8 Highest Paying URL Shortener 2019: Best URL Shortener to Earn Money

  1. Ouo.io

    Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  2. 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

  3. 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

  4. 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

  5. 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.
  6. 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

  7. 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

  8. Short.am

    Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.

Warmaster Fantasy - Empire Counter Set Revised


This set of Empire counters replaces the set that I did over a decade ago while I was active on the Warmaster Yahoo email list. Unlike the old set, which was slightly undersized, this set will print to the full 20mm x 40mm counters.

"The Empire is by far the largest and most powerful of the human nations of the Old World. It stretches from the Grey Mountains in the west to the Worlds Edge Mountains and the borders of Kislev in the east. This vast nation is divided into many separate principalities or states each of which is something akin to an entire and independent land in its own right. Throughout much of the history of The Empire these states have fought amongst themselves. Rival dynasties have vied for power, alliances have been made and broken, and only rarely has a single claimant risen to control the entire land. The Empire of today is almost wholly united under the Prince of Altdorf the Elector of the Reikland--hereditary ruler of the western principality of the Reikland. Only the great sea-port of Marienburg in the Wasteland retains independence under the leadership of its powerful and wealthy mercantile community." -- the Warmaster Rulebook


Printing the Counters
I hope some of you find these counter sets useful.You can print these at office printing places, like Staples, using heavy card stock paper printed at actual size. You can also print on regular paper and then glue the counters to wooden bases. (Check the older posts on how I did this with my Empire army.) Currently, I'm printing the counter sets at Staples using regular paper, spray gluing the back of each sheet with Super77, attaching each sheet to an old comic book backing board, and then cutting out the counters using a sharp Xacto knife with steel ruler. Using the backing boards makes for cheap, sturdy counters.


Click on the counter set image above to download the complete army counter set in PDF format. The set has enough counters to create the sample armies below and many armies of 2000 points or less. Of course, if you need more counters simply print more copies!

Empire Army Lists

Total Points: 1000 (BP 5)
1x General
2x Heroes
1x Wizard (Ring of Magic)
5x Halberdiers
2x Crossbowmen
2x Knights
1x Cannon

Total Points: 1000 (BP 5)
1x General
1x Hero (Sword of Fate)
1x Wizard (Scroll of Dispelling)
2x Halberdiers
2x Crossbowmen
4x Knights
1x Cannon

Total Points: 1485 (BP 9)
1x General
1x Hero
1x Wizard (Scroll of Dispelling)
5x Halberdiers
5x Crossbowmen
4x Knights
2x Pistoliers
1x Cannon

Total Points: 1965 (BP 12)
1x General
3x Hero
1x Wizard
6x Halberdiers
1x Handgunners
2x Handgunners + Skirmishers
4x Crossbowmen
2x Flagellants
2x Knights
2x Pistoliers
2x Helblaster
2x Cannon

Total Points: 1805 (BP 10)
1x General (Orb of Majesty)
1x Hero on Griffon (Sword of Destruction)
1x Wizard
4x Halberdiers
4x Crossbowmen
1x Flagellants
3x Knights
3x Pistoliers
1x Helblaster
2x Cannon
1x Steam Tank

Total Points: 1975 (BP 10)
1x General
2x Hero
2x Wizard (1x Scroll of Dispelling)
4x Halberdiers w/ 4x Skirmishers
2x Handgunners w/ 2x Skirmishers
4x Crossbowmen
2x Flagellants
2x Knights
2x Pistoliers
1x Helblaster
2x Cannon
1x Steam Tank

Empire Tactics
Players seem to create Empire armies that are either infantry-heavy, shooting-heavy, or cavalry-heavy depending on the tactics they prefer, which makes the Empire a versatile army compared to some others in Warmaster. A common unit tends to be the cannon, whose long-range shooting will suck armies such as Orcs, Undead, and Chaos into attacking your army. Protect your artillery with one or two units of crossbowmen to discourage flying units like eagles, harpies, and carrion. If you have two or more units of artillery, break them into multiple units. There is nothing worse then watching your cannons and helblaster all go down at the same time.

Use your infantry to take and hold woods, hills, villages, and any choke points. Use your cavalry as a counterattack force. If your army is cavalry-heavy, these units will do all the killing, along with the artillery, while your infantry stays out of the way. If possible in larger games, create at least two brigades of cavalry to attack in waves. Remember, cavalry in Warmaster are the "tactical nukes" of fantasy gaming, hitting far harder than their real world counterparts, which mostly hunted down enemy units once an army was beginning to rout. (This is why cavalry in Warmaster Ancients is mounted along the width of the base, thereby reducing its punch compared to cavalry in the fantasy game.)

The helblaster and steam cannon get little love due to their poor performance versus cost. The griffon and war alter tend to be in the same boat. It's a shame because these are some of the coolest units in the Empire army! Oh well, such is the world of Warmaster.

Special Unit Rules
I've included a couple special units in this counter set. Officially, the Elite Halberdiers are to be treated as regular halberdiers, but some house rules were printed giving the units a +1 attack and limiting them to 1 unit per 1000 points.

For rules covering the Greatswords units, download this old PDF article from Fanatic Online magazine.

The Mortar unit follows the same rules as the Bombard, which can be downloaded as a PDF in this reprinted article from Warmaster Magazine #1. You'll also want the rules clarifications from Warmuster #2, which you can download from the Warmuster website.

AP 2006, Infiltrate!

In this episode I will be looking at (and also talking about) the Apollo game Infiltrate, which is kind of like a dumbed down Elevator Action for our Atari 2600. I don't have an exact date for the next game yet, but it will be tron Deadly Discs by M Network and will come out in January. If you have any Christmas memories that you would like to submit to the 6th annual Christmas show, please send them to me by the end of the day on December 16th. Also, I will be announcing a date and time for when Sarah and I will do a livestream of all the games I covered this year. If you are feeling charitable, please consider donating to my or my friends' Extra Life campaign. You can donate until the end of the year, every little bit will help kids who are sick. Please check the links below to donate. Thank you all so much for listening!

Please donate to my Extra Life campaign!
Sean's Extra Life page
Andrew's Extra Life page
Rick's Extra Life page
Bryce's Extra Life page
Marc's Extra Life page
Infiltrate on Random Terrain
Ed Salvo interview by Scott Stilphen
Infiltrate (Blue) on Atarimania
No Swear Gamer 492 - Infiltrate 

AP 2006, Infiltrate!

In this episode I will be looking at (and also talking about) the Apollo game Infiltrate, which is kind of like a dumbed down Elevator Action for our Atari 2600. I don't have an exact date for the next game yet, but it will be tron Deadly Discs by M Network and will come out in January. If you have any Christmas memories that you would like to submit to the 6th annual Christmas show, please send them to me by the end of the day on December 16th. Also, I will be announcing a date and time for when Sarah and I will do a livestream of all the games I covered this year. If you are feeling charitable, please consider donating to my or my friends' Extra Life campaign. You can donate until the end of the year, every little bit will help kids who are sick. Please check the links below to donate. Thank you all so much for listening!

Please donate to my Extra Life campaign!
Sean's Extra Life page
Andrew's Extra Life page
Rick's Extra Life page
Bryce's Extra Life page
Marc's Extra Life page
Infiltrate on Random Terrain
Ed Salvo interview by Scott Stilphen
Infiltrate (Blue) on Atarimania
No Swear Gamer 492 - Infiltrate 

How To Download Budbak And Bandbudh Game On Android


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Sally's Salon


Sally's Salon. Help Sally spread her salon savvy in this colorful and engaging challenge!
Work with Sally to beautify everyone from little old ladies to punk rockers in 10 unique salon locations. Wash, dye, cut, style and more in 50 levels of frantic, but fashionable, fun.
Use your earnings to hire helpful employees and purchase salon upgrades to keep your clients looking and feeling their best!Only the stylist with the happiest (and best-looking!) customers will make the cut in Sally's Salon frenzy of family fun!

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How To Write Me An Email (And Get A Response)

My inbox has as many mails as the night sky has stars. That's why I did not respond to your mail. Not because I didn't want to and not because I didn't like you. I'd love to be able to hit that reply button right after I read your mail. Could you please help me with this? Below are some tips.
  1. Write short. Response time is approximately proportional to mail length. This includes any attachments to your mail.
  2. State your request clearly. What do you want an answer to? Make it easy to answer your request. Best case: a yes/no question.
  3. Skip the formality. Skip the boilerplate. "Hi Julian" is a good start, your name is a good way to finish the mail. Everything in between should be unique.
  4. Do tell me how your day was if you feel like it. If I know you, I care about you and appreciate you telling me. Don't ask me how my day was. I will feel I need to reply and it will take me longer. It's also perfectly fine to not tell me how your day was.
  5. If the purpose of your mail is general chitchat, maybe we should talk on the phone instead.
  6. Don't be rude. Your email deserves an answer, unless you tell me explicitly that it deserves an answer.
  7. If I don't answer within a few days, do send me a reminder in the same mail thread. See if you can state your request more succinctly in your reminder.
  8. Don't contact me on Facebook, SMS, Skype or similar with the same request as your mail. These services don't provide an overview of outstanding messages and I therefore don't treat them as a task list. Your message will be lost in cyberspace.
I'm aware that this post may make me sound like a self-important and condescending person. I really hope I am not. I'm just someone who want to spend less time reading and writing emails, and avoid making people angry because I don't respond to their emails. I guess you want the same.

Virtual Reality Accelerating Its Merger With Education

"Feeling the Content"
Image credit: Mendel Grammar School in Opava City, Czech Republic
Virtual biology and anatomy lesson: students are transported to a virtual classroom - a skeletal model with interactive components, like bones and organs. Students can manipulate parts of the model at will, using just their hands.

As the technology behind virtual and augmented reality becomes more advanced, the possibilities of use expand in an exciting way. Now, virtual reality is becoming a realistic option for classrooms.

According to Cornell Chronicle, in a new study by Cornell University, scientists explore whether the compelling, immersive nature of virtual reality (VR) provides a better learning outcome than conventional hands-on activities.

For the study, scientists created a simulation called Learning Moon Phases in Virtual Reality. The simulation is a part of a multi-phase research study to determine whether the immersive quality of VR improves learning.

The researchers randomly assigned Cornell undergraduates to one of three methods: hands-on, computer simulation or VR. The instructions and quiz questions were as closely matched to each other as possible, with the activities modeled on common astronomy tutorials.

After completing their activity, each participant was shown the other two methods. The VR activity was preferred by 78 percent of the participants.

"The similarity in learning outcome is particularly interesting, given that the VR participants had to learn how to use new technology at the same time they were learning the moon phases," said lead author Jack Madden, doctoral candidate in the field of astronomy. "What would the outcome have been if they'd already been familiar with using VR to learn?"

Image credit: Virtual Embodiment Lab (VEL) at Cornell University
Jack Madden, doctoral candidate in the field of astronomy, watches as Andrea Stevenson Won, assistant professor of communication and director of the Virtual Embodiment Lab, uses a virtual reality simulator.

The study, was conducted in the Virtual Embodiment Lab (VEL) in collaboration with the Cornell Physics Department. Together they built a virtual environment in which students can learn about moon phases in an interactive space. The environment situates students above the North Pole or far above the earth as they grab the moon and move it around themselves while watching it change phases.

Image credit: Virtual Embodiment Lab (VEL) at Cornell University
Learning Moon Phases in Virtual Reality

Image credit: Virtual Embodiment Lab (VEL) at Cornell University

Established in 2016, the lab uses several different devices to research virtual reality, from 360 degree videos to full virtual reality systems that allow a user to pick up objects and interact with others. Students are essential to the lab's research and efficiency. They run experiments, create virtual worlds, and work with professors to answer research questions. The lab collaborates with people across Cornell, including faculty in the Department of Physics, Weill Cornell Medicine, and Cornell Cooperative Extension. 


At the University of Warwick, a public research university on the outskirts of Coventry, England, three groups of students were assigned to three different types of learning: fully immersive VR environment, traditional textbook-style materials, or 2-D video of the VR environment. They all learnt about the same subject (biology), and had their learning, emotional response, and learning experience measured.

Researchers found that positive emotions were rated higher for the group who experienced the VR learning method, followed by textbook, then video learning. VR students also performed better than students learning with video, showing that the active interaction with the VR environment helped improve learning.

This study shows that VR can replicate or complement traditional learning methods inside and outside a classroom setting. Such VR environments can also allow for learning that cannot be replicated in reality, or would be too costly to be accessible.

Last week, Columbia College Chicago Online and Santa Clara University announced a new partnership that will expand augmented and virtual reality (AR/VR) education in the SCU community.

Starting this year, Santa Clara students enrolled through the partnership will have access to SCU's Imaginarium, a space that serves as a laboratory for hands-on AR/VR experimentation. This "sandbox" for virtual and augmented learning exposes students to VR systems including the Oculus Rift, HTC Vive, and Microsoft HoloLens.

Students can choose between three 8-week courses (Producing Augmented and Virtual Reality Experiences, Developing Augmented and Virtual Reality Apps, and Sound Design and Music for Immersive Media) or enroll in all three to earn an Augmented and Virtual Reality Professional Certificate. The courses cover the process of AR/VR production, Unity software basics, and techniques for integrating the technology into mobile app development or other creative projects.

Image credit: Columbia College Chicago

According to Dan Roy, research scientist at the Massachusetts Institute of Technology, researchers are looking into how to make VR a realistic and helpful option for students.

In an interview to EdTech Times, he reveals:

"We're exploring now what VR is good for, specifically in the context of education. And some initial thoughts about that: increased engagement, a better way of experiencing environments that rely on spatial sense, so something where size and scale are important," he says. 

"So like the very big, like outer space, or the very small like the microscopic things that you couldn't see very well in your day to day life, you might be able to experience in a way that makes it feel more real, more relatable, more compelling."

With VR's capabilities, students can learn subjects in an immersive way like never before. But aside from the cool experiences, Dan says utilizing VR to learn can help students develop school-related skills, as well as skills that could benefit them throughout their lives.

Image credit: Arlington Science Focus students

Related Post

Magical Beat


The Short

Pros
- Fast, easy-to-pick-up puzzle game
- Rewards aggressive play and encourages fast, frantic matches
- Having to move pieces to the "beat" adds a new layer of spice
- Seventeen songs initially, with songs from Blazblue and Guilty Gear available for unlock
- Lots of DLC songs and characters available for cheap
- Quite addicting

Cons
- A veritable dearth of modes
- With no online play, the Vita version is essentially single player only (you can Ad-Hoc and that's it)
- Computer is incredibly challenging and the difficulty ranks up too hard too quickly
- Seriously, on normal stage 10 it moves like a superhuman
- Characters are cute and different, but don't actually change the gameplay at all

It's time to get yo beat on.

The Long

I'm gonna admit: I downloaded the demo to this game because I thought it was Magical DROP. Reading comprehension, you've failed me yet again. 

Magical Beat, on the other hand, isn't a bubble-busting blaster like the game I confused it with. Oddly enough, this small puzzle game was created by none other than Arc System Works, the guys who mostly stick to hardcore anime fighting games (Guilty Gear, Blazblue, Persona 4 Arena). Apparently this game creeped out on Japan's PSN a while ago, and nobody expected it to make it stateside. Well...it did, and here it is. So is this puzzle game made by fighting game guys any good?

The characters look like they took inspiration from Cave Story. I'm ok with this. 
Magical Beat is a fairly standard action puzzle game with a few minor twists. The game itself plays a lot like Puyo Puyo. Your goal is to get combinations of three or more blocks (or Puyos) of the same color next to each other. By positioning blocks specifically, you can set up chains, which will clear your board faster and drop obnoxious black blocks (or Puyos) on the enemy screen. If your opponent's screen crosses the top before yours, you are the winner.

The trick to Magical Beat vs a regular Puyo Puyo type game is the second part of the title: the beat. The game draws a bit of inspiration from that other music puzzler I'm hopelessly addicted to, Lumines. Rather than have the pieces fall automatically like in most top to bottom puzzlers, Magical Beat has you holding the three square L piece at the top of the screen, allowing you to position and flip it until you are ready to drop it down. The catch is that next to every player's side is a line moving up and down with the beat of the song. You have to drop the piece with the beat (or within a small range of error), or else instead of falling where you want it, the piece will explode and the squares fall wherever they feel like it. 

It's a simple idea but quickly becomes addicting, mostly because of the range of BPMs across songs. Some are very slow, which means both you and your opponent have more time to think, and makes specifically placing pieces all the more important. Others are balls to the walls fast (like...seriously. So fast a normal person couldn't wisely drop a piece on every beat hit), which makes the competition absurdly frantic. Note that you aren't required to drop a piece every beat, but the computer probably will, which means you'd better be thinking quick on those hard songs.

Blazblue characters and songs are available as DLC, which is a fun nod to the designer's other games

When combining pieces into clusters, they don't disappear immediately (like Puyo Puyo), instead waiting a few beats before disappearing. This gives you time to build up the cluster, or make other clusters, as all current clusters will be removed at the same time, regardless of when they were made. This is similar to the line that crosses the screen in Lumines, erasing finished clusters in that game too, except in Magical Beat there is no such indicator. You do get a sort of "intuition" about when your clusters will be removed after a few games (and if a cluster would have caused you to lose, it is removed immediately to free up screen space), but some sort of visual hint wouldn't have hurt.

Modes are, unfortunately, this game's biggest problem. In that, there aren't many of them. At all. You have three arcade style modes, a beginner round that's 5 matches, a "normal" round that's 10, and a "Hardcore Hell" one which is also ten but the robots are Skynet, Deep Blue, and Hal rolled into one. Aside from that, you can play a single song vs a computer at the difficulty level of your choosing, and...that's it. Not a whole lot here.

This game screams to have multiplayer. The frantic, manic games would make for some hilarious online play with friends. Unfortunately, there is no online multiplayer in the game. In the PS3 version you have the option of local two player puzzle-battling (which I would imagine is fun; I got the Vita version), but for the Vita owners you're pretty much boned: Ad-Hoc is the only way to play, and both of you have to be in the same room and have a copy of the game. The fact that a game was released in 2014 without online play at all completely baffles me, and actually makes me really sad because I wanted to play this game with a friend (or two).

At least I'll always have the computer...right? Maybe?

If you have a PS3 and a significant other, this game is a blast. If you like games like Puyo Puyo or Tetris Attack, this will provide a good deal of competitive, frantic fun. Single player, however, it's a much harder sell, especially considering what you see is basically what you get. If you download the demo, it literally is just the Beginner mode pulled from the game and put on PSN (the 5 stages on an easier difficulty), with the only difference between that and the main game being 12 more songs (vs 5 in the demo) and the 10 person arcade and hell mode. 

The computer, also, is a bit of a problem. True to Arc System's past games (I'm looking at you, Blazblue), your enemy AI goes from "Good" to "Really good" to "Impossibly fantastic" over a matter of just a few rounds. I kid you not that I just sat back and watched it on Arcade Round 8 (not even on Hell mode) and it was moving blocks at a speed literally impossible to do if you have to physically push a button. I guess it means the game will last longer since you'll be butting your head against a cheating computer for a while, but it feels like a cheap way to lengthen the game.

Gotta stay in tempo!

The graphics are fairly simple, using a pixel-art motif that seems to be all the rage these days. The blocks reminded me a lot of the blocks in Tetris Attack (for better or for worse), including visually changing when you have two next to each other and need only one more to finish a chain. The game plays a satisfying "SHISSH!" sound if you manage to drop a piece exactly with the beat (which I assume means more points), and the characters are all over the place in terms of awesomeness. Regular anime style characters meet up with a ghost called G-host, a potted flower, an alphcha with an eyepatch, and a blob of pixels. Yeah, just a blob of pixels. His song is nuts. 

The music is also a lot of fun, a mix of techno and vocaloid that is never grating and reminded me a bit of DDR style music...if it had been bitcrunched a bit. Fans of Hatsune Miku may noticed some of the vocaloid software used is the same kind used in her voice, though it's never similar enough to be distracting. You can also unlock a handful of heavier techno songs from Blazblue and Guilty Gear, or just buy them on the market for a couple of bucks. 

"Egg shaped chicken in a frying pan" is obviously my main. 

When I first played the demo of Magical Beat, I was set to recommend it to everybody. The game is exactly the kind of puzzle game I like: absurdly fast, rewarding those who are aggressive (when I play fast in Tetris I just lose earlier...), has very fast and crazy matches, and looks and sounds great. After getting the game, however, I couldn't help but feel disappointed. Sure, the core gameplay hadn't changed, but the unfortunate lack of variety and modes coupled with the massive oversight of not including online play is genuinely disheartening. It's especially worse for a Vita player, as the game isn't cross-buy, so if I want to play it with my wife on the PS3 I'll have to shell out another ten bucks. Which makes me even sadder, because this game is a perfect fit for handhelds and playing on the bus, if only it had more content (or the computer weren't so impossibly good) to keep it floating.

As it stands, I still think Magical Beat is an awesome puzzle game. I'm crossing my fingers that it sold well enough to merit either a sequel or some free DLC in the future to include more modes and an online option, but considering almost nobody knows this game exists that probably won't happen. Still, if you have a PS3 and love competitive puzzle games, this one is an absolute treat. It's got fun music, cute characters, exciting gameplay, and an unfortunate lack of content on Vita. Ah well, maybe next time.

Oh, and you can buy Blazblue characters. That's pretty good.

Three out of five stars. 

These guys know how to party. 

Path To Prototype: Changing It Up

Hi again!

Welcome to the Cosmoids TD weekly update. Last week we talked about creating a game and how you should create a prototype to test out your ideas for the game.

This past week I've been chopping away at the different task I had set up for our first prototype and while I didn't get to finish the whole list I was happy with my progress.

It's been my experience when developing games that momentum is your biggest friend. Even if you can't spend that much time working on something just by getting even the simplest of task done can fuel you to complete the next one and then the next one.

Another thing I have learned is that you can't be hard on yourself when you don't complete all your task or when you don't even get any done at all. I believe you should be satisfied with what you could get done or couldn't get done, however, you should learn from your experiences.

Most of the task for the Prototype are done! Here is a 3D view of the game so far.

For example, if I'm not happy that I couldn't finish my task instead of being mad at myself or feeling guilty/disappointed I should look at what were the things that held me back. Did I end up playing video games or watching Twitch streams instead of working? If that is the case then you have to be conscious of your decisions and really ask yourself do I want to entertain myself or do I want to develop a game. So the next time you face the same decision you should go back and think of which outcome would make you happier.

The other case is you are doing something of equal value. So for example if I wasn't able to get the task done because I was spending time helping my wife around the house. Then I  should value that time with her and know that it was not a waste.

So back to Cosmoids TD. Some people have asked me if the game is going to be similar to the PTD series and the answer is yes! It will be very similar but as I have looked at the prototype I've been getting the new ideas for how to give the game an extra layer of gameplay/strategy.

The first of such ideas is that in PTD you can place and move your Tower Units instantly. This is of course a very convenient mechanic. In most Tower Defense game putting or moving a unit in the map often comes at a cost and that is something I wanted to explore in Cosmoids.

So  as you can see in the GIF below (kinda hard to see) there is a human avatar in the level and when you want to place a cosmoid on a spot your avatar has to move to that spot before your cosmoids will be active on the level.

New Mechanic: Adding/moving towers is no longer instant.
 The same thing will happen if you want to move a unit from one spot to another. This adds an extra layer of strategy that I can play with when designing levels. Also the speed of your avatar and the speed of your cosmoids will matter. For example some Cosmoids may be faster and so they can move from one spot to another quickly. While there may be some slow Cosmoids that take longer to move from spot to spot.

If I wanted to take it farther then the terrain in the map may affect the speed in which units can move, or even have terrain that only certain cosmoids can travel.

It really opens up some fun opportunities that I hope to explore.

So I only have a few more task left for the first prototype, after that I will start planning for the next one.

Prototype v1 Task:
  • Be able to change a unit's spot on the map (100% Completed)
  • Be able to swap two units from one spot to another (100% Completed)
  • Be able to capture a weak enemy unit (100% Completed)
Prototype v2 Task:
  • To be determined
As I work on the game I will update this page, on my next blog post I talk about more changes from PTD as well as what to do after your first Prototype.

As always, let me know what you think in the comments below!

Zombtober- Zombie Stripper!

Not to be outdone, here's my offering for the first week of Zombtober: the Zombie Stripper from Studio Miniatures. 


We picked her up during the Z-Clips Kickstarter, and she was a model I was really looking forward to painting this one up. Maybe it's just an extension of the "dead hookers of Malifaux" for me, but It was one I really wanted to do.
Full Frontal Zombitity!

Not surprisingly, there wasn't a whole lot to paint. Tons of skin and not much else. A bit simple of a model, but it let me test out a painting technique I wanted to use on something else, and got it up in the day and a half I had to manage this.

The Club Score for Zombtober so far is all tied up at one apiece for B97, Ali, and myself.  Hope you're all ready for Week Two!

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14.6.2014 draw 297/14 19 Mei 2013 23 Jun 2013 24.04.2013 25 Jun 2013 4 mei 2014 - draw 278/14 6 mei 2014 Adakah anda bersetuju dengan pernyataan tentang zakar ini? BERIKUT MERUPAKAN NOMBOR RAMALAN UNTUK MAGNUM 4D PADA 30 OGOS 2014 draw 143/13 draw 279/14 DRAW ID 098/13. DRAW ID 099/13: NOMBOR RAMALAN UNTUK MAGNUM 4D PADA 4 MEI 2013 DRAW ID 139/13. DRAW ID 141/13. DRAW ID 142/13 DRAW ID 142/13 / PREDICTION FOR MAGNUM 4D COUNTER ON 3 AUGUST 2013 ID CABUTAN 098/13 / PREDICTION FOR MAGNUM 4D COUNTER ON 1 MAY 2013 ID CABUTAN 099/13 / ID CABUTAN 139/13 / PREDICTION FOR MAGNUM 4D COUNTER ON 27 JULY 2013 ID CABUTAN 141/13 / PREDICTION FOR MAGNUM 4D COUNTER ON 31 JULY 2013 Keputusan dan perbandingan antara nombor ramalan dan result Magnum 4D pada 31 Julai 2013 Keputusan Magnum 4D Kerja part time/ sambilan : Peluang tambah pendapatan Magnum 4d result 1 May 2013 Draw 098/13 Magnum draw 094/13 nombor 4d 6.7.2014 308/14 Nombor 4d untuk hari ini : 21/04/2013 nombor magnum 4d draw 107/13 ; Ahad nombor magnum 4d untuk draw 101/13: 7 mei 2013 ( magnum 4d prediction number for draw 101/13 : 7 may 2013 Nombor ramalan 4d : 24.04.2013 Nombor ramalan dan keputusan Magnum 4D draw 119/13 pada 15 Jun 2013 Nombor ramalan Magnum 4D 4 Ogos 2013 draw 143/13 Nombor ramalan Magnum 4D 7 Ogos 2013 draw 144/13 nombor ramalan Magnum 4D dan result pada 4 Ogos 2013 Nombor ramalan magnum 4d draw 112/13 29 Mei 2013 Nombor ramalan Magnum 4D pada 1 Jun 2013 draw 113/13 nombor ramalan magnum 4d pada 14.6.2014 draw 297/14 Nombor ramalan Magnum 4D pada 2 Jun 2013 Draw 114/13 nombor ramalan magnum 4d pada 23 ogos 2014 draw 329/14 Nombor ramalan magnum 4d pada 26.05.2015 draw 467/15 - special draw Nombor Ramalan Magnum 4D pada 30 April 2014 draw 276/14 nombor ramalan magnum 4d pada 30 ogos 2014 draw 333/14 nombor ramalan magnum 4d pada 4 mei 2014 - draw 278/14 Nombor ramalan magnum 4d pada 5 julai 2014 hari sabtu draw 307/14 nombor ramalan magnum 4d pada 7 september 2014 draw 338/14 ( 7.9.2014/338/14) nombor ramalan magnum 4d pada 8 Februari 2014 (8/2/2014) draw 235/14 nombor ramalan magnum 4d pada hari ahad nombor ramalan magnum 4d pada hari ahad 6 julai 2014 draw 308/14 nombor ramalan magnum 4d pada hari rabu 25 september 2013 draw 168/13 nombor ramalan magnum 4d pada hari rabu 9 julai 2014 draw 309/14 nombor ramalan magnum 4d pada hari sabtu nombor ramalan magnum 4d pada hari sabtu 13.9.2014 draw 340/14 nombor ramalan magnum 4d pada hari sabtu 26 oktober 2013 draw 182/13 nombor ramalan magnum 4d pada hari selasa Nombor ramalan Magnum 4D untuk draw 118/13 pada hari Rabu 12 Jun 2013 Nombor ramalan Magnum 4D untuk draw 119/13 pada hari Sabtu 16 Jun 2013 Nombor ramalan Magnum 4D untuk draw 120/13 pada hari Ahad 16 Jun 2013 Nombor ramalan Magnum 4D untuk draw 121/13 pada hari Rabu 19 Jun 2013. Nombor ramalan Magnum 4D untuk draw 123/13 pada hari Ahad Nombor ramalan Magnum 4D untuk draw 124/13 pada hari Selasa (special draw) Nombor ramalan Magnum 4D untuk draw 231/14 pada hari Sabtu 1 Februari 2014 Nombor ramalan Magnum 4D untuk hari Sabtu 7 Ogos 2013 draw 149/13 Nombor ramalan Magnum 4D untuk hari Selasa 3 September 2013 draw 158/13 | SPECIAL DRAW Nombor ramalan MAGNUM 4D untuk special draw 111/13 28 Mei 2013 Nombor ramalan untuk hari Rabu nombor ramalan untuk MAGNUM 4D Nombor ramalan untuk magnum 4d draw 105/13: 15 Mei 2013 Nombor ramalan untuk magnum 4d draw 120/13 dan keputusan/result magnum 4d pada 16 Jun 2013 NOMBOR RAMALAN UNTUK MAGNUM 4D PADA 1 MEI 2013 NOMBOR RAMALAN UNTUK MAGNUM 4D PADA 27 JULAI 2013 NOMBOR RAMALAN UNTUK MAGNUM 4D PADA 3 OGOS 2013 NOMBOR RAMALAN UNTUK MAGNUM 4D PADA 31 JULAI 2013 nombor ramalan untuk magnun 4d pada 3 mei 2014-277/14 nombor untuk magnum 4d draw 095/13 : 27 April 2013 PREDICTION FOR MAGNUM 4D ON 4 MAY 2013 ramalan magnum 4d 9.7.14 309/14 Ramalan pada 12 Jun 2013 dan keputusan Magnum 4D Result 21.4.2013 Cash Sweep Result 21.4.2013 DaMaCai Result 21.4.2013 Magnum Result 21.4.2013 Toto special draw 28 Mei 2013 special draw pada 28 MEI 2013. TERKINI| TERBARU: nombor magnum 4d 7 mei 2013; 101/13 ; special draw Toto draw 3871/13

**Penafian**

Nombor ramalan hanyalah sebagai panduan dan dicadangkan untuk MAGNUM SAHAJA (atau kaunter lain sekiranya sesuai) . Segala pertaruhan adalah atas risiko anda sendiri.