MIND ALONE Available For Download

Today is a happy day for me. In a partnership with Sioux Studio (São Paulo) I'm launching my new mobile game named MIND ALONE.



I already wrote about this game here and now I'm presenting the final version, ready for download.

MIND ALONE is an experimental mobile game that uses puzzle mechanics to create a dark narrative about somebody trapped in their own mind. Each puzzle is a memory and the player needs to solve them to find hints about how it happened. Check the trailer below:



It's the first game of a trilogy and it's free for download on Apple and Android platforms.

We are just adjusting some puzzles – any feedback would be awesome.

One more for the portfolio and for the game designing classes!

#GoGamers

Project Gutenberg Is Temporarily Unavailable

Project Gutenberg is Temporarily Unavailable

Verb-noun Vs Noun-Verb

I went to the Roguelike Celebration over the weekend and enjoyed Thomas Biskup's talk about Ultimate ADOM. Among the many interface improvements they're making based on user testing is they're simplifying the controls from the traditional roguelike controls to W A S D + E F. I don't know how roguelike game players will respond to that but I'm a fan! This reminded me of two things from my past, so I thought I'd say a little about those.

Sometime in my teens I got to meet Lord British (Richard Garriott) and Iolo the Bard (David Watson). My mom was shopping, and I went to the computer aisle to browse the games I couldn't afford. Richard and Iolo were talking about Ultima 6. Nobody else was there, so I got to talk to them for half an hour! I learned about OOP, UI, testing, systems thinking, and more. Really cool!

They told me about how they coded puzzles to look for the state of the world (nouns) instead of the player actions (verbs). For example, there was a puzzle where they expected players to cast Telekinesis (ᚩᚣᛕ ORT POR YLEM) on a lever on the other side of a chasm. Instead, during playtesting, they saw that one player killed a party member, tossed the body over the chasm, cast Resurrect (ᛁᛗᚳ IN MANI CORP), then have the party member pull the lever.

Wow! That wasn't something I had ever thought of in the simple games I had written at that age.

Another thing they told me about was the simpler control scheme. Previous Ultimas had a control scheme similar to what roguelike games have. W to wear armor, I to ignite a torch, K to klimb a ladder, D to descend a ladder, B to board a ship, etc. You specify the verb such as J to jimmy a lock and then after that you can choose a noun such as the lock to jimmy.

In Ultima 6 they reversed the order so that the noun came first and then the verb. This meant the game could tell whether you were trying to J jimmy a lock or B board a ship or K klimb a ladder because the game knew that it was a lock or a ship or a ladder. And that meant they didn't need separate keys for these verbs, but instead one key, U use object. There are times when they had multiple verbs for a noun but for the most part they could get away with just one.

I haven't closely followed Ultimate ADOM but I'm guessing they're doing something similar.

The noun-verb thing comes up in another context. After I stopped making games for a living I went into programming language research. My main topic was studying how functional programming languages and object-oriented programming languages can be combined. Something I noticed at the time was that the syntax for functional languages tends to be verb then noun: f(x), whereas the syntax for object oriented languages tends to be noun then verb: x.f(). At some level these can be considered equivalent. You can express with one what you can express with the other. There's a big difference in usability though: auto-complete.

What happens when we auto-complete f(x)? First we need to know all possible f that are valid in this context. Since the programmer has just started typing in the expression, any function is valid, and that means there's a very long list to choose from. It takes many keystrokes to pick one. Second we need to know all possible x that are valid in this context. These are usually local names, so there aren't that many. Knowing the type of f narrows down the list but the list was already small, so there's not much to gain.

What happens when we auto-complete x.f()? First we need to know all possible x. The programmer has just started typing, so any local name is valid, but there aren't many. Typing just one character can narrow down the list to one or two elements. Second we need to know all possible f that are valid in this context. These are methods defined on the type of x, so there aren't that many compared to all possible functions. Knowing the type of x narrows down the list substantially, so there's a lot gained.

The two syntaxes seem equivalent in theory but they aren't in practice. I wonder if people who use regular text editors end up believing the two syntaxes are equivalent, whereas people who use IDEs prefer the object-oriented syntax, even if they're not taking advantage of object-oriented programming (inheritance, subtyping, etc.).

This asymmetry is orthogonal to whether you're using functional or object-oriented programming. It is better for programmers if they can choose from two medium length lists than to have to choose from a very long list (where a lot has to be typed before it's useful) and then a very short list (where not much is gained). You see this in other contexts too. Command line interfaces like DOS, VMS, and Unix shell typically specify a verb first and then the noun(s). GUIs such as Mac and Windows typically specify a noun first by clicking an icon, and then the verb by choosing from the right click menu. In text editors, vim's commands like d0 are verb then text selection (noun), whereas in more conventional text editors (including Emacs) you'd first select some text (the noun) and then invoke a verb like delete. Kakoune is a modal editor that uses noun-verb instead of verb-noun.

In games it seems like it'd be better for players to first choose an object from the environment and then choose from a small set of actions, than to first choose from a large set of actions and then choose from a set of objects. However I haven't surveyed enough games to see what's more common. The next time you're playing a game, look at the structure of commands to see if it's verb-noun or noun-verb.

Movie Reviews: X-Men Dark Phoenix, Shazam, Alita: Battle Angel, Rocketman

Dark Phoenix: I liked this movie more than the masses did, apparently. Not that I thought it was a great movie, but it was better than the mess that was Apocalypse.

I think the biggest hate directed at this movie comes from the fact that this movie spits on any concept of fitting into the the other movies' timeline: it doesn't end in a way that fits in, and it takes place in the wrong decade. While I admit that it would have been better had it fit the timeline, I don't ding it any points for NOT doing so. I take the movie as it is, just like I don't care if it matches whatever is supposed to have happened in the comic books.

The story moves well enough: Jean Gray is a mutant with telekinesis, energy containment and blasts, and some mind reading. As a girl, she accidentally kills her parents. Charles Xavier takes her in and raises her in his school for gifted children. Some time later, on a rescue mission to save regular people in a space craft, she is exposed to and absorbs some kind of massive cloud of energy. She begins to lose control of her powers and some of her personality. During this process, she comes to find out that Charles "protected" her by lying to her about some things from her past and erecting some blocks on her power that were dangerous to her and others. Unbeknownst to her and everyone else, the energy she absorbed is some kind of power wanted by shape-shifting aliens who want to use it to destroy Earth. They try to win her over to their side and/or retake control of her power. Or something like that.

The movie is acted well and there is nothing wrong with the special effects, sound, or directing. One problem with the movie is that the aliens just kind of meander around; it's hard to figure out their exact powers or plan, they don't seem all that vicious (except for their ultimate goal), they don't exhibit any kind of emotion, and they are sometimes vulnerable to our heroes attacks and sometimes not without explanation as to why. So it's hard to relate to the struggle against them. Jean Gray doesn't emerge as much of a character, just someone who wanders around glassy eyed and generally upset. And Magneto is a shadow of his former self and not that interesting to watch. The others are not too bad.

The biggest problem is that the plot feels awfully like Captain Marvel's, which was a pretty terrific movie: a woman lied to by people who put blocks on her power, told to control her emotions, fighting shape shifting aliens. Captain Marvel manages to make the main character's smug constraints on her emotion seem human; she even smiles and laughs once in a while. This movie just isn't as good. It's also a reworking of the X-Men III: The Last Stand (from the previous timeline), which wasn't too bad of a movie either, although it suffered from some other, different, problems.

But at least this movie was watchable.

Shazam: Another DC movie, this one is pretty forgettable. A boy gets a suit that give him superpowers for reasons, and someone else want his power while others want to kill him, so there is fighting and a lot of young boys giggling. He is a foster kid who is sent from home to home, also for reasons, and ends up with a bunch of other foster kids in a home of an altruistic couple, and all of the other kids also join in the fun. The supernatural elements were ridiculous and even hokey. The whole plot was silly.

This movie is like if Spider-man happened, but instead of great action, a weighty sense of importance, great moral questions, excitement, tension, and good characters, a bunch of adolescent boys sat around and imagined how cool it would be to have a superpower. About the only good parts are the brief scenes of the boy's search for his mother and his mother's reaction to this.

Alita: Battle Angel: I gave this a shot, but it was only marginally better than Elysim, another story about people stuck on-world trying to get to the floating ship. Okay, Elysium was really bad, and this wasn't quite that bad, but it sure wasn't good.

You can kind of see through this animated movie how the comic source material (that I never heard of) could be pretty good. Flashes of some interesting world-building, characters, and plots hover around at the edges of the screen, but then they are gone, leaving us with a simple matter of roller skates, robot parts, races, a dull romance, silly action scenes, and nothing in the way of any characters that we care about. Highly unmemorable.

Rocketman: Taron Egerton inhabits adult Elton John in this biopic that will inevitably be compared to the recent Bohemian Rhapsody but is nothing like it, really. The latter is allegedly true, but mostly fiction, with weird changes to the true story that you wouldn't know were changes if you didn't know the actual history of Queen. It is also about Freddy Mercury's descent from drugs and promiscuity, but only mildly so; it is mostly about the music. Rocketman is a fantasy, but mostly true. It is a true musical with dramatic scenes or bridges breaking out into dance and song. The songs and drama are used to illustrate the character's feelings and experiences and the story is not about the music but about the descent, which is harsh and harrowing.

It is gripping and dazzling despite itself, much the way that Elton John was. Several songs are performed as showpieces, while others (mostly Goodbye Yellow Brick Road and Rocket Man) run through the more poignant scenes in chords and snippets. Elton was tolerated but unloved by his mother and her family, and rejected altogether by his father, even as an adult. He had a lifelong friendship with Bernie Taupin, who accepted him as a homosexual but was not one  himself. Elton's descent includes pushing even Bernie away - temporarily - as depressed, drugged up, overly wealthy and indulged suicidal rock stars are likely to do. Except for the scenes with his parents, the story does not contain any real surprises, even for those who don't know anything about it, since it's pretty straightforward. But it is fun, or occasionally moving, to watch. And the music is great, even though it is all covers.

Monumental Heartbreak

I made it through Viridian Forest to Pewter City safely. The Pewter Pokémon Gym was open and available, but Lucky was in no condition to train there. Instead we made daily forays into the forest to train against other Caterpie and Weedle. Eventually Lucky evolved into a Metapod which was amazing to watch. At the time, I was so excited to see an evolution first hand. It was the direct result of our diligent training together and it felt great to see Lucky move into his next life stage, growing stronger before my eyes. This physical manifestation of growth and improvement encouraged me to take our training to the next step. It encouraged me to take my team to the Pewter City Pokémon Gym.
I walked in headstrong and confident that my team was ready to face the challenges ahead. I announced myself as a challenger. I waited for the trainers representing the gym to step forward. I expected to face more than one young man before challenging Gym Leader Brock, but apparently this young trainer was the only one representing Brock that day. He only had two Pokéballs at his side, but he assured me I was no match for Brock. He was about to prove it to me firsthand.
He tossed out a Diglett which popped up out of the dirt floor of the gym. Kiwi took to the air. If the Diglett knew any ground attacks they would be wasted on Kiwi while he remained airborne. Kiwi opened with our classic Sand-Attack gambit to kick as much dust and dirt up into the Diglett's eyes as he could. Kiwi took a few scrapes as he wore down the Diglett's accuracy, but eventually the Diglett was completely ineffective. I switched in Nibbles to tackle the Diglett into submission.
The Junior Trainer revealed his final Pokémon to be a Sandshrew. Its defense was formidable so I used Nibble to distract him with a series of disorienting glares before pulling Nibble out of the battle. Rascal jumped in to eagerly sweep through the defenseless Sandshrew, but I miscalculated. After two vicious slashes from the Sandshrews sharp claws, Rascal was down and out. Rascal slumped to the ground unconscious. My heart sank into my stomach and I felt faint. I failed Rascal.
It was in that moment of horrible defeat that it occurred to me that I should have used a potion on Rascal. I shouldn't have let him suffer those two powerful attacks head on. I should have sent in Kiwi to wear down the Sandshrew's accuracy. Lucky didn't stand a chance against this Pokémon if it took out Rascal so easily. Kiwi was my only chance to get out of this mess. I knew that if I didn't keep my head in the game, I might be saying goodbye to more than one Pokémon that afternoon. I tried to shake off my sorrow and focus on the battle ahead.
Kiwi was much faster than the Sandshrew. He kept firmly out of reach and launched a series of quick attacks on the Sandshrew to finish it off. The Junior Trainer conceded defeat, but it was I who felt defeated that day. This young boy had no idea I'd just recently vowed to never fight my Pokémon to the point of unconsciousness. Now, just days after determining the way I wished to train and respect Pokémon, my resolve was going to be tested. Rascal and I would have to part ways.
I explained this to the trainer who didn't quite understand, but he said the gym would be happy to watch after Rascal for me. Rascal was always enthusiastic about training and living here at the gym would be a fitting end to our relationship, so I agreed.
I took Rascal to the Pokémon Center and waited for him to recover from his injuries. I don't really know if he understood, but I explained to him that in order for us to grow stronger I would need to let him go. We had to follow different paths, now. I had chosen a training style where I would not let my Pokémon fall in battle and even though Rascal was my very first Pokémon companion, I could not go back on my conviction. We said our goodbyes. I released Rascal to the care of the Junior Trainer at the Pewter City Pokémon Gym and withdrew my challenge.

It's an understatement to say that I was devastated. In that moment, I certainly regretted making it my personal goal as a trainer to not push my Pokémon too far. As Wolf had said, it's just part of the training to the average trainer. You win some and you lose some. But that just wasn't my way. I wanted to build a place where I could protect Pokémon and people would come from all around to study and understand them better. I had to be better than the average trainer. I had to hold myself to a higher standard. Pokémon would fight. They would fight to protect me in the wild, and they would fight for my dream in competitive matches. But I had to have limits. I had to take responsibilities for my failures and this was the only way I knew how to do that.
Rascal was the first of many such failures, and saying goodbye to my first Pokémon was certainly one of the most painful experiences as a Pokémon Trainer that I have ever faced. Back in those days in Pewter City, I questioned everything about my journey. I spent a long time just wondering if I should return to Professor Oak and give up. These thoughts just stemmed from the profound sadness and disappointment, though. Ultimately, I would move on. I would grow stronger and persevere.
Beyond the tremendous heartbreak of failing to protect my first Pokémon, I was also terrified of Brock. This failure humbled me tremendously. Everything I did going forward would be taken slowly and with greater attention to strategy. This included returning to challenge Brock. Without Rascal, my team had a gaping hole that needed to be filled. The only one who could fill that hole was Lucky and so we left Pewter temporarily to train like our lives depended on it. I would absolutely not lose another Pokémon in this city.

Current Team:

Need For Speed Heat Free Download


Hustle by day and risk it all at night in Need for Speed Heat, a white-knuckle racer that pits you against a city's rogue police force as you battle your way into street racing's elite. By day compete in the Speedhunter Showdown a sanctioned competition where you earn bank to customize and upgrade your garage of high-performance cars.
When your ride's perfectly styled and hyper-tuned, and you're ready to ramp up the intensity, drive out into the night where you and your crew take on the competition in illicit street races that build your reputation and grant you access to bigger races and better parts. But under the cover of darkness patrols a rogue task force looking to bring you down and swipe all you've earned. Take them on and risk it all for underground glory or head back to your safehouse and begin another thrilling day.

The roads, the risks, and the rides never end in this street racer where your crew rolls deep, your garage is full of hot cars, and the city's your nonstop playground.

GAMEPLAY AND SCREENSHOTS :




DOWNLOAD GAME:

♢ Click or choose only one button below to download this game.
♢ View detailed instructions for downloading and installing the game here.
♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount ISO files.

Need for Speed Heat Free Download
http://pasted.co/af29b5ae

INSTRUCTIONS FOR THIS GAME
➤ Download the game by clicking on the button link provided above.
➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
➤ Once the download has been finished or completed, locate or go to that file.
➤ To open .iso file, use PowerISO and run the setup as admin then install the game on your PC.
➤ Once the installation process is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.

SYSTEM REQUIREMENTS:
(Your PC must at least have the equivalent or higher specs in order to run this game.)


Minimum:

• OS: Windows 10
• Processor (AMD): FX-6350 or Equivalent
• Processor (Intel): Core i5-3570 or Equivalent
• Memory: 8 GB
• Graphics card (AMD): Radeon 7970/Radeon R9 280x or Equivalent
• Graphics card (NVIDIA): GeForce GTX 760 or Equivalent
• DirectX: 11 Compatible video card or equivalent
• Online Connection Requirements: 320 KBPS or faster Internet connection
• Hard-drive space: 50 GB

Recommended:

• OS: Windows 10
• Processor (AMD): Ryzen 3 1300X or Equivalent
• Processor (Intel): Core i7-4790 or Equivalent
• Memory: 16 GB
• Graphics card (AMD): Radeon RX 480 or Equivalent
• Graphics card (NVIDIA): GeForce GTX 1060 or Equivalent
• DirectX: 11 Compatible video card or equivalent
• Online Connection Requirements: 512 KBPS or faster Internet connection
• Hard-drive space: 50 GB
Supported Language: English, Italian, Spanish, Polish, Russian, Portuguese-Brazil, Simplified Chinese language are available.
If you have any questions or encountered broken links, please do not hesitate to comment below. :D

PUBG MOBILE 0.13.0 APK+OBB 500MB Free Download

PUBG MOBILE 0.12.0 APK+OBB IN 500MB



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How To Install PUBG 0.13.0 APK+OBB without Errors and Problems




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🌹 Please use IDM (Internet Download Manager) to download the files without any error.

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PUBG 0.13.0 APK+OBB File :- 


Part 1

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Please Install "7-zip and WINRAR" to extract the files.

💘 Download Winrar :-
🌹  (32bit PC)
🌹  (64bit PC)

💘 Visual C++ Redistributable 2012 :-
🌹 Download

If your PC has no net framework then, you can
download net framework from here :-

💘 net framework 4.6
🌹 Download

💘 IMPORTANT 💘:-
🌹 ALWAYS DISABLE YOUR ANTIVIRUS BEFORE EXTRACTING THE FILES.
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