSirius, and Taly932 contains almost everything we want to put in the database. It also contains example builds for post-game super monsters, but we're going to look at something a bit different with this series. We want to figure out the best monster builds we can do during the game in order to have monsters that can help us through the game without the need to do any grinding. All of the necessary information is in that FAQ. We just have to write a script to parse it and put it in a form that's easy to import into the database. That parsing script is what we'll figure out how to write in the next episode.

Two Highlights From DETROIT: BECOME HUMAN

Right now, I am playing DETROIT: BECOME HUMAN, a new title by Quantic Dream studio. As its predecessors – Indigo Prophecy, Heavy Rain, and Beyond: Two Souls – the game uses cinematographic language with its mechanics based on decision trees. During most part of the narrative, you must take significant decisions that will affect the course of the game and result in different ends for the story. The trailer below shows the gaming dynamics and main plot:



Besides the immersive narrative and beautiful graphics, I want to comment on two great features of this game.

1) The ending phase screens show the complete decision tree of each chapter. This is a very cool feature from DETROIT, you can observe in details what type of consequence your acts generated inside the gaming narrative. This visual aid helps players understand how each character works in the ambient. Below, there's an example of this feature.



2) The opening screen always has an interesting content. Every time you start to play DETROIT, there's one opening screen with a very sympathetic female android named Chloe giving you a technological trivia. I was playing it in June 7th and she told me that that day was Alan Turing's (the British mathematical genius) date of death. Then, last Saturday morning she told me "this is a perfect way to start a good weekend". The android also takes interesting surveys, asking players about the interface between human and machine. It is just a "content snack", but it helps to contextualize the gaming experience in a more immersive way. Below, I'm sharing some of these moments:



Another great acquisition for my collection.

#GoGamers

CX 2692, Moon Patrol!

This episode is all about the Irem arcade game Moon Patrol, ported by Atari via GCC. Thanks for your patience regarding the release of this episode. I had a bit of an emotional setback in January and I'm trying to fight my way out of it. M.A.D. by US Games will be the next game I'm covering, so if you have any feedback for the game please send it to me at 2600gamebygame@gmail.com by end of day 23 February. Thank you for listening!

Moon Patrol on Random Terrain
Moon Patrol on KLOV
Moon Patrol on Atari Protos
The Zorfon Mystery by Rob Wanenchak
Mark Ackerman's web site
Atari Age Moon Patrol title screen glitch
Get Matt's Repro Freeway patch on eBay

miércoles, 19 de febrero de 2020

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SCREAMER RALLY


Back in the mid-90s, the Screamer series was seen by many as the King of all racers. I remember many a worshipper of the PC master race sneering at anything a console could produce in favour Virgin Interactive's 3Dfx enhanced series. Screamer Rally is the franchise's third game but can the gameplay match the visuals?

Read more »

jueves, 13 de febrero de 2020

Brave Browser voted the best privacy-focused product of 2019



Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.

An extremely productive year for Brave

Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.

Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.

The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.

Ryan Hoover, the founder of Product Hunt said:

"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"

Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.

Privacy and blockchain are the strongest forces in tech right now

If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.

The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.

AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.

For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.

Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.

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