Monday, December 5, 2016

Let's take a look at the impact of Blizzard game: The Lost Vikings


The Lost Vikings (1992)

Three’s company
System requirements: DOS 3.1, Intel 80386SX CPU, 640KB RAM

The Lost Vikings wasn’t the start of Blizzard as a company, but it was the first game Blizzard released on PC. Blizzard was still called Silicon & Synapse for its first three games, and it wasn’t until Warcraft: Orcs & Humans that the company really went all-in on developing for the PC, though Lost vikings helped lay the groundwork for that. The game’s levels were created using a program called CED, a cell editor made by CEO Mike Morhaime that Blizzard used to lay out levels, which later went on to be the basis of the Warcraft and StarCraft map editor. Take a quick look at funny pictures with captions that can help you reduce stress quickly.

Blizzard was also hired by Interplay Productions to create a scripting engine for developing platformers, which it then used for nearly all of its SNES games. But Morhaime recalled to us that Blizzard got much more use out of it than Interplay. “I think in the amount of time we did all those games, maybe they did one or two,” Morhaime said. “We were a lot faster with it.” But having a larger company help fund their engine development boosted the still relatively small team, at that point only a dozen or so people total.

Even if the studio wasn’t under a different name at the time, it would be easy to forget that Blizzard made The Lost Vikings. Its sequel in 1997 was the last platformer the studio ever made, and I only realized the connection when the game’s bumblingly heroic trio was resurrected for Heroes of the Storm. But even this early on, you can see traces of that distinct Blizzard style peek through. The bright colors and exaggerated proportions would let its characters fit right in with the Warcraft series, and the contrast of ye olden swords and shields with a sci-fi setting is oddly prophetic of Blizzard’s future ventures.


Samwise Didier, art director of Blizzard, in Blizzard 20th anniversary video

“When I started on Lost Vikings, there were about 100 vikings you could control. Some that would raise up ladders, some that would throw torches, all that sort of thing. It was very PC game oriented. … We decided to make it a little more friendly for the Super Nintendo, so we dropped it down to five characters, then to four, then to three.” Check out my list of fun, weird and just plain amazing fact of life I have found.

Michael Morhaime, in a Blizzard Insider interview:

"I think we learned some important design lessons that have become sort of part of the Blizzard culture now. Everyone at the company played The Lost Vikings over and over to help test and polish it. We saw what a huge impact that such attention to detail had on the game. We also learned that the people who program and design a game aren't the best judges of how difficult it is to play; they know the game too well. We had to constantly bring new people in and watch them play, especially with the early levels, to make sure they weren't too hard. Working on Vikings helped us remember the big picture: that a game, first and foremost, should be fun to play…that it should feel good and look good. The Lost Vikings was also our first attempt at adding a bit of humor to a game. We wanted each Viking to have some charm, so we came up with funny animations and interesting dialogue to give each character his own unique personality. By the time Warcraft II came along, we had refined the concept a little more, but Blizzard's first attempts at humor began with The Lost Vikings." Would you like to get app, device and game reviews?

The impact of Blizzard game: The Lost Vikings

Saturday, December 3, 2016

Show you the factoflife about the film making. Many things,very hard to do it but they make it. So,let follow me and we try to find them.

Top 10 interesting facts on filmmaking


1. Filmmaking industry management is dim and dull

If you want to be an “employed” director, you’ll must endure contact with some management types who have all the artistic judgement of a brick. It is absolutely worth it — just steel yourself psychologically for it! Very few directors are above that; every one else has to suck it up.

2. Color is your friend

As a director, you can make your work stand out from the crowd by developing a good mastery over color and design. The Decorista is a great start. You all have some sort of aesthetic sense, even if you don’t consider yourself a designer – you still need to sharpen and strengthen it. It’s fun! Many of filmmakers don’t bother with this, so this investment will help you become the best. Remember not to underestimate the power of eye candy forentertainment.

3. Filmmaking is leadership

There is a common film quote that filmmaking is leadership. You can have amazingly gifted professional actors and crew members work for not much money on your project and have them be grateful to you for the chance. It is charisma; it’s being the kind of leader whom people are glad to follow to Hell and back; it’s coming across as someone who will actually achieve something in life. These are all attributes that you can steadily improve, just like learning an instrument.
When you land paid directing work in future on the strength of the projects that your collaborators helped you build, remember those who believed in you and worked for nothing — give them a tangible demonstration of gratitude by hiring them! The people who helped me all reside in my mind with crystalline clarity. They will not be forgotten.

4. The two most successful filmmakers didn’t go to film school

The two most talented and wildly successful filmmakers in history — Steven Spielberg and James Cameron — did not go to film school and do not recommend going to film school.

5. Wrong question!

I am asked “Which camera should I use?” as much as all other questions put together. I intend to change that. That is the uncommonly known fact that every filmmaker should bear in mind.
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Which camera should filmmakers use?

6. Freedom for filmmakers

If you have a decent director’s reel and a social/professional network, you can shoot a high-quality feature film with no debt and without depending on tedious decision makers named crowd funding.

7. 35mm lookalike cameras are now common, but skills never will be

Every filmmaker has access to cameras now that were a distant dream just ten years ago. DSLRs give everyone the chance to make footage look like it was shot with a real movie camera — bokeh and all. To stand out in this deluge of 35mm lookalike videos, it play more important role than ever to develop real directing skills — a thing that is and always will be in scarce supply in the film industry, because it takes some innate talent and an awful lot of work. After the mandatory directing and camerawork skills, the next largest return on investment is offered by learning the key fundamentals of film editing.

8. Goodbye, film prints!

The IHS Screen Digest predicts that movie studios will cease to produce film prints for “major markets” by 2013, and for the rest of the world by 2015. At this stage, the decline of celluloid cannot be arrested.

9. Most independent films never see the light of day

The overwhelming majority of independent films never make a profit or see any kind of meaningful distribution. Most independent films are only watched by friends, family and audiences at second-tier film festivals, and finally disappear. With the glut of no-budget films being churned out at unprecedented rates, the number of “orphan movies” is probably bigger than ever – and there are no stats, because these films tend vanish completely and do not leave much in the way of a paper trail.

10. Times are tough for film crews

There are massively talented and experienced film industry workers out there who have shotmusic videos for A-list pop stars and TV commercials for major brands who now sit at home, scouring Craigslist for low-paid film production gigs.
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How many facts in film making do you know about?

Thursday, November 10, 2016

Averyone saw that penguin have 2 color is black and white, but what is the main color of penguin? Someone said main color is black,someone don't agree with them. In this post we will talk about it.
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What is the true color? Black or White?
Black or White?

This constant primarily has to do with how penguins make a living, which is in the sea.  But, being in the sea also means being a link in the marine food chain,  and it is in the water where  all penguins are most vulnerable.  That said, nature adapts and improvises, and over countless generations penguins have taken on their signature black and white coloring to protect themselves from potential predators as well as enable them to be stealthy hunters. That's one of interesting penguin facts for kids.
Do you know Pokemon GO?
This adaptation is a type of camouflaging called counter-shading, which makes it harder for both their predators as well as their prey to see them from all sorts of angles.  When penguins are in the water, their white chests camouflage them from being seen from below against the lighter sky coming through the waters surface. From below a penguin's white belly blends into the bright surface of the ocean while from above a penguin's dark back disappears into the inky blackness of the ocean below. From above, their black backs help them blend in with the darker, deeper ocean waters below them.  In the ocean, penguins’ really do need this natural camouflage from multiple predators that include seals, sea lions, and killer whales. So penguin color is kind of camouflage that is crucial in avoiding predators and catching prey.
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What is the true color of penguin?

Friday, September 23, 2016

Gran Turismo Sport, the latest in Sony’s epic racing sim series, is supposed to take multiplayer gaming to a new level with FIA-sanctioned online racingavailable to everyone. So how do you keep things civil and competitive?
Anyone who’s ever played a video game online knows that no matter how well organized and professional the game’s interface is, you’re still going to encounter jerks breaking the rules and hammering obscenities into the group chat.
In a Gran Turismo Sport presentation on Thursday, game designer Kazunori “Kaz” Yamauchi made the point of telling us (through his translator) that the playing experience would be something anybody could get into whether this was their first racing game or they already have a steering wheel hooked up to their TV.
“We wanted to make it fun for first time gamers, or even drivers,” said Kaz. He really emphasized how much he wanted Gran Turismo Sport to be a conduit for discovering cars. “I remember walking into a BMW dealership at age 12,” he went on, “my heart was racing.” Kaz hopes to create a similarly emotional experience for GT players with 140 vehicles that have been beautifully rendered for your driving pleasure.
But the other side of Gran Turismo Sport’s appeal is supposed to be next-level online competition. The FIA has sanctioned international digital championships and in some countries, completing challenges in the game will actually help progress you toward acquiring a real competition license.
With the whole world’s range of drivers playing, the multiplayer experience needs to be curated. Simply put, that will be done with a significant scoring emphasis on “racing etiquette.”
Before competing in Gran Tursismo Sport’s sanctioned championships races, players have to finish offline challenges that will teach you moves like how to carry speed through a corner and how much throttle to use where. There will also be prerequisite training mini-games that teach the better side of racing; how to pass without bumping, and how to drive without ruining everyone else’s day.
Players will have to prove they have these skills before competition in the major online championships, which will be vast and diverse featuring everything from single-make manufacturer cups, regional cups, age-class cups, and more.
But Gran Turismo Sport goes a step further to enforce good behavior in online gaming – players are continuously scored on their performance and etiquette, as two different metrics, which factor into the game’s matchmaking system while you’re online looking for multiplayer matches.
Track times and race places will get you your performance score, while bumping, cutting corners, leaving the track, and ignoring flags and other such behavior will factor into your etiquette score.
Kaz and his team of developers hope that will keep the “hardcore” players happy, the maniac bumper car players quarantined, and everyone in between racing with like-minded individuals.
It appears that only the most elite clean and quick drivers will be able to step up to the real-deal FIA racing.
It’s still some five months until the game’s release (November 15th, 2016) and over that period of time Kaz has promised even further tweaks toward perfection. After that, we’ll finally get to see if all that scrutiny on in-game behavior pays off.
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Gran Turismo Sport Has A New Way To Make Online Gamers Act Like People

Friday, September 16, 2016

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After a year off, Need for Speed has the series coasting back over familiar turf, resurrecting the spirit of 2003 and 2004’s successful Underground games. It is, at least, a more clearly distinct game than the last few NFS instalments were from one another. It looks incredible, sounds fantastic, and while the handling is still standard arcade fare developer Ghost Games has added a welcome dose of nuance by letting us tune our cars for either grip or drift. However, the single-player component is over too soon, the multiplayer underdelivers, the cut-scene dialogue often had me wincing, and the game is stung by the side-effects of being online-only.
We Own the Night
It is immediately extremely pretty, though. There are dark and gritty instances where it feels a little like the whole thing has been shot on Michael Mann’s iPhone, but racing at speed through the soaked streets here (particularly in bumper cam) is really something else. The cars glisten with beaded water droplets and the streets gleam, a shiny tapestry of mirror-like asphalt reflecting artificial light from all angles. Need for Speed also sounds nearly as good as it looks; the throaty burble of performance-tuned engines is well-realised and the crackle of exhaust overrun and the ker-chunk of slamming gears is similarly respectable. However, the sudden, jarring transitions from the dead of night, to pre-dawn, and then back to night again are horribly ill-conceived. These transitions seem to be baked into parts of the environment so they can actually happen multiple times over the course of a single race.
The cars glisten with beaded water droplets and the streets gleam, a shiny tapestry of mirror-like asphalt.
The eclectic roster of cars is only a fraction of what’s on offer in, say, Forza Horizon 2, but it has a little something for most gearheads. Garage spots are limited to five but the focus here isn’t collecting; it’s perfecting. I completed most of Need for Speed in a single car, constantly cramming upgrades into it to keep it ahead of the competition.

Performance customisation is the basic kind (bolt in everything you’re eligible to purchase and your car will go faster) but there’s a little more to visual customisation. You can sweep around your car, swap external panels, add flair to fenders, install canards, adjust stance, and more. There’s also a freeform livery editor, which definitely beats having to make do with simple, pre-set designs and wraps. You can’t modify everything, though; after I completed the story mode I splurged on a classic Ferrari F40 but was disappointed to discover I could barely do anything to it. I couldn’t even change the rims. It seems at odds with the game’s philosophy.
It’s still good to have customisation of any sort back in Need for Speed, and with it comes several basic tuning options you can use to alter your car’s driving characteristics. The main slider adjusts all settings, nudging your car towards a drift setup or a grip setup, but you can dive deeper and massage certain steering, tyre pressure, and braking power settings individually to fine tune your ride. I much preferred the drift setup for all race types because I found it far easier to get around corners by poising my Focus in a slide via a bootful of throttle and liberal use of opposite lock, rather than navigate the bends with a grip tune. The latter feels too twitchy at low speeds and too prone to understeer at higher ones, and I found myself getting frustrated trying to find the balance. Odd is the fact that, while Need for Speed has brought back tuning in a big way, the option for a manual transmission hasn’t made an appearance.

First-person Fist Bumping
Need for Speed’s light narrative plays out in a series of short, live-action cut-scenes, brimming with slang I don’t understand, excessive energy drink consumption, overuse of the word “hashtag”, and a slightly comical amount of first-person fist-bumping.

There are five main characters who, when they aren’t speaking to each other like living, breathing internet memes, each represent a different one of Need for Speed’s five themed racing threads. All of these threads lead to an encounter with a real-life automotive icon; an idea which I genuinely like.
The lack of any drag racing in Need for Speed seems like a misguided omission.
The best thread is ‘Outlaw’, which is really just a mix of all the game’s race types with the cops on your tail. The cop action is scaled back from Hot Pursuit and Rivals but I certainly appreciate how the police AI seems a lot more fair and bound by the in-game physics than it ever did in Ubisoft’s The Crew. Considering it was the standout mode in the old Underground games, the lack of any drag racing in Need for Speed seems like a misguided omission.

It’s not an especially long story, though. There are 79 main events, but I blasted through them in just two days. The often shameless rubber band AI screwed me out of a few wins here and there but, for the most part, there were only a handful of races I needed to repeat. This modest length might be less of a problem if the multiplayer was more robust, but it isn’t.
Like The Crew, Need for Speed requires a constant internet connection to play – even if you want to play solo. Unlike The Crew, you can’t just simply opt into multiplayer and rely on the game to take care of matchmaking and enlist you into a series of events. This really didn’t need to be an always online game, and because it is, you can’t even pause the game, which I found extraordinarily annoying. Plus, without decent PvP, the only thing left after the brief campaign is hunting down Need for Speed’s frankly boring collectables. Exactly why are we collecting photographs of plain, dimly-lit parking lots and anonymous warehouses?

The Verdict
Need for Speed looks the part, sounds the part, and is surprisingly reverent to real-world car culture. I like the direction Ghost has taken here, and I think it’s the right one, but beneath its flashy exterior it's not quite firing on all cylinders.
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NEED FOR SPEED: AWESOME GAMES

Wednesday, September 7, 2016


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PokeStops are places in Pokemon Go that allow you to collect items such as eggs and more Poke Balls to capture more Pokemon! 


These will be located at select places near you, such as historical markers, monuments, and art installations. PokeStops are indicated on your map with blue icons, like the ones above. When you're close enough to interact with the icon, it will change shape. Clicking on the icon will then allows you to swipe the Photo Disc, which will generate items in bubbles. Tap the bubbles to collect your items! (You can also just exit the PokeStop once the items appear. They will be collected regardless).

After you've collected items from a PokeStop, the icon's color will change to purple, and you will not be able to collect items from it again until it refreshes to blue, which takes about five minutes. Conveniently, you don't need to travel away from the PokeStop for it to refresh, so if you live or work on a PokeStop you can get items often!

Most often, a PokeStop will grant you three to four items at a time. Until you're level 5, PokeStops will grant you exclusively PokeBalls andPokemon Eggs. One you reach level 5, at times PokeStops will generate up to six PokeBalls, and other items such as Revives and Potions to use now that your trainer can access Gyms and battle other Pokemon.
Note that PokeStops can only be interacted with when in range - if you are on a bus or other form of transit, you may not be able to interact in time unless the vehicle is slowing or stopped!

Lure Modules and PokeStops
If a player purchases one of the Lure Modules from the in-game Shop, the player can place a lure at any PokeStop to increase the amount of Pokemon who will gravitate to that area - and this will benefit any other players in the area.


You can even see when a PokeStop is under the influence of a Lure Module on the map by looking for the showering of pink petals, and interacting with the PokeStop will have an icon that details who used the lure.
How to Create a PokeStop Farming Spot
When combined with a Lure Module, PokeStops can be a great place to find pokemon - but some communties have created actual farming spots that can churn out a near endless supply of pokemon and supplies - and you can too!

Making this work isn't always easy, and you'll need a lot of things to make it work, but below you will find the essentials:

MULTIPLE POKESTOPS
The most important part of a farming spot is location. To get the most out of a place, you'll want to have several PokeStops within a short distance of each other. Having anywhere from 3 to 5 stops that are within easy walking distance or overlapping each other is a great start. Depending on where you live, you may have to do a bit of exploring, check nearby neighborhoods or cities, or even parks or major landmarks to find a good layout.

The PokeStops serve two important services - they can provide a constant stream of pokemon when lures are placed at them, and the more PokeStops near you, the less downtime you'll have after catching pokemon waiting for new ones to appear. The second service is to replenish your poke ball supply - especially if you plan to do this for an extended time, you'll need to refresh your supply.
Keep in mind the pokemon found in the nearby area. The only thing better than having pokemon show up at lures is finding even more walking between them. Spots with multiple PokeStops in big parks or on the waterfront can usually get you a diverse amount of pokemon that will always show up.

BRING LURES (AND FRIENDS WITH LURES)
To make this work, you'll need a lot of Lure Modules. Since you only get a few lures from leveling up - you will either have to buy a lot of them yourself, or get a group of friends (or even find a nearby community) to help pitch in. Having all of the PokeStops enabled with lures is key to farming, as it allows you to continuously walk to each PokeStop in turn that are nearby with a almost constant stream of appearing pokemon.

If you happen to stumble upon a popular area with players and stops that have lures, be sure to contribute where you can!
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Pokemon GO: PokeStops

Wednesday, August 31, 2016

he Samsung Galaxy J3 is a respectable budget smartphone, but it just can't compete with the £10 more expensive Galaxy J5
Samsung's Galaxy J5 was a really pleasant surprise when we reviews it earlier this year, as it was probably one of the first budget handsets Samsung's produced in years that could really go head to head with Motorola's 3rd Gen Moto G. A big part of its appeal was its stunning AMOLED display, which is a real rarity at this end of the smartphone market. So colour me even more surprised to see one here on this year's Galaxy J3 as well, which is even cheaper than the J5. 

Available for just £140 SIM-free or £11.50-per-month on contract, it's yet another 3rd Gen Moto G contender, but unlike the rest of its J series stablemates, the J3 has a rather divisive design that may put people off. Unlike the rather plain chassis of the J5, the J3 has a rather bizarre front panel where its black bezels extend up and around the top speaker. The capacitative buttons, meanwhile, are still white. It's not the most attractive smartphone we've ever seen, but otherwise, it's relatively inoffensive, and its matt, plastic casing still feels pretty robust and comfy in your hand. 
Samsung Galaxy J3 rear lens

Display

Much like the J5 and 3rd Gen Moto G, the J3 has a 5in display with a 1,280 x 720 resolution. However, its AMOLED screen technology blows almost every other budget smartphone out of the water - except the J5, of course, which uses the same panel technology as the J3.
The big advantage that AMOLED screens have over the more common style of screen on smartphones (IPS) is that they have no backlight. With other types of screen, a single backlight is used to provide the illumination when the screen is switched on, with the pixels in front of it adding colour or blocking it off when black is required. The trouble is, no matter how good the screen is, a certain amount of light always leaks through, meaning that black is actually very dark grey.
AMOLED screens work very differently. Instead of one universal backlight, each pixel on an AMOLED screen each generates its own light, which means when its off, there’s no possibility at all of light leaking through from behind to ruin the black level.
It comes as no surprise to find, then, that the J3’s black level is perfect. In fact, I measured it at 0.00cd/m2, and this - combined with the screen’s 100% sRGB colour gamut coverage and the perfect contrast that perfect black leads to - really makes colours pop out of the screen with a wonderful sense of vibrancy and saturation.
Samsung Galaxy J3 side
In essense, you're getting the same level of quality as one of Samsung's top-end smartphones on a handset that costs a fraction of the price, putting it miles in front of its LCD-based rivals. However, Samsung's Super AMOLED displays aren't completely perfect, as they often fall behind LCD when it comes to overall brightness. For instance, the J3 could only reach a maximum brightness level of 317.5cd/m2, which is quite low compared to other budget handsets. Sony's £190 Xperia M4 Aqua, for instance, can reach up to 534.3cd/m2. However, a reading of around 300cd/m2 is still more than usable outdoors.
That said, if you don't find this is sufficient, Samsung's included a handy new feature on the J3 called Outdoor mode. Instead of having an 'auto mode' tickbox next to the brightness slider in the notification pane, you'll find a tickbox for 'Outdoors' instead, which pumps up the brightness for up to 15 minutes so it's easier to use in bright sunshine. 
With this enabled, I measured a much more impressive max brightness of 447.8cd/m2, which puts it on a much more level playing field with other LCD smartphones. You probably won't need to use this mode very often, but at least it provides a bit of flexibility, giving you the best of both worlds when it comes to screen quality and brightness.

Performance and Battery Life

However, just because they all look alike doesn't mean they all offer the same levels of performance. The J1, for instance, makes do with just a dual-core Cortex A7 processor, while the J5 has a much more powerful quad-core Qualcomm Snapdragon 410 chipset. The J3, on the other hand, uses a quad-core 1.5GHz Spreadtrum SC9830i, which is paired with 1.5GB of RAM.
With two more cores at its disposal, the J3 offers a considerable step up in performance over the J1, as its score of 1,054 in the Geekbench 3 multicore test can attest. However, it's still not quite enough to beat the J5, as the J3 was 100 points behind the J5 in the single core test with its result of 362, and over 300 points behind in the multicore test. The J3 still feels pretty nippy when you're scrolling and swiping through Android, but it will start to struggle when you're using multiple apps simultaneously.
Surprisingly, the J3’s Peacekeeper browser benchmark score of 774 was actually faster than the J5 by over 100 points. However, this still doesn't eliminate all signs of stutter, as media-heavy websites in particular still tended to be quite jerky in places when scrolling up and down articles. 
Samsung Galaxy J3 backplate
 It's no gaming machine either, as the J3 wasn't able to run our usual Manhattan test in GFX Bench GL. Instead, I ran GFX Bench's T-Rex test, where it managed 423.9 frames (about 7.9fps) in the onscreen test and 251 frames (4.5fps) in the offscreen test. This is far from stellar, and complex games like Hearthstone were completely out of the question. However, if you're only intending to play more casual games like Alphabear and Candy Crush, then the J3 should still serve you reasonably well.
In terms of battery life, the J3 sat smack in the middle of the J1 and J5, as its 2,600mAh battery lasted a very respectable 13h 15m in our video playback test with the screen set to our standard brightness levl of 170cd/m2. As a result, you’re not going to have many issues lasting a day away from a charger.
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Samsung Galaxy J3 (2016) review