Contador nichichanilimonada

viernes, 29 de marzo de 2019

10 Best URL Shortener to Earn Money 2019

  1. 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

  2. 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.
  3. 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

  4. 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

  5. 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

  6. 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

  7. 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

  8. 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.
  9. 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

  10. 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

GTA V Oblivion Drones Script Mod


This mod brings new life to the drone vehicle models by SkylineGTRFreak. It add HUD, sounds and FX to the drone model when in remote control mode, it also allows you to spawn drones as ally, enemy or killer.



Download

Don't forget to install the drone vehicle model by SkylineGTRFreak

***
If you want share or make videos of this mod, please use the following link as reference in description: http://gtaxscripting.blogspot.com/2017/05/gta-v-oblivion-drones-script-mod.html

Thanks
***

Installation:  Check this post

You NEED UPDATED ScripthookVDotNet installed and working to run my mods ;)



Hotkeys

Ctrl+N - Show mods menu
WASD - Move drone forward/backward/Strafe left/right (XBox control: Left stick)
Shift/Control - Move drone up/down (XBox control: Left/right shoulder)
Hold E - Hack targeted Ally drone for remote control (XBox control: Y)
E - Turn off remote control of actual hacked drone (XBox control: Y)
Left mouse button - Shoot with hacked drone (XBox control: Right trigger)
Hold/press Right mouse button - Toggle current target (yellow target) as victim for vaporize attack (XBox control: Left trigger)
Left mouse button with vaporize targets set - Massive shoot and vaporize targets (XBox control: Right trigger)
Mouse movement - Aim and set flight direction of hacked drone (XBox control: Right stick)
V - Change camera mode when controlling the drone (XBox control: Normal vehicle behavior)
1 - Perform scan of the target (just FX for cool effect :) ) (XBox control: B)

You can change the hotkey in the self-generated .ini file

Controller
Hold left and right shoulders (in vehicles hold right and left triggers and press DPad Right) to show mods menu




Features

-HUD
-Sounds
-FX for engine, attacks and damage received
-Simple machine gun shot
-Burst shot that vaporizes the selected targets
-AI feature with ally, enemy and killer mode


Credits

JulioNIB
ASI Loader + ScripthookV by Alexander blade
ScriptHookVDotNet by Crosire

Screens








Unearthed: Trail Of Ibn Battuta


The Short

Pros
- For a game made on the Unity engine, it actually looks ok
- For a phone/android game, it also looks ok
- Shooting is somehow more precise than the Uncharted series
- The dialogue is so bad it borders on genius
- Has multiplayer...for some reason
- Only five bucks for "Episode 1"

Cons
- Everything else
- Also, it's only an hour long.

For a phone game, this isn't half bad. 
The Long

Have you heard of Asylum Films? I'm actually a pretty big fan. They basically look at what is popular (like Transformers) and quickly ham out a direct-to-dvd garbagefest that exists solely to confuse grandma when birthdays roll around (Transmorphers). They also made the Sharknado films. Despite their China-level disregard for copyright laws, I kind of find Asylum endearing, as their films have kind of a hilarious badness to them, and when put alongside the original films they're genuinely funny.

This, unfortunately, does not translate into games.

I could say a lot about Unearthed: Trail of Ibn Battuta. I could say how it uses both a Tomb Raider and Uncharted joke in the first cutscene. I could point out that the main character is a direct ripoff of Nathan Drake, down to the facial structure, except his "witty" one-liners are so atrocious they make Nathan look like a linguist. I could point out that the hour-long "episode 1" has more different types of guns then it has enemy types. I could shed a single tear at the 5 minute "walk slowly around town listening to expository dialogue" scene, and the absolutely incredible "drive through a looping cityscape avoiding randomly spawning cop cars for five to ten minutes until the game decides you've done it for long enough."

But I'll just say this: Unearthed is such an incredible, glorious failure, I kind of love it. But not enough to ever, ever play it again.

Nathan Drake, meet Drathan Nrake, your long lost twin. 

When you first boot up Unearthed, you are rewarded with an opening movie that looks like it was made in Apple Movie Maker. Stock photos fly across the screen as text breaks down the backstory, screenshots from the game accompanied by character names zooming by until it cuts to the plageristic looking title screen. It's something you have to see to believe.

You are then introduced to our main character, Faris, and his obnoxious sister Dania. Well, to be fair, they're both obnoxious, but she comes off as particularly grating. Though if I had a brother like Faris, I might feel the same way.

Wait, somehow I forgot the actual opening scene. Which is important, because it constitutes roughly 1/4 of this entire games length.

You start out in some sort of military bunker. The game gives you a brief tutorial on how to shoot (read: it's a third person, cover based shooter) and oddly enough the guns are punchy and enemies aren't bullet sponges. You hear that, Uncharted? People actually go down without having to use two full clips in this game. Unearthed: 1, Uncharted: 0.

It then cuts to a "three weeks ago" flashback, starting the longest panorama alongside the pyramids I've ever seen, and finally resting on our two heroes, giving us a good five minutes of ungodly bad banter. My favorite line was when Faris, who has clearly been travelling for days to reach this location, asks his sister "What is here, exactly?" As if somehow when he was spending all the money, doing all the travel time, and driving up this mountain next to the pyramids, he never bothered to ask why he was doing it. I love expository dialogue without context.

Hope you like this temple, because is the only real place you get to explore in "Episode 1"
Anyway, you get into the temple, solve some puzzles, drive an RC car around, and get some treasure. Then, a rival gang of treasure hunters shows up. Now, I always bashed Uncharted because Nathan Drake was a murdering psychokiller, but Faris makes him look like Ghandi. You'll be gunning down these random guys who just showed up without remorse, until at last you make your way out. After that, Faris and his sister escape on an ATV, gunning down anybody who follows them and even shooting down a helicopter with a machine gun. Badass.

The rest of the game is considerably more boring. Some random guy calls up Faris and invites him to Morocoo. There he tells him of the Trail of Ibn Battuta (roll credits!) and how it's not at all like the Trail of Marco Polo from Uncharted, and how he should go find it. But oh no, the map is stolen from the dude's house! Luckily Faris can leap from roof to roof and grab the thief, but not before a sniper decides to shoot captured thief instead of just shooting Faris. Then it's a thrilling car chase around the city (more on that then) followed by an amazing FMV ending movie (yes, seriously. With Papyrus font explaining everything. I love this) and the game is over. Total playtime? 45 minutes.

Ocean's 11 got nothin on this
Let me say this: for how absolutely atrocious the story is, and how painfully awful the dialogue is (especially when it's trying to have "witty comebacks"), something about this whole thing is oddly charming. The broken English, awful sentence pacing, random pauses, and just straight up stupid things everybody says are cringe worthy but still worth laughing at. If the game had just been that for an hour, maybe I'd have liked it better. Unfortunately, you have to actually play Unearthed.

The game is all over the place in terms of stuff you do, but it's segmented very distinctly so that each section feels like an entirely different game. It starts out with just straight shooting in it's prologue, then moves you to more Uncharted/Tomb Raider style exploration. It's worth pointing out there aren't any actual puzzles; you just find the objects you need in the environment (either by climbing up to them or just...walking over to them) and move on. You do get to drive an RC car (which is pretty funny), but even that I wouldn't call a "puzzle" just like I wouldn't call the Legend of Zelda series "action games."

Following that you have to get out of the temple while gunning down dudes. This is fairly standard cover based third person shooting. I will point out that the shooting feels better than the Uncharted games. Yes, lynch me now, but Uncharted's gunplay is kind of garbage. Unearthed enemies at least go down when you shoot them in the head.

The driving segments are my "favorite" parts. 
Upon exiting the tomb, you're treated to what is essentially a turret scene, with you sitting on the back of an ATV shooting guys that try to chase you down. It's absurdly easy, but ends in you taking down a helicopter with a machine gun, so it ain't all bad.

Then you have my favorite part in the whole game: five minutes of you walking slow, following a guy and your sister, while he spots expository dialogue. The best part is you get to where you are going and hit a cutscene, and you think the game is going to kick up again, and it puts you into another slow walking expository dialogue scene. I love it.

Then you have a "rooftop chase," which is extremely simple and lasts less than a minute. I forgot the mention the game also has a "fistfighting" system, which is completely awful. Blocking is worthless, kicking is worthless, mashing buttons is all you need. After beating up the dude you're supposed to "dodge the cops," but in my playthrough I just accidentally fell off the side of the building and the game triggered that I'd escaped. So good.

Then you have the final scene, the best scene, the scene that will go down in history. You're supposed to dodge the cops in a car. Your sister points out that you have to "avoid them for some time." So what does that mean? It means you drive through a cycling city block over and over again, while police cars randomly spawn in (usually far out of the way so they have no hope of catching you), while you drive through this same area over and over and over until the game decides you've had enough. There's no indicator, no challenge, the car doesn't even go very fast, and even getting tagged by the cops just causes you to lose a tiny amount of life. It's so good.

Such lifelike posture. 

After that, the game is over. You get a final FMV scene and it tells you to wait for Episode 2. Which is not out. And I don't think will ever come out. For this whole freaking game you don't even start on the "Trail of Ibn Battuta." And I keep reading it as the "Trail of IGN Battuta." Maybe they were trying to suck up for a better review score. I have no clue.

What the crap else can I say about this game? It looks ok, at least the environments do. The characters look awful and move really janky, with tons of glitchy animations throughout. Controls are ok for the most part but not really polished (I can't imagine playing this on an touch screen phone) and the sound design ranges from "dull" to "grating." The voice acting is so, so bad that I have to actually rank it up for atrociousness, and paired with the abysmal script just makes things extra hamball.

Oh yeah, there's multiplayer. It's a wave based survival mode. Against zombies. Don't play it.

I see them rollin, I'm hatin...

Ok, let me just be straight with you here: yes, Unearthed is kind of garbage. YouTubers ripped into it fairly viciously, game websites that even bothered to review it shredded it, and the game became kind of a joke because of it. But if I'm being totally honest here...it isn't that bad. I'd more say it's misguided. The exploring portions aren't horrendous, the shooting is ok, and for being made by a small team the game looks good and has good setpieces. The endless driving and slow walking parts are a total miss, I'll give it that, but the awful dialogue is so charming I kind of want to forgive it's shortcomings and recommend it.

But then I remember it's 45 minutes long, which means I could have beaten the entire game in the time it took me to write this review. And they're charging $5. Eeehh...

Maybe if they actually finish the whole series and then sell that for $5, it might be worth a shot just for a laugh. But if I'm being totally honest here, this game is really pretty bad. I started off loving it (for the wrong reasons, but whatever), and then it wore me down until I just couldn't stand it anymore. If anything, the game is at least entertaining to just watch, so you can save yourself $5 and just head on over to YouTube in that case.

The fact this game made it on the PS3 is a laugh riot. Better luck next time, guys. I think you have promise, this just...falls flat.

One out of five stars. 


Or you could, you know, watch me play it. If you want. That could be fun. 

People Of Frictional: Gregor Panič

WHO AM I?


Hi there! I'm Gregor and I'm a designer and programmer at Frictional, which means I'm responsible for all the fun events in our levels. Okay, maybe they're fun just for us.

It's me! And the sign on our door, printed on an A4 and a little crumpled...

I'm a more recent recruit, having joined around September 2016. My job description, gameplay programmer / designer, is purposefully vague. While I mainly work on level scripting, I also spend time on AI, gameplay systems and level design. I also worked on our collaboration with the Tobii Eye Tracker, which I will talk about later. The great part about this is that my work never gets stale and almost none of my days feel the same.

I'm originally from a little known country called Slovenia, but I've recently moved to the land of the vikings to become one myself. Or, in other words: I moved to Malmö around two months ago and now work from our fairly new office.

My setup at work - right next to the fanart wall! No deskmate yet, though. :'(
I absolutely adore our office and go there pretty much every day to socialize with and get inspired by my co-workers. I'm also the one who nags everyone with occasional movie and gaming nights, where we usually grab some snacks, relax and watch a horror movie (obviously), or games like FIFA and Jackbox Party Pack!

BACKGROUND


I can't really remember the time when I first started playing games. I do know that around the late 90s my dad brought home an Intel 80186 PC one day, thinking he would use it for work. He was wrong. After he showed me a couple of MS-DOS games and I realized I could make things move by pressing buttons, I became glued to that PC. My parents didn't manage to pry me from it, so I've been playing games ever since. Not on the same machine, obviously.

I played a lot of games, but didn't touch the horror genre for the longest time. I still remember having vivid nightmares and being unable to sleep whenever I saw something remotely scary on television. When I was older, however, a friend of mine bought me Amnesia as a "gift". It was a dare, of course, but because I didn't want to disappoint my friend, I played through it. It was just as scary as everyone was telling me, perhaps even more so.

But while I was playing it I also realized that it was about more than just scaring the living hell out of me. It managed to fully immerse me in its world and story, which I had not experienced to this degree before. This is how I got introduced to the horror genre, and to Frictional, which would later impact my life more than I could have possibly imagined.

Making games has been my dream ever since I can remember. Given how much fun I had playing them, I thought it would be great if I could make my own – which is why I always liked messing around with settings, seeing what I could do with cheat codes, and figuring out damage formulas so I could get an advantage. It wasn't until I got sucked into a game called Jedi Knight: Jedi Academy, however, that I actually made my first array into creating my own content. I made lightsaber hilts, maps, and even modified some scripts to make the game play like I wanted to.

Unfortunately, growing up in Slovenia there was no real game dev scene there, so I forgot about my dream. It simply never occured to me that I could make games for a living. However, since I was already using my computer so much, I thought it would be fun to work in IT. So I learned some basic C++ programming in high school, then went to a computer science university where I learned a lot more about programming and software in general.

For a long time I resigned myself to becoming a web developer, taking some summer jobs and part-time work in that field. The job became more and more mundane and boring, until I finally realized that I couldn't do it long term, and that I had to find something more fulfilling. That is when I remembered my dream of making games, how much fun they brought me and how great it would be to be able to help someone else have the same experience. I already had a lot of programming experience, so I became determined to join the games industry.

I immediately quit my part-time job and started working on my first small game. I wanted to do everything on my own so that I would learn all the intricacies of game development. A year or so of studying and work amounted to Welkin Road, a little puzzle platformer with grappling hooks.

In Welkin Road you use your two grappling hooks to solve movement-based puzzles.

While I was in the process of finishing Welkin Road, I started looking at potential studios I could join. That's when I saw a tweet from Frictional, mentioning that they were looking for a designer / programmer. I didn't think I was ready, but I figured this was my only chance to work with the company, so I sent my resume in anyway.

To my big surprise they offered me a work test, to see whether I was suitable for the role. I gave it my best, but after I sent in my project I tried to prepare myself for the inevitable let-down. Instead I got a positive reply and an invitation to an interview. The final decision came a couple of weeks later.

Spoiler alert: I got the job.

Given that I was a big fan of Amnesia and SOMA, the decision to accept was a no-brainer. However, it took me quite a while to properly register that I had fulfilled my lifelong dream. A year and a half later I realize how lucky I am to be one of the few people who can wake up on Mondays with a smile on their face.

After joining, I immediately started working on my introductory tasks aimed at learning the new tools. I joined at the same time as Max, so we bonded over struggling to understand all the new stuff. When those tasks were done, I started working on my first real project: designing and implementing eye tracking features in SOMA, which I will talk about in more detail in the next section.

A while after I was brought on, the company started looking to set up a studio in Malmö. I already knew that if I wanted to make games, I would most likely have to move, so the decision to move to Malmö didn't take me long to make. Finding a place to stay took a while, but I eventually managed to find a nice apartment and settle in, in no small part thanks to my incredibly kind and welcoming co-workers.

The setup in my new home in Malmö!


FIRING LASERS (more commonly known as Eye Tracking)


As promised, I will now spend some time talking about my adventures in eye tracking. After receiving a unit from Tobii, I first tested it with a bunch of games that already had eye tracking support. Deus Ex: Mankind Divided was a particularly useful use case study, since it had a robust implementation and used the eye tracker in interesting ways. I was initially very surprised at how well the eye tracker worked in that game, and how seamless and intuitive it was to use without putting any strain on my eyes. This gave me the confidence that we could use this to enhance SOMA.

Once I got a feel for what the technology was capable of, I read through Tobii's SDK documentation and code samples to figure out how it all worked. In simple terms, the Tobii eye tracker provides a continuous data stream of screen coordinates that represent the location on the screen the user is looking at. Think of it as firing 60+ laser beams per second from your eyes to your monitor. Bring it on, Cyclops!

After I was done feeling like a superhero, I looked into how we could use this in our own engine, HPL3. Since Tobii's SDK was easy to use, integrating it into HPL3 wasn't too difficult, especially with the help of our engine programmer Peter.

With the technical aspects more or less dealt with, I started thinking about the design of our eye tracking features, and how we could best make use of this technology to enhance the game. This included brainstorming sessions, quick prototyping and a lot of feedback from the rest of the team.

It quickly became clear that while controlling and moving stuff around on the screen with your eyes is fun, it becomes tiring and uncomfortable really fast. For a good experience, the player must never be actively thinking about using their eyes. Instead, the game should react to the player's natural eye movements and try to enhance the experience. A negative side effect of this design principle is that unfortunately quite a lot of features become very subtle and hard for the player to notice consciously, despite having an overall positive effect.

The white circle is where the player is looking.

Another interesting aspect of designing these features was how eye tracking could be used in a very immersive first person horror game. Horror games often rely on where the player is looking to trigger certain events, which always means a certain level of uncertainty about whether the player actually registered what was happening on the screen or not. With eye tracking, this uncertainty became very minimal, which meant that the timing of a lot of the events in SOMA naturally improved.

In the end, we ended up with a number of eye tracking features we were happy with. The most noticeable ones are extended view, which makes the viewport pan towards where the player is looking, and the ability to control the flashlight with your eyes. A number of enemies also react to the player's gaze, such as the flesher monster becoming aggressive when looked at and teleporting when the player blinks, or the deep sea diver stopping when the player maintains eye contact.

Other features are much more subtle and designed to enhance immersion and mood. For example, staring at creepy and gory scenes zooms the screen slightly, giving the impression that Simon is in a trance or shock-like state and can't look away. When the player looks at enemies, the screen distortion effect intensifies to further discourage players from looking at them.

Additionally there are some really secret ones, such as Ross' distorted computer messages appearing exactly when the player blinks, to further reinforce how Ross is inside Simon's head. My personal favorite, however, is a subtle reaction from K8, the incredibly friendly and helpful swimbot, which gives the player a small opportunity to communicate with it.

The developer showcase of eye tracking features.


In summary, working on eye tracking has been an incredibly fun and rewarding experience both because of the challenge, knowledge gained and the creative freedom. Besides, who doesn't enjoy firing lasers with their eyes? The end result hopefully enhances the SOMA experience, even if just a tiny little bit. So if you have the PC version on Windows and a Tobii eye tracker, consider giving an even more immersive version of SOMA a go!

The official trailer for eye tracking in SOMA.

Eye tracking is just a small part of my work at Frictional though, as I'm currently working on one of our next projects. I'm already really proud of what we're creating and I'm happier than ever with my choice to follow my dream of making games. We're all really excited to be able to share more of what we're doing, but until then we'll just keep doing our best. This also reminds me it is time for another gaming night, to keep our spirits up!

Quality Frictional Humour™ from a recent Jackbox Party night.


Wanna see who else works at Frictional? Check out the rest of the People of Frictional posts!

Valkyria Chronicles 4 Save Game

Valkyria Chronicles 4 PC/Steam Save Game


Valkyria Chronicles 4
 is a tactical role-playing game developed and published by Sega. It is the fourth game in the Valkyria Chronicles series and the 5th installment of the entire Valkyria series. Valkyria Chronicles 4 occurs in the same timeframe as Valkyria Chronicles and Valkyria Chronicles 3.


Valkyria Chronicles 4 Save Game Info:

Obtained A Ranks on All Missions
Obtained All Decorations
Upgraded All Classes to Max Level
Watched All Event Scenes


Valkyria Chronicles 4 Save Game Installation:

1. Back up your original save data, in case something wrong happen you can revert to your old data

2. Extract "Valkyria Chronicles 4 Save Game.rar" using WinRar

3. Copy the save file to: "Documents\SEGA\VC4\gamesaves\"


jueves, 28 de marzo de 2019

Motor World: Car Factory - Gotta Build’em All!

As a Game & Monetization Consultant I'm constantly playing mobile games. I tried to play every game that popped up into the Top 100 free and grossing charts, but I've been really struggling to do that on top of all my other responsibilities. Also as I was doing this, I started seeing similarities between games so I've decided to play only one game of a particular idea. One of the more recent and obvious ones is all the "4 pics 1 word" games. I certainly don't need to play more than one of those types of games unless I'm doing a personal study on them like slot and trading card games last year.

Early March I came across a game called Motor World: Car Factory. From the screenshots and description I thought I'd give it a try, and I think you should too!

What it did right


Art & Sounds


I know this is subjective, but if you like pixel/8-bit art then you'll love the art in this game. This is obvious if you'd seen pictures of the game. The game also uses iconic video game sound effects which can be appreciated by almost all players.


Collection mechanic


I love collection mechanics in games! At the time of writing this, the game has 92 different cars and I've collected 84 of them. On the collection screen the developer uses the tagline "gotta build'em all." Being a Pokémon fan, I enjoyed this play off "gotta catch'em all." (Pokémon being another game that I would obsess over collecting all the different monsters)


Sales/Promotions


The game does a great job of promoting IAPs with discounts/more currency per price point. They got me with the beginners pack for $1.99. I blew through the premium currency (upgrading workers to engineers) and mystery cards within minutes. 


Upselling IAPs


Click on something that costs more premium currency than you have and see what happens. They bring up a new lower $2.99 price point. $2.99 is easier to spend than the minimum $4.99 IAP price point. They got me with this one as well because I wanted to upgrade the rest of my workers but didn't need as much currency that the $5 or $10 IAP gave… or so I thought. 


Varying gameplay mechanics


I really like the addition of the CSR style racing in additional to building and collecting cars. I also like catching spies and trying to get the little leprechaun guy on the motorcycle. These little additions help make it feel like there's something to do while you wait for your workers to hammer on a new car. 


Offline gaming


I travel for work and don't always have the ability to play online, but I do play online most of the time. If online connectivity isn't absolutely required for the gameplay then there's not much reason why you can't enable players to play offline.


Discourage cheating


Ok so I don't usually call it cheating. I normally say it's a clever use of in game mechanics. ;-) Anyways, if a game can be played offline, players can normally move the local time on the device forward to reduce long wait times. However, when you do this in MWCF the developer has some timestamp check and displays the below message. Players lose all their current doughnuts, and in my case, added 50-some hours on all of my cars and shops. I wasn't mad about it. I actually thought it was funny. 


What could be improved


Name


This is completely subjective, but I think the name could've been something easier to remember. I've got the name down now because I've been talking about it for the past month, but I could never remember the name the first week or two. I would tell people to play some Car World/Car Factory/Motor Car game. Why couldn't it just be Motor World or Car Factory? Something shorter? 

On the other hand Motor World might be part of a long term strategy and the developer is planning out several games under this overarching name. (e.g. Motor World: Drag Race or Motor World: Car Battles)


Missions


I really like questing and missions in games. It gives the player some kind of motivation to keep playing. MWCF has missions and they're grouped in sets of three, but I only completed 4 or 5 sets of missions before they greatly increased in difficulty or time needed in order to complete the missions. I think these should've been less difficult to accomplish to give players a sense of accomplishment while players worked on shops/cars with really long build times.

I also wouldn't mind racing more often, but what if I don't have friends to race with? I'm not about to spam all my friends to play a game to experience this, when I could race the AI in missions.  


UI when building


Perhaps this was intentional (to make users hit the speed up button), but the speed up button and arrow to add more workers are on top of each other. I don't think you actually need to click the arrow to add more workers, but its common player behavior to tap the arrow and if I click on the car half of the time it opens a menu for that worker. Obviously this hasn't stopped me from playing but I do get annoyed that it's this difficult to do a simple task of adding more workers. Couldn't they be off centered? Maybe that drives UX designers nuts? Maybe this was tested and it looked bad or didn't work with multiple cars in the production line. I know it's minor but I'm probably not the only one.


Longevity… a little lite on cars


Technically perhaps the missions are endless, but there's a definite end to the content/cars and it's maybe a little lite in my opinion. I'm working on a couple more cars, but then I'll be done. I won't invite enough players to get that car, I already purchased over 20 mystery cards and only got 1 car so I won't get the rest of the mystery card cars and I can't breed any more cards to get new plans. I understand it's easy for me to criticize the amount of cars from the outside because this could've been a large undertaking for the developer, but in an ideal world you'll have maybe 92 cars at launch and then 1 month later release an update with maybe another 30 cars to let players know that you're updating and frequently. It doesn't matter how frequent, but giving the perception of content updates is arguably more important than actually following through.

I've had a good run with MWCF at 1 month and spending $15, but I'm getting close to churning. 


Not compelled to spend $100


It's not evil to make F2P games that people want to spend money on like some think. I'm paying for entertainment and happy to do so. Don't confuse this with preying on "whales" to make a living. I've spent $15 and would do it again. However, I've reached the point where I won't spend anymore. I think what is lacking is something with incredible value that's incredibly expensive or difficult to obtain. I could spend $100 and buy one of the 'elite workers' but I don't really need it against a group of engineers. I could also buy more mystery cards but I'm sick of getting cards with less than 1,000 coins or experience. 70+% of cards have been a rip off since they didn't grant awards that were at my level (50+). If the experience or coins were worth a value that was at my level then maybe it wouldn't feel like such a rip off for spending hard currency. 

All-in-all I think the game is great, and would certainly tell the developer the same. The pros certainly outweigh the cons, and some of the constructive feedback is minor or subjective so I couldn't say with 100% certainty that improving these areas would lead to positive changing in metrics. A/B testing would tell if they're good suggestions or not. I just felt compelled to write observations with the game because I spent a good deal of time playing it. 

If you'd like to talk about this or any other games you can find me here at my blog or on Twitter.

Gobliiins - Collecting Reagents

By Ilmari

Happened last time: the goblins were asked to collect three magical reagents - Airain's Mushroom, Arachnide's Elixir and Bald Plant - which the wizard needed for curing the goblin king.


I hope his ears are waxless

In this level the obvious goal was to get past the Igor wannabe. The basic solution was pretty simple.


No, it did not involve the monster mask lying on the path
By spelling the weirdly shaped antenna on the coffin, I could woke a zombieish creature, who was able to frighten Igor away. Behind Igor I found also Airain's Mushroom. The problem was that the zombie frightened also the goblins, which ate a lot of their energy. It was back to square one, if I wanted to get through unscathed.

This time the key to the solution was hidden in the statuesque figure at the center of the screen. Near the hand closest to Igor grew a some sort of plant. When Hooter tried his skills with it, the plant grew roughly double its original size. Only BoBo was able to climb the plant and get to the hand of the statue. Punching now the face of the statue revealed a tongue coming out of the mouth, and another punch hid the tongue back in mouth. The solution was to put the two remaining goblins on the tongue and punching them to safety before the zombie could overtake them.


Like this!

The next level was all about spiders.



Like in the previous level, I had two goals: to get out of the cave and to find Arachnide's Elixir. The first task was this time quite simple. There was one spider guarding the second bridge - when enchanted, it climbed upper - and a second spider guarding the cave - it had to be shot with the pistol found on the cave floor.

The elixir was a bit harder. It certainly wasn't the bottle you can see in the screenshot - that one was just full of small spiders. Instead, it was in the possession of the middle spider, and second spell made it drop the bottle. All I had to do still was to find something soft to soften the fall of the elixir. This I could find by shooting the leftmost spider, since there was a pillow hidden behind it.


Things I've learned in adventure games: if you need to drop a vase or other easily breakable objects, you can always find a pillow designed for just that purpose in a dark cave

At the next level, I had to play the gardener to get the Bald Plant.



There was a bag of seeds up in the tree, but I couldn't just take it.



The trick was to let Hooter do some magic, which moved the bag to a better position, where Dwayne had the chance to take it. Next I had to just plant the seeds and the plant would grow by itself, right?


Wrong

I had to punch the scarecrow, which would move and scare the birds before they could eat all the seeds. Still, the plant wouldn't grow, what should I do?


Let there be water!

After getting the plant, an old friend arrived.


I don't like that grin

The wizard had tricked us, as he has needed the reagents just for his nefarious purposes and some spell had prevented him from getting them himself. It was off to the dungeons for the poor goblins…

Session time: 1 h 15 min
Total time: 3 h 40 min

miércoles, 27 de marzo de 2019

The North, Pohjola



The North, Pohjola is a strategy game which resembles David Galindo's The Sandbox of God. Players have to help a tribe survive a harsh winter season by making decisions limited to the four cards drawn in each round. The game ends once all thirty cards from the deck have been exhausted, and scores are then calculated for online submission.

Population count is represented by a percentage at the top left of the screen. Temperature can be manipulated by choosing the right cards to maintain a warm surrounding for your tribe. Certain cards award bonus points, and may only affect proceedings when their specific conditions are met.

Name: The North, Pohjola
Developer: Fire Dragon
Category: Strategy
Type: Freeware
Size: 10MB
Download: link 1, link 2

martes, 26 de marzo de 2019

Dark Souls 3 Tournament Bracket Is Live!

The Portable War Of 1812.

I have found over the years that in many ways I am a "bear of very little brain". To be more precise, I am one of those who learns to do better by doing than by just reading or being told something (as long as I have read or been told what I need to know before trying).

Anyway, one learns to cope but the process often involves "do overs" and I've learned not to judge rules in particular without at least three games with analysis in between. Two games is however, enough to report on.

PNW Game 1.  Not having a ground scale to work with, I used the frontages of the armies as a basis for scaling map to table. For the 1st game I decided (against my better judgement) to use the single deck activation option.

The US had 7 infantry units, the 2 small regiments in the 1st Brigade being amalgamated for game purposes, a unit of light cavalry and an artillery unit not yet on table. The army counted 33 SP's if you leave out the Commander which I did since I was not allowing him to use any of the commander bonuses as previously mentioned. This gave them an exhaustion point of 11.

The British had 2 infantry battalions and a bunch of detachments which is where it got tricky. I ended up putting 2 Elite rifle units for the Voltigeurs and Mohawks and another for the combined flank companies and Canadians in the gully and a 3 SP infantry unit for the detachment from the 89th Foot. They also had a gun and an off table gunboat. In retrospect I should probably have reduced the SP's  of the detachments and Voltigeurs 1 more each. I also should have counted the offtable gunboat as firing indirect unless the target was right on the riverbank. At any rate that gave the British 22 SP's and an EP of 8. (I didn't count the gunboat)

I then proceeded to deploy the troops historically and follow the original plans as long as possible.

This was the point where I discovered that I was having trouble remembering all the details of the rules (as simple as they are, the rules are still more complicated, or at least detailed, than any I've played in ages). In particular, after all these years I have trouble remembering that units roll to hit themselves in melee. (Ok that's a deliberately contrary way of putting it.) I decided to rename the melee roll as a Saving Throw and that made enough sense that I was able to remember.

What surprised me though was that I hadn't really appreciated how deadly shooting was. A stationary infantry line has a roughly 85% chance of scoring a hit against a target in the open. Even in woods it has a 2/3 chance of hitting dispersed riflemen who have a 1/6 chance to reply effectively. It took me to the last turn to realize that the riflemen could form line in the woods and thus shoot better with no lose in manoeuvrability in the woods. This seemed superficially wrong so I rationalized it as the line representing a unit with a proportion of men skirmishing with the rest in support to the rear.

Since the US forces historically seem to have begun in column with a screen of skirmishers I deployed them in column. In game terms this was as slow as the line but less effective. Even when the columns charged the faux riflemen, the charge bonus was only against line not dispersed. In the ensuing melees the Americans rolled low and suffered heavy SP losses as they pushed the Voltigeurs back. These latter, being Elite, usually rolled up and happily gave ground to avoid losses. So far the result was reasonably historical if a bit too deadly.

In the plain, the US infantry was suffering from deadly artillery fire and struggling to cross the gullies under fire (I treated crossing the gullies as fording a river). By the time they struggled into small arms range of the main British line it was all over. They had lost their 11 SP's. Since the British had no strategic need to drive the Americans back, the battle was over. The US had drawn 80% of the activation cards and suffered 80% of the casualties.

I stopped to review the game then decided to shrink the battlefield slightly, add the extra SPs for the general, change the activation method to rolling for initiative and replay the game with a better understanding of the rules.

The resulting game was quite interesting and enjoyable although the US again did not manage to come anywhere as near to success as they did on the day and their artillery barely made it onto the table. I think the British might need to have their SP's weakened a bit as well as reducing the firepower of the gunboat. A new battleplan for the US might also help.



I'd like to try out the Corps game using fictional armies but those troops are still out of service  and I have other things I want to do so it'll have to wait.