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Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Best Poker Tournament for Big Bonus

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Poker is one of the most-played card games in the casino. This game can be played directly on a poker room or by the general casino. In this game, player will have a match with some individual players in a group or with the dealer. Poker tournament is also be held annually by some poker room that the best poker player is then being chosen as the master poker.

One of the poker rooms which are very popular around the poker players is Full Tilt Poker. This poker room is very convenient to be played in. The endorsers of this online poker room are very well-known poker players whose names are Phil Ivey, Gus Hansen, and Chris Fergusson. To join this poker room is very easy. Players will just need to visit Flopturnriver.com to get Full Tilt Poker Referral Code to get bonuses for up to $600 which will be given to them 100% without any hassle. With this Full Tilt Poker referral code, players also have chance to a private tournament with $5 buy-in which is called FTR500. This tournament will make Full Tilt Poker Bonus which is obtained by the players become bigger because there is additional $500 on the prize pool.

For poker lovers, this is a good chance for them. So, anybody interested, better go to the website immediately.

NAEV 0.4.0 review

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NAEV Items [more shots]

NAEV 0.4.0 is out, a game of the space trading and combat simulator genre, inspired by the non-free Escape Velocity. Win32/lin32/lin64/mac binaries are available here.



The new version has parts of the user interface changed and is better accessible, for example through in-game gui keybind editing. Three aspects of NAEV show that usability is a priority: 1) the tutorial is informative without overwhelming too much 2) most combats can be evaded through the run away-tactic (this might be unintended, but definitely liked by me). 3) The automatic jump system, that allows consecutive jumps to systems without having to manually repeat standard maneuvers gives much relief to the player.



The changelog also lists better-looking visuals as well as new sounds and music tracks. As a bonus, all the art in the game is licensed under Debian-friendly licenses. [license.txt: audio, visuals]



Gameplay



Wingmen fighters in action

In NAEV the player starts with a small trading ship and needs to earn money to buy new vessels and equipment. Trading or patrolling missions are the key to income. Though I'm no fan of playing lots of similar missions in a row, I did feel satisfaction, when discovering the most effective way to earn money with them: play patrolling missions and a lot of them at the same time.



Along with the repetitive, generated tasks, there are some original missions of different difficulties that allow the plot to progress and/or provide alternative methods of earning credits. They alone are reason enough to give NAEV a spin. The developers want to include more and more story missions, so contact them via IRC or mailing list if you're up to some sci-fi 'quest' writing! :)



A third (or is it fourth?) method of increasing wealth is observing prices and buying where prices are low and selling where products are expensive. However, there is not much of an economical simulation implemented in NAEV yet, so I wouldn't recommend this path for now.



Yet another battle
Scout ships, fighters and battle-cruisers are available in the shipyards of NAEV, different kinds of energy and missile weapons can be bought, various upgrades can be installed. The brainless method of costlier=better didn't work for me, I had to balance the effects and firepower against speed an maneuverability. Running away is more enjoyable to me than fighting and waiting ten seconds for my ship to turn.



The coolest item in the game is the fighter bay. It allows to host small allied ships in your cruiser. After 'shooting' them into space, they will attack enemies and can be controlled with a few simple commands. Place two is occupied by the afterburners, which will give a temporary speed boost at the price of having the view shaken.



Interviews



Next, two questions for the current top 5 NAEV contributors (and two extra ones for the lead dev):




Q1: What is your role in NAEV development?


bobbens: I am the lead developer of naev.



Deiz: I do a bit of everything, as required.



Done graphics, sound, missions, etc., but most of my time has been spent on making the sprites look nice and getting the game to a fairly balanced state.



For sound I mostly hunted things down and vocoded a few sounds to get the results I wanted. For graphics, most of the ship models are sourced from Vega Strike, many of the outfit graphics are based on models by Joss that I've heavily hacked up.



brtzsnr: I coded a couple of features that NEAV lacked (one of them is the faction disks), now I'm working on 3d-models and sometimes I fix bugs. I wish I had the time to implement more complex features.



stephank: I wrote some code to save configuration. It was unable to at the time.



BTAxis: I've provided some game content (two missions and half a dozen systems so far). That is the extent of my active role in NAEV's development. However, I also occasionally put forward proposals for new or improved game mechanics on the project mailing list, and if I can make them convincing enough and/or talk bobbens into seeing things my way, they may one day find their way into the actual game. I enjoy doing that. Thinking up game mechanics, making them work in my head and fitting them into a bigger picture is fun for me.



Q2: What do you want the game to become in the future?


bobbens: I want the game to be as good as the memories of my childhood playing original EV made it to be.



Deiz: Ultimately I'd like to see NAEV be appealing to a broader audience. At present if you're not somewhat familiar with the Escape Velocity/Elite/Freelancer/etc genre there's not too much to grab your attention.



brtzsnr: I hope NAEV to become more RPG-like (have a crew with different skills tree, say one engineer, one pilot, one commander, etc). Also I want more non-linear/intricate stories.



stephank: I played a lot of Escape Velocity, so that's why I got interested in NAEV. It looks and feels a lot like EV right now, but it looks like the (active) developers are mixing in interesting features from other games in the same genre, and even innovating. I would like them to surprise me, more so than me influencing them. :)



BTAxis: I already mentioned the proposals I wrote up. They're essentially the answer to this question, or at least they're the story so far. But if I'd have to explain it in two words, I'd say that I want naev to be a space exploration game that offers a high degree of interactivity while at the same time providing and engrossing and believable world for the player. That is not an easy goal to meet. Most space games that I know of sacrifice one aspect to pursue another, and in the end NAEV may have to as well. But at this point in time, I believe it's doable, and I hope to be part of making it happen. [For more information check out the proposals on NAEV's mailing list]



Q3: What made you start the project?


bobbens: I started the project about 6 years ago by myself when I realized that there was no game like EV (which I had played extremely intensively as a kid) on linux. EV also had major gameplay flaws that should have been worked around.



Since I had no projects at the time I started out with the ambitious NAEV, which over the years has slowly been taking shape and was released recently (one year ago) to the general public.



As of 0.4.0 I'm starting to be pretty impressed by the results.



Q4: What do you think of Star Control II (The Ur-Quan Masters) as an example of a EV-like GNU/Linux game?


bobbens: I only played Star Control II after someone mentioned it to me about 6 months ago. It does seem to have a lot of EV features, but it seems to lose a bit the fast paced-ness of EV and customizeability of the ships. However it does have other great features that EV lacks like the zooming in systems and the dialog use.



It's good to find good features in other games and use them for inspiration in NAEV, it's evolved enough that it no longer is an EV clone. It also takes from all over while trying to keep itself unique.




Latest NAEV gameplay video



Cosmetic in Our Life

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I believe that all women must want to look beautiful and they use cosmetic to get the perfection on their face. Cosmetic has been used since 3500 BC in Egypt and they use the mercury substance as the main substance of their cosmetic. In the middle ages, we would never found ordinary girl wearing cosmetic because make up was only used by upper class women. The image of cosmetic usage was dramatically changed on 17th century. At that time, cosmetic was only used by prostitutes and actors.

Since the industrial revolution, cosmetic was widely used by women to beautify their face. Nowadays, we can find Cosmetics and Beauty Tools for various purposes like entertainment, beautify the face, and even cultural need. With the huge demand of cosmetic, the number of cosmetic manufacturers and make up type are increasing rapidly. If in the past people only knew eye shadow, powder and lipsticks as the cosmetic kits, now we can find mascara, foundation, concealer, and many more.

If we want to complete our make up collection, then we can visit Shopwiki.com. There, we will get complete references of make up and make up tools from powder to makeup mirrors. Besides the make up kit, we will also find Manicure and Pedicure Tools to complete our perfect look.

UFO:AI pre2.2 Review

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Want to know what's worse than a dog breaking wind? 2 dogs doing so... the Free Gamer hounds are gassing the place and making it very difficult to... oh god... no... not again! ARGH!



I will try my best not to faint but I can't promise I will survive the nauseating stench that keeps filling the room whilst the two hounds sit quietly satisfied under my desk.



I gave UFO:AI a try, the SVN version. It's really rather good - spiffy graphics, lovely sound, and very well presented. The music especially is excellent. Support for my laptop resolution of 1440x900 made me happy and is only the second Free/freeware game I know to do that - the other being Astro Menace. Whilst some people reported the beta as a bit unstable, the SVN verson has been as steady as a rock for me although I have only played it perhaps an hour in total so YMMV.



Overall it is shaping up nicely and is definitely one of the best Free games around. However, there were a few things that bothered me.




There's No Underwear!


The micro-management is too excessive and is pervasive throughout the game. I really don't think it's necessary to have the level of detail in terms of managing ammunition for individual soldiers that there is. It's difficult enough when you only have 1 set of ammunition to cater for (think any FPS game e.g. Half-Life) let alone having to be aware of 8 people's ammunition. Making sure stocks are there is one thing but having to give your guys and your space ships spare ammo and mess around rearming inbetween missions is not fun. If I wanted to manage stock, I'd go sign up at my local supermarket and count baked bean cans.



Your scientists have stats. Your workers have stats. Everything seems to have stats. And that means you spend far too long trying to understand and/or balance them. You assign production queues which take a certain number of hours, and you assign priorities to items in the production queue. This aspect of UFO:AI is less game and more factory management. They have a system probably not far off commercial CRM and ERP in terms of the depth of detail.



In my opinion, unless something is really meaningful, it should be automatically handled. Chalk it down to sensible management i.e. assume you hire the best scientists and workers, assume you're not being ripped off by buying stock - you are the "first and last" line of defense, I'm sure the world wouldn't be too picky about making a profit on selling you stuff! This is a game, not HR. Soldiers will rearm themselves if stocks are there, they shouldn't need to be rearmed by the player, etc etc. I would make basic weapons and ammo (i.e. everything available at the start of the game) naturally limitless (assume the world's military provide it) and leave the production / weapons management to only the alien stuff you research yourself.



I know this all was in the original UFO games but just because a game franchise is really good doesn't mean the gameplay is perfect. I think the amount of fiddling required with these things and the consequences if you forget them (e.g. going into missions without ammo) are a negative for the game.



Also I couldn't seem to intercept UFOs. Having to arm the ships at the start of the game seemed like needless administrative overhead (surely they should be armed by default). After arming them, no matter what order I clicked on the UFOs and my own ships as presented by the UI, I couldn't get my interceptor to go more than about 1 pixel away from the base before it turned back, which effectively killed the game for me. Hopefuly they'll have this sorted for the 2.2 release.




Argh! Aliens!

The FG Hounds Are Near


I think the isometric view (toggled in graphic options) is both true to the original franchise and also more usable as it's easier to visually understand the scene in front of you. I'd like to see that enabled by default.



I would also like to see the soldier buttons also carry some information about the soldiers. Perhaps partially fill them with a lighter blue to represent how many movement points a soldier has. Make the blue go red if they are injured, stuff like that.



There was only one thing that trully bothered me, and that's how the UFO:AI team have their SVN laid out.



You check out the ufoai module from SVN. This module contains both the game source (ok) and the map source. To play the SVN version of the game, you must run 'make maps' which takes 6 hours on a fast machine, probably more on mine (I left it overnight). These 'compiled' maps are in a platform independent format. Why include them as source in the main module? Surely you have a different 'maps' module for the map source and commit the 'compiled' maps to the main module or even another module. That way only 1 person ever has to compile a particular map (i.e. the person working on it) and everybody else gets up-to-date maps without messing around (svn up, and hey presto). I'm pushing them to do just that.



It's important to organise your SVN properly. Why? SVN is the 'starting point' for your most useful members of the community - addicted players and contributors. If your source layout causes problems for them, it means you'll have less people playtesting or trying to contribute because they'll get frustrated trying to get the latest and greatest version.



It's also important to ensure your dogs have a good diet because otherwise they'll kill you with biological warfare. Incidentally, talking of good diet, we did upgrade their dog food due to this problem. Unfortunately upgrading dog food also upgraded power and intensity, so I think I might find the cheapest stuff I can next time out in a desparate measure to reduce their emissions.

Smashing

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Cannon Smash


Last night I downloaded and played Cannon Smash. I was quite impressed - the ball movement is good, the gameplay fast and fluid. The graphics, although quite simple, are quite nice as well when in motion.



The main problem with this game, and what would be a good mini-project for a budding developer, is the controls. Currently you use the LMB to hit backhands, the RMB to hit forehands, and a slew of keys to target a point on the other side of the table. It's unwieldy - it takes a while to get used to hitting the correct mouse button and at the same time varying the destination of the ball - but, once mastered, it's not even skillful. All you need to know are the far corners (1 and 7) and to be able to time your forehand (RMB). The controls are complex enough to confuse, but once understood are not powerful enough to realistically model table tennis. It's a shame because the ball physics and presentation are really good.



I think it an autochoice of forehand/backhand (depending upon which target is closest to the path of the ball) and instead have the mouse buttons instead represent types of shot - LMB topshin, RMB slice. Aiming should be done by lateral mouse movement whilst a mouse button is depressed. Slice variance should be done by movement of the mouse forwards or backwards whilst a button is depressed. Foot movement should be done by mouse movement whilst no buttons are pressed. That describes a set of controls that would require skill to truly master and offer a massive variation on gameplay that fairly well describes the game of table tennis. The only aspect not covered, really, is shot depth.



Add some better player models, perhaps characters of some sort instead of faceless manikins, more variation on the degrees of skill of AI opponents, and a tournament mode, and Cannon Smash would be a superb Free Software game. As it is, it's just a good Free Software game. :-)