- 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
- 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
- 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
- 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
- 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
- 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. - 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
- 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
- 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
- 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. - 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
- 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
- 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
- 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
india is a huge country of hundreds of castes dividing india badly . Due to casteism india is a weak and soft state . To make india strong and integrated our topmost priority should be to abolish casteim. for this an organisation ' INDIA FIGHTS CASTEISM ' is created. Let us join it and make INDIA A WORLD POWER.
Total Pageviews
Friday, 29 March 2019
15 Best Highest Paying URL Shortener Sites to Earn Money Online 2019
Building A Glitchable Mega Drive Emulator
This is a little project I did back last summer, to explore glitching games. I've long been inspired by speedrunning, and glitches like the Missingno glitch in Pokémon Red and Blue.
I love being able to pull apart the game and see how they work, an getting an insight into what the data looks like from the perspective of the machine. For example, the Missingno glitch shows us what happens when the GameBoy interprets the player's name as the parameters of a Pokémon.
I also think there's a certain beauty to seeing a game not as a finished work but as a raw material - a starting point to be reinterpreted. Speedrunning gives us a new objective, and can turn a game of exploration into a deep exercise in resource management. Changing the control system for Sonic 2 allowed me to turn a game about dexterity into a game about teamwork.
With this project I worked on modifying GenesisPlus, an open source Sega Mega Drive emulator for Mac, which is bundled as part of OpenEmu. I put in a system of scripting interactions with the console's memory. This means it can write new values into memory on certain triggers. These include a time period passing, a button being pressed, or another value in memory changing.
I then worked on turning this into something that would be fun to play in its own right. I added networking features so that players playing separate copies of the game can interact with each other, using glitching to fuel a competitive challenge.
The video below talks about how I created this, how it works, the thought process I went to, and the Sonic the Hedgehog 2 variant that emerged as a result. I hope you enjoy watching!
I love being able to pull apart the game and see how they work, an getting an insight into what the data looks like from the perspective of the machine. For example, the Missingno glitch shows us what happens when the GameBoy interprets the player's name as the parameters of a Pokémon.
I also think there's a certain beauty to seeing a game not as a finished work but as a raw material - a starting point to be reinterpreted. Speedrunning gives us a new objective, and can turn a game of exploration into a deep exercise in resource management. Changing the control system for Sonic 2 allowed me to turn a game about dexterity into a game about teamwork.
With this project I worked on modifying GenesisPlus, an open source Sega Mega Drive emulator for Mac, which is bundled as part of OpenEmu. I put in a system of scripting interactions with the console's memory. This means it can write new values into memory on certain triggers. These include a time period passing, a button being pressed, or another value in memory changing.
I then worked on turning this into something that would be fun to play in its own right. I added networking features so that players playing separate copies of the game can interact with each other, using glitching to fuel a competitive challenge.
The video below talks about how I created this, how it works, the thought process I went to, and the Sonic the Hedgehog 2 variant that emerged as a result. I hope you enjoy watching!
Flooded Village Xmas Eve - Water Christmas Trees For Christmas Eve
Christmas day is coming near the corner but the Christmas trees are not growing yet. Let's water them in Flooded Village Xmas Eve. Flooded Village Xmas Eve is one of the most interesting puzzle game but it is a Christmas edition. Much fun!
Your task in each stage is to help all of the pirates set sail and make all of the seeds grow into trees by removing tiles so that the water reaches the pirates' boats and touches seeded tiles games of 2018. Watch out the ice cubes. Do not freeze the pirates. However, the tree will turn to the Christmas tree when the ices touch them and you can get extra points. You have a limited number of moves at each stage, so you should move wisely. There are 18 stages waiting for you. Just solve all of them in a short of time. Have fun!
Flooded Village Xmas Eve |
Your task in each stage is to help all of the pirates set sail and make all of the seeds grow into trees by removing tiles so that the water reaches the pirates' boats and touches seeded tiles games of 2018. Watch out the ice cubes. Do not freeze the pirates. However, the tree will turn to the Christmas tree when the ices touch them and you can get extra points. You have a limited number of moves at each stage, so you should move wisely. There are 18 stages waiting for you. Just solve all of them in a short of time. Have fun!
Controls: Use the mouse
Improving Stream Content (Monday Musings 67)
Since streaming for a few months under FuzzyJCats, while learning how to improve, I never understood when people advise, "improve your stream content". What does stream content mean?
Especially, as you can see from my past stored broadcasts, I focus on talking to chat rather than gaming, and thought stream content was how to be more entertaining to your viewers. In which case, by improving stream content, I thought the advice meant that you need to be more entertaining, but again, that's a very vague notion.
For instance, what are the prescribed steps to being entertaining aside from having the requisite high energy and enthusiasm? Do you prepare topics to talk about, make up jokes before stream and the like?
Sifting through the advice to get more information, there's the very vague idea that stream content is just picking out the game you want to play. But, this is not quite the helpful advice I need, because of course, if you're going to stream games, you have to decide on which game you're going to stream!
Now that my goal is to truly enjoy the process of streaming (letting go of the notion of chasing viewer numbers), finally knowing AND feeling that deep down, I'm now focused on "gitting gud" with streaming, and of course being with my community.
I always love the challenges of improving myself as I find reaching goals very refreshing and satisfying. I think that's one of the reasons why video games are so addictive, because who doesn't want to rise to the challenge of fighting a seemingly impossible boss, staying up until 3 AM, until you beat him. And how satisfying that is when you do!
At any rate, with this new focus on one of the more important aspects of streaming ("gitting gud"), prior to my last broadcast, a light bulb went off, and I sort of got a sense of what stream content infers.
Stream content is not just thinking about what game you want to play, but how to present it in the most entertaining way. For one, we need to think about what parts of the game are the most intriguing, two what do you want to accomplish in the game, and three, how do you showcase that?
Interesting Game Content
Viewers most likely want to see the story and missions such as the cool boss fights, rather than the grinding aspects of the game such as inventory management, collecting resources, and watching me fight trash mobs hours and hours on end to level up.
Even though I love grinding, inventory management and the like, they may not be as exciting as fighting an epic Boss. An analogy is watching a football game. You want to rewind past the ads (organizing inventory) and watch the football action, preferably a touchdown (Boss fight).
Sometimes, though, I think it does help to show the UI of the game, customization, as well as any really cool quality of life experiences the game offers, such as Odyssey allowing you to turn down the frequency of repetitive music (thank you Ubisoft!).
What Do You Want To Accomplish?
Since I'm streaming Assassin's Creed Odyssey, there are so many things to do in this game, which was one of the astounding things about this game, so my main overarching goal is to show all these elements.
Especially, as you can see from my past stored broadcasts, I focus on talking to chat rather than gaming, and thought stream content was how to be more entertaining to your viewers. In which case, by improving stream content, I thought the advice meant that you need to be more entertaining, but again, that's a very vague notion.
For instance, what are the prescribed steps to being entertaining aside from having the requisite high energy and enthusiasm? Do you prepare topics to talk about, make up jokes before stream and the like?
Sifting through the advice to get more information, there's the very vague idea that stream content is just picking out the game you want to play. But, this is not quite the helpful advice I need, because of course, if you're going to stream games, you have to decide on which game you're going to stream!
Now that my goal is to truly enjoy the process of streaming (letting go of the notion of chasing viewer numbers), finally knowing AND feeling that deep down, I'm now focused on "gitting gud" with streaming, and of course being with my community.
I always love the challenges of improving myself as I find reaching goals very refreshing and satisfying. I think that's one of the reasons why video games are so addictive, because who doesn't want to rise to the challenge of fighting a seemingly impossible boss, staying up until 3 AM, until you beat him. And how satisfying that is when you do!
At any rate, with this new focus on one of the more important aspects of streaming ("gitting gud"), prior to my last broadcast, a light bulb went off, and I sort of got a sense of what stream content infers.
Stream content is not just thinking about what game you want to play, but how to present it in the most entertaining way. For one, we need to think about what parts of the game are the most intriguing, two what do you want to accomplish in the game, and three, how do you showcase that?
Interesting Game Content
Viewers most likely want to see the story and missions such as the cool boss fights, rather than the grinding aspects of the game such as inventory management, collecting resources, and watching me fight trash mobs hours and hours on end to level up.
Even though I love grinding, inventory management and the like, they may not be as exciting as fighting an epic Boss. An analogy is watching a football game. You want to rewind past the ads (organizing inventory) and watch the football action, preferably a touchdown (Boss fight).
Sometimes, though, I think it does help to show the UI of the game, customization, as well as any really cool quality of life experiences the game offers, such as Odyssey allowing you to turn down the frequency of repetitive music (thank you Ubisoft!).
What Do You Want To Accomplish?
Since I'm streaming Assassin's Creed Odyssey, there are so many things to do in this game, which was one of the astounding things about this game, so my main overarching goal is to show all these elements.
I want my viewers to see all the things this game offers, so they can get a good sense of the game. And, if they're on the fence of whether they should get the game, they can see if it's a game they'd like to play.
Therefore, I made a checklist of the pertinent gameplay elements, and my aim is to show at least one example of each. In other words, once the viewers get a sense of a bandit camp, there's no need to tackle bandit camps endlessly, and you can move onto one of many other things you can do in this game, such as puzzles.
Spoilers of a general list that I want to present so far:
Show the many customization options
Go over the abilities and builds
Showcase all the weapons move sets, including ranged and elemental build-up
Clear out 1 Ancient Stele cave
Clear out 1 elite animal cave
Clear out 1 bandit camp
Clear out 1 military camp with brazier (trap the brazier stat)
Clear out 1 underwater location
Do 1 ainigmata puzzle
Upgrade ship x 1, and show the cosmetic choices
Kill 1 bounty hunter
Do 1 Naval battle
Take out political leader
Do 1 battle conquest
Arena quests
Defeat at least 1 of the ancient relics from the 3rd story line (i.e. minotaur, medusa, sphynx, cyclops) - open up at least the Minotaur Silver Islands Thaletas/Kyra side quest
Track and kill 1 cultist leader, Kirstjen Nielsen
Diana the hunt legendary animals
Finish the good ending family
Go over the abilities and builds
Showcase all the weapons move sets, including ranged and elemental build-up
Clear out 1 Ancient Stele cave
Clear out 1 elite animal cave
Clear out 1 bandit camp
Clear out 1 military camp with brazier (trap the brazier stat)
Clear out 1 underwater location
Do 1 ainigmata puzzle
Upgrade ship x 1, and show the cosmetic choices
Kill 1 bounty hunter
Do 1 Naval battle
Take out political leader
Do 1 battle conquest
Arena quests
Defeat at least 1 of the ancient relics from the 3rd story line (i.e. minotaur, medusa, sphynx, cyclops) - open up at least the Minotaur Silver Islands Thaletas/Kyra side quest
Track and kill 1 cultist leader, Kirstjen Nielsen
Diana the hunt legendary animals
Finish the good ending family
Other things that another streamer may want to achieve are challenge runs, such as no-death runs. Quite a few streamers have gotten extremely creative about these challenge runs, like this Dark Souls 3 banana run!
But for mere mortals like me, coming up with a run of the mill objective like showcasing the diversity of Odyssey is a good starting point!
Showcasing by Prepping Pre-Stream
Odyssey is such a long and rich game that I already have 200 hrs. However, I'm only streaming 1 to 2 times a week for about 1 to 2 hrs each stream so it will take well over a year to finish the game if I don't prune content!
Realizing that streamlining is crucial, I then see where I am in the game, and determine what I want to accomplish for that stream.
For the last broadcast, I wanted to get my money back from Marcos, so my title reflects that purpose:
I then do some prep work pre-steam, such as opening up the map. This means going to all the question marks on the map, which then pop up to show if they're camps, quests and other markers, so that we can easily go to these locations during stream.
By opening up the map before stream, the viewer doesn't have to see us running back and forth to all these locations. Further, not knowing what's there, we want to avoid going to the wrong location to save time, so we can focus on the story and quests.
Another consideration is that if I'm on my way to a boss fight, and I notice I'm under-leveled and we don't want to keep fighting this same boss 100 times over until success, I can always level up before stream. Therefore, when stream starts, we're at the boss fight, ready to go!
In other words, you can easily plunge into your objective, without having your viewers suffer through the trek to get there.
In this specific example of Marcos, now prepped, I stream until we get our drachmae back from Marcos, and that took about 2 hrs or so. I was side-tracked due to all the missions in the game, but that's okay. At least, we have a general sense of what we want to do, and although we'll invariably be side tracked, this will also showcase the game.
The tricky part here is to come up with enough gaming that will span your entire stream. So if you're going to stream 4 hours, you may want to plan more of the interesting and complex missions to do, maybe planning on doing a few boss fights as part of your content.
This clearly assumes that you know the game already and know what it offers, and what the exciting quests are. But, even if you're streaming a game for the first-time, you can do some prep.
Looking back at my Borderlands 2 first-time walk-through experience, I know I have to be well-equipped to beat missions and chapters. Since I know that I'm a bit under-leveled, I recalled grinding a few areas before streaming to be able to tank through a story chapter or side mission.
While leveling up, I also got more resources along the way. Therefore, after this prep work is over, we can head to side or story missions for the stream, making sure the character is right near the start of the objective.
Exhibit A: One Twitch Tag is Farming |
If you're doing one of those ridiculously hard challenge runs like a no-death run, then clearly, you need to show the whole thing to "prove" you didn't die. But if you're a streamer who doesn't do such challenge runs, prep work can help.
In conclusion, I think this is what is meant by stream content. You figure out what goals you want to meet during stream, doing any necessary prep work before stream (if you have time), and what's the most entertaining way to present the game to your viewers.
If you're a Twitch streamer, does this make sense? Any other stream content considerations we should be thinking about would be much appreciated!
The How of Happiness Review
Thursday, 28 March 2019
WIP: Minefields For Team Yankee
As I really don't like the measure from the counter sort of thing that Team Yankee is using, I thought I would make some pieces that actually model the area of the minefield. It may make it easier for my opponent to avoid blundering into the field, but I think it will look nicer.
Anyway, I started with CDs as they are pretty much exactly the right diameter (4"/10cm across).
First step: prime them. I used a rattle can of ultra flat dark forest green I had handy. Same thing I use for my Soviet vehicle base, actually. That bit of sheen is because I didn't spray it very heavily and there's a bit of plastic showing.
Next, I put little dots of PVA glue all over, and some of my preferred dirt, which is brown fine ballast. Each dirt mound will indicate a hastily emplaced mine. I added some bits of grass tuft (Army Painter Wilderness) and flowers (also Army Painter).
Aaaand... that's all so far. I am leaving town for a few days this afternoon so the rest will have to wait until I return. Actually, as this posts, I am in Las Vegas, waiting for my plane to go home. But I scheduled it to post while I was away, being a clever boy that wants to entertain his friends whilst away.
MEGASPHERE - New Trailer For This Promising "Roguevania" With Destructible Environments!
MegaSphere is available right now for Early Access on Steam, Itch.io and Humble Store!
Steam: store.steampowered.com/app/386340/MegaSphere/
Itch.io: antonkudin.itch.io/megasphere
HB: www.humblebundle.com/store/megasphere
The Pokémon Sanctuary Project
Alola! Welcome to my new writing project!
I've been a Pokémon fan since I picked up Pokémon Red in 1998 just before my 18th birthday. Over the years, I have toyed with the idea of building a comprehensive Pokémon zoo of sorts. It's a huge undertaking that grows with every passing generation of Pokémon game that adds more Pokémon to collect. I've started and failed a few times over the years to create a comprehensive collection of Pokémon to carry forward into future generations.
The closest I came was in a Pokémon Emerald run I did in 2008 (roughly). I'm not sure if those creatures are still on a copy of Emerald, or stored in the Ruby/Sapphire Box on some Gamecube memory stick somewhere. I may try to hunt them down in the future, but for the purposes of this project I'm starting from scratch, and I'm starting where it all began. I'll be playing through the Virtual Console version of Pokémon Red.
I'm going to be documenting this journey in the form of a serial narrative. I hope to upload a short story every week as I progress through Pokémon Red with my created character, Fox, who aspires to be a world renown Pokémon collector and zoologist. In order to make his story more interesting to read, I will also be doing the initial playthrough as a Nuzlocke Challenge that I will detail below. As I handle the writing, my brother will be doing some original art for the series to spice up the adventure. I hope this will make the experience fun and interesting for personal friends and Pokémon fans alike.
The Nuzlocke Challenge
I've been a Pokémon fan since I picked up Pokémon Red in 1998 just before my 18th birthday. Over the years, I have toyed with the idea of building a comprehensive Pokémon zoo of sorts. It's a huge undertaking that grows with every passing generation of Pokémon game that adds more Pokémon to collect. I've started and failed a few times over the years to create a comprehensive collection of Pokémon to carry forward into future generations.
The closest I came was in a Pokémon Emerald run I did in 2008 (roughly). I'm not sure if those creatures are still on a copy of Emerald, or stored in the Ruby/Sapphire Box on some Gamecube memory stick somewhere. I may try to hunt them down in the future, but for the purposes of this project I'm starting from scratch, and I'm starting where it all began. I'll be playing through the Virtual Console version of Pokémon Red.
I'm going to be documenting this journey in the form of a serial narrative. I hope to upload a short story every week as I progress through Pokémon Red with my created character, Fox, who aspires to be a world renown Pokémon collector and zoologist. In order to make his story more interesting to read, I will also be doing the initial playthrough as a Nuzlocke Challenge that I will detail below. As I handle the writing, my brother will be doing some original art for the series to spice up the adventure. I hope this will make the experience fun and interesting for personal friends and Pokémon fans alike.
The Nuzlocke Challenge
- Any Pokémon that faints must be released.
- Only the first Pokémon encountered in each area can be caught. No second chances.
- All Pokémon will have personalized nicknames to make them more endearing.
These are the basic rules of the challenge and speaking retrospectively they really make the early game quite challenging and intense. I've never had more tense encounters in an RPG in my life. In addition to these rules, I have also decided that (for the sake of the narrative) I will not be using a starter Pokémon. The challenge starts for me when Fox catches his first Pokémon on Route 1 and then trades away the Charmander he used to catch it. I've run from all battles before that point and just rushed to a point where you can catch your Pokémon. So Rattata or Pidgey (no spoilers! don't look at the episode title!) will be the first and only Pokémon on my team leaving Route 1.
Addendum: I will not be catching an HM Slave. All HMs will be taught to actual members of the team unless I hit a roadblock. If the path forward requires an HM that I absolutely cannot teach without catching a new Pokémon, then an HM Slave may be caught. If that occurs, that Pokémon will only exclusively be used for the HMs and never for battle, but I will be trying to avoid this at all cost. Having one of four battle moves taken up by an HM adds to the challenge, but I won't accept it as a loss if I get to an impasse due to HM nonsense and am forced to catch an extra Pokémon.
Addendum: I will not be catching an HM Slave. All HMs will be taught to actual members of the team unless I hit a roadblock. If the path forward requires an HM that I absolutely cannot teach without catching a new Pokémon, then an HM Slave may be caught. If that occurs, that Pokémon will only exclusively be used for the HMs and never for battle, but I will be trying to avoid this at all cost. Having one of four battle moves taken up by an HM adds to the challenge, but I won't accept it as a loss if I get to an impasse due to HM nonsense and am forced to catch an extra Pokémon.
- Episode 1 - Tabula Rattata
- Episode 2 - Nibbles & Kiwi
- Episode 3 - The Lone Wolf
- Episode 4 - A Trainer's Resolve
- Episode 5 - Monumental Heartbreak
- Episode 6 - Battle for Boulder Badge
- Episode 7 - The Dread Rocket Raticate
- Episode 8 - The Nugget Bridge Rematch
- Episode 9 - Something Oddish in Cerulean
- Episode 10 - Kanto Underground
- Episode 11 - All Aboard the S.S. Anne!
- Episode 12 - A Tremendous Chop to the Team
- Episode 13 - The Team Surges Forward
- Episode 14 - A Wild Side Quest Appears
- Episode 15 - COMING SOON
Wednesday, 27 March 2019
Welcome To Flights Of Fantasy Books & Games!
Flights of Fantasy is Now a
Pokemon Go Destination!
MTG RAvnica NEWS!
Ravnica Allegiance is a 264 card set. Darkness is coming to Ravnica. A conflict that could tear apart the world itself looms large, and the fragile peace between the guilds is strained to its breaking point. Now, with everything on the line, it`s time to step up, prove your loyalty, and fight for your guild.
BUY-A-BOX
BUY-A-BOX
For MTG trade/buy/store credit please contact Maria or Dave thru the store or availability (excluding Saturday mornings)
If you want cash, you must accept Paypal!
MTG PLAYERS!
We have millions of MTG cards in stock from Alpha thru current set and will be online soon with a TCG E-store at www.tcgplayer.com.
Come on by and check them out!
CHECK OUT OUR EXCITING NEW FEATURE!
Games with James!
Games with James!
Flights of Fantasy's Store Clerk James gives you the low-down on great games available right in the store!
Flights of Fantasy now has signed copies of the following authors' books:
Elizabeth Bear Anne Bishop Ben Bova Peter Brett David Brin Kristen Britain Terry Brooks Lois McMaster Bujold Patricia Bray Chelsea CainBarbara Campbell James Cambias Cinda Williams Chima David Coe Glen Cook Larry Correia Julie Czerneda Charles De Lint David Drake Sarah Beth Durst Ian Esselmont Steven Erikson Charles Gannon Max Gladstone Alex Gordon | Charlaine Harris Eloisa James Les Johnson Sharon Lee & Steve Miller Gregory Maguire L. E. Modesitt Garth Nix John Ringo Pamela Sargent Robert Sawyer Alex Shvartsman Rik Spoor Kristine Smith Allen Steele Charles Vess Jo Walton David Weber Chelsea Quinn Yarbro George Zebrowski |
Check out our web store of collectibles here. To waive shipping, email us at fof.net@gmail.com, then visit the store to pay for and pick up your item!
Find us on www.tcgplayer.com with our online store
Search Sellers : FlightsOfFantasy or: https://shop.tcgplayer.com/sellerfeedback/13dc220f
We are located at 381 Sand Creek Road, Albany, NY 12205.
Find us on Google Maps!
And check out our weekly gaming events!
Tuesday, 26 March 2019
Spam Blog Comments!
For some reason, one of my recent blog posts (not even a good one, really) has garnered quite a lot of attention lately, but not in a good way.
Since 11/22, there have been 301 spam blog comments on that post (and none on any other post)! That's THREE HUNDRED AND ONE spam comments AND COUNTING -- I have no idea when they will let up.
Fortunately (?), I have comment moderation turned on, so these comments aren't actually being published on that post. However, it means I get about 60 emails a day from the system telling me that some robot has left me a comment.
Amusingly, the vast majority of the spam is highly complimentary, telling me how great my post is, how nice my site looks, or how much I seem to know what I'm talking about on the topic. Then every once in a while there's a negative one, telling me they USED to find useful info n my blog, or saying
I've gotten many spam comments like this before, often in small bursts, and often on old, irrelevant posts. This is the first time I've gotten such a deluge, and all on the same post. To be honest, I don't really understand the goal of these robo-comments. I guess the point is to trick me into whitelisting the sender, who might then lie in wait for a few weeks before suddenly posting more comments with spam links? I recall spambots doing something similar when I ran the Board Game Designers Forum -- they would create an account, lie dormant for 2 or 3 weeks, then suddenly make a handful of spam posts (before promptly getting banned by me).
It sucks that spam is even a thing, really. It sucks to get spam blog comments, spam emails, and even physical spam in the mail. But what sucks the most is the thought that if they're doing it, it must work. The whole point of spam is that you cast a bazillion hooks, and you only need to catch 1 fish to make it worthwhile.
If only the entire population would just not click, then maybe over time the phenomenon would fade away. But with how easy and inexpensive virtual spam is to produce and send, I think we'll be stuck with it forever. Though I do still wonder how physical spam is really worth the actual cost of printing and sending out all of that mail...
Since 11/22, there have been 301 spam blog comments on that post (and none on any other post)! That's THREE HUNDRED AND ONE spam comments AND COUNTING -- I have no idea when they will let up.
Fortunately (?), I have comment moderation turned on, so these comments aren't actually being published on that post. However, it means I get about 60 emails a day from the system telling me that some robot has left me a comment.
Amusingly, the vast majority of the spam is highly complimentary, telling me how great my post is, how nice my site looks, or how much I seem to know what I'm talking about on the topic. Then every once in a while there's a negative one, telling me they USED to find useful info n my blog, or saying
"Next time I read a blog, Hopefully it does not disappoint me just as much as this one... I actually thought you'd have something interesting to say. All I hear is a bunch of whining about something that you can fix if you weren't too busy looking for attention."It's easy to tell when a comment is from a robot. They're all completely generic, never referring to any specific content. The formatting is often wonky, with double periods after a sentence, or random line breaks. They use words like "weblog," and they're always posted by "Anonymous." But none of these spam comments have any links to other sites, or advertisements for watches, drugs, or gambling.
I've gotten many spam comments like this before, often in small bursts, and often on old, irrelevant posts. This is the first time I've gotten such a deluge, and all on the same post. To be honest, I don't really understand the goal of these robo-comments. I guess the point is to trick me into whitelisting the sender, who might then lie in wait for a few weeks before suddenly posting more comments with spam links? I recall spambots doing something similar when I ran the Board Game Designers Forum -- they would create an account, lie dormant for 2 or 3 weeks, then suddenly make a handful of spam posts (before promptly getting banned by me).
It sucks that spam is even a thing, really. It sucks to get spam blog comments, spam emails, and even physical spam in the mail. But what sucks the most is the thought that if they're doing it, it must work. The whole point of spam is that you cast a bazillion hooks, and you only need to catch 1 fish to make it worthwhile.
If only the entire population would just not click, then maybe over time the phenomenon would fade away. But with how easy and inexpensive virtual spam is to produce and send, I think we'll be stuck with it forever. Though I do still wonder how physical spam is really worth the actual cost of printing and sending out all of that mail...
TL;DR
If you leave me a legitimate blog comment, please make sure you're logged in, because if it comes from "Anonymous" then it's probably going straight into the spam bin with the hundreds of other robo-comments!Oceanhorn 2, Unreal And Beyond
The reveal of Oceanhorn 2's development got an amazing reception from all of you back in August. Thank you so much!
It has been five months now and we have been very busy working on the game, to fulfill our dream project one asset and feature at a time. Unfortunately, we haven't had time to give you guys any updates. Let's remedy that right here, right now!
Over the years, we have learned that making a video game is a huge undertaking. For Oceanhorn 1 we did everything from ground up, from using a proprietary game engine, designing and developing our own full featured level editor to a highly laborious porting and upgrading work that had to be done for other platforms.
When we were dreaming up what Oceanhorn 2 should be like, we knew that we would have to do everything from ground up yet again if we would continue using our own tools. To meet the high expectations of the video game audience on mobile, high-end PCs and consoles, we decided to start developing Oceanhorn 2 on Unreal Engine 4.
Unreal Engine is a game engine that has proven itself in hundreds of big titles over the past 20 years. Its graphical capabilities and level editing tools are the best the industry has to offer. We have the artistic freedom, and to ensure we can achieve what we set out to do, Epic allows us developers to access the engine source code. With Unreal Engine 4, we basically have hundreds of man years of video game development backing us up, and delivering our uncompromised dream is still going to be in our own hands in the end!
This project has introduced a lot of new and exciting things for us, from new ways of thinking to new tools and workflows. As an artist, I had to learn everything about physically based rendering. It provides an intuitive way to express the realistic properties of the materials for the renderer. It is a relatively new way to get realistic looking materials for a modern game engine that handles realistic lighting.
Our game has an artistically stylized look, but even our style benefits from the physically based rendering. Pixar animations have used it for years, but these days we can render it in realtime, even on mobile.
When setting up the renderer and materials, we wanted to make sure everything will work on both PC and mobile. Minor differences can be seen in some of the screen space effects, as all of them are not yet feasible on mobile hardware. We started optimizing the project for the mobile right from the beginning, and when we started to test out our game on actual mobile hardware, our efforts paid off.
In our previous announcement blog post we shed light on some of the new gameplay aspects featured in Oceanhorn 2. These were just a few examples of the features that will make Oceanhorn 2 truly special. We will be sharing more exciting news with you in the upcoming months.
There is a certain unrevealed element in the game that makes Oceanhorn 2 different when compared to other games in the same genre. We have been experimenting with this element right from the beginning, and we are starting to see the impact it has on Oceanhorn 2.
When developing new and exciting elements to the game, our main goal is always to improve the player's experience and reinforce his or her emotional investment to the the world and story. We also aim to enrich the aspects that people loved in the original game, such as exploration.
In many ways, experimenting with features is one of the perks of being an indie company. If we come up with the best thing ever for an action RPG at any given time, we can go ahead and add it to the game.
In our day to day development, we have reached a point where we can produce game content fast. More cutscenes and levels are being added to the game every week and the quests are starting to shape up. Still, we have a long road ahead of us to finish this game and I hope Oceanhorn fans can wait patiently.
We have received lots of questions about the platforms which Oceanhorn 2 will be released on. We can't confirm all of the platforms yet. What we can say is that Oceanhorn: Monster of Uncharted Seas sold over 1 million copies on all platforms combined, but let's remember it started out as an amazing iOS adventure game.
Oceanhorn 2 will definitely come out on iOS.
It has been five months now and we have been very busy working on the game, to fulfill our dream project one asset and feature at a time. Unfortunately, we haven't had time to give you guys any updates. Let's remedy that right here, right now!
Oceanhorn 2 looks stunning on mobile |
Weighing our options
Over the years, we have learned that making a video game is a huge undertaking. For Oceanhorn 1 we did everything from ground up, from using a proprietary game engine, designing and developing our own full featured level editor to a highly laborious porting and upgrading work that had to be done for other platforms.
When we were dreaming up what Oceanhorn 2 should be like, we knew that we would have to do everything from ground up yet again if we would continue using our own tools. To meet the high expectations of the video game audience on mobile, high-end PCs and consoles, we decided to start developing Oceanhorn 2 on Unreal Engine 4.
New perspective takes you in the center of the action |
Powered by Unreal Engine 4
Unreal Engine is a game engine that has proven itself in hundreds of big titles over the past 20 years. Its graphical capabilities and level editing tools are the best the industry has to offer. We have the artistic freedom, and to ensure we can achieve what we set out to do, Epic allows us developers to access the engine source code. With Unreal Engine 4, we basically have hundreds of man years of video game development backing us up, and delivering our uncompromised dream is still going to be in our own hands in the end!
"With Unreal Engine 4, we have hundreds of man years of video game development backing us up"
This project has introduced a lot of new and exciting things for us, from new ways of thinking to new tools and workflows. As an artist, I had to learn everything about physically based rendering. It provides an intuitive way to express the realistic properties of the materials for the renderer. It is a relatively new way to get realistic looking materials for a modern game engine that handles realistic lighting.
Our game has an artistically stylized look, but even our style benefits from the physically based rendering. Pixar animations have used it for years, but these days we can render it in realtime, even on mobile.
Good things come to those who wait |
When setting up the renderer and materials, we wanted to make sure everything will work on both PC and mobile. Minor differences can be seen in some of the screen space effects, as all of them are not yet feasible on mobile hardware. We started optimizing the project for the mobile right from the beginning, and when we started to test out our game on actual mobile hardware, our efforts paid off.
The development and discovery
In our previous announcement blog post we shed light on some of the new gameplay aspects featured in Oceanhorn 2. These were just a few examples of the features that will make Oceanhorn 2 truly special. We will be sharing more exciting news with you in the upcoming months.
A knight's weapon Caster in action |
There is a certain unrevealed element in the game that makes Oceanhorn 2 different when compared to other games in the same genre. We have been experimenting with this element right from the beginning, and we are starting to see the impact it has on Oceanhorn 2.
When developing new and exciting elements to the game, our main goal is always to improve the player's experience and reinforce his or her emotional investment to the the world and story. We also aim to enrich the aspects that people loved in the original game, such as exploration.
In many ways, experimenting with features is one of the perks of being an indie company. If we come up with the best thing ever for an action RPG at any given time, we can go ahead and add it to the game.
Mobile graphics of 2017! |
In our day to day development, we have reached a point where we can produce game content fast. More cutscenes and levels are being added to the game every week and the quests are starting to shape up. Still, we have a long road ahead of us to finish this game and I hope Oceanhorn fans can wait patiently.
We have received lots of questions about the platforms which Oceanhorn 2 will be released on. We can't confirm all of the platforms yet. What we can say is that Oceanhorn: Monster of Uncharted Seas sold over 1 million copies on all platforms combined, but let's remember it started out as an amazing iOS adventure game.
Oceanhorn 2 will definitely come out on iOS.
Saturday, 23 March 2019
ouo.io - Make short links and earn the biggest money
Shrink and Share
Signup for an account in just 2 minutes. Once you've completed your registration just start creating short URLs and sharing the links with your family and friends.
You'll be paid for any views outside of your account.
Save you time and effort
Subscribe to:
Posts (Atom)