sábado, 28 de marzo de 2020

Happy 4Th Of July


XCOM - The Long War Files

I recently became obsessed with XCOM: Enemy Unknown and decided to try out the player made overhaul known as "Long War" which expands the base game to be exceptionally difficult and in most regards more like an actual war. I decided to blog the exploits of my team in a yet unnamed project. I'd like each post in the series to be a stand-alone short story about the experiences of those involved - with some scattered pictures of the mission highlights. One of the greatest parts of the XCOM series is the stories it generates about these characters and their ordeals. I hope to capture some of that and share it here in this writing project.



Table of Contents

Global Game Jam 2018 @ KSU


The Global Game Jam 2018 @ KSU will be held from Friday, January 26th through Sunday, January 28th. 

This is a great opportunity to come and make a game over a weekend. Anyone can join in regardless of skill or experience. Come and have fun, learn, and meet some new people.

Come to the J/Atrium building (Marietta campus). Driving directions and a campus map is available at http://www.kennesaw.edu/maps/docs/marietta_printable_campus_map.pdf and http://www.kennesaw.edu/directionsparking.php 


You will also need to register 
https://epay.kennesaw.edu/C20923_ustores/web/classic/product_detail.jsp?PRODUCTID=2015

The registration desk will be on Level 2 of J-Block at 2:00 pm. 

The opening ceremonies will take place in Q-202 and will start at 4:30 pm. The jam will take place in J-Block and will start at 6:00 pm on Friday January 26, 2019.

This is an 18 Plus event. If you are not 18 or older, you will not be able to participate. 


I


lunes, 23 de marzo de 2020

Summer Internship Opportunity

Please let me know if you are interested:

This is a summer paid internship position.

The intern will be the main Unity developer for an educational program that is being designed. Unity dev skills with C# coding skills are both required. 2D dev experience, mobile development experience, and HTML5 experience would be great, but is not required.

The project will be a mobile and desktop game, built in a 2D environment.

viernes, 20 de marzo de 2020

UCLan’s cJAM Media Event, Friday 22 November

The games design course was excited to take part in cJAM: Media last week!
The event that enables our talented students to meet face-to-face with senior industry professionals, to share ideas, make connections and pitch for opportunities.
cJAM events are hosted by the Faculty of Culture and the Creative Industries and the objective is to give our students the opportunity to win placements that will help launch their careers.

The day included:
FREE breakfast and lunch

Giant speed pitching session

Chance to win industry placements

Industry guest speakers

Industry Q&A panel

Networking throughout.

We were so proud to welcome our Alumni, Saija Wintersun, now Senior Environment Artist at Rebellion, Oxford.
Saija spent much of the day reviewing student portfolios and offering her expert advice.





































The Creative Innovation Zone in UCLan's Media Factory was buzzing with conversation as hundreds of students queued for 'speed dating' style interviews with their industry heroes and mentors.

See details of the programme HERE.

Tania Callagher, UCLan Resources Co-ordinator and Richard Albiston, Creative Producer of The Great Northern Creative Expo, must be given utmost credit for arranging this inspiring and exhuberent event which led to 88 placements being awarded to Media students.





























jueves, 19 de marzo de 2020

Game Store Tech


When I started in 2004, I was coming off an  IT career, so I wanted to be up to speed on retail tech. It was really the only useful skill I brought to the new business, that and the ability to research any project. 

I bought a new PC clone point of sale machine, custom made to handle the various peripherals. It was so complex, consultants were hired to work their black magic to get it all working. Could I have figured it out? Sure, but I respect expertise in IT and wanted to start out right. 

Setting up the POS required the consultants go through complex processes, hand written in notebooks. They were like a cabal of wizards, summoning profit into existence. While on vacation in France a year later (frequent flyer miles), the consultants came and fixed it when it corrupted itself during a power outage. I was troubleshooting the best I could from an Internet cafe in Paris. IT was inescapable.

In the back office, I had a Windows server running tape backups. I used a complex, Grandfather-Father-Son (GFS) tape rotation and took tapes home each night in a briefcase like some sort of spy. My laptop was a bulletproof IBM Thinkpad T30 from my days in IT. In the new store, I learned a lesson in security when a gold toothed homeless man walked into our Game Center and immediately went into the unlocked door to my office. I caught up with him as he was zipping up his jacket to leave, with my Thinkpad hidden within. I already had a new laptop on order that week, but it was still a painful lesson.

I should mention that before I started the business, I was running multiple Red Hat Linux servers at home. When the store opening became inevitable, I wiped them clean and installed Windows servers. Nobody has time for that crap.

15 years later, and a lot of things have changed, but a lot has stayed the same. Our POS is an iMac, not that different from my first computer, although most of my peers are moving to the cloud. I can't imagine changing POS systems now and not moving to something cloud based. The innovation is happening with cloud based services, plus I can sleep at night knowing it's all backed up offsite. The backup server in the office has been replaced by a (terrible) dinky Apple time capsule backup device and cloud streaming.

On the sales floor are four iPads. One iPad plays music through our Sonos system. Two iPads play board game demos which drives sales. The fourth iPad is locked down to allow customers to sign up for WPN events (a weird Premium store requirement). Nine staff members use smartphones capable of running transactions using either a plug in card reader or a new Bluetooth unit we just got in. I'm a bit uncomfortable expecting staff to use their personal phones to ring up sales in an emergency, but there's always the junky iPad nearby as an alternative.

My goal is safe and ubiquitous computing. The thought of spending time fixing or upgrading a machine is irritating. We have a Windows laptop for events that reminds me of my old life, with its constant updates and problems finding printers. I'm not quite an Apple fan boy, but I appreciate the strong, Unix based underpinnings of their hardware and the extremely long product life cycle. My first laptop went six years before I replaced it, and we just resurrected it for my new manager. 

I can't imagine spending time with some clunky tape rotation scheme. Still, when I go on vacation, I wonder if the consultants will come if the POS goes down in a power outage. They tend not to answer their phones. We spend a lot of time preparing for the reality the POS could fail at any moment. The cloud is definitely my future and I certainly don't miss the chilly server rooms of IT.

Sticking With Star Realms!

What's going on everyone!?


Today for the #2019gameaday challenge I decided to redownload the Star Realms app and give it a shot since it's been a year or so since I last played it.

Even after so long away from the app. I'm reminded of the beginning versions that were in my opinion, superior to the newer version. 


The reason being that while the now version looks nice and has some awesome features, I felt that they could have left the background normal and not tried to make it require so much memory to run the game.

But anyway, I dont want to stray too far off path here, lol. The game is as amazing as the first time I played it and man do I love it!


Surprisingly even after so much time away I was able to jump right back in and even scored a win for myself! 

As always, thank you for reading and don't forget to stop and smell the meeples! :)

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lunes, 16 de marzo de 2020

Ultimate Epic Battle Simulator Free Download

Ultimate Epic Battle Simulator - is a battlefield simulation game from the year 2017. Here is a sandbox like no other. Create massive battles with absolutely no limits. Want to see 10,000 chickens fight an army of Romans?


Featuring: There are simply no limits to the carnage you can achieve in Epic Battle Simulator. Mess around with a massive variety of units. Everything from, Roman Centurions, Medieval soldiers, Knights, Orcs, Trolls, and yes, chickens! The main focus in this game is giving the player no restrictions to what he can do and that is why we decided not to limit the amount of units in battle. Want to see what a battle of 100,000 units looks like? Plus we don't recommend going past 10,000 for most machines but its your CPU, do what you want.
1. FEATURES OF THE GAME

• Play as any one of the units in the Game and getting up close plus, Personal to help change the tides of a battle.
Unfortunately, there aren't many engines that you can chuck 10,000 characters in and Expect good performance.
Each individual in this video game decides his own path plus, navigates or react in Massively open environments.
Plus some multiple troops are available to choose from and more to come it is totally up to you to build your army.
• Mess around with variety of units. Everything from, Roman Centurions, Medieval soldiers, Knights, orcs and trolls.

Game is updated to latest version

Important Notes

▪ Proper crack by Codex or Reloaded + game fix by viciomnia.

2. GAMEPLAY AND SCREENSHOTS
3. DOWNLOAD GAME:

♢ Click or choose only one button below to download this game.
♢ View detailed instructions for downloading and installing the game here.
♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount ISO files.

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PASSWORD FOR THE GAME
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4. INSTRUCTIONS FOR THIS GAME
➤ Download the game by clicking on the button link provided above.
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➤ Open and extract the file by using 7-Zip, and run 'setup.exe' as admin then install the game on your PC.
➤ Once the installation is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.
Turn off or temporarily disable your Antivirus or Windows Defender to avoid false positive detections.










5. SYSTEM REQUIREMENTS:
(Your PC must at least have the equivalent or higher specs in order to run this game.)
Operating System: Windows 7, Windows Vista, Windows 8, Windows 10 | requires 64-bit
Processor: Intel Core i5 4590 or AMD FX 8320 or any kind of higher processor
Memory: at least 8GB System RAM
Hard Disk Space: 5GB free HDD Space
Video Card: AMD Radeon HD 5770 1024MB, NVIDIA GTS 450 1024MB or higher graphics
Supported Language: English and Simplified Chinese language are available and supported for this game.
If you have any questions or encountered broken links, please do not hesitate to comment below. :D

domingo, 15 de marzo de 2020

HOTT 52 - Battle 5 - A Final Desperate Battle

Battle 5 was fought over the weekend. The more I play, the more that setup finishes more quickly, and I remember the combat factors a lot more now. Less referring to the sheet and rules. However, each game finds me asking questions and I have a question from this week's battle below. But first, let's get to the action!

I generated both armies randomly. Both armies would consist of mostly militia and a few regular forces.

Humans
General - Sp x1
Spear (Sp) x3
Warband (Wb) x2   
Shooters (Sh) x4
Knight (Kn) x2
Orcs - defending
General - Wb x1
Warband (Wb) x3
Hordes (Hd) x2
Shooters (Sh) x3
Spear (Sp) x4

I thought about substituting fantasy elements (like Aerials, Magicians, Cleric, etc), but a toss of the dice said that wasn't happening.

 

I'm painting those Saxons as fast as I can to complete my Human warband elements. Hopefully they'll be done for next week's game! I don't like empty stands!

The Orc Warchief, Ib'Nuzgran, lines up his troops as a solid bunch.  He details a warband to remain behind in case the sneaky humans try to send a detachment down the road to sack their stronghold! The human commander, Major Nesbin, sees an opportunity and details his Knights to head down the road and see what trouble they can cause.

 

"Goblins to the front!" Ib'Nuzgran roars! The goblins rush ahead of the whip cracks from the orc sergeants, eager to taste human blood! Nesbin, seeing an opportunity to rain missile fire on the hordes, has his Shooters fold inwards as the goblins approach. The treacherous goblins then turn towards the wings, and Nesbin regretfully moves them back to keep the line intact.

Behind the goblins, the Bestials move forwards towards the approaching Human army.

 

The Human Shooters do their job, launching a hail of arrows on the exposed hordes. Their courage melts like snow in the sun and the goblins run away, ignoring the curses of the Orc sergeants. The lines draw close and then rush to attack! The Orc Warband drives through the Human lines, pushing their opponents back and pursuing with bloodlust!

 

Meanwhile, the Knights head down the road to see if they can sack the Orc stronghold. The warband left behind to guard it takes up a position in the woods near the road. The Knights are reluctant to take their hoses into the woods, so one element attempts to distract the Orcs while the other group of Knights attempts to swing around. Unfortunately, being so far away from their commander, it is hard to keep their attack organized! The Knight's attack falters as they delay in how to best approach the stronghold. (The distance is greater than 600p to their commander and the Kn are behind an impassable hill with woods - it requires 2 PIPs to move each element, instead of 1. With the battle focus on the line, as you'll see below, this is as far as the Kn got. If only the humans had a couple of better PIP rolls...)

  

The battle's momentum swings towards the Bestials as the Human attackers are pushed back or destroyed! However, the impetuous Orc Warchief breaks off from supporting his warband to attack the nearby Human Shooters. Recoiling from the Human's counterattack, the Orc Warlord finds himself behind the other Orc Warband, out of position should the Warband be forced to recoil! Lucky for Orcs, the warband fights on.

It turns grim for the humans. Only a Blade, the Majorand his command of Spears, and two Warbands remain of the line of Human attackers! The Bestials line is mostly intact and howling for human blood!

 

Nesmith sees an opportunity, however, and orders a desperate charge! The warbands and shooters surround the Orc Warchief and press the attack. The Warchief falls! The Bestials, disorganized and demoralized, retreat from the battle and their encampment. (6v1 in favor of the humans almost always guarantees a victory, as it did in this case. The odds were good for the humans for this bound, but had it not gone well, the Orcs were looking well on the way to victory.)

Humans win versus Bestials (Orcs/Goblins) (8 - 10G)

The Orc General didn't have many options when his surrounding elements were defeated, leaving him exposed. It was a close battle and with the Human line as wrecked as it was, there were going to be a lot of overlap situations when the lines closed again.

So my question came about with regards to when one element moves into contact with an enemy. For those of you who don't play HOTT/DBA (Hordes of the Things game is derived from the historical wargame De Bellus Antiquitatus), how elements contact each other and then "conform" (line up so that the elements are square with each other) is a whole set of precise rules - written in what is known as "Barkerese"! For comparison, the language (and organization) of 1st edition Advanced Dungeons & Dragons is similar to DBA/HOTT. 

My question came to who had to conform to whom, when a group contacts a group, and if supporting elements (elements in the 2nd rank that can add to the combat resolution of the elements in the front rank) also conformed. I ruled at the time in one way, but after a quick (and slightly embarrassing) newbie question/discussion posted to the HOTT Facebook group, I reread the rules and now I understand - when a group contacts a group, the conforming applies to the entire group, including supporting elements.

My shorthand for remember this is: Moving group conforms to standing group, single elements conform, otherwise, check the rules! It works for me... 

The other thing I (re)learned is that when moving through Bad Going, you move a group as a single column, or if you want to keep a line, those elements in Bad Going move as individual elements. It didn't come up this game, but has happened in previous games and I had forgotten that.

That's what I'm really enjoying, is this relearning and learning of little bits and elements. It feels just like AD&D/OD&D in that regards, and that just makes me happy.

On to Battle #6 next week!

jueves, 5 de marzo de 2020

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Prince of Persia: The Sands of Time is a third-person action-adventure puzzle-platform video game developed and published by Ubisoft. Revealed in March 2003, it was released across Game Boy AdvancePlayStation 2GameCubeXbox and Microsoft Windows in November 2003. The Sands of Time is a reboot of the Prince of Persia series, created by Jordan Mechner. Mechner served as creative consultant, designer, and scenario writer for The Sands of Time.
The game follows an unnamed Prince whose father sacks a Maharaja's city at the instigation of its treacherous Vizier. During the attack, the Prince obtains an artifact called the Dagger of Time, while his army captures an hourglass containing the Sands of Time. Visiting Azad to present the Sands as a gift to the city's ruler, the Vizier tricks the Prince into releasing the Sands, transforming the city's population into savage monsters. Together with the Maharaja's daughter Farah, the Prince works to correct his mistake and return the Sands to the hourglass. The gameplay revolves around the Prince's platforming abilities, broken up by fights with the creatures created by the Sands. A key mechanic in the game is using the Dagger to rewind time if the Prince makes a mistake platforming, and using it to kill and freeze enemies.
Concept work began in spring of 2001, after Ubisoft acquired the Prince of Persia catalog. After Mechner was brought on board, production began in June of that year. After the initial story draft was scrapped as it was too complex, the team began with four guiding concepts, including the ability to rewind time: this idea grew into the Dagger, the Sands, and the various powers related to them. Mechner's script drew inspiration from the Shahnameh, with the main focus on creating a simple narrative that worked with the pace of gameplay. The game used Ubisoft's Jade engine, originally designed for beyond evi Good & Evil, another game published by the company. Production was troubled, with the team facing problems with the engine structure and delays with environment assets, while also managing to create an effective tester network to seek out the game's bugs. In 2004, a version for mobile phones was developed and published in North America by Gameloft.
Upon release, it received critical acclaim, won and was nominated for numerous awards, and has been recognized by many as one of the greatest games of all time. Sales of the title were initially slow, but it eventually became a commercial success. Its success prompted the development of a sequel, Prince of Persia: Warrior Within, which was released in November 2004. Further games set in the Sands of Time continuity have been developed, and it is generally cited as the reason for the Prince of Persia series' return to fame.
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