OverviewWWE SmackDown! vs. RAW 2011 is the twelfth installment of the popular wrestling series and introduces a brand new physics system to the gameplay as well as a new WWE Universe mode.
The story has been presented in cinemas, shown before and after each mission, in which animated characters have been presented in real-time and pre-recorded speeches. The objectives of the missions should be completed before the end of the mission. Simple approaches are not encouraged, stealth and hidden tricks give the player a better score, rank, and possibility to survive, the highest ranking "David Jones" is possible. There are many paths for each mission, the most obvious and most discouraging is noisy, because, in every mission, Jones is Outmount. Each mission provides an opportunity to ignore or ignore them without finding large groups of enemies. Some missions also require that the entire operation is done without detecting it.At the beginning of a new game, you can choose a level of difficulty, changing the number of Jones balls before the dying, enemy intelligence and the group's AI, as well as the number of backups available.
Jones is equipped with locking latches, and secure crackers make it able to force entry into a locked room or safely, making neutral and secret entry into restricted areas and buildings, as well as military secrets or personal information and objects Receive. Remote-controlled CR-4 explosives are also available for use on certain ground targets, meaning that large structures can be safely destroyed, with the exception of Jones. Airstrikes can be called for certain missions, using a laser designer to indicate ground targets for bombing.
Posted by Paul Bankhead, Director, Product Management, Google Play
TLDR; As previously announced and directly communicated to developers via email, we'll be removing apps from the Google Play Store that ask for SMS or Call Log permission and have not submitted a Permissions Declaration Form. If you have not submitted a permissions declaration form and your app is removed, see below for next steps.
We take access to sensitive data and permissions very seriously. This is especially true with SMS and Call Log permissions, which were designed to allow users to pick their favorite dialer or messaging app, but have also been used to enable many other experiences that might not require that same level of access. In an effort to improve users' control over their data, last October we announced we would be restricting developer access to SMS and Call Log permissions.
Our new policy is designed to ensure that apps asking for these permissions need full and ongoing access to the sensitive data in order to accomplish the app's primary use case, and that users will understand why this data would be required for the app to function.
Developers whose apps used these permissions prior to our announcement were notified by email and given 90 days to either remove the permissions, or submit a permissions declaration form to enable further review.
More about app reviews
We take this review process seriously and understand it's a change for many developers. We apply the same criteria to all developers, including dozens of Google apps. We added to the list of approved use cases over the last few months as we evaluated feedback from developers.
Our global teams carefully review each submission. During the review process, we consider the following:
Likelihood that an average user would understand why this type of app needs full access to the data.
User benefit of the feature.
Importance of the permission relative to the core functionality of the app.
Risks presented by all apps with this use case having access to this sensitive data.
Availability of more narrow alternatives for enabling the feature.
With this change, some uses cases will no longer be allowed. However, many of the apps we reviewed with one of these permissions can rely on narrower APIs, reducing the scope of access while accomplishing similar functionality. For example, developers using SMS for account verification can alternatively use the SMS Retriever API, and apps that want to share content using SMS can prepopulate a message and trigger the default SMS app to show via intents.
Tens of thousands of developers have already resubmitted their apps to support the new policy or have submitted a form. Thank you! Developers who submitted a form received a compliance extension until March 9th.
Next steps
Over the next few weeks, we will be removing apps from the Play Store that ask for SMS or Call Log permission and have not submitted a permission declaration form. If your app is removed and you would like to have it republished, you can do one of the following in the Play Console:
submit a new version without these permissions, or
submit a new version of your app that retains the permissions. Doing so will require you to complete a permissions declaration form inside the Play Console (coming soon) and will give you an extension until March 9th to remove the permissions or receive approval for your use case.
Keeping our overall Android ecosystem healthy is very important, and protection of user data is vital to the long term health of all developers. We know these changes have required significant work from you and we appreciate your efforts to create innovative experiences while protecting user's privacy.
Rage: Anarchy Edition- is a first-person shooter video game developed by id Software, released in November 2010 for iOS and later October 2011 for Microsoft Windows, the PlayStation 3, and the Xbox 360 platforms.
Featuring a groundbreaking first-person shooter set in the not-too-distant future after an asteroid impacts Earth, leaving a ravaged world behind. You emerge into this vast wasteland to discover humanity working to rebuild itself against such forces as raider gangs, mutants, and the Authority - an oppressive government regime that has a special interest in you in particular. Featuring intense first-person action, vehicle combat, an expansive world and jaw-dropping graphics powered by id's revolutionary idTech 5 technology.
• Fighting: Take on the bandit gangs and hordes of mutants using an arsenal of Exotic weapons and special items. • Megatexture technology brings the vast wasteland to life in never-before-possible detail at 60 frames per second. • Intense 3rd-person vehicular mayhem burn rubber across the wasteland in your very own awesome super buggy. • Beyond the action and vehicle combat, RAGE offers a world to explore, unique characters, side quests and more. • Immerse yourself in an awesome story-driven single-player experience or grab a friend for exclusive coop-modes.
♢ Click or choose only one button below to download this game. ♢ You need μTorrent program to download torrent files, download here. ♢ View detailed instructions for downloading and installing the game here. ♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount ISO files.
➤ Download the game by clicking on the button link provided above.
➤ Download the game and turn off your Antivirus and Windows Defender to avoid file corruption.
➤ When the download process is finished, locate or go to that file.
➤ Extract the downloaded file by using 7-Zip, and run the installer as admin then install the game on your PC.
➤ Once the installation is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.
Turn off or temporarily disable your Antivirus or Windows Defender to avoid false positive detections.
5. SYSTEM REQUIREMENTS: (Your PC must at least have the equivalent or higher specs in order to run this game.)
• Operating System: Windows XP, Windows 7, Windows 8, Windows 8.1, Windows 10 • Processor: Intel Core 2 Duo or any equivalent AMD processor or faster • Memory: at least 2GB System RAM • Hard Disk Space: 25GB free HDD Space • Video Card: Nvidia GeForce 8800, Radeon HD 4200 or faster for better gaming experience
Nearly done with the orange, I just need to give the back row the last two highlights. After that it's rocks, base edges, gloss coat, decals, dullcote and grass. That should be doable over the weekend or early next week.
I'm still working on the turrets for these. While I finish getting those ready for paint I'll likely see about Jetbikes or Vypers.
Hey again! It's my birthday today, and I'm honestly I'm feeling pretty great!
This is going to be a very short post (I think). I just wanted to give you guys a quick update as to what my Twitch stream is going to look like over the next few months.
So first off, here's the schedule plan (EST):
Monday - 4:30-7pm
Tuesday - 4:30-7pm
Wednesday - 4:30-7pm
Thursday - 4:30-7pm
Friday - Off
Saturday - Occasional streaming
Sunday - Rarely streaming
These are rough time estimates, but I may start earlier or potentially stream later.
I'm also starting a new series: Black Box WedNESdays. I will be playing through the initially released NES titles every Wednesday (when possible), and will likely move to the later released black box titles afterward. The first game on my list is Kung Fu! I'm not exactly sure how I want to handle this series, but I would like to pull out some world records if I can.
So I have a short adventure that James Raggi of Lamentations of the Flame Princess will be releasing at GenCon (the Lord willing and the creek don't rise, as my grandpa used to say). OSR2 is my attempt to write an adventure in line with the Early Modern Age of Horrors default setting of LotFP, but it should also slot into more traditional faux medieval worlds with just a little finagling. As I was writing the manuscript I was thinking about several things: the old TV shows Cheers and Gilligan's Island, module T1 The Village of Hommlet, and the old film version of Lair of the White Worm with Hugh Grant and Amanda Donohoe.
The interior art is by Yancy Beterly, a.k.a. Journeyman1029. He streams on Twitch as he works, so I got to see my module come to life in real time. Very trippy. This is Jman's first LotFP gig and I hope he gets more paid work in the RPG world. He's also done some indy comics and sells things like t-shirts and prints online. If you do a google image search for either of his monikers you'll find some of his work. Great stuff!
Homeworld Remastered Collection Game Free Download Full
About This Game
Experience the epic space strategy games that redefined the RTS genre. Control your fleet and build an armada across more than 30 single-player missions. Choose unit types, fleet formations and flight tactics for each strategic situation. Utilize advanced research to construct ships ranging from light fighters to huge carriers and everything in between.
The Homeworld games have been painstakingly re-mastered with key members of the original development team and taking critical influence and assistance from the passionate fan community. The Homeworld Remastered Collection introduces Relic's acclaimed space strategy games Homeworld and Homeworld 2 to modern players and operating systems using the newest sophisticated graphics rendering technology, plus a fully remastered score and new, high fidelity voice recordings by the original actors.
As a free bonus, this collection also includes original, non-remastered versions of Homeworld Classic and Homeworld 2 Classic, preserving the purest form of the original releases with compatibility for modern operating systems.
By purchasing Homeworld Remastered Collection, you'll also receive free access to the Homeworld Remastered Steam Multiplayer Beta at the time of release. The competitive multiplayer modes for both Homeworld and Homeworld 2 have been combined into one centralized mode that will allow you access to content (races, maps and game modes) and improvements, features and technology from both games, allowing you to play unlimited competitive multiplayer space battles on an epic scale.
Key Features:
Build and battle with more than 100 space ships
Updated high-res textures and models
New graphical effects
Support for HD, UHD, and 4K resolutions
New audio mix using original source effects and music
Cinematic scenes recreated in beautiful high fidelity by original artists
Mod support and mod tools
Bonus archival versions of Homeworld Classic and Homeworld 2 classic, preserving the purest form of the original releases with compatibility for modern operating systems
Access to the Homeworld Remastered Steam Multiplayer Beta beginning February 25: play Homeworld races against Homeworld 2 races with up to eight players on 23 maps, plus brand new game modes
So 2018 is behind us. I look back and think… what really happened, what changed? I did a ton of talks over the year in many countries to different types of audiences, teachers, trainers, academics, investors and CEOs. I wrote 65 blogs and a huge number of Tweets and Facebook posts. Also ran an AI business, WildFire, delivering online learning content and we ended the year nicely by winning a major Award.
So this is not a year end summary nor a forecast for 2019. It's just a recap on some of the weirder things that happened to me in the world of 'learning'…
1. Agile, AI-driven, free text learning
As good a term as I can come up with for what I spent most of my year doing and writing about, mostly on the back of AI, and real projects delivered to real clients of AI-generated award winning content, superfast production times and a new tool in WildFire that gets learners to use free-text, where we use AI (semantic analysis) as part of the learning experience. Our initial work shows that this gives huge increases in retention. That is the thing I'm most proud of this year.
2. Video is not enough
Another breakthrough was a WildFire tool that takes any learning video and turns it into a deeper learning experience by taking the transcript and applying AI, not only to create strong online learning but also use the techniques developed above to massively increase retention. Video is rarely enough on its own. It's great at attitudinal learning, processes, procedures and for things that require context and movement. But is it poor at detail and semantic knowledge and has relatively poor retention. This led to working with a video learning company to do just that, as 2+2 = 5.
3. Research matters
I have never been more aware of the lack of awareness on research on learning and online learning than I was this year. At several conferences across the year I saw keynote speakers literally show and state falsehoods that a moments searching on Google would have corrected. These were a mixture of futurists, purveyors of 'c' words like creativity and critical thinking and the usual snakeoil merchants. What I did enjoy was giving a talk at the E-learning network on this very topic, where I put forward the idea that interactive design skills will have to change in the face of new AI tech. Until we realise that a body of solid research around effortful learning, illusory learning (learners don't actually know how they learn or how they should learn), interleaving, desirable difficulties, spaced practice, chunking and so on… we'll be forever stuck in click-through online learning, where we simply skate across the surface. It led me to realise that almost everything we've done in online learning may now be dated and wrong.
4. Hyperbolic discounting and nudge learning
Learning is hard and suffers from its consequences lying to far in the future for learners to care. Hyperbolic discounting explains why learning is so inefficient but also kicks us into realising that we need to counter it with some neat techniques, such as nudge learning. I saw a great presentation on this in Scotland, where I spoke at the excellent Talent Gathering.
5. Blocked by Tom Peters
The year started all so innocently. I tweeted a link to an article I wrote many moons ago about Leadership and got the usual blowback from those making money from, you guessed it, Leadership workshops.. one of whom praised In Search of Excellence. So I wrote another piece showing that this and another book Good to great, turned out to be false prophets, as much of what they said turned out to be wrong and the many of the companies they heralded as exemplars went bust. More than this I thought that the whole 'Leadership' industry in HR had le, eventually to the madness of Our Great Leader, and my namesake, Donald Trump. In any case Tom Peters of all people came back at me and after a little rational tussle – he blocked me. This was one of my favourite achievements of the year.
6. Chatting about chatbots
Did a lot of talks on chatbots this year, after being involved with Otto at Learning Pool (great to see them winning Company of the Year at the Learning technologies Awards), building one of my own in WildFire and playing around with many others, like Woebot. They're coming of age and have many uses in learning. And bots like Google's Duplex, are glimpses into an interesting future based on more dialogue than didactic learning. My tack was that they are a natural and frictionless form of learning. We're still coming to terms with their possibilities.
7. Why I fell out of love with Blockchain
I wrote about blockchain, I got re-married on Blockchain, I gave talks on Blockchain, I read a lot about Blockchain… then I spoke at an event of business CEOs where I saw a whole series of presentations by Blockchain companies and realised that it was largely vapourware, especially in education. Basically, I fell out of love with Blockchain. What no one was explaining were the downsides, that Blockchain had become a bit of a ball and chain.
8. And badges…
It's OK to change your mind on things and in its wake I also had second thoughts on the whole 'badges' thing. This was a good idea that failed to stick, and the movement had run its course. I outlined the reasons for its failure here.
9. Unconscious bias my ass
The most disappointing episode of the year was the faddish rush towards this nonsense. What on earth gave HR the right to think that they could probe my unconscious with courses on 'unconscious bias'. Of course, they can't and the tools they're using are a disgrace. This is all part of the rush towards HR defending organisations AGAINST their own employees. Oh, and by the way, those 'wellness' programmes at work – they also turned out to be waste of time and money.
10. Automated my home
It all started with Alexa. Over the months I've used it as a hub for timers (meals in oven, Skype calls, deadline), then for music (Amazon music), then the lights, and finally the TV. In the kitchen we have a neat little robot that emerges on a regular basis to clean the ground floor of our house. It does its thing and goes back to plug itself in and have a good sleep. We also have a 3D printer which we're using to make a 3D drone… that brings me to another techy topic – drones.
11. Drones
I love a bit of niche tech and got really interested in this topic (big thanks to Rebecca, Rosa and Veronique) who allowed me to attend the brilliant E-learning Africa and see Zipline and another drone company in Rwanda (where I was bitch-slapped by a Gorilla but that, as they say, is another story). On my return I spoke about Drones for Good at the wonderful Battle of Ideas in London (listen here). My argument, outlined here, was that drones are not really about delivering pizzas and flying taxis, as that will be regulated out in the developed world. However, they will fly in the developing world. Then along came the Gatwick incident….
12. Graduation
So I donned the Professorial Gown, soft Luther-like hat and was delighted to attend the graduation of hundreds of online students at the University of Derby, with my friends Julie Stone and Paul Bacsich. At the same time I helped get Bryan Caplan across from the US to speak at Online Educa, where he explained why HE is in some trouble (mostly signalling and credential inflation) and that online was part of the answer.
13. Learning is not a circus and teachers are not clowns
The year ended with a rather odd debate at Online Educa in Berlin, around the motion that "All learning should be fun". Now I'm as up for a laugh as the next person. And to be fair, Elliot Masie's defence of the proposition was laughable. Learning can be fun but that's not really the point. Learning needs effort. Just making things 'fun' has led to the sad sight of clickthrough online learning. It was the prefect example of experts who knew the research, versus, deluded sellers of mirth.
14. AI
I spent a lot of time on this in 2018 and plan to spend even more time in 2019. Why? Beneath all the superficial talk about Learning Experiences and whatever fads come through… beneath it allies technology that is smart and has already changed the world forever. AI has and will change the very nature of work. It will, therefore change why we learn, what we learn and how we learn. I ended my year by winning a Learning technologies award with TUI (thanks Henri and Nic) and and WildFire. We did something ground breaking – produced useful learning experiences, in record time, using AI, for a company that showed real impact.
15. Book deal
Oh and got a nice book deal on AI – so head down in 2019.
Hola a todos. En esta ocasión, hablaremos de un titulo, cuya principal característica es la de presentar una mecánica muy peculiar, que se basa en la luz del sol… literalmente. Hoy hablaremos de Boktai: The Sun is in Your Hands
Boktai: The Sun is in Your Hand, es un videojuego de acción y aventura con elementos de juego de rol para la Game Boy Advance, lanzado por Konami en el año 2003. Como dato interesante sobre este título, es que el productor es Hideo Kojima (Ya saben, el padre de los Metal Gear). Boktai fue una idea en la que Kojima estuvo trabajando por mucho tiempo, pero debido a que tenía muchos proyectos pendientes en ese entonces, no tuvo otra alternativa que dejar el proyecto de Boktai a otro equipo desarrollador, resignándose a ser el productor del mismo. Y si bien, el juego tuvo buenas ventas y recepción por parte de la crítica (especialmente en Japón), Kojima ha declarado que varias de sus ideas no pudieron ser implementadas al final, resultando en una obra diferente a la que tenía pensada Kojima. Pero suficientes anécdotas sobre Kojima, vamos de una vez al juego.
Lo más llamativo del título, es que el cartucho tiene un sensor de luz solar, que dependiendo de la cantidad de luz que reciba, afectará de variadas formas el juego, además de ser un elemento esencial en el mismo (Ya iré hablando sobre esto más adelante).
El título ocurre en el inicio de una era oscura. La "Materia Oscura" acaba poco a poco con la vida en la tierra, dando paso a los no-muertos y a los seres de la oscuridad, los "Inmortales", para convertirla en tierra de muerte. Pero aún queda una esperanza: Django, hijo del más grande cazavampiros del mundo, heredero de la Gun del Sol y protagonista de esta historia, se embarca en una cruzada para detener a los seres de la oscuridad, empezando con el Inmortal que asesinó a su padre…
Jugabilidad
El titulo se desarrolla desde una perspectiva isométrica, en el cual atravesaremos diferentes mazmorras para llegar a los escondites de los Inmortales, donde habrá que eliminarlos para avanzar en la historia. Como podrás haber adivinado, la principal arma de nuestro protagonista es la Gun del Sol, una pistola que guarda energía del sol, para utilizarla contra los seres de la oscuridad. Esta arma empieza con un set muy básico, pero a lo largo del juego, iremos encontrados piezas que podemos utilizar para personalizarla como si de un juego de rol se tratase, de las cuales están: lentes que alteran el daño elemental, marcos que alteran los disparos de la misma (fuego rápido, un tiro poderoso de corta distancia, disparos que rebotan en las paredes…), baterías con cada vez mayor capacidad de almacén de energía, y granadas, con efectos también variados, pero de usos limitados. Sin importar cuál sea la situación, el arma podrá adaptarse sin problemas a la misma.
Como se mencionó anteriormente, la Gun del Sol utiliza energía del sol para disparar, la cual se recarga a través de la luz que reciba el sensor solar. Sin embargo, habrán zonas a las que la luz del sol no llegará fácilmente, por lo que si llega a agotarse la energía del arma, tocará buscar formas alternativas para recargarla, como usando estaciones solares que hay a lo largo del juego, o buscando espacios del escenario donde pueda entrar la luz del sol. Hasta entonces, no tendrás mas opción que evitar a los enemigos, mostrando otro elemento de este título: el sigilo.
Django podrá pegarse a las paredes para evitar llamar la atención mientras inspecciona el entorno. Si ves a un monstruo, pero no se aleja de la zona a la cual quieres llegar, puedes llamar su atención golpeando la pared. Entonces irá a investigar que produjo ese sonido, entregándote la oportunidad de evitar entrar en conflicto con el monstruo (Cualquier similitud con Metal Gear es por obvias razones). Y el sigilo no solo funciona para evitar conflictos: un certero ataque por la espalda hace un daño mayor que un ataque directo y, con un arma bien equipada, aumentar las posibilidades de dejar aturdido al enemigo, facilitando bastante la limpieza de una zona.
Pero este título no solo es acción y sigilo, ya que habrá momentos donde debamos resolver puzles para avanzar. Por lo general no son complicados de resolver, pero son bastante satisfactorios cuando hallas la solución de los mismos. Los hay de los que consisten en empujar bloques, hasta algunos donde la luz solar es esencial para resolverlos (pero también para complicarlos. Hay que tener precaución)
La variación entre escenas de acción, sigilo y solución de puzles, hace que el juego sea bastante llevadero, lo cual es asombroso si consideramos que la mayor parte del juego está construido en base a superar mazmorras y los desafíos que ello implica. En papel puede dar la impresión de que el juego se vuelve repetitivo en algún punto, pero en la ejecución, el titulo mantiene enganchado como la primera vez, hasta llegar al final de la aventura.
He estudiado matemáticas por muchos años, solo para este momento
Los antagonistas del título son los Inmortales, a los cuales Django deberá enfrentar en combate. Sin embargo, al ser derrotados, se esconderán en un ataúd para ganar tiempo y recuperarse de las heridas. Pero por supuesto, queremos eliminarlos de forma definitiva, y para ello, tenemos que llevarnos el ataúd fuera de su escondite, a un espacio donde realizar el proceso de purificación. Una vez en la zona de purificación, el proceso se realiza con artefactos que amplifican la luz solar, dirigidas obviamente al ente que intenta esconderse en su ataúd, por lo que no es de sorprender que intente defenderse en el proceso, así que la tarea es proteger los artefactos hasta que el Inmortal sea eliminado de la faz de la tierra. Estas partes son similares entre sí, variando en la forma de como el Inmortal intenta aferrarse a su existencia, y la dificultad de las mismas se vuelve menor mientras más luz solar haya presente.
Solo... un poco más... y vas a ver... lo que si es bueno.
Hasta ahora, parece que estar bajo el sol es la mejor forma de jugar este título, ¿cierto?... No del todo. Además de la insolación que eso conlleva (de las cuales el propio juego te avisa antes de empezar), la Gun del Sol se sobrecalienta si recibe demasiada energía por periodos prolongados. Si intentas seguir jugando mientras está sobrecalentada, el arma se bloqueará, y no podrás utilizarla hasta que haya pasado un día. Ahora que lo mencionamos, Boktai tiene un reloj interno, el cual dependiendo de la configuración horaria que le hayas proporcionado (te la solicita si juegas por primera vez), hará que el juego refleje la hora, no solo con un ciclo día y noche, sino con detalles como el sonido de las aves por las mañanas, o las tonalidades anaranjadas durante el atardecer, dándole un encanto especial al juego.
Gráficos
A nivel gráfico, el titulo se presenta con entornos estéticamente bonitos y con colores que se adecuan a los ambientes que presenta. Sin embargo, las mazmorras pecan de repetir mucho las texturas, que si bien no perjudica de forma grave el disfrute del título, resulta una lástima que se desperdicie una estética tan agradable al ojo de esta forma.
Sonido
En el apartado sonoro está.. regular. No es que tenga melodías malas, pero si me preguntaran cual es mi tema favorito de este título, me encontraría en la incómoda situación de no recordar ninguno. Pero algo bueno que puedo decir referente a este apartado, es que los efectos de sonido si son buenos, y es que el sonido es esencial si pretendes jugar de manera sigilosa. También vale la pena resaltar que hayan voces en momentos muy concretos, que si bien son pocas, las recuerdo de forma bastante vívida (Por cierto: ¡Taiiiyooohhhh!)
"Deja que te dé un poso el sol,que te hace falta"
Como curiosidad, hay un modo multijugador, en el cual puedes enfrentarte con otros jugadores por diversión, o para robar las cargas de la estación solar del perdedor.
Conclusión
Boktai: The Sun is in Your Hands es un titulo que llama la atención por presentar mecánicas que giran alrededor de la luz solar recibida por el sensor en el cartucho, y que es bastante divertido en la ejecución de la idea. Algo criticable del título, es que es algo corto, aunque el título invita a rejugarlo para conseguir algunas sorpresas más. Otro punto negativo, es que la traducción en español no es precisamente buena del todo. Si bien no impiden comprender la historia, su presencia te puede sacar del juego por un momento.
Desconozco que tan difícil es conseguir un cartucho en buen estado actualmente, pero si por casualidad logras conseguirlo, no te decepcionará.
(Por cierto, antes de irse, les recomiendo ver este video. Resume de maravilla que es Boktai)
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