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
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
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.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.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
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
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
Friday, March 29, 2019
7 Highest Paying URL Shortener: Best URL Shortener to Earn Money
Seeing With The Eyes Of Faith.

In a world of playing video games how easy it is to get reality and non-reality mixed up.
Have you ever had that experience of having to remind yourself while sitting in front of the playstation- "you know, this isn't real! What I see on the screen is a myth, an illusion, something made of 1s and 0s."
At the same time as Catholics we often have to submit our minds to truths of faith that are hidden or experienced in a different way "Jesus, My Lord, you are real! What is see in the world is a myth, an illusion, compared to You, the pleasures of the senses are atoms and molecules, prizes and trophies are dust and smoke, but you are real, even though I see you only through the eyes of faith"
And then we come to the Holy Eucharist, the Lord Himself, not particles of bread and wine, but really Him.
To paraphrase Hunger Games
Video Games- not real
Truths of the the faith- real
Cloud Strife- not real
Jesus Christ- real
Playstation Trophies - not real
Heaven and hell- real
graphics and fmv sequences- not real
real presence of Jesus in Holy Communion- REAL.
Wurmsyn - Retro Fantasy RTS
Wurmsyn is fast-paced, tiny and has HUGE RPG-like scenarios. I don't quite understand how this game's pace is playable without exploiting things like turrets and how to play on a 1080p screen without touching it with your nose but I am impressed nonetheless.
I'd love some beginner entry levels but perhaps I'm just not the target audience.
Wurmsyn is available on Steam and uses the Workshop with 7 entries so far:
Alternatively, you can download the game from https://github.com/Andrettin/Wyrmsun/releases - seems a bit confusing - you have to download the exe, the dll and extract the zip. run the exe in a command line to know how to use it (you have to use the -d parameter to show it where the data folder is (extracted zip)).
One annoying thing about the engine is that it loads levels very slowly. I think this is because images are loaded separately rather than packages being used. Oh well.
The project has a subforum on FreeGameDev: https://forum.freegamedev.net/viewforum.php?f=93
They also have a Discord: https://discordapp.com/invite/ScMqyVB
I'd love some beginner entry levels but perhaps I'm just not the target audience.
Wurmsyn is available on Steam and uses the Workshop with 7 entries so far:
Alternatively, you can download the game from https://github.com/Andrettin/Wyrmsun/releases - seems a bit confusing - you have to download the exe, the dll and extract the zip. run the exe in a command line to know how to use it (you have to use the -d parameter to show it where the data folder is (extracted zip)).
Or build it yourself.
The project has a subforum on FreeGameDev: https://forum.freegamedev.net/viewforum.php?f=93
They also have a Discord: https://discordapp.com/invite/ScMqyVB
__ __
/ \ / \__ _________ _____ _________.__. ____
\ \/\/ / | \_ __ \/ \ / ___< | |/ \
\ /| | /| | \/ Y Y \\___ \ \___ | | \
\__/\ / |____/ |__| |__|_| /____ >/ ____|___| /
\/ \/ \/ \/ \/
This post was retrieved from freegamer.blogspot.com.
Downlod Prince Of Percea The Sand Of Time Free
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Prince of Persia: The Sands of Time is a third-person action-adventure puzzle-platform video game developed and published by Ubisoft. Revealed in March 2003, it was released across Game Boy Advance, PlayStation 2, GameCube, Xbox and Microsoft Windows in November 2003. The Sands of Time is a reboot of the Prince of Persia series, created by Jordan Mechner. Mechner served as creative consultant, designer, and scenario writer for The Sands of Time.
The game follows an unnamed Prince whose father sacks a Maharaja's city at the instigation of its treacherous Vizier. During the attack, the Prince obtains an artifact called the Dagger of Time, while his army captures an hourglass containing the Sands of Time. Visiting Azad to present the Sands as a gift to the city's ruler, the Vizier tricks the Prince into releasing the Sands, transforming the city's population into savage monsters. Together with the Maharaja's daughter Farah, the Prince works to correct his mistake and return the Sands to the hourglass. The gameplay revolves around the Prince's platforming abilities, broken up by fights with the creatures created by the Sands. A key mechanic in the game is using the Dagger to rewind time if the Prince makes a mistake platforming, and using it to kill and freeze enemies.
Concept work began in spring of 2001, after Ubisoft acquired the Prince of Persia catalog. After Mechner was brought on board, production began in June of that year. After the initial story draft was scrapped as it was too complex, the team began with four guiding concepts, including the ability to rewind time: this idea grew into the Dagger, the Sands, and the various powers related to them. Mechner's script drew inspiration from the Shahnameh, with the main focus on creating a simple narrative that worked with the pace of gameplay. The game used Ubisoft's Jade engine, originally designed for beyond evi Good & Evil, another game published by the company. Production was troubled, with the team facing problems with the engine structure and delays with environment assets, while also managing to create an effective tester network to seek out the game's bugs. In 2004, a version for mobile phones was developed and published in North America by Gameloft.
Upon release, it received critical acclaim, won and was nominated for numerous awards, and has been recognized by many as one of the greatest games of all time. Sales of the title were initially slow, but it eventually became a commercial success. Its success prompted the development of a sequel, Prince of Persia: Warrior Within, which was released in November 2004. Further games set in the Sands of Time continuity have been developed, and it is generally cited as the reason for the Prince of Persia series' return to fame.
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Thursday, March 28, 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
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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!
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Batman The Enemy Within The Telltale Series Free Download PC Game setup in single direct link for Windows. It is an amazing adventure game.
Batman The Enemy Within The Telltale Series PC Game 2018 Overview
In this latest chapter from the award-winning studio behind Batman – The Telltale Series, both Bruce Wayne and Batman will be forced into precarious new roles. The Riddler has returned to terrorize Gotham City, but his gruesome puzzles merely foreshadow an even greater crisis.
With the arrival of a ruthless federal agent and the return of a still nascent Joker, Batman must navigate uneasy alliances while Bruce Wayne undertakes a perilous series of deceptions. Which of Batman's new allies will you choose to trust? And how deep into the darkness will you let Bruce descend?
Features of Batman The Enemy Within The Telltale Series
Following are the main features of Batman The Enemy Within The Telltale Series that you will be able to experience after the first install on your Operating System.
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Before you start Batman The Enemy Within The Telltale Series Free Download make sure your PC meets minimum system requirements.
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- Operating System: Windows Vista/7/8/8.1/10
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PUBG / Player Unknown'S Battlleground PC Game Download Free
Screenshots:
PUBG Game you can find it on steam. 100 Players parachute onto a remote 8×8 km island for a winner-takes-all showdown Player have to locate and scavenge their own weapons, vehicles, and supplies and defeat every player in a graphically and tactically rich battleground that forces the player into a shrinking play zone. get ready to land loot do whatever it takes to survive and be the last man standing.
The Power unreal Engine 4 Creates a jaw-dropping visual experience with rich details, realistic gameplay effects and a massive HD map for Battle Royale feel like you're in the thick of the action as you play with high- quality audio, immersive 3D sound effects, and 7.1 channel surround sound.
Minimum System Requirements:
CPU: Dual core from Intel or AMD at 1.8 GHz.
GPU: Intel 512 MB
Download Link:
Wednesday, March 27, 2019
How To Download Death Trigger 2 Game On Android
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Tuesday, March 26, 2019
MARVELOUS: ANOTHER TREASURE ISLAND
Being the iconic gaming behemoth that they are, Nintendo's in-house creations have always gathered a huge fanbase. That's not what has happened with Marvelous: Another Treasure Island, the Super Famicom game that convinced Shigeru Miyamoto to give the Zelda reigns over to its designer Eiji Aonuma. That's partly due to it never travelling beyond Japan's shores but thanks to a superb fan translation, the west can now witness just how marvellous Marvelous is.
Read more »
Storium Basics: Creating A Character / Applying For Games
Welcome back to Storium Basics. This series of articles is designed to help new players understand Storium in general, and be able to get started on Storium games. For those looking for more, see my more advanced article series, Storium Theory.
Today, we're taking a look at the first thing a player will need to do to get involved in a game: creating a character.
Once you've found a game that you'd like to join, whether through the Browse Games feature, the forums, or some other method, what should you expect to happen, and what should you do?
First, a bit about how narrators set things up:
The system a lot of narrators - myself included - will use for open invitation games is to take applications up until about the end of the default two week application period, then look over all the applications and choose the ones they feel will work best for their game. They'll certainly comment on applications before that point and will let you know if the character just outright doesn't work, but you often won't hear a definitive yes or no until the application period nears its end.
There are exceptions, of course - sometimes your character is just so clearly right for the game that they take it right away, or of course sometimes you're specifically invited to a game—but that's how that style works.
Note that some narrators also use the "Open Lobby" feature of Storium or forum topics to let players discuss character options and ask questions in a place specifically set aside for the game as well - I tend to just take applications, myself, but a lot of narrators love using that feature and if one does, you should certainly feel free to ask questions there! Even if they don't, you can usually ask questions via private messaging. Make sure that you understand the world and the game concepts if you're fuzzy on anything.
Remember, though - whether you are talking to the narrator in the Open Lobby, on the forums, through private messaging, or through any other method, do not construe the narrator saying that it is all right to apply with a particular character as the narrator saying that they will definitely approve a particular character. Narrators will often be willing to help you work through applying for a character or iron out a character idea, but until they actually hit "approve" on your character application, you do not have their approval.
Now...how do you actually apply?
I look at Storium applications as…kind of a job application, honestly. A fun one, but still, the idea as a narrator is to pick out people you're willing to be writing with for potentially several months to a year - these games can last a while, even if they sound short to begin with. You want to get a cast of characters that seems like it can work together, and do your best to pick a group of players that seems like it can gel pretty well.
It's in your interest as a player applying for games to look at things from that perspective too. You need to sell both your character and yourself - your character as an interesting element for the story, and yourself as a player who will be active, reliable, and easy to work with.
So, here are a few things I've found can help you be more likely to be accepted for a game:
If you would like to know more about character creation and applying for games in Storium, here are a few of my Storium Theory articles on that topic:
Today, we're taking a look at the first thing a player will need to do to get involved in a game: creating a character.
Once you've found a game that you'd like to join, whether through the Browse Games feature, the forums, or some other method, what should you expect to happen, and what should you do?
First, a bit about how narrators set things up:
The system a lot of narrators - myself included - will use for open invitation games is to take applications up until about the end of the default two week application period, then look over all the applications and choose the ones they feel will work best for their game. They'll certainly comment on applications before that point and will let you know if the character just outright doesn't work, but you often won't hear a definitive yes or no until the application period nears its end.
There are exceptions, of course - sometimes your character is just so clearly right for the game that they take it right away, or of course sometimes you're specifically invited to a game—but that's how that style works.
Note that some narrators also use the "Open Lobby" feature of Storium or forum topics to let players discuss character options and ask questions in a place specifically set aside for the game as well - I tend to just take applications, myself, but a lot of narrators love using that feature and if one does, you should certainly feel free to ask questions there! Even if they don't, you can usually ask questions via private messaging. Make sure that you understand the world and the game concepts if you're fuzzy on anything.
Remember, though - whether you are talking to the narrator in the Open Lobby, on the forums, through private messaging, or through any other method, do not construe the narrator saying that it is all right to apply with a particular character as the narrator saying that they will definitely approve a particular character. Narrators will often be willing to help you work through applying for a character or iron out a character idea, but until they actually hit "approve" on your character application, you do not have their approval.
Now...how do you actually apply?
I look at Storium applications as…kind of a job application, honestly. A fun one, but still, the idea as a narrator is to pick out people you're willing to be writing with for potentially several months to a year - these games can last a while, even if they sound short to begin with. You want to get a cast of characters that seems like it can work together, and do your best to pick a group of players that seems like it can gel pretty well.
It's in your interest as a player applying for games to look at things from that perspective too. You need to sell both your character and yourself - your character as an interesting element for the story, and yourself as a player who will be active, reliable, and easy to work with.
So, here are a few things I've found can help you be more likely to be accepted for a game:
- Provide a character picture.
- Narrators like to see those—it helps show that you've thought about the character more, and honestly just gives a good "at a glance" for the character's appearance and general mood or theme.
- Don't worry about getting this exact, necessarily - you don't need to go build your character in an art program or get it commissioned or anything.
- There was a good forum topic a while back where someone - I forget who - said that he looked at it as kind of "casting the part" as though this were a movie or some such - he looked less for an exact appearance match and more for a picture that fit the general mood and tone of the character.
- If you cannot provide a picture for your character - for instance, one player I play with is blind and therefore cannot - then just make sure to state that you could not in your comments along with the application. Narrators will generally be understanding, but it's important to let them know that there was a reason.
- Card art isn't as required, generally, but do pay attention if the narrator specifically asks for it. Narrators don't like having their instructions ignored.
- Take some time on the background - you don't have to (in fact, you shouldn't) spell out every detail of a character's life, but there should still be a perception that you know, in general, who the character is.
- Involve your character in the world.
- If the narrator calls out particular kingdoms or locations or tribes or what-have-you, consider having your character be from one of those places, or having run into people from those places.
- If he mentions events, particularly disastrous ones, consider having those events influence your character's background.
- Above all, try to fit your character into the game's world and the game's tone or mood, or be ready to explain why your character can still fit the game despite the differences. Characters that clash with the game's tone or world can sometimes work, but they will make narrators skittish - it is on you to explain how your character can still fit the game.
- A lot of players will submit characters they played elsewhere, and that's totally fine - I've done it myself with old MUX characters or tabletop characters - but make sure to make that character fit into the story's world all the same, likely with the above methods.
- You don't have to be perfect (though there are some sticklers for grammar rules on Storium that will say otherwise), but do take the time to do what you can to make your writing clear.
- In particular, split your background up into paragraphs (and when you do, hit enter twice to clearly separate them - believe me, it makes it so much clearer). It makes it easier to read, and narrators like to know that they're going to have an easy time reading your posts.
- Take a little extra time with your app - and with your writing on Storium in general. Again, you don't have to be perfect. Just make it clear that you do care about your writing.
- Put things into your background that the narrator can use. You don't have to spell them out as bullet points or anything, but characters that provide the narrator with possibilities are more exciting than those who just are what they are.
- Leave some mystery in there, or imply that a person that hurt you was involved with some evil force or another the narrator established in the game description.
- Narrators, by and large, love to have little cues that they can find in a character's description or background. It helps them involve the character more in the story, and make the story about the characters, rather than about events that the characters happen to be involved in.
- This is a good thing to use comments for as well - when you submit your character and that little box comes up with additional comments, take the time to just briefly talk about some ideas for how the character might tie in to the story, or call out bits in your application that you've intentionally left open for the narrator to use.
- Take a look at the other existing apps and try to make your character feel different.
- If other people are choosing a particular nature, strength, weakness, or subplot, it's a good idea to pick a different one. Storium may not have a tactical need to have different "classes" in your party, but narrators like to have characters that are different from each other.
- Work on differentiating Strengths, Weaknesses, and Subplots as well. A game with three people who all have Agile as their Strength card is simply not as fun to read as a game where those three people have different Strength cards. There are definitely story possibilities with overlap, but most narrators I've seen will prefer characters that differ over those that are similar.
- Write your character as someone who can and will get involved with the story and the other characters.
- Characters who feel like they'll want to be separate from the rest of the group a lot of the time (loners, "I work alone" types), or those who feel like they won't care about the story or will actively act against the story (for instance, a totally sensible character in a slasher flick game, who won't go to explore the creepy old house) will make the narrator nervous.
- Remember: You are writing a character for this story. Your character doesn't have to be fated to be a hero or something like that. He doesn't have to be thrilled about what he's going to be doing. But, deep down at the very least, he should be the sort of person that will pursue the activities the story demands.
- If your character appears to be the sort of person who would run screaming in the other direction from the events of the story or otherwise avoid participating in it, take the time in comments to tell the narrator how you'd like to tie the character to the story more firmly - or at least to give the narrator a few ideas for how it might happen. As above, it is on you to explain why a character that doesn't seem to fit can actually fit.
- Pick the starting cards for your character based on what you want to see come up in the story for that character - not just based on what sounds right for the character. You need to pick starting cards that feel like things that would be interesting to you - things you are going to want to play.
- This tends to matter most for Weakness cards, but can also be a factor in choosing a Strength or Subplot. Pick something that interests you and that you want to see as part of the story.
- I've seen players pick stuff because it "sounded right" or because it was who the character was before the tale, not thinking about where their character's story was quickly going to go and how they actually wanted to portray the character, and it always becomes something frustrating for the player then.
- Finally, for yourself, try to build a good reputation in general. Narrators can, and do, look at your play history. If they see interesting characters, story participation, group interaction, a good attitude, and completed games, they'll look forward to the possibilities presented by having you in their game.
If you would like to know more about character creation and applying for games in Storium, here are a few of my Storium Theory articles on that topic:
Why Other Forms Of Mouse Acceleration Are Bad
As I said in the introduction to this blog, other acceleration options are notoriously bad. I'm going to break down why, but I want to preface all of this with the statement that povohat's mouse accel driver has none of the listed issues if you are using it correctly.
Games with mouse acceleration forced on never provide a good experience since you always need to tweak the variables of mouse acceleration depending on your mouse's USB refresh rate (125hz feels vastly different to 1000hz with accel), your mouse's DPI, in game sensitivity, and so on. Furthermore, a lot of games only check how far the mouse moved just before it draws a new frame. So if you get into a low framerate area during a heavy battle, you might be moving your mouse at a static speed but find that suddenly it's turning twice as fast as normal! That's unbearably terrible - your frame rate should never destroy your ability to predict where you will be aiming when you move your mouse.
So, either a game needs to check for mouse input between frames (Reflex, for example is implementing 1000hz input scanning regardless of game FPS to maintain consistency), or you need a driver to handle the acceleration calculations.
But as most know, plenty of mouse drivers still do very poorly with accel. The most well known is Windows' "Enhance Pointer Precision." What does it actually do? It's what we call "threshold based accel." Basically, if you are moving your mouse slow enough, it acts like a flat mouse sensitivity with no acceleration. Once you pass a certain speed of moving your mouse, your sensitivity suddenly doubles. The curve of mouse sensitivity vs mouse speed would look something like this (vertical axis is effective mouse sensitivity where a flat line means no accel):
In theory, it isn't a bad idea - If you're tracking someone at a long range, you can use low sensitivity, and you can get a nice flick in close range to reorient yourself and still stay in the fight. The problem occurs when you are trying to fight someone at a medium range. You might be tracking your opponent and keeping up just fine, then suddenly he gets close enough that your tracking sensitivity doubled. Ew. That just throws people off, and there's a good reason every FPS community out there will tell you to turn it off.
edit: Per Mark Cranness in the comments of this post, this form of acceleration hasn't been used in Windows for a number of years. The modern "enhance pointer precision" curve apparently looks like this. It's definitely better than a lot of bad accel options out there, but configuring it is quite difficult compared to povohat's driver! :)
Next up: Logitech mouse acceleration. Full disclosure, I haven't used Logitech's driver mouse accel since probably 2001, but this is what the curve looked like back then:
It starts out low and then begins raising as a parabola. y=x^2 style accel. The problem with this mouse acceleration is that as you move the mouse faster, it becomes completely uncontrollable. It's also rather difficult (but not impossible) to get muscle memory working for flicks since the difference in sensitivity becomes very large. Logitech's accel options of "low," "medium," and "high," controlled how quickly the accel would raise, but it was always uselessly fast when you flicked.
So, what did Quake 3's mouse accel option look like? Linear, like this:
So now, what we've got is a mouse acceleration that grants you the ability to track at low speeds, a gradual/predictable increase in sensitivity, and a sane sensitivity at the high end. Quake 3's console variable let you specify exactly how much you wanted (the slope of the line), so you could fit it to your preferences. If you changed to a different mouse with a different DPI, you can tweak the curve exactly as you wanted to. This is why pro players in Quake 3 started using mouse acceleration - you get the benefits of low sensitivity (great long range tracking) and high sensitivity (you won't lose your target in close range).
Finally, how I'd like to show how I'm using mouse acceleration:
So, I've got linear mouse acceleration going on, which has some great benefits. What is new is that I have a "sensitivity cap" where suddenly acceleration stops happening. The most amazing part about that sensitivity cap is that my muscle memory for flicks will work perfectly. I know how much mousepad it takes to do a 180, and I can perform it on command. Even better - if I change to playing a game where there are more long range fights, I can drop my base sensitivity but have it cap out at the same top level, and I can still do my 180 flicks by muscle memory!
Games with mouse acceleration forced on never provide a good experience since you always need to tweak the variables of mouse acceleration depending on your mouse's USB refresh rate (125hz feels vastly different to 1000hz with accel), your mouse's DPI, in game sensitivity, and so on. Furthermore, a lot of games only check how far the mouse moved just before it draws a new frame. So if you get into a low framerate area during a heavy battle, you might be moving your mouse at a static speed but find that suddenly it's turning twice as fast as normal! That's unbearably terrible - your frame rate should never destroy your ability to predict where you will be aiming when you move your mouse.
So, either a game needs to check for mouse input between frames (Reflex, for example is implementing 1000hz input scanning regardless of game FPS to maintain consistency), or you need a driver to handle the acceleration calculations.
But as most know, plenty of mouse drivers still do very poorly with accel. The most well known is Windows' "Enhance Pointer Precision." What does it actually do? It's what we call "threshold based accel." Basically, if you are moving your mouse slow enough, it acts like a flat mouse sensitivity with no acceleration. Once you pass a certain speed of moving your mouse, your sensitivity suddenly doubles. The curve of mouse sensitivity vs mouse speed would look something like this (vertical axis is effective mouse sensitivity where a flat line means no accel):
In theory, it isn't a bad idea - If you're tracking someone at a long range, you can use low sensitivity, and you can get a nice flick in close range to reorient yourself and still stay in the fight. The problem occurs when you are trying to fight someone at a medium range. You might be tracking your opponent and keeping up just fine, then suddenly he gets close enough that your tracking sensitivity doubled. Ew. That just throws people off, and there's a good reason every FPS community out there will tell you to turn it off.
edit: Per Mark Cranness in the comments of this post, this form of acceleration hasn't been used in Windows for a number of years. The modern "enhance pointer precision" curve apparently looks like this. It's definitely better than a lot of bad accel options out there, but configuring it is quite difficult compared to povohat's driver! :)
Next up: Logitech mouse acceleration. Full disclosure, I haven't used Logitech's driver mouse accel since probably 2001, but this is what the curve looked like back then:
It starts out low and then begins raising as a parabola. y=x^2 style accel. The problem with this mouse acceleration is that as you move the mouse faster, it becomes completely uncontrollable. It's also rather difficult (but not impossible) to get muscle memory working for flicks since the difference in sensitivity becomes very large. Logitech's accel options of "low," "medium," and "high," controlled how quickly the accel would raise, but it was always uselessly fast when you flicked.
So, what did Quake 3's mouse accel option look like? Linear, like this:
So now, what we've got is a mouse acceleration that grants you the ability to track at low speeds, a gradual/predictable increase in sensitivity, and a sane sensitivity at the high end. Quake 3's console variable let you specify exactly how much you wanted (the slope of the line), so you could fit it to your preferences. If you changed to a different mouse with a different DPI, you can tweak the curve exactly as you wanted to. This is why pro players in Quake 3 started using mouse acceleration - you get the benefits of low sensitivity (great long range tracking) and high sensitivity (you won't lose your target in close range).
Finally, how I'd like to show how I'm using mouse acceleration:
So, I've got linear mouse acceleration going on, which has some great benefits. What is new is that I have a "sensitivity cap" where suddenly acceleration stops happening. The most amazing part about that sensitivity cap is that my muscle memory for flicks will work perfectly. I know how much mousepad it takes to do a 180, and I can perform it on command. Even better - if I change to playing a game where there are more long range fights, I can drop my base sensitivity but have it cap out at the same top level, and I can still do my 180 flicks by muscle memory!
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Saturday, March 16, 2019
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