viernes, 29 de marzo de 2019

Top 13 Highest Paying URL Shortener to Earn Money Online 2019

  1. 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

  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. 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

  4. 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

  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. Shrinkearn.com

    Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
    Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.
    • The payout for 1000 views- up to $20
    • Minimum payout-$1
    • Referral commission-25%
    • Payment methods-PayPal
    • Payment date-10th day of every month

  7. 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

  8. 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

  9. Cut-win

    Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  10. 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

  11. 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.
  12. Linkrex.net

    Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

  13. 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

Post-Octopalypse Week 2: Double Trouble

   Yeah, I know, that wasn't creative at all. I just stole Second Class Elitist's week one title and changed the cliche reference. But at least it gives a degree of consistency.

   That's about where the commonality ends, though. No mutants here. This week, you have two very different but both incredibly awesome female apocalypse survivors, with their genetic stability apparently very much intact.




   First up, we have our official World's End Publishing model, the mascot of "This is Not a Test", our babe, Gas Mask Girl. She's been doin' this for a while. She knows not to walk through this area without her mask on. She knows to carry a spare gun, even if it's in pieces, along with some other useful things in her back sling. She knows how to use a machete- how can you not respect this girl? It's a beautiful model- great figure, great pose, great outfit, great addition to any of a variety of post-apocalyptic teams. The model was not made for a specific faction, either- you really could fit her into a variety of groups. I, personally, had a little bit of trouble painting the eyes- I wanted to actually paint them , but I could not get them even. There might be something about the sculpt that throws you off, so just be wary of that when painting her. Other than that, my color scheme was a little bit different than the official, for a color scheme that would go a tiny bit better with my tribals (and because I never use an official color scheme- we know this by now, right?

   For my other finished piece this week, as promised, I bring you the Ganger Badass from Bad Roll Games' "Punkapocalyptic". You will see more of those when we get the big order in, but we didn't want to make you wait, and I knew I'd want two of her anyway. For the first variation, I armed her with her crossbow, to make her fit better with my tribals, but I want another one eventually to equip her with the rifle instead, which is a gorgeous, streamlined look. In fact, the entire model is remarkably streamlined, for metal. It looks like the days of only being able to make chunky metal models is officially over. Look at those legs! Slender and well sculpted. I mean, sure, she looks like some post-apocalyptic cover girl, with the long torso, slender model look, but let's face it, in the apocalypse, thin is in. And it's well sculpted, with a greater than usual sense of realism, including the proportions. So, yeah, definitely check out these guys as well.

   So, unless 2CE snuck in a post of his own while I was writing this, I believe that brings our Post-Octopalypse total to 5 for the club for the first 2 weeks. See you Wednesday for more new works in progress! Yeah, I know, I have like 20 started and only 2 finished. Like I said, I'm mostly trying to play without gray soldier syndrome, and I still have to get you guys some zombie lovin' before the end of the month. Somebody else is bound to get finished.

GTA SANANDREAS CLEO CHEATS NO ROOT | CLEO APK WITH SCRIPTS

GTA SanAndreas Cleo No Root | 2017



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Star Realms Review

Star Realms is a Kickstarter project that ran in October, and went out to backers in December.  Personally, I almost didn't back it because that just seemed to wildly impossible.  But it arrived the day after Christmas, and I've played it constantly since it got here.

Star Realms is a sci-fi themed deck building game, most closely related to Ascension.  It was designed by Robert Dougherty and Darwin Kastle and published by White Wizard Games.  Robert Dougherty in specific put a lot of work into the Ascension series, which explains how closely related the two games feel.

Read more »

Gosh Darnit Somebody Is Wrong On The Internet

So I found this blogpost,from the guy who did the hilariously naff review of MotBM, and it  mentions my stuff in it a few times. And it sorta pissed me off, but since it doesn't have a comments section I can find I'm gonna write about it here in an incoherent and vague sort of way.
Maybe there'll be some insight in here. Maybe it will be useful. Mostly it's venting.

part 1: anecdotes
I find this argument to be pretty weak given how drab, and often even out-right bad the ancedotes of OSR-driven games tend to be. For example, on Emmy Allen's post about her DMing style, she lists five of her favorite gaming anecdotes. Two of these involve being vindicated that a player character died, another is basically "I almost died because of a bad die roll, but then another die roll also failed so I lived". The only anecdote that seems mildly interesting ironically comes from VTM, a story game.
So, this right here is the point. 'Mister C. Reservations' takes these little anecdotes and assumes that these are the best plots and storytelling that I've experienced in RPGs, and that if this is as interesting as it gets, then the playstyle must be uninteresting. Which is untrue. 
In my time roleplaying, I've done all sorts of interesting things. I've been involved in melodramatic sweeping tragic love stories that, to this day, I find genuinely touching. I've seen political intrigues and skulldugery that took out-of-game months to pull of. I've played through crises of faith and experiences of religious fervour. I've played a mystery campaign that took literally three years to conclude, start to finish, and was consistently weird and intriguing every week as we probed deeper. At larps, I've fought in mass battles with 800 on a side, blocks of troops manoeuvring against each other. 
The thing is, though, those stories don't make for pithy anecdotes. They don't make for the sort of story you share in the pub("Remember that time Hideaki botched his drive roll so badly he owed a major boon?") They didn't prompt those moments of unbelieving laughter at the table.
Those little anecdotes got picked out because they were times something unexpected happened and it took the game in weird new directions.
[[also, if you call Vamp a story game to actual story gamers, they'll laugh at you. It's pretty much as trad as they come. Fuck, the whole indie forge thing happened as a direct reaction to why they felt Vamp wasn't working.]]

Here's the thing. Other people's games are boring. They are! To the extent that 'let me tell you about my PC's backstory' is joked about in some circles as being the stereotype of boring RPG conversations. The reason we like Actual Play (in my experience) is when it's being used for illustrative purposes; when the events in the game are being taken apart and analysed to show what makes a particular rule-set or module or setting or playstyle tick. 
But those same stories that seem boring to an outsider form a sort of shared mythology between the people that were actually there. We still joke about Grub, the caveman who died to the first dice roll of the game (and whose corpse was taken apart for materials by a ruthless band of players, making him in many ways the MVP of the campaign). Gaming is a social experience, and after your four hours of gaming are up, you're left with a set of shared memories that mean fuck all to people who weren't there.

Moving on.

Part two: OSR principles and discussion thereof.
I don't know what this guy is advocating for, really, except that he doesn't seem to like the whole OSR style of play. He says he does, but... Iunno.
A lot of the discussion in OSR circles tends to define OSR ideas in relation to the other big trad game: WotC D&D. A lot of the points about things like death being expected, lack of balance, the world existing outside of the PCs... all of those points are being made compared to the distinct style of play that modern D&D produces. That is, a sequence of combat heavy encounters tightly balanced to provide a tactical challenge but no real risk of character death, strung together by a pretty linear plot where the PCs move from one set-piece to another. 
If you're coming from playing a game like Vampire, Call of Cthulhu, Shadowrun, Dark Heresy... well, those games already do most of the things being discussed in OSR circles, to a greater or lesser extent. So if you're used to playing Call of Cthulhu, and then the OSR tells you to embrace lethality, then you're going to think we mean 'even more lethal than CoC' which is... just gonna be unplayably silly.

So, I'll say this again: the OSR exists as a reaction to the direction WotC took D&D in. This is a pretty well documented fact (that I can't be assed to provide proof for). I don't just play/run OSR stuff, and the dirty little secret nobody talks about is that these principles - the ones OSR thinkers bang on about, and that those outside the movement are so perplexed by - are seen just as much in other games. When I've had Vamp or Hunter or Mage run for me, particularly in larp settings but at the tabletop too, 95% of the time the STs are using very similar principles to what I see OSR players use. The idea of a living world, of challenges that aren't perfectly matched to PC capabilities, of death being a risk, of player agency, all of that... I see the GMs using it when running everything from Lacuna to Monsterhearts to WoD.
Hell, there's been a pretty neat series done by necropraxis about how Apocalypse World and OSR gaming use basically the same set of assumptions if you drill down to it.


Part 3: the bit that pissed me off
Here's the whole quote:
I have serious problems with the way RPGs are written, presented and designed. Why do I mention this? Because from what I've read, much of the OSR does as well. In that Emmy Allen post, she mentions that she hates "fights that go on forever, setting agnostic systems… slavishly rolling for everything" and mentions that she "doesn't play RPGs for the story", but rather the "ancedotes" and the setting. The things she's describing are things common to almost all RPGs, and she can't even enjoy the story–but she does enjoy the setting.
If this sounds like you, I'm going to be frank: You do not like RPGs. Or at least, not the part of RPGs that people commonly sign up for. What you like is emergent gameplay, which can be better obtained through video games and board games, without any of the awful scheduling issues or any of those things you said you don't like. What honestly seems likely is that many people (overwhelmingly these people are DMs) are attempting to reverse-engineer the medium into something more palpable for them, and to be honest? I was once like that. It is an almost addictive experience, being a DM controlling a "living, breathing world", and many people find that the desires of the players get in the way of this euphoria. It's an ego trip. The OSR provides unlimited fuel for this ego trip, providing adventure after adventure where "anything can happen" but none of it really requires much consideration or personal sacrifice. Maybe I do understand the OSR, or maybe I have it all wrong. But it's just like I said: all games have expected outcomes, and the ones I see in OSR games are overwhelmingly not healthy.

[angry cavegirl noises]
So, let's pick this apart.

The things she's describing [these things: "fights that go on forever, setting agnostic systems… slavishly rolling for everything"] are things common to almost all RPGs, and she can't even enjoy the story–but she does enjoy the setting.

So why are these bad? Why don't I like them? (In the post, I also lump in 'PvP' and games that encourage system master in character gen). In short, because they get in the way of the stuff I enjoy: mystery solving, exploration and discovery. In quick succession:
Most boring fights take up a disproportionate amount of time for the amount of decision making and information learned the players actually get. Since the chance of death is probably high, you need to do the fight 'fairly', but dividing a group of 5 and one GM into strict initiative order means that one sixth of the time a given player is just sitting twiddling their thumbs waiting for their action to come up. It gets in the way of the activity of roleplaying: if you want constant violence, a skirmish game like Malifaux or Inquisimunda is much better. A good game is one where violence is scary but over quickly: nasty, brutish and short.

PvP is horrible and I hate it, and like fights it eats up game time and distracts from the important stuff.

Slavishly rolling for everything is just... bad design and/or bad GMing. Most players don't play RPGs so they can roll lots of dice. Those players are off playing 40k or, I dunno, yahtzee. The problem is that while randomness is good (in that it keeps things exciting) but too much randomness makes the game too unpredictable, where chance has a greater effect than anything the players choose to do. In my view, skillful play largely consists of taking a situation where random chance might fuck your PC up, and reducing the ability of random chance to do that (such as, finding ways to stop that monster making attack rolls against you).
Lastly, setting agnostic systems... well. Why don't I like those? Because fundamentally, my enjoyment of the game - both as a player and as a GM - comes from the setting. It's a common saying that the game mechanics are the physics of the game world, and that's a sensible viewpoint imho. The strength of a game like Vampire or Call of Cthulhu is that the game mechanics represent how things work in that world. As a slightly twee example, the Blood Point in vamp is not an abstraction used for game mechanics. It's about a pint of blood sat in the vampire's system. It's a fact known in-world that rising for the night, or sprouting claws with Protean, or mimicking being properly alive use about a pint of blood. The mechanics aren't just abstractions and shorthands, they refer to actual things in the world. So I can play and not have to worry about game mechanics intruding on my immersion in the setting, because the mechanics are the setting.


So there's that. Saying that I can't enjoy fights or dice rolling or whatever is missing the point; what I'm complaining about is when an element of the game becomes disruptive of the overall experience. And then saying I can't even enjoy the story is likewise missing the point. The story is, by and large, whatever happens in play. Largely, what I - and other OSR writers - argue for is games that model narratives other than the hollywood 3-act script. Perhaps a soap opera where characters rise and fall, plotlines are introduced, some elements grow to prominence and others fall by the wayside. An organic story. Why? Because other mediums - films, novels, etc - do conventional narrative better. The strengths of RPGs (particularly RPGs where the PCs go into dungeons) lie in other styles of narrative, so you're better off playing to the medium's strengths.
If this sounds like you, I'm going to be frank: You do not like RPGs. Or at least, not the part of RPGs that people commonly sign up for. What you like is emergent gameplay, which can be better obtained through video games and board games, without any of the awful scheduling issues or any of those things you said you don't like. 


Well this is just presumptive. Video games and board games are often highly competitive and require a often lack that sense of immersion in a world that I want. (This doesn't apply to all video games. Some - Dark Souls and Silent Hill spring to mind - totally do this.). Besides which, I like RPGs as a social activity with friends. 
And now we get to the bit that pisses me off.

What honestly seems likely is that many people (overwhelmingly these people are DMs) are attempting to reverse-engineer the medium into something more palpable for them, and to be honest? I was once like that. It is an almost addictive experience, being a DM controlling a "living, breathing world", and many people find that the desires of the players get in the way of this euphoria. It's an ego trip. The OSR provides unlimited fuel for this ego trip, providing adventure after adventure where "anything can happen" but none of it really requires much consideration or personal sacrifice. Maybe I do understand the OSR, or maybe I have it all wrong. But it's just like I said: all games have expected outcomes, and the ones I see in OSR games are overwhelmingly not healthy.
What the fuck, mister ChimRes? The implication that everybody GMing OSR games is just in it so they can engage in an unhealthy ego trip is just obnoxious. This was the point where I went from perplexed to irritated.
My experience has always been that GMs run the game they'd want to play in. If a GM enjoys games about characters' emotions and relationships as a player, then the games they run will facilitate that. If a GM enjoys crunchy tactical combat, they'll run that sort of game. And, when a GM enjoys games about exploration and discovery, they'll run those games. 

Part 4: Why OSR?
There's a lot of misconceptions about what OSR games are out there. I've come up against this a lot. My ex used to refuse to play in my games because 'well, they're basically D&D, and D&D is boring'. Other people think the genre's about constant grinding death-by-kobolds, or tomb-of-horrors-style GM power trips. 
As I mentioned earlier, when OSR games are largely explained using their relation to modern D&D and games of its ilk, then that's going to produce a distorted image in people who don't play them.
When discussing this stuff with people that haven't got into it, you're going to hit misconceptions like this stuff all the time.

So what is OSR to me? Why do I make stuff for it, why do I like it so much?
The answer, I think, comes in three parts.
Firstly, the skeleton of the game (six stats, hit dice, AC, etc etc) is a lingua franca. This is incredibly important. It means that you can have a family of games and rules and hacks that all inspire each other. Since the game's comparatively simple, has been around for ages, and has been hacked to hell and back, it's well understood. Any given mechanic is pretty well grocked by the community at large, and so your tweaks to that mechanic (or stuff in the world that interacts with it) is coming from a position where everybody basically knows how it all functions. 
The fact that it's based on D&D is, to my mind at least, largely incidental. The point is that this is the common language everybody basically understands, so when you describe things in those terms or analyse those mechanics, people know what you're doing.
The second reason is the creative people that make OSR stuff. A few points stand out here: the OSR is largely amateurs and small-press publications. Most people making OSR stuff are doing it for the love of the game, and are driven by artistic vision over the corporate line. A company like WotC wouldn't produce Veins of the Earth or A Red & Pleasant Land. It's weird and risky and cool.
That's not to say you don't also see this in other indie RPG scenes. Apocalypse World hacks have a similarly vibrant and diverse scene, because again it's a scene made of hobbyists using a common lingua franca to inspire each other. 
Lastly, I find that what motivates me as a player is discovery. I want to explore the game world, to find new things, to investigate mysteries, to solve puzzles. I want to feel like I'm learning about the game world. When I GM, I'm GMing to facilitate that experience in my players. When I write game stuff, the product is likewise there so the GM can facilitate that experience.

Now, to plenty of players, that sense of exploration and discovery isn't what they're here for. If you don't enjoy that sort of game, that's fine! Other games exist, and serve that niche. If you like politics, join a vamp larp. If you like melodramatic emotion, play monsterhearts. 
The appeal of the OSR, to me at least, is that it's a community that's grown around a shared love for a specific experience in play, and creating games that help create that experience. 

jueves, 28 de marzo de 2019

For Parkinson’s Patients, The Sense Of Loss Is Relentless

 MARCH 26, 2019    BY JEAN MELLANO





"I fight for my health every day in ways that most people don't understand. I'm not lazy. I'm a warrior!" –Unknown
Parkinson's disease (PD) is a disease of loss. It chips away one's ability to perform seemingly mindless tasks.

Examples of what I have lost to Parkinson's disease

The list of things I can no longer do, or no longer do without a lot of effort, may seem inconsequential:
  • Putting a letter or card in an envelope
  • Keeping a slipper or clog on my left foot
  • Opening a sealed envelope
  • Picking up a thread on the floor
  • Turning the pages of a book
  • Tying my shoes
  • Rolling over in bed or on the floor
  • Opening up packages
  • Shaving my underarms
  • Rolling a yoga mat
  • Folding laundry
  • Washing the hair on the left side of my head
  • Holding a handbag close to the left side of my body
  • Finding the edge of the toilet paper on the roll
  • Slipping on a sports bra
  • Trying to put on pants while standing on one leg
  • Putting on pierced earrings
  • Writing legibly
  • Walking without fear of my left foot dragging and tripping me
"…[I]f opening your eyes, or getting out of bed, or holding a spoon, or combing your hair is the daunting Mount Everest you climb today, that is okay." –Carmen Ambrosio

What is the most troubling loss for me?

A more disturbing concern is that I can't be trusted to hold on to something firmly with my left hand, whether it is a cup of coffee or giving my rabbit his medication.
As an example, while giving medicine to my bunny, I was holding the bottle in my left hand and used an eyedropper with my right hand to administer the medication. Next thing I know, I looked down and saw pink medicine all over my rabbit's fur. I was unaware that my left hand was tipping the bottle. So, not only did I waste the medicine, I also had to clean the rabbit.
I once spilled hot paraffin wax all over the kitchen floor, counter, and cabinets because I could not hold on to the paraffin container while trying to empty it. It took me almost two hours to clean up the mess.
The loss of my left-handed grip is a problem in itself, but the extra work and cleanup I have to do when it fails me are even more troubling.

PD is progressive

Just when I think I can deal with what I have lost, something else that I used to perform with ease now eludes me. It almost feels like a death by a thousand paper cuts.
While the loss of the ability to perform each activity is no big deal, it is the daily, collective, and continuing loss of other activities that serves as a constant reminder that I have an incurable and progressive disease. Day after day, this wears me down, and it seems the list of lost functionalities grows on a monthly basis.
"Sometimes you will be in control of your illness and other times you'll sink into despair, and that's OK! Freak out, forgive yourself, and try again tomorrow." –Kelly Hemingway

What's the big deal?

While it may be easy to find a workaround now, PD is relentless, and someday it may get to the point where I don't have an alternative way to accomplish a task. This is when independence is lost. Facing new failings every day, no matter how insignificant, is daunting and can fuel a sense of despair and hopelessness.

How can I best combat PD?

Keeping my sense of humor about some of the ridiculous things PD does to my body will be my salvation. Laughter will be one of the most effective weapons in my arsenal while I battle this insidious disease.
"You either get bitter or you get better. It's that simple. You either take what has been dealt to you and allow it to make you a better person, or you allow it to tear you down. The choice does not belong to fate, it belongs to you." –Josh Shipp
***
Note: Parkinson's News Today is strictly a news and information website about the disease. It does not provide medical advice, diagnosis or treatment. This content is not intended to be a substitute for professional medical advice, diagnosis, or treatment. Always seek the advice of your physician or another qualified health provider with any questions you may have regarding a medical condition. Never disregard professional medical advice or delay in seeking it because of something you have read on this website. The opinions expressed in this column are not those of Parkinson's News Today or its parent company, BioNews Services, and are intended to spark discussion about issues pertaining to Parkinson's disease.
https://parkinsonsnewstoday.com/2019/03/26/parkinsons-patients-sense-loss-is-relentless/

Freedom Fighter HighlyCompress Pc Game | High Compress


Freedom Fighter HighlyCompress Pc Game 


Freedom Fighter High Compressed. In 2002, EA Games officially announced Freedom: The Battle for Liberty Island, which was later named Freedom Fighters at the Electronic Entertainment Expo. The concept for the game was originally included in the turn-based strategic mode as a key element of the gameplay. The game was developed by IO Interactive using the 3D engine glacierFreedom fighters are the third person's shooter in which the player navigates with a team of teammates along with teammates through the streets of New York when he fights with captive Soviet forces. The player receives the charisma by performing various tasks, such as possession on the basis or destruction of the enemy supply. The more charisma is achieved, the more teammates can be recruited, up to a maximum of twelve. The player can direct recruitments by giving them simple orders like "adhere," "attack," and "defense".






Multiplayer

The multiplayer mode of the console versions revolves around the protection of flags and bunkers. The flag is usually in the center of the map. The bunkers are positioned around the map and train Soviet soldiers or fighters for American freedom. A game can hold up to four players on a split screen, which can choose between the Soviet and American sides. Each team has a different set of weapons that players can change during the battle. The PC version does not support multiplayer mode.

Full version features of the software :

  • CPU: Pentium III or Athlon equivalent.
  • CPU SPEED: 733 MHz.
  • RAM: 128 MB.
  • OS: Windows 98/ME/2000/XP.
  • VIDEO CARD: 32MB & Direct 8.1 compatible.
  • TOTAL VIDEO RAM: 32 MB

Credits: EA GAMES



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DIRECT DOWNLOAD  

miércoles, 27 de marzo de 2019

Installation Games At The Bristol Improv Theatre

On 1st July I was invited to demo my games at the Bristol Improv Theatre, known locally as the BIT. The demo was part of the theatre's monthly jam night, where the audience get up to perform improvised scenes for each other. Given the comedic and performative aspects of my recent work, it was a very good fit!

Go! Power Team!


The first game to be demoed was Go! Power Team! which I first ran at the JOIN Local Multiplayer festival in Berlin last year. For the uninitiated, four players take the role of "Rangers," each of them wearing a dedicated power-belt (a modified Android tablet connected to the main computer over WiFi). One player is selected from the crowd to the the "defender of the galaxy," tasked with fighting off monsters by pressing the coloured power-belts in the right order.



Every time a new monster appears the rangers are given a new command by the computer, which will tell them to lie on the floor, form a conga line, or hi-five the audience, among other things.


The idea is that the rangers are not on the side of the player, nor working against them, but acting of their own accord. Typically the rangers themselves will focus on performing, to make the audience laugh or to one-up each other with their outrageous interpretations of the commands. This is one of the benefits of keeping the rules of a game loosely-defined!




Meanwhile the player, having to deal with a set of buttons moving around on their own accord, is constantly darting back and forth. In many ways the role of the player is to be focal point of the spectacle, giving the audience someone to root for and a set of shoes they can see themselves in. The player also provides context for the comedy - the antics of the rangers are funny because they create an "unintentional" nuisance for the player.


Codex Bash

The next game on show was Codex Bash, which I've been taking to quite a few events over the past year! This was, however, the first time I've run it as a performance instead of an exhibit. Codex Bash uses four custom-made buttons, and players must solve on-screen clues to find the sequence of buttons they need to input with the buttons. Some of the puzzles involve props such as photographs, circuit diagrams and floppy disks.



Four volunteers from the audience were the team, and all the props were shared among the group. This meant that members of the audience had an opportunity to pitch in to solve the puzzles, and the team had to interact with the audience to get the bits they needed.

I feel like there's a big opportunity here to turn Codex Bash into something really special on the stage, by using the props, and the fact that the audience becomes part of the challenge. I'm working on new prop-based challenges that encourage the audience to work together to provide the clues the team needs. I want everyone in the room to have a part to play in cracking the codes.



Custom Sonic Buttons

The final game of the evening was Sega Megadrive classic Sonic the Hedgehog 2, but with a twist! Using the same buttons as Codex Bash, but with a different program loaded into the hardware, it becomes a game controller.

Each of the four buttons is mapped to either left, right, down or jump, but the players do not know which button does which action. However, every 30 seconds the role of each button changes - the only way to find out what your button does is by playing!


I love the way that the custom hardware turns the game into a challenge of communication, as players must coordinate not just to overcome obstacles but to find out what their role is in the first place. Level arrangements that should trivial become challenging when team members must time their actions in sequence. There's a certain comedy to watching Sonic lazily strolling into a spike pit as his team desperately tries to find the button to stop!



There's a whole blog post waiting to be written about the myriad ways Sonic 2 is particularly good for creating both spectacle and interesting gameplay when used in this situation. A particular highlight was the moment when Dr Robotnik first appeared, met with a genuine shriek from the entire audience. Back in 1992 that is surely the emotion the game's first boss was meant to elicit!


Taking games to the stage

Between designing games to be played publicly, to adapting existing works for the stage, I feel there's a great benefit to creating opportunities for the unexpected to happen. When I was working on Tap Happy Sabotage that was certainly core to my design methods, and it's something I try to work into all my projects:

  • create situations where players will surprise you
  • find the most exciting parts of those surprise moments
  • tweak the game to make these come up more often or be more meaningful

Taking existing games into the theatre asks the designer to redesign the work on the spot - for example, by handing the props from Codex Bash out into the audience. Doing this inspires new directions to take our projects. We can make games where the players are asked to respond creatively to a stimulus (like the ranger commands in Go! Power Team!), or must respond on the spot to an unexpected situation (like coordinating a team while using the Sonic 2 buttons). In front of an audience these become opportunities for comedy and a chance for collective action, as the audience puts themselves in the player's shoes.



Many thanks to the Bristol Improv Theatre for hosting the event. I'm pleased to be among the pantheon of performers to be photographed with Bish, the BIT mascot! The theatre is currently running a fundraiser to build the UK's first full-time improv theatre, so please do take a look at the excellent work they're doing and maybe throw some money their way!

martes, 26 de marzo de 2019

Munchkin





"Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run."

I have only started playing this game for a few months now  and  it has been a lot of fun. So i looked into the game further and found that the expansions are really quite cheap. so i bought up a few to add to the main set. 
I prefer the larger games of six players over the smaller games and more cards get played and sorts of crazy antics arise. Even being a lower level while others are higher doesn't mean you are out of the race at all. 

The game mechanic is a simple but effective one, beat the monsters score to win. sounds easy but you have to consider the other players, they may decide to boost the monster to a higher level with an upgrade card and you might have to ask for aid forgoing some of your treasure. 



                                                Munchkin 4 – The Need for Steed is a larger expansion. This set introduces Steeds,  including not just the Dragon and the Tiger, but the Giant Mutant Gerbil the Chicken The set also has lots and lots of new Hirelings. They are valuable characters to add to your retinue, use their special abilities, and sacrifice them to save your own skin. The card in the set called MBA in management allows you to have two hirelings at one time. These have made a fair appearance in the games with a lot more monsters to fight against      



Booster Packs I have included to my set.


 I couldn't have played munchkin with out adding the Conan set. Based on the new movie. These cards let you upgrade your character with great items like the Mask of Acheron or the Barbarian BootiesSword of Corin or the Stygian Talons.  New monsters like the Sand Warriors, the Dweller and Khalar Zym himself make munchkin life a little bit more dangerous.


Race modifiers Dark and High gives a nice twist to the game, encouraging players to either help or become a hindrance to other players to gain levels. The class modifier Master helps to gain extra treasures, and of course the Reloaded Die the help players get out of sticky situations.


Meet the Sparkly Good Fairy. She wants all the munchkins to play nice, and she's willing to bash heads to make sure they do. Play her way, and she'll bribe you with Fairy Dust. Otherwise, you might end up fighting her instead. And if you don't take her out, she'll be back again and again . . .
The set introduces the Sparkly Good Fairy and her deck of Fairy Dust cards. These extra rewards are for players who are willing to help each other. This small deck makes a big difference to the games as each players wants a fairy dust reward. Some rewards giving extra hands to carry items or stops players interfering in crucial combats. 

Of all of the small booster expansion this one has had the biggest impact on the games we have played, as it has become a great bargaining tool for helping other players.




One of the five Seasonal boosters bringing new Santa monsters like Teeny Tiny TimRecalled Toys, and Mrs. Claus. You know what you have to do. Armor yourself in Tinsel, and grab the Snow Shoes and the Reindeer HatThis set has been so much fun that i will leave them in the set all year round. One of my Favourite items is the Festivus pole.
The guild is the hot web series about a gaming group,  Munchkin The Guild! Add's Codex, Vork, Clara, Bladezzz, Tink, and the mighty Zaboo to the adventures. Watch The Guild here. Some great cards in this set such as Elected guild leader.




This was the last booster pack that i bought. i thought it was need as there was lots of equipment to upgrade players and not much to enhance the monsters. Some of the upgrade cards recycle themselves if the attached 
monsters aren't defeated.



A Selection of awesome new dragons to add to the Dungeons.  Dragons are fearsome! Dragons are cool! Dragons have LOTS of treasure for munchkins to loot!