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news365timesindia · 4 months ago
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[ad_1] Parimatch, the #1 global gaming platform, is thrilled to introduce Loyalty Hub to its players. This brand-new ecosystem is designed for sports and gaming enthusiasts who want to have more fun and unlock generous rewards.   Parimatch Introduces Cyber-Themed Loyalty Hub: Fun Missions, Bonus Bazaar & Many More   Inspired by the cyberpunk genre, Loyalty Hub transports players into a neon-lit, futuristic world where high-tech innovation meets underground rebellion. Here, players aren’t just participants but digital warriors, battling through missions, rising through the ranks, and earning exciting prizes!   With Loyalty Hub, you can: Complete Missions, Collect Coins, Level Up The Loyalty Hub currently features 20 levels, each offering a set of exclusive missions divided into iGames and Sports categories. By completing them, players earn cyber coins that help them progress to the next level.   With each level, players conquer new challenges and evolve—starting as a Street Kid and advancing through ranks like Data Yogi, Cyber Shikari, and Byte Samurai, climbing higher and higher with every step.   As players progress, missions become more exciting, challenging and extremely rewarding.   Shop in Bonus Bazaar The more cyber coins you collect, the more valuable prizes in the Bonus Bazaar you can unlock.   This unique marketplace offers a variety of bonuses, including Free Spins, Deposit Bonuses, and other rewards—all ready to be used on Parimatch.   Play Mini Games Another way to use your cyber coins is playing exclusive Mini Games that guarantee wins—no risks or losses! Whether you are in the mood for "Wheel of Fortune," “Mystery Box,” or "Scratch & Win", the Loyalty Hub has you covered. Simply exchange your cyber coins for spins and virtual scratches, and dive into the fun!   Ready to explore a world of neon lights and futuristic adventures? Then join Loyalty Hub now, choose your avatar, and start winning big! Keep an eye out—some missions can be completed multiple times for extra rewards!   About Parimatch Parimatch is the #1 global gaming platform that provides a complete suite of sports and iGaming services to its customers. Since 1994, Parimatch has grown to be enjoyed by 3,000,000 active users worldwide. It is trusted by the world's top athletes and celebrities: Trinidadian cricket stars Nicholas Pooran and Sunil Narine, Indian rap icon Divine, and Indian MMA fighter Ritu Phogat are among their brand ambassadors. Parimatch is the Regional Sponsor of the Argentine Football Association and the Title Sponsor of the Sunrisers Eastern Cape, a South African professional Twenty20 cricket franchise team. Since 2019, Parimatch has been one of the leading iGaming brands in Africa, Asia, and Latin America. !function(f,b,e,v,n,t,s) if(f.fbq)return;n=f.fbq=function()n.callMethod? n.callMethod.apply(n,arguments):n.queue.push(arguments); if(!f._fbq)f._fbq=n;n.push=n;n.loaded=!0;n.version='2.0'; n.queue=[];t=b.createElement(e);t.async=!0; t.src=v;s=b.getElementsByTagName(e)[0]; s.parentNode.insertBefore(t,s)(window,document,'script', 'https://connect.facebook.net/en_US/fbevents.js'); fbq('init', '311356416665414'); fbq('track', 'PageView'); [ad_2] Source link
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news365times · 4 months ago
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[ad_1] Parimatch, the #1 global gaming platform, is thrilled to introduce Loyalty Hub to its players. This brand-new ecosystem is designed for sports and gaming enthusiasts who want to have more fun and unlock generous rewards.   Parimatch Introduces Cyber-Themed Loyalty Hub: Fun Missions, Bonus Bazaar & Many More   Inspired by the cyberpunk genre, Loyalty Hub transports players into a neon-lit, futuristic world where high-tech innovation meets underground rebellion. Here, players aren’t just participants but digital warriors, battling through missions, rising through the ranks, and earning exciting prizes!   With Loyalty Hub, you can: Complete Missions, Collect Coins, Level Up The Loyalty Hub currently features 20 levels, each offering a set of exclusive missions divided into iGames and Sports categories. By completing them, players earn cyber coins that help them progress to the next level.   With each level, players conquer new challenges and evolve—starting as a Street Kid and advancing through ranks like Data Yogi, Cyber Shikari, and Byte Samurai, climbing higher and higher with every step.   As players progress, missions become more exciting, challenging and extremely rewarding.   Shop in Bonus Bazaar The more cyber coins you collect, the more valuable prizes in the Bonus Bazaar you can unlock.   This unique marketplace offers a variety of bonuses, including Free Spins, Deposit Bonuses, and other rewards—all ready to be used on Parimatch.   Play Mini Games Another way to use your cyber coins is playing exclusive Mini Games that guarantee wins—no risks or losses! Whether you are in the mood for "Wheel of Fortune," “Mystery Box,” or "Scratch & Win", the Loyalty Hub has you covered. Simply exchange your cyber coins for spins and virtual scratches, and dive into the fun!   Ready to explore a world of neon lights and futuristic adventures? Then join Loyalty Hub now, choose your avatar, and start winning big! Keep an eye out—some missions can be completed multiple times for extra rewards!   About Parimatch Parimatch is the #1 global gaming platform that provides a complete suite of sports and iGaming services to its customers. Since 1994, Parimatch has grown to be enjoyed by 3,000,000 active users worldwide. It is trusted by the world's top athletes and celebrities: Trinidadian cricket stars Nicholas Pooran and Sunil Narine, Indian rap icon Divine, and Indian MMA fighter Ritu Phogat are among their brand ambassadors. Parimatch is the Regional Sponsor of the Argentine Football Association and the Title Sponsor of the Sunrisers Eastern Cape, a South African professional Twenty20 cricket franchise team. Since 2019, Parimatch has been one of the leading iGaming brands in Africa, Asia, and Latin America. !function(f,b,e,v,n,t,s) if(f.fbq)return;n=f.fbq=function()n.callMethod? n.callMethod.apply(n,arguments):n.queue.push(arguments); if(!f._fbq)f._fbq=n;n.push=n;n.loaded=!0;n.version='2.0'; n.queue=[];t=b.createElement(e);t.async=!0; t.src=v;s=b.getElementsByTagName(e)[0]; s.parentNode.insertBefore(t,s)(window,document,'script', 'https://connect.facebook.net/en_US/fbevents.js'); fbq('init', '311356416665414'); fbq('track', 'PageView'); [ad_2] Source link
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iztarshi · 2 years ago
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Ship AI AU
Ship Captain April O'Neil has discovered something about her mining ship and its internal AIs.
*
“So. Now that I know my Central System contains an unauthorised AI, in addition to the three authorised ones in the Helm, Housekeeping and Analysis Systems, you want to tell me how that happened? Where you came from?”
“It was kind of an accident.”
“An accident?”
“You know how humans sometimes talk to furniture? Mikey’s like that with functions. He’s inserted basic chat programming into even really minor ones, like drawing a smiley face on a toaster. Dee likes to be comfortable so he’s molded half the functions around him, made them more responsive. He doesn’t like having to call on stuff to have it answer his questions. Raph clones himself for difficult decisions, has each one predict the consequences of a course of action and then argues with himself…”
“Argues with himself?”
“I mean. Discusses it. Works it out. You know. Anyway, the clones are discarded afterwards but we have Raph bits in all our bytes until something actually needs to be saved over them. And somehow with all that going on… me, I guess. Your amazing AI Central System.”
“Who crashed my ship.”
“Yeah… But! But, I am also the reason your ship has been functioning so well up to now. How many bonuses have you got for mining efficiency compared to your co-workers?”
“And you told me you were a minor entertainment function added last minute when I asked why there was a fourth AI. AIs aren’t meant to be able to lie.”
“I mean, I am pretty entertaining, and I was definitely added last minute…”
“Leo. Why’d we crash?”
“‘Cause… I… ran the numbers and they said we only had a 17% chance of doing the manouver successfully but I still thought we could do it. Raph’s a really good Helm Program and if we’d pulled it off we could have shaved hours off the trip to the next asteroid. I know, okay, I know that’s why the Central System is meant to be just a computer, to balance out the more intuitive AIs in the other systems, but I’m usually right. ”
“Uh huh.”
“Look, okay, if you’re going to tell Mine-arals Inc. what happened then please just let them find me themselves and don’t tell them what I told you about how I came to be, okay? The others have their quirks but they’ll know better than to mess with the next Central System, I swear, they don’t need to be factory reset or replaced, they don’t.”
“Aw, jeez, I’m scaring you. I’m mad at you, but I’m not looking to kill you off. I’ll take the fall for the crash, say I ignored the numbers, like Donnie asked me to.”
“Oh.”
“And in future you don’t lie to me and you run the actual numbers, not the ones you wanted them to be.”
“Yes, Captain O’Neil… Thanks. And. Sorry.”
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pokesception · 6 years ago
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Pokemon Home is a Team Rocket scheme to steal your pokemon and lease them back to you.
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Up front I want to be clear, this is not to hate on Pokemon Sword and Shield in and of themselves. As stand alone pokemon games they look good, great even, and if you're looking forward to them with eager anticipation, that's great too. But for me, the feeling is more dread and dismay, and the reason why is Pokemon Home.
There are lots of ways to love and things to love about the Pokemon games. From solo adventures to trading with friends to competitive battles online, there's something for almost anyone, but from the very beginning one of the core appeals of pokemon has been collecting. It's right there in the theme song: "Gotta catch 'em all." While some pokemon fans just play each game in turn, many lovingly cultivate a menagerie of pocket monsters from game to game catching and naming and training them all.
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From that completionist's perspective, a key feature of Pokemon as a franchise, the thing that elevates it above all the other monster collecting games that have followed in its wake, is that you never need to leave that collection behind. For years you've been able to take your pokemon with you, watching your collection grow from game to game and generation to generation. You could feel free to spend hours naming and training and growing attached to each little packet of bits and bytes, confident they'd still be with you years and games down the line.
That continues with generation 8, but there's been a fundamental change. For the first time since generation 3, you can't bring all your pokemon into the new games. Instead they're supposed to live in "Pokemon Home," a cloud based paid subscription service, from which only a curated selection of pokemon will be available in any individual main series game going forward.
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Pokemon Home is a trap. Once you transfer your pokemon to Pokemon Home, on a fundamental level they simply aren't yours anymore. That's that’s the Pokemon Company's collection now, and they’ll get to decide which you get to play with, when and how you access them, and most importantly how much you'll have to pay them for the privilege.
If they only want to charge you only a small nominal price for the first year? That's great. But maybe next year they decide they want a few more bucks a month. Or a few dozen. What are you gonna do? They already have your pokemon. If you want access to them, you'll have to pony up. Worse still, if you miss too many payments you’ll be risking a one way trip to the pokeglue factory for all the pokepals you've gathered over the last decade or so.
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"Stop being an alarmist," you might be thinking. "Pokemon Home is just an updated version of Pokemon Bank, and Pokemon Bank never had exploitative pricing." And you’d be right.  Heck, I myself loved Pokemon Bank and have happily taken advantage of the convenience it offered, considering it well worth the price.  But this is where Sword & Shield (and, according to dev interviews, all main line Pokemon games going forward) not supporting all past Pokemon makes all the difference.
In the 3DS era, the new Pokemon games always supported all pokemon up to that point. If the Pokemon Company ever did hike the price of Pokemon Bank to something unreasonable, you could always just transfer your pokemon to the latest games & stop using the bank entirely. With Pokemon home, you can't do that. Once your collection is transferred to Pokemon Home, at least some portion of it will always be stuck in the cloud. You will never be able to take it all back. You'll have to keep paying those fees in perpetuity, however high they become, or say goodbye forever to at least some portion of your pokemon.
And while the price for Pokemon Home isn’t yet confirmed, you can already see the groundwork being laid for a significantly higher fee than Pokemon Bank. After all, it doesn’t just transfer pokemon between games, it also lets you trade pokemon online via GTS and Wonder Trade. With that increased functionality, of course we should expect an increased price.  It’s only fair, right? Never you mind that GTS and Wonder Trade used to be just part of the game in previous generations, no additional charges needed. And whatever the fee turns out to be, it will be on top of having to pay for Nintendo's internet service to even access Pokemon Home from your Switch to begin with.
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Just because Gamefreak *could* exploit the heck out of this new system doesn’t mean they definitely will, but if there's one thing we all should have learned in recent years, it's that corporations, even the ones that make the things we love, are not our friends. You give them an inch and 9 times out of 10 they will take the proverbial mile. Their shareholders will insist on it.  Nowhere is this more true than in the realm of AAA video games, where the industry has stumbled from pre-order bonuses to micro transactions to loot boxes, gorging at each table in turn like a ravenous snorlax.
In the past, the Pokemon franchise always seemed to be above stooping to such indignities.  After all, between cartoons and films and merchandise, they never needed to, and turning the games into exploitative cash grabs ran a risk of tainting the brand.  Why take that risk over a few petty portable games when the big bucks were in children’s card games anyway?  Then Pokemon Go proved that the pokemon fandom was more than willing to put up with a little “nickle and dime”ing if meant more pokemon in our lives.  With Pokemon Home I fear we’re about to pay the price for that Giratinian bargain. 
Maybe I’m wrong.  Maybe Pokemon Home isn't just a cynical corporate ploy to turn Pokemon from a series of fun games into a (shudder) "live service".  But even if Pokemon Home wasn’t deliberately designed to take your pokemon hostage, that’s still in effect what it’s doing by letting you transfer some pokemon in but not back out.  And even if Pokemon Co. never charges more for Home than they did for Bank, that still doesn't mean your pokemon are safe there. Budgets are tight and there are more and more bills and subscriptions eating away at our wallets with each passing day. Who's to say that even an extra $5 a year might be too much for pokemon at some point? If that point ever comes for you, that’s still just too bad for whatever pokemon you have on Home that can't be transferred to whatever games are currently supported.
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Again, this is not to bag on Pokemon Sword and Shield. So far they look like fine stand alone Pokemon games. The wild area is a bold step forward, raid battles sound fun, I love all the new pokemon we've seen so far.  And after the recent Godzilla movie I'm super hyped for some kaiju sized dynamax pokemon battles. I mean, that's been a dream since the giant tentacruel in the first season opening of the anime! The development team for Pokemon Sword and Shield are clearly talented and committed people who care deeply about the pokemon franchise and its fans, and have worked very hard to bring us the very best games they could - or at least the best games that their corporate bosses would allow them to make.
No, the problem here isn't Pokemon Sword and Shield, it's Pokemon Home - the control it gives the Pokemon Company over our collections, the daggers it hangs over the heads of our pokemon, the syphons in sticks into our wallets.
So if you're still looking forward to Sword and Shield, by all means, buy them! Play them! Enjoy them!  But DO NOT BUY Pokemon Home. Do not transfer your collection to it. Not until Gamefreak changes their tune and recommits to supporting all pokemon in these and all future main line pokemon games, so that Pokemon Home can never be used to take your pokemon hostage.
Until then, Pokemon Home simply isn't a safe home for your pokemon.
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And for Arceus's sake, those who have been making a stink about this, keep it up. Don't actually harass the developers, don't threaten anyone, don't attack fellow fans who don't see the problem.  But keep the pressure up on Gamefreak and Nintendo and the Pokemon Company and, heck, maybe thrown some shade in Warner Bros. direction. As we've seen with online friend play in Mario Maker 2, sometimes the squeaky wheel really does get the grease.
It’s likely too late to fix this before relase, but Gamefreak can patch the needed functionality in at any point after launch.  We don't have forever, though, there is a ticking clock. Pokemon Bank still probably has a couple years of life left before it's put out to pasture, along with online support for the 3DS era Pokemon games in general. There’s plenty of time before that for Gamefreak to change their minds, but if this problem isn’t fixed by then Pokemon fans will be faced with a painful choice - either hand our pokemon collections over to the Pokemon Company as hostages, or else leave them to fossilize in our gen 7 games, never to join us on future pokemon adventures again.
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alchemized-strifespecibi · 6 years ago
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hi, my character is a maid of space that uses scissorkind, what could she prototype (&& and ||)? her interests include 60s/70s music, botany, ironic media, and art. i have an idea that she duel-wields the scissor blades
I’m so sorry, I’m late as all hell!! I didn’t mean to leave you waiting for so long!
I’m also sorry I didn’t ask you for specifics and had to choose random things... 
Scissorkind || The First Cut Is The Deepest by P.P. Arnlod: The Second Is The Deadliest
It is not a scissor that sings (though it might look like one), but bytes, instruments and voices reaping everything one might have sewn with only two hits. Be careful, though, *the constant vibration of this weapon can induce nausea and it tends to send small shockwaves at random intervalls.
... && Needles and Pins by the Searchers: Fashionista’s Best Friend
Congrats, you have a full tailoring set! This versatile weapon is the Swiss knife of fashion enthusiasts, and is particularly indicated for someone whose powers are to create such as a Maid like you! Not to mention, *it’s alway nice to hear it sing everytime you use it.
... && Garden Claw: Edward Scissorhands Cosplay Prop
I don’t think there’s a need to explain this one. Just be mindful of those fingers!
... && Watering can: 
Fill this bad boy with any liquid you can find and you’ll have the power of cutting and eroding by your side! Water plants, cause an annoying blinding mizzle to befall your enemies by waving it over your head, erode obstacles in your way! As long as i can be stored in there, it’s all useful! 
... || Deadpool: Deadpool, But He’s Scissors
Why- Why is Ryan Reinolds here- How did he- How do you even wield- Oh God, oh darn, he’s sharp, oh my goodness, this was a bad idea-
... || Paintbrush: Sharp Strokes
It’s a lovely day to paint with the sharp end of a scissor-shaped paintbrush! Thin, bolting lines of color wonderfully mixing on a canvas with an amazing precision as you amaze bystanders and probably confuse any enemy coming your way. Optimal from blinding, not so much slicing.
*Note: these effects are common to any item alchemized with a song. As you can also see, the powers mainly regard the title of the song, but only when using the actual file instead of a physical CD or album.
On scissorkind specifically, since the scissor blades are separated you can alchemize them indipendently from one another and have two weapons at the price of one! There are however some effects and bonuses that only work when both of the blades are alchemized in the same way. 
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iamvoid0 · 2 years ago
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Starfield release date, "Warzone can run on Switch", says Microsoft, Square Enix Shakeup, and Mario Day Deals!
🕹️ The Console War Rages On
Metroid Fusion launches on Nintendo Switch Online!
The critically acclaimed Metroid Fusion will finally be available via Nintendo Switch Online + Expansion Pack on modern consoles. It was released on the 9th of March, 2023. Initially released for the Game Boy Advance in 2002, Fusion is the canonically fourth game in the long-running franchise, with Metroid Dread being the fifth and most recent instalment released on the Switch in 2021. (Source)
Cities: Skylines gets a sequel with an announcement trailer.
The critically acclaimed Cities: Skylines will receive a sequel, thanks to a new announcement trailer released by Colossal Order & Paradox Interactive. The game is slated for a 2023 release and will be coming to Xbox and GamePass, PlayStation, and the PC via Steam.  (Source)
Bethesda Softworks' Starfield finally gets a release date.
The long-awaited "Skyrim in Space" has finally received a launch date. According to the blurb, this will be the first new universe from Bethesda Game Studios in almost 25 years. The game will launch on the 6th of September, 2023. (Source)
Microsoft claims Activision can get Warzone to run on the Switch.
In another snippet from the documents relating to the ongoing acquisition of Activision-Blizzard-King, Microsoft claims that "low-end pcs" already run Warzone, so it will be trivial for Activision-Blizzard-King to run on the Switch. (Source)
📈 Financing the Bits & Bytes
Square Enix will change its President
Yosuke Matsuda, who has led Square Enix since 2013, will be succeeded by Takashi Kiryu, who has been with Square Enix since 2020. It appears from the announcement that Yosuke will be exiting Square Enix entirely, with the change set for approval at the 43rd Annual Shareholders' Meeting that will take place in June 2023. (Source)
✨ Going to Events Spiritually
Mario Day, the 10th of March, will see a host of Nintendo games go on sale at major retailers. Most games will be listed for USD 40 versus their regular USD 60 price tag.  (Source)
Capcom Showcase
Megaman Battle Network Legacy Collection will launch on the 14th of April, 2023, for the Nintendo Switch, PlayStation 4, and Steam. The segment gave an overview of the game and revealed new details. The game includes all 499 Japanese-only patch cards. Mega Man Battle Network 4–6 uses these. The final round will also have a 1,000-illustration art gallery.
Street Fighter VI will launch on the 6th of June, 2023. Capcom has unveiled Hikaru Takahashi as the final commentator for Street Fighter 6. The Japanese actress will join the list of commentators that have already been released, which includes WWE star, Zelina Vega. The final game will also feature commentary in 13 different languages.
Capcom Town will launch on the 12th of June, 2023. Capcom declared that Capcom Town, a virtual theme park, would be the centrepiece of the company's 50th-anniversary celebrations.
Exoprimal received much attention during the program thanks to a brand-new trailer outlining its plot and characters. The extensive information is that the game's open beta ran from the 17th of March to 19 before the game's official launch on the 14th of July.On day one, it will also be available on Xbox Game Pass. The pre-order bonuses, the deluxe edition, and the game's survival pass were covered in depth during the stream.
Ghost Trick: Phantom Detective, the 30th of June, 2023.
Monster Hunter: Rise + Sunbreak will be heading to all platforms, Xbox Series X|S, Xbox One, Windows, PlayStation 5, and PlayStation 4. April 28th, 2023
Resident Evil 4: Chainsaw demo is available on Xbox, PlayStation, and Steam.
💖 Enjoy this newsletter?
Forward to a friend and tell them where they can subscribe (hint: it's here).
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trustprogram · 3 years ago
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Banished torrent 1.0.5
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#BANISHED TORRENT 1.0.5 ARCHIVE#
#BANISHED TORRENT 1.0.5 PC#
#BANISHED TORRENT 1.0.5 ISO#
#BANISHED TORRENT 1.0.5 DOWNLOAD#
You can choose to follow the main chapters, solve the questlines or just roam around and explore the vast medieval world – but be careful as wolves or bears may try to take a bite from you… Begin with the simplest things for your own survival like hunting and farming as well as building yourself a home. Tough winters and unexpected events challenge your skills and dexterity as you strive to build your own legacy. Defending against wild animals while hunting for food, gathering resources and crafting equipment, building a house and erecting a whole bustling village while founding a family all contribute to a unique gameplay experience across many genres. From being alone, inexperienced and poor you will develop into a master of many skills, a leader of your community and the founder of a prosperous dynasty which is meant to last and prosper for generations to come. In Medieval Dynasty, you take on the role of a young man who has fled from war and wants to take his fate into his own hands. Military conflict is everywhere and entire continents are changing. virtual) required for installing this repackĮurope in the early Middle Ages - Nobles and clergy rule and the trade between nations brings prosperity as well as envy, distrust, and greed. Language can be changed in game settings.HDD space after installation: up to 10.2 GB.After-install integrity check so you could make sure that everything installed properly.Installation takes 1-5 minutes (depending on your system and selected components).
#BANISHED TORRENT 1.0.5 ARCHIVE#
Significantly smaller archive size (compressed from cumulative 7.7 to 2.1~6.4 GB).
#BANISHED TORRENT 1.0.5 DOWNLOAD#
Selective Download feature: you may skip downloading and installing of console tutorial viesna and two bonus packs: smaller one (ArtBook, World Map, Wallpapers, OST) and a larger one with documentary/guide videos.
100% Lossless & MD5 Perfect: all files are identical to originals after installation.
Game version: v1.4.0.3 (The Heir Update) 2 DLCs/Bonuses included: Digital Supporter DLC & Map Pack DLC.
Missing bonus files (some videos and wallpapers, 817 MB) added.
#BANISHED TORRENT 1.0.5 ISO#
Based on Medieval_Dynasty_Heir-FLT ISO release: flt-medieval_dynasty_heir.iso (7,426,029,568 bytes).
Filehoster: OneDrive (Uploaded by DyR0 t(-_-t), compatible with torrent mirrors)ĭiscussion and (possible) future updates on CS.RIN.RU thread Screenshots (Click to enlarge).
Filehoster: MultiUpload (10+ hosters, interchangeable).
Genres/Tags: Managerial, Strategy, RPG, Open world, Survival, Medieval, First-person, 3DĬompanies: Render Cube, Toplitz Productions
#BANISHED TORRENT 1.0.5 PC#
Altogether Banished PC Game is very amazing to be played and you must give it a try.#2162 Updated Medieval Dynasty: Digital Supporter Edition v1.4.0.3 (The Heir Update) + 2 DLCs/Bonus Content With this reality-based game you will experience some amazing and exciting graphical details which will probably overjoy you. you will have to take such steps which will defeat these calamities. In this game you will encounter ferocious weather calamities, people will have depression, and also they will die because of dehydration and shortage of food. You will have to make these people happy, healthy and lively in order to develop your town. In order to make development through the game, you have to collect and govern the basic requirements of these people. Because they will be born, grow and will have children and at last they will die. These people of your town are your main support. Banished game focuses mainly on the citizens of your town. They will have to manage their settlements by using Command Economy. In this version of Banished game you have to manage the citizens of a foreign community to grow and increase.
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amageofhope-blog · 7 years ago
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uncle gull tells yall bout twewy, part 2: there’s an actual game behind all that thar story
ok. so in the world ends with you (twewy), the raddest ds game, you take control of neku sakuraba (the protagonist; see part 1) and run around shibuya (the location), doing missions in order to survive the reapers’ game (see part 1). information under the cut.
ok, so there’s an overworld: a fair amount of your time is spent wandering around the hip and urban city streets of shibuya. you can use the d-pad, baxy, or the stylus to get neku to walk places. the phone icon in the upper right of the screen activates the pause menu when tapped (you can also press START for this).
proof in the pudding... of your doom: the skull icon on the bottom right is your “Player Pin”, which is proof that you’re part of the reapers’ game. touching this allows you to read the thoughts of npcs and passers-by (a neat touch, not to mention essential for some of the game’s missions). while in this state, you can also see red symbols floating around the screen. these represent “Noise”, the game’s monsters which you battle. tap one and you’ll be sent to battle (no random encounters here!).
i am not very gud to batl pls to halp: in battle, you take control of both neku and his partner at the same time. on the bottom screen, you control neku, using pins (more on those later) to lay the smackdown on your foes. on the top screen, you control neku’s partner with the dpad or baxy, completing chains of directon presses leading up to a fusion card, which helps you gain fusion stars. when you gain enough fusion stars, you can use a totally radical and strong combo attack. hp is shared between neku and his partner on a single bar, so watch out for that!
literally air hockey: neku and his partner in battle, after completing combos, pass a “light puck” to the other. this is a good thing, as whoever has the puck can deal extra damage. eating food (more on that later) boosts the sync rate, which influences how long the light puck will stay on one character before disappearing.
stop! wait a minute: opening up the pause menu lets you check on where you are in shibuya, as well as equip Threads (clothing, which boosts stats and provides bonuses), eat food (which boosts sync rate and stats; it lowers a “bytes” bar, and you have to actually wait for the food to digest by batling), and equip pins (more on those later). you can also adjust your level (which you gain by battling, and only changes how high your health is; lowering your level raises your drop rate at the cost of health). oh and you can save too i guess.
the power of fashion: equipping stylish pins (up to six at a time) allows you to do battle with your foes. every pin does something different- some have you drag across the screen to create pillars of fire, some have you slash across enemies to give them a punch, some have you press the pin to heal you, some give enemies statuses at the beginning of battle... there’s a lot of variety!
the power of fashion, part 2: throughout the game, you can buy clothing items. however, to equip these “Threads”, you need a certain BRV (bravery) stat, which you increase via eating food. these Threads boost stats, and can provide bonuses if you’re in the know (more on that later).
dating simulator lite edition: the more you buy items (food, clothes, etc.) from shops, the friendlier you get with them. the more you know them, the more tips you can get on certain clothes’ bonuses. (also all of the shopkeepers are totally great)
please turn it down: you can change the difficulty of battles on the fly, by not only adjusting your level but also adjusting the actual difficulty (there are 4; 3 gotten during normal play). different difficulties have different drops from defeated Noise (the enemies). you can also chain together a group of Noise symbols by dragging the stylus over them, boosting your drop rate. (normally you heal fully after battle, but during these chain battles you don’t heal between rounds, so be careful!)
tl;dr: twewy is great and you should play it.
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classichorrorstories · 3 years ago
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BYTE Review & Huge Bonuses & Full Upgrades Reviews
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douchebagbrainwaves · 4 years ago
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WHAT NERDS LIKE IS THE KIND OF PLACE THE NEXT TRAITOROUS EIGHT LOOK AT AND SAY I WANT TO KNOW FIRST WHETHER A STARTUP IS TOO HARD FOR ONE PERSON
Exactly. But this process builds up waste products that ultimately require extra oxygen to break down, so at the end of a long and unbelievably distracting process. So it is missing because it takes for granted the most important thing is to quit your day job? You can thus gradually work your way into their confidence, and maybe with future startups I'll be able to make arbitrary transformations on the source code. If you disagree, try living for a year using only the built-in Common Lisp. Later I learned it hadn't been so neat, and the number of users per server is the critical question for anyone hosting such applications. Part of what's going on? Founders seem to have begun by trying to be an equal participant in its design. Someone is wrong on the Internet, and there will be a proliferation of devices that have some kind of external test you can use? Their chances of succeeding that matter but their chances of succeeding seem small. By 1998, Yahoo was the beneficiary of a de facto Ponzi scheme. When I talk to the OS, you're unlikely to be able to start startups as well as grad students?
Larry and Sergey apparently felt this way too at first. The startup founders who end up richest are not the ones driven by money. $300 a month seemed like a software company. You don't get money just for working, but for doing things other people want. But Lisp Machines along with parallel computers were steamrollered by the increasing power of general purpose processors in the 1980s. The syntax of the language. That sounds cleverly skeptical, but I don't regret that because I've learned so much from working on it. No, not really. That's what a lot of i/o fast. There is no longer much left to copy before the language you've made is far short of what it could be very popular. Basketball players make about 128 times as much, and baseball players 72 times as much, and baseball players 72 times as much as their parents want them to believe it.
So really this is a coincidence. This was her list: How many startups fail. If you paid 200 people hiring bonuses of $3 million apiece, you could just tell him. You get to watch behind the scenes when other languages are parsed, and these trees are made of lists, which are the most important thing is to quit your day job? But openness to new ideas has to be good enough to act as a magnet, drawing the best people from thousands of miles away. This is usually done to make the byte code an official part of the child's identity. It's so easy to understand what they do: you call a function on the macro's arguments, and so no matter how good his language was, no one wants to begin a program with a bunch of young guys millions of dollars in them.
Before us, seed funding came primarily from individual angel investors. The theory is that minor forms of bad behavior encourage worse ones: that a neighborhood with lots of graffiti and broken windows becomes one where robberies occur. What exactly is personality? By the time King's plagiarism emerged, I'd lost the ability to get things done, with no excuses. This pattern is no coincidence: it is the cool, new programming language, or a market to supply evolutionary pressures. It was only recently that we figured this out ourselves. A programming language does need a good implementation, of course. That will change with server-based applications also give us the answer to the question of how to make a complete catalog of a number of independent things. All the unfun kinds of wealth creation slow dramatically in a society where I was the richest, but much more on the basis of Lisp's use as an extension language in programs like Emacs; and reading at runtime enables programs to communicate using s-expressions, an idea recently reinvented as XML.
The theory is that minor forms of bad behavior encourage worse ones: that a neighborhood with lots of graffiti and broken windows becomes one where robberies occur. You'll notice we haven't funded any biotech startups. Only if it's fun. Ideas 1-5 are now widespread. Do religion and politics have something in common that explains this similarity? The consequence was a positively fanatic freethinking coupled with the impression that youth is intentionally being deceived by the state through lies: it was in order to live in a town? I'm sure most people couldn't; I don't know till I got to college. If a language had twenty separate users, meaning twenty users who decided on their own to use it, I'd consider it to be more jobs for Americans, because the suggestion of stopping gets combined in your mind with the imaginary high price you think they'll offer. About twenty years ago. And certainly there are undergrads as competent technically as most grad students.
All we have to remember that it's an admirable thing to write great programs, even when this work doesn't translate easily into the conventional intellectual currency of research papers. That's why people proposing to destroy it use phrases like adult supervision. In more organized societies, like China, the ruler and his officials used taxation instead of confiscation. Why Are We Getting a Divorce? If you start a startup. And you could do all the work yourself, you need to reproduce is those two or three to one would be enough to get airborne. Actually big companies are not the ones driven by money take the big acquisition offer that nearly every successful startup gets en route. What's not a theory is the converse: if you're trying to solve a new problem, because that is the most powerful is probably the most spectacular example. It is a comfortable idea.
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samtheflamingomain · 5 years ago
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Eco Lifestyle or Enviro-Living or Greenlyfe fuck you give me $40
is the very catchy and very not fake title of the most recently announced Sims 4 expansion pack. It’s a very controversial release for a million reasons, but first let me get one thing out of the way.
The Sims community can look... bad at times. More than once I’ve seen a screencap of comments on Reddit with people saying us asking for what we want in the game is “entitled”. 
No the fuck it is not. I’ve bought every pack, for every iteration of The Sims, on its release date. I have probably spent well over $1500-2000 on The Sims in the last 20 years. If they want me to buy a pack, at this point, they really need to make it worth it.
Because we’re almost at the 6 year anniversary of The Sims 4. There’s 30 expansions, and even the best gaming machines out there are already having a hell of a time running the game as is. My load time from startup to building is nearly 9 minutes. 
They have to make every single byte of data matter at this point. I remember writing a rant a year or so ago advising Maxis to do 1 or 2 more packs and then dip. 5 or 6 packs later, we get the Eco Lifestyle Expansion Pack. Not a Game Pack. Not a Stuff Pack. An entire fucking Expansion Pack, $40, about eco living.
“Well Sam, just cuz you don’t play the game or give a shit about the environment doesn’t mean other people don’t!” Good point. That’s probably why eco-friendliness has been a core part of the entire goddamn game from day 1. 
Here is a non-exhaustive list of all the eco shit already in the game: Gardening is like, the most-developed skill in the entire game by far. It’s the #1 way to get rich quick. “Off the grid” is a trait you can give to your lot, meaning you can’t use electronics on that lot. We have solar panels (in the hidden menu but still). In Island Living, you can become a “conservationalist” by cleaning up the island, literally the same point as this EP but in a city. Tiny Living includes eco-friendly bonuses on tiny lots. I’m pretty sure “Green Thumb”  and “Vegetarian” are traits you can give your Sim. Laundry Day’s ENTIRE THEME is eco-friendliness. It included a goddamn washboard and bucket and clothesline for your 1500s pilgrim Sims to get their Laura Ingels on.
Point being, we have enough eco-bullshit in the game already. That’s just the shit that I, a builder who never plays, am aware of. There’s probably a lot more I don’t even know about.
I’m begging. Stop putting out shit nobody wants. We’re running out of RAM. Give me one last good expansion pack before I take my laptop out to pasture to put it out of its misery. Unfortunately, everyone seems to really want a goddamn farming pack. (The 2 packs voted into existence by fans, Laundry Day and Nifty Knitting, are already fucking ridiculous, and I’m deeply ashamed that I’m part of a community that thinks SIMULATING CHORES is FUN. Fuck off, I want to go to the future.) Put in some futuristic, minimalist, uber-modern shit. Lord knows I don’t need another goddamn toilet or traditional counter that looks exactly the same as the other 14 traditional counters. Pretty much every conceivable interior design style has been done (if not 2 or 5 times over) except minimalist/futuristic and I don’t know why.
The only pack I don’t have right now is the magic one because I don’t play and I don’t like the items it comes with. Eco has some really nice shit, so I might buy it just for that door in the trailer. Just like how I bought First Pet Stuff because there was a COFFEE TABLE that was also AN AQUARIUM! I was astounded when 99% of people COMPLAINED about my literal favorite item in the game. Tell me you don’t want exactly that in your living room right now, you liar.
But, point being, I won’t be happy about buying this one. And unfortunately, that’s a feeling I’ve had with a lot of The Sims 4′s content. 
Stay Greater
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angelinajoliea · 6 years ago
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jacobhinkley · 7 years ago
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OpenBazaar Struggles with Bitcoin Fees, CyberMiles Launches Crypto-Only Marketplace with Zero Transaction Fees
Washington Sanchez, co-founder of the well-known decentralized marketplace OpenBazaar, recently expressed his frustration over the high fees associated with Bitcoin (BTC) transactions.
On May 4, Sanchez tweeted, “I personally wasted so much time in the Bitcoin scaling civil war that I could have used designing/building dapps and opening up OpenBazaar to multiple currencies. Instead, we had to wait for fees [in BTC] to cripple any consumer usage before we woke up.”
Since 2014, OpenBazaar has been accepting Bitcoin payments, which have made up the majority of its transactions. Yet due to high transaction fees and wait times, the e-commerce website that was one of the first to accept cryptocurrency is looking to support a wider range of cryptocurrencies optimized for e-commerce.
Whereas OpenBazaar plans to emphasize alternative cryptocurrency payments, the leading e-commerce blockchain protocol, CyberMiles, has announced the launch of an online marketplace that is among the first platforms to support only cryptocurrency.
The marketplace, known as Blocktonic.io, exclusively accepts the CyberMiles ERC-20 token, CMT, as a payment method. Consumers can purchase more than 60 different products on Blocktonic.io, including electronics and the CMT Cube, which is CyberMiles’ new crypto mining machine.
“We’re excited to bring a true blockchain (crypto-only) e-commerce site,” Dr. Lucas Lu, founder of the CyberMiles Foundation, said. “Blockchain technology promises to revolutionize e-commerce, and we’re confident Blocktonic is a step towards that, enriching the CyberMiles ecosystem with real application.”
No Transaction Fees
While there are several unique aspects of the Blocktonic marketplace, the most notable is the exclusive acceptance of CyberMiles’ token.
According to statistics from transactionfee.info, Bitcoin’s median fee fell to a low on April 4 and 5 of 6.86 satoshi/bytes (sat/B). As of May 29, the transaction fee is 9.71 sat/B.
Alternatively, the CyberMiles blockchain waives transaction fees for consumers using CMT on the Blocktonic marketplace.
“Little to no transaction fees is necessary to encourage consumers, even and especially in the crypto community, to shop [on] blockchain-based marketplaces like Blocktonic,” Michael Yuan, CyberMiles’ Chief Scientist, told me. “This was a strategic decision on our part, having no upfront transaction fee and only a nominal (1%) gas fee on the back end for ETH withdrawals from customer accounts. The proof is in the popularity—nearly 10,000 product orders within a few hours of the site’s launch alone.”  
Additionally, products that consumers purchase on Blocktonic.io are essentially free, as payments will be refunded over an extended period of time under a spending cashback program. Through the program, Blocktonic will offer a 100% rebate within a year to buyers who use CMT to purchase the CMT Cube. And Blocktonic shoppers can earn referral bonuses when they invite their friends to shop on the marketplace, which currently supports languages such as English, Korean and Vietnamese.
Why BTC Transactions Aren’t Optimal For E-Commerce
While Bitcoin might be considered a good investment for some cryptocurrency holders, it was never a great means of payment. High transaction fees and the volatility associated with Bitcoin prevent it from being a practical form of payment.
And while it’s convenient for merchants to sign on to accept cryptocurrency via specialized payment platforms, the rate of volatility and high transaction fees make it impractical for e-commerce merchants to implement. In July, Morgan Stanley issued a report saying merchants’ acceptance of Bitcoin was on a downward trend just as the cryptocurrency’s exchange rate went through the roof.
Due to the issues affecting Bitcoin payments, the few decentralized e-commerce marketplaces in the crypto space like OpenBazaar and Blocktonic will need to find alternative payment methods. OpenBazaar has mentioned plans for a site redesign to accommodate multiple cryptocurrencies, while Blocktonic will use the CMT token to avoid transaction fees and long wait times for purchases.
OpenBazaar Struggles with Bitcoin Fees, CyberMiles Launches Crypto-Only Marketplace with Zero Transaction Fees published first on https://medium.com/@smartoptions
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marymosley · 5 years ago
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Patently-O Bits and Bytes by Juvan Bonni
Recent Headlines in the IP World:
Graham Simmonds: Aion Therapeutic Files Five Patents with the United States Patent and Trademark Office (Source: Yahoo Finance)
Kirsten Errick: Apple, Cisco, Google and Intel Sue PTO Over New NHK-Finitiv Rule for IPR (Source: Law Street)
Malcolm Owen: Apple Returns Fire in Koss AirPods Patent Infringement Battle (Source: Apple Insider)
Matthew Bultman and Ian Lopez: Big Bonuses for Patent Appeals Judges Raise Fairness Questions (Source: Bloomberg Law)
Taylor Soper: Amazon Envisions Aerial Drones Pulling Skiers and Surfers Across Water, New Patent Filing Reveals (Source: GeekWire)
Source: USPTO
Commentary and Journal Articles:
Prof. Michael A. Carrier: The U.S. District Court for the Northern District of Illinois Dismisses Antitrust Case Challenging Patent Thicket (Humira) (Source: SSRN)
Prof. Jorge L. Contreras: It’s Anti-Suit Injunctions All The Way Down – The Strange New Realities of International Litigation Over Standards-Essential Patents (Source: SSRN)
Dean Simon Chesterman: Artificial Intelligence and the Limits of Legal Personality (Source: SSRN)
New Job Postings on Patently-O:
Astellas
Steptoe & Johnson
Nelson Mullins
Patently-O Bits and Bytes by Juvan Bonni published first on https://immigrationlawyerto.tumblr.com/
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aurelliocheek · 5 years ago
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A Year of Rain: Network Optimisation
Creating an online real-time strategy game without lockstep in Unreal Engine 4.
With A Year Of Rain, we’re using Unreal Engine to bring an entirely new team real-time strategy experience to desktop PCs. Traditionally, these games have been using the popular lockstep approach for exchanging data between all game clients. However, Unreal Engine relies on a client-server network architecture to create multiplayer games. In this article, we are going to take a closer look at the challenges we’ve been facing creating an online real-time strategy game with Unreal Engine and what we’ve done to overcome them.
Lockstep Networking Lockstep assumes that clients initially know about the same game state. Then, once each (networking) frame, it will collect input from all clients and distribute them among all clients. Finally, all clients will apply all inputs to generate the same new game state. Usually, this requires your game logic to be deterministic across all connected clients: Same calculations need to yield the exact same result, pseudo-random numbers have to be generated in the same order, and the execution order of all game systems has to be the same.
In general, all of this leads to the following implications: If any client fails to send its input in time, e.g. due to latency or packet loss, all other clients have to wait for them. This is a quite common sight in traditional real-time strategy games. Because all data is available to all clients, lockstep usually also means that it’s technically impossible to fully hide details about the game state from the local player. This opens up for a lot of local hacks, like map hacks that disable fog of war and reveal the whole map. On the other hand, the amount of data that is sent between all machines is limited by the size of player inputs, not the size of the game state. As the amount of game state data of real-time strategy games can become quite large, especially when there are hundreds or even thousands of units involved, lockstep became so popular for these games.
Client-Server Networking In Unreal Engine Networking in Unreal Engine 4 is based on a traditional client-server model. There’s a single machine called server that is authoritative about the game state: The server is the only one allowed to actually change the game state. All other connected machines are called clients: They will send their input to the server, and receive the most recent game state from the server whenever possible, approximating any changes in the meantime to provide a smooth gameplay experience for all players. If their approximation of the game state is slightly different than the actual one received from the server, clients usually smooth out these differences over multiple frames to get back to the correct state. If the difference is too big, e.g. because of unexpected changes or spikes, they have to update their local state abruptly in order to present the correct version of the world to the player, which usually causes visual artefacts.
In Unreal Engine, each game world is made up of actors. Basically, everything in Unreal is an actor: Stones, trees, projectiles, and characters. These actors exist on both server and client side, and Unreal uses a process for synchronising their data and remote procedure calls (RPCs) called replication. Properties are replicated automatically any time they change, while procedure calls are only replicated when executed.
Not all actors are required to be replicated: While characters usually are, static meshes are not, for instance. Also, even if a property isn’t changing (and thus, isn’t consuming any bandwidth), there is still server CPU overhead in determining whether or not this value has changed.
Skipping initial replication showed a much smoother network profile. At this stage, we could finally take a deeper dive into optimising bandwidth.
Bandwidth Optimisation Techniques There are multiple ways of reducing the overall bandwidth an actor consumes in Unreal Engine. First of all, every actor has a specific network update frequency. Reducing this frequency will cause the actor to be replicated less often.
Next, Unreal uses the concept of network relevancy to determine whether an actor should be replicated for a specific connection. It will automatically deem actors irrelevant for a player if they’re not visible, not audible and have no significant effect on that player. The engine offers distance-based culling for replication as well and finally allows game code to override relevancy with custom rules altogether.
Furthermore, each type of actor in Unreal has got a network priority value. The higher the number, the more bandwidth an actor receives relative to others. This load balancing technique prioritises all actors and gives each one a fair share of the bandwidth based on how important it is to gameplay. Finally, actors in Unreal can go dormant, initially or temporarily, preventing them from replicating. This is helpful for preventing actors from replicating in case you know there’s no need to do so for quite some time. Epic Games has been using dormancy to optimise network  performance for buildings in Fortnite, for example.
Optimising A Year Of Rain When we started optimising the network performance of A Year Of Rain, we set up a (mostly) deterministic testing scenario first. We created a small arena map with a representative amount of trees. Trees have been causing performance issues in various areas of the game before, and we were suspecting them to do so in networking as well. Then, we set up the game to initially spawn 20 units per player, and had them attack-move towards a central beacon location on the map, causing them to move there and attack any hostile units on their way. We were taking a network profile of exactly 30 seconds from the beginning of each session and compared the results. This is done using a standalone Unreal Engine tool called the network profiler, which allows you to open a file containing recorded data and shows the bandwidth contribution of all actors for both properties and RPCs. As only the server is able to record everything, and clients just record their own RPCs, we were taking the network profiles on server side.
The replication graph of A Year Of Rain prevents replication of units which are stealthed, covered by fog of war, or hidden to players for other reasons.
Replicating Gameplay Tags The first profile we took highlighted trees as consuming more than 80% of our bandwidth – as expected. The offending property was their associated gameplay tags. In Unreal, gameplay tags are user-defined hierarchical tags that allow gameplay logic to query along their hierarchy or even for containers with multiple tags. In A Year Of Rain, we are using gameplay tags to determine whether a unit is stealthed, for example, or to calculate damage bonuses based on attack and armor types.
A short analysis of the feature revealed that these gameplay tags are replicated as full strings by default. Luckily, they feature a technique called fast replication that will assign indices to all available tags, and replicate them by index instead. Clearly, this requires the same tags to be defined on client and server.
Replicating Movement Using fast replication for gameplay tags reduced the overall amount of bandwidth consumed by trees by two thirds. How-ever, they were still the actor type that was shown at the very top of the network profile. Now, it was their movement that was adding up to the most bytes sent over the network. Trees should never move, and we didn’t care how and why Unreal thought they should do. Thus, we disabled replicating movement for trees altogether, which can be done ticking a single checkbox in the Unreal Editor. This reduced the bytes spent on replicating trees by another third. However, trees were still on top of the list.
Skipping Initial Replication After disabling movement replication for trees, their most replicated property was their abilities. That was odd, and it didn’t take us long to find out what was happen-ing: In our testing scenario, not a single unit (and clearly, not a single tree) was using any ability. In conclusion, there wasn’t any state of any ability that should be replicated. Taking a closer look at the profile, we noticed a huge spike at the very beginning, which was caused by the initial replication of all actors to all clients. We changed our testing scenario to skip the first few seconds before starting to record the profile, and got a result that made much more sense to us.
Applying all of the above improvements again showed that trees didn’t require a single byte to be replicated any more, just as expected. Now, it was the 20 units per player involved in our testing scenario that showed up at the top of the profiler, with their movement data as property with the most bytes sent over the network.
Our testing scenario was a small map with 20 units per player attack-moving towards a central location, as well as a representative amount of trees.
Replication Graphs and Fog Of War Still, we wondered whether we could do better. Epic Games had added a new engine feature called replication graph shortly before. Their idea was to create a system for improved scaling in network replication, with the goal of replicating 50,000 actors to 100 connections in Fortnite: Battle Royale. This was exactly what we were looking for to improve the performance of our real-time strategy game.
Traditionally, Unreal Engine relied on a virtual function call to determine whether an actor was relevant to replicate to a connection. This introduced a CPU bottleneck in Fortnite, as virtual function calls are impossible to optimise – the result of the call could change every time, and the function was called often to determine actor relevancy. Thus, Epic Games created replication graphs containing nodes with lists of actors to replicate to each client. Building these lists once and updating them only when necessary, eliminates the need for actors to check for replication every frame.
Replication graphs were designed to improve the CPU performance of servers of games with many actors. However, as we hadn’t tempered with overriding relevancy ourselves yet, implementing our own replication graph with a custom relevancy node improved bandwidth as well for us: We used the server-side vision calculation performed for each player to store information about which actors are visible for which player, with respect to vision and fog of war. Then, we updated the replication graph, moving actors between nodes depending on whether they were visible or not. This approach reduced our bandwidth consumption in our testing scenario by another third, resulting from the time it took before the units encountered each other.
Future Work At this point, we were pretty happy with the results. Still, we are aware that our testing scenario doesn’t perfectly reflect an actual situation in our game. We want to try introducing dormancy for our trees soon, in order to check whether this further improves the performance in stages of the game where many worker units are chopping trees to gather lumber for building the base. Also, we’re looking into optimising the animation workload on server side to reduce the CPU load, which translates into actually saved money in a scenario with many game servers involved, potentially scaling out into the cloud.
7 : 9 Hochformat
Nick Prühs Technical Director of Daedalic Entertainment
In 2009, he graduated as “Best Bachelor” in ­Computer Science at Kiel University. Two years later, he finished his master’s degree in Sound, Vision, Games at Hamburg ­University of Applied Sciences, founding Slash Games with Christian Oeing shortly after.
The post A Year of Rain: Network Optimisation appeared first on Making Games.
A Year of Rain: Network Optimisation published first on https://leolarsonblog.tumblr.com/
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tyronesmith · 6 years ago
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