Thứ Bảy, 27 tháng 1, 2018

Waching daily Jan 28 2018

BREAKING NEWS About America's Most Popular Restaurant!

You'll NEVER Eat There Again – This is SICK!

It's common knowledge that when you put good in, you get good out.

That's true on many levels, but none so literal as with what we put in our bodies.

We were designed to survive and thrive off of what the earth provides for us.

But the production of those life-giving substances has turned into such a finely-tuned machine

that prioritizes profit and taste, that we've lost a lot of what was good for us along the

way.

One of the biggest steps backward for the health of the western world was the introduction

of "GMO foods" or any food that is genetically modified in order to live even with poisons

sprayed on them.

The purpose of this is to keep the food growing when the plants are sprayed for bugs/weeds

etc.

Unfortunately, that means that things like Roundup are actually being put into our foods

so that they'll be immune to being sprayed with it.

As you can imagine, that's not great for your system.

McDonald's Corporation is the largest dealer of GMO's, according to Your News Wire, and

according to recent reports, the golden arches have been seeing less green pass through them

because of this information.

The national awareness that GMO's could be contributing to the bad health of this

generation is finally affecting the fast food superstar's bottom line.

In fact, what is being served by the once beloved clown and his co-workers is hardly

even being regarded as food anymore:

"McDonald's recently launched a PR campaign called 'Our Food, Your Questions' to reassure

customers that their Frankenfoods are safe for human consumption.

Unfortunately for McDonald's, their campaign backfired spectacularly.

While the company still denies they use 'pink slime' in their burgers, they were forced

to admit using some highly questionable 'ingredients' that would be more at home in a science experiment

than on the dinner plate of a growing child.

During the 'Our Food, Your Questions' campaign, McDonald's admitted to using the

chemical additive azodicarbonamide in their burger buns, which is the exact same substance

found in yoga mats.

Naturally, the world's leading Frankenfoods dealer insisted that adding rubber to food

is quite safe.

According to McDonald's:

'There are varied uses for azodicarbonamide, including in some non-food products, such

as yoga mats.

As a result, some people have suggested our food contains rubber or plastic, or that the

ingredient is unsafe.

Think of salt: the salt you use in your food at home is a variation of the salt you may

use to de-ice your sidewalk.

The same is true of ADA — it can be used in different ways.'

I guess that was supposed to make us feel better, but there really is a slight flaw

in that logic.

Just because food products can be used in an industrial capacity, doesn't mean that

industrial products should be used in a food type capacity.

You want to salt the front steps with Morton salt, fine, just don't put a yoga mat in

my rock salt grinder as one being okay doesn't make the other okay.

These revelations are having far-reaching impacts on the take-home pay for the corroboration.

AP reports that stores are closing nationwide, and profit margins are slimming down, unlike

the waistlines of those who eat their food:

"According to an Associated Press review of the corporation's regulatory filings,

McDonald's closed over 700 stores last year and suffered an 11 percent decrease in revenue

and 30 percent drop in profit.

For corporations the size of McDonald's, operating on slim profit margins, falls in

profit of 2 to 3 percent can have enormous ramifications.

30 percent?

We are talking irreversible terminal decline, according to industry experts."

But maybe you think that there's to be some margin for error.

Maybe the oddly shaped and pressed meat products should be a red flag, but we can stick with

the pure, natural, one ingredient foods like french fries.

We can all make french fries, it's just potatoes, salt, and frying oil.

Maybe that's how you make french fries, but that's not how Mickey D's makes them.

French Fries are actually comprised of 19 shocking ingredients.

The staple side dish is basically a laboratory experiment in creating an item that looks

and tastes like a potato product but is actually a chemically engineered concoction of GMOs,

trans fats, chemical stabilisers, preservatives, wheat, milk, and beef derivatives, as well

as poisonous additives derived from petroleum and silicone.

Future generations will look back at McDonalds with horror.

They will be astonished that the multinational corporation was allowed by the FDA to perform

what is essentially a sick and twisted science experiment on the world's population, damaging

the health of millions of unsuspecting people in the process.

McDonalds aim their advertising squarely at children and adolescents, trying to hook them

on their chemical-laden addictive products while they are young and vulnerable – and

all in the name of profit over all else."

May we learn the error of our ways sooner rather than later and save our collective

health while we still can.

The honest truth is that you'd probably be better off to eat cane sugar out of the

bag standing over the sink than to feel happy eating a Happy Meal.

McDonald's had its time, and that is now past; make the decision that is best for your

health and drive past the drive-through and on to the farmer's market, or even the meat

market, or anywhere

that doesn't serve GMO's and slime.

[H/T: Your News Wire]

For more infomation >> BREAKING NEWS About America's Most Popular Restaurant! You'll NEVER Eat There Again - BreakingNews24 - Duration: 26:56.

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Digital Altitude Intro for New Members - Duration: 14:56.

http://www.ClicktheMousetoBiggerHouse.com

For more infomation >> Digital Altitude Intro for New Members - Duration: 14:56.

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Something I wanted to tell you... - Duration: 4:52.

What going on guy? Welcome back to my Channel.

Today's video is going to be something really different

From my usual video like Fashion, Lookbook and all that.

The reason why I am making this video is that I want to let my word out

I wanna talk about my personal issue in life

I have a quite a few people that keep telling me

Oh.. You have to go to school because that is the only way out

to help you succeed something in life

but no it just not that

you can do something that you really love and you're really passionate about

and you could be sucessful.

not just "Oh...you have to go school and become sucessful.

because I promise you.. school isn't gonna guarantee you that you gonna be successful right after you graduated college.

Everybody has their own path.

Please give a Thumb up and don't forget to Subscribe

if you really enjoy this video. Please continue watching.

So the first thing I want to talk about is school.

so for those of you that don't know.

I don't go college anymore.

I drop college during my second day of college.

I know it really stupid.

The reason why I drop college is that I don't find anything really interesting.

In order to become successful. You don't really need a college degree.

People in society think that school (college) is the only way out to become successful.

and no that is not true

I have seen multiple people that graduated college, and they are not guaranteed that they going to be financially stable.

is not all about school.

doing something that you really love and become very successful.

it all depend on based on what you do and your talent all that stuff

and don't let anyone tell you "oh.. you have to go to school because that going to help you become successful.

and no thats not true

so for my personal opinion is that school isn't for everyone.

For example I would put my fitness journey picture.. So before and after.

and I would have somebody comment on my picture

oh gym is not a job go to school.

like school is not the only way out for me to suceed something in life.

never let anyone tell you what you really passionate about and you're really dedicated to put in some work.

If you're really dedicated with fitness then do it.

Don't let anyone tell you that fitness isn't going to help you succeed in life.

because I have seen a lot of Youtuber that are in Fitness industry

and they become very successful and they have million and million of fans.

Do what you love follow your passion.

and if that something you want to do.

like for example you want to become a youtuber, if you want to become a dancer

or if you want to be in a fitness industry

you can do anything you want in order to become successful.

Yeah, cause people literally wanna do something in life that they really love.

don't let anyone think that it is really impossible for you you to succeed something in life.

because you can do anything you love and become very successful in life.

trust me people will hate everything that you do

something that you really love

and you really enjoy and you're very passionate, dedicated

or anything that really motivates you

just keep doing you

keep having a mindset that you can do something

don't just say oh if you think you can't do it

keep having a mentality that you can succeed something in life.

keep reaching your goal.

don't let anyone tell you oh you're not gonna make it.

prove them wrong! prove the hater!

prove them for those people that don't believe in you.

I am going to wrap up for this video.

I really want to say thank you to all my subscriber, my supporter or whoever that believe in me.

For more infomation >> Something I wanted to tell you... - Duration: 4:52.

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How YOU can dine like The Queen! The majority of suppliers are located in the UK but France Port - Duration: 5:49.

The majority of suppliers are located in the UK but France, Portugal, US and Trinidad and Tobago are also used

The Queen's favourite shops include Fortnum and Mason, Selfridges, Partridges food shop and Waitrose

Her Majesty's favourite suppliers range from top end champagne Bollinger to cheap treats McVitie's biscuits

Where does the Queen buy her brooms? And, where does she get the pet food for her beloved Corgis? If you've ever wondered where Her Majesty does her shopping, now you can find out.

From pest control to clothing, products that hold a Royal Warrant from The Queen have been helpfully detailed in an interactive map, so now you really can shop like a monarch.

While obvious companies such as Waitrose and Fortnum and Mason are also accredited, the tool created by firm Esri UK reveals the more unusual companies which have the Queen's seal of approval.

The map shows nine categories of Royal Warrant holder including building & maintenance, food & drink, homes & household goods, agriculture & animal welfare, clothing & accessories, antiques, art & conservation, horticulture & gardening services, transport & storage and other.

To access the key and view the map, click on the arrow in the top left

Your shopping list: Groceries fit for a Royal

Gail's Brown Bloomer: £3 Gordon's gin £14.50

Mumm Champagne £26 Denhay bacon: £3.09 Musk's Sausages: £3

Catheral city mature cheddar £2.50 Countrylife butter: £3.25

Gallo risotto rice £2.59 Walkers shortbread: £1.55

Dorset Cereals muesli: £2.50 Ryvita: 99p

Heinz baked beans: £2 Some of the 749 companies which have claimed the prestigious warrant include Shield Pest Control, in London, A

Nash handmade brooms, in Tadley, Hampshire, and Guildford-based A

Hester - which lists emptying septic tanks among its services.

Others include scaffolding from Allen & Foxworthy, in Swindon, cyber security from Khipu Networks in Fleet, Hampshire and pet food from Armitage Pet Products, based in Nottingham.

While chimney sweeps may be considered a thing of the past, the Royal Family has several fireplaces in their palaces, and therefore use the services of Milborrow Chimney Sweeps of Crawley Down, West Sussex

In terms of food shops, Selfridges department store in Oxford Street, London, Partridges food shop in the Kings Road, Chelsea, London, and Waitrose are the selected destinations.

However, if you can't afford to visit these locations, there several brands you can add to your shopping list to make your groceries more regal.

The Queen's preferred gin brand is Gordon's and champagne suppliers include Louis Roederer, Pol Roger, Bollinger and Mumm, all based in France, while Hildon bottled water, Britvic and Coca-Cola are the preferred option for soft drinks.

Her preferred brand of salt is Maldon and for jam, her choice is Wilkin & Sons

United Biscuits, which owns McVitie's, Jacob's and GoAhead!, are her chosen supplier for savoury and sweet snacks.

When it comes to her overseas groceries, the carbon footprint conscious Royal has just four other countries outside of the UK which supply Buckingham Palace with special items.

Behind the map: The selected holders They include Harvey S.A

sherry, from France, Symington Family Estates Port, from Portugal, Trinidad and Tobago for the Angorusta Bitters and the Louisiana, USA, for Tabasco

The ultimate seal of approval, Royal Warrants are granted by the Queen (634 granted), the Duke of Edinburgh (34 granted) and the Prince of Wales (165 granted), to companies who supply the Royal Household

To gain one, a company must have been supplying the Royal Household for a minimum of five years.

The Royal Warrant Holders Association was formed in 1840 but the history of the Royal Warrant can be traced back to medieval times, when competition for Royal favour was intense and the Monarch had the pick of the country's best tradespeople

By the 15th century, the Lord Chamb

For more infomation >> How YOU can dine like The Queen! The majority of suppliers are located in the UK but France Port - Duration: 5:49.

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danielions // 100K SUB Q&A + FACE REVEAL - Duration: 12:36.

Hey guys, what's up it's danielions here

and I'm finally making my 100,000 subscriber Q&A special. First of all I want to say

thank you to everyone for listening to my playlists and leaving such nice comments

I read all of them, and they always make my day, so thank you so much.

Let me know if you like this kind of content, me talking to the camera to you guys

and maybe I'll make more vlogs or Q&A's or something on a separate channel, but yeah

just let me know in comments below and let's get into it.

So the first question is from Akezumaki and Julia sy and they asked me to tell you guys about myself.

So my name is Daniel as you could probably guess. I'm from Canada.

I'm 29 years old. I know that's kind of a old...hopefully I don't look too old.

Something you might not know though is I'm not Korean. I'm actually Chinese Canadian.

But I do know some Korean and I've been learning a bit so yeah.

Next from gigi_higgins and the.dasha

Are you on Spotify? I get this question a lot. I am on Spotify I have two playlists, like two big playlists there

But I don't have the kind underground stuff because I can't upload songs to Spotify so I have like a kind of chill

R&B nighttime hip-hop vibe playlist

and also a like afternoon cafe Korean indie one.

So check it out. My name is danielions.

aimee_rafael and JEoNNIFER ask

What inspire you to make a YouTube channel, and how is music change to me any sort of way?

I just wanted to

Make these playlists to show that there's more to Korean music than kpop.

I found so many good artists on soundcloud

And I just want to give them the exposure that I think they deserve

I love listening to their music and

I guess I've always thought that had good taste in music so I just wanted to share with you guys

I think music has changed me by almost providing more meaning to my life, and it sounds kind of cheesy

But I just feel so happy when I can provide you guys with playlists to study to or to listen to throughout your day

But also provide a platform for these artists to gain exposure and maybe get signed in the future

The next question is from aaedan_, hsc_q, and Mel Kookie

What other genres do I listen to?

So I listen to Korean music probably like 80-90% of the time

But otherwise I listen to really chill electronic music or like R&B

Daniel Cesar is a good one, EMBRZ, ODESZA,

shewon't, petit biscuit, spire.

I don't know I have so many. I have a bunch of playlist on Spotify like non-korean playlist

I'll link them in the description below if you wanna check them out, but yeah, those are some the artists I like.

I like underground soul asks what headphones do you use?

I am using these Sennheiser HD 598s

I think they are... I got em on sale from Boxing Day or Black Friday a couple years ago

And they've been great, so yeah, I really like them

mxkne, I think that says maknae, asks: What part of making playlists is your favorite part?

To be honest, I like listening to the playlist I make these playlists for you guys listen to and for myself

But also reading your comments always makes my day

I've open my youtube channel first thing in the morning

And and I kind of go through what I missed through the night

and it just makes me so happy.. so thanks again for all your positive comments

the_unexpected_smile and Sujin ask: who are my favorite singers or rappers?

So from the artists I feature on my page. I really like ...

Rheehab, SLCHLD,

ocean, rosy, summer soul

BEVY MACO and k.vsh are really good

There's so many... I feel bad cause I'm probably missing a lot of them. But top of mind those are my favorites

For more well known artists: zion.t, crush, gray, jay park is really good.

My favorite rapper right now, by far, is punchnello. I love all of his music.

DPR Live and penomeco are good too.

leo_broski asks: Who is your favorite Korean celebrity?

I like ... I'm a big TaeYeon on fanboy. I think she makes amazing music, and she's really pretty and

has a cute perky personality. I follow her on Instagram and stuff

cho_colate, Ashana B., and electricsocketxx ask how I got to Korean music

It all started from kpop..

I think like most people I

Was enamored by the cute girls and the dancing and the catchy songs by Wonder Girls and Girls Generation

but then in 2012 I met some Korean friends, and they introduced me to Korean indie music

and from there on I swear stopped listening to kpop and went on Korean indie bandwagon

And then I found a bunch of artists through soundcloud like Korean artists on soundcloud, and that's how the underground obsession kind of started

ricvict, ellismdrmi, and MissManagerK ask how I find the music I post.

It's mostly on soundcloud...other than that I like

Facebook, I follow Facebook pages,

Tumblr is good, hiphopkr is a good resource for hip-hop music and R&B music

YouTube recommends is also really good. I also follow We love kpop, Jimin's Playlists,

UNDRGRND SEOUL, Seoul Vibes, they're all good over there too.

ambria.nalani asks: how long's usually take to find all the music you use in your playlists?

So I go through soundcloud daily

and I organize the songs that I like by kind of playlists or like moods or genres

So it makes my job a lot easier when I do decide to make a playlist

Honestly, I estimate around 10 to 20 hours a week of work for my both my channels and that includes editing the videos,

photoshopping the backgrounds, piecing them together in Premiere Pro and making all the time stamps and posting and stuff

It does take a lot of time, but I love doing it, and I don't think of it as work so it goes like pretty quickly

next question is from aeino_ngor: are there any international underground rappers and artists I listen to?

I don't really listen to Western or American rap to be honest, but I really like Daniel Caesar

He's an R&B artist, and I saw him in concert a few months ago and he was amazing

she also asks: do I sing in rap or have I done any covers?

I've never done a cover, I don't really rap, but I do like singing. I don't think really good though.

I sing in the shower, I sing in the car, and I sing at karaoke but usually when I'm kind of drinking and don't care what other people think

Nico asks: how long he been studying/learning Korean for?

I started back in 2012 when I took Korean 101 in University and

That was my last semester of university, so I couldn't really take any more classes

But I ended up taking Saturday classes from a student-run organization that really helped

And I did that for a couple years, I think

But honest i really didn't study that hard, and I wish I studied harder, and going forward

I really need to study more

But it does help when I try to talk to these artists that don't really know English and I like forced himself to

To write in Korean and and I get my friends to help me and stuff I guess it's some practice there.

The next question is from Forest Network

Do you personally know or have you met any of these artists?

When I first saw this channel I definitely did not know any of the artists

But I started talking to them more on like SoundCloud or Instagram. And last year I was in Vancouver

and I actually met up with SLCHLD and we went up for some beers

We added each other on Facebook and stuff, and I've actually played video games with him and Red House, so that was pretty cool

I'm going to Korea in May of this year and

I'm planning to meet some of the artists, and maybe I'll make a vlog about it or something

But I'm really excited to go drinking with them and kind of hang out just talking and stuff

svt meanie: do you have any favorite movies?

I really like rom-coms. My favorite movies are

500 days of summer, which I've seen like tens of times,

The wedding singer, a lot like love,

Eternal Sunshine of the spotless mind. Those are all my favorites. some other one kind of cheesy, but I like cheesy

이힣 asks: Do you remember your first love? How was that? Do you think you're a good lover?

I do remember my first love it only happened a few years ago, so it happened later in life for me

but on our first date

She said that she was moving away at the end of the year, so we only dated for about eight months

But those are some of the happiest months of my life. She had this really

Uncanny ability to turn any bad situation into a good situation

one time I went for a hike and we probably had a good half an hour until we're down and it started pouring rain

With any other person I'd be miserable like

Super moody and like I would think that the hike was ruined but with her

We kind of just held hands and sang songs about the rain

While kind of skipping down the hill, so it was really nice.

Do I think I'm a good boyfriend?

I personally I do I think I come up with great date ideas. I think I'm pretty compassionate

I care about my partner a lot. But I've also been single for two years, so maybe that's not the case

but yeah

Angel Reyes and Yazmin ask what I majored in?

I majored in business. I went to university and I graduated with a major in marketing.

For my full-time job. I am a digital marketing specialist.

Roosie Grey asks: Are you specialized in music or is just a hobby?

So this is definitely just a hobby. I wish I was like classically trained or knew more about music theory, but I kind of just go off my

Intuition, and I don't really question why I like a song I just like it or I don't.

And where do I find these amazing backgrounds? Usually just off Tumblr, but to be honest

I'm kind of running out of resources and pictures to use

So if you find any aesthetically pleasing photos to use please please send them to me and and I'll definitely take it into consideration

Gita Anbalagan asks: What genre would I consider my guilty pleasure?

It's not a genre, but I really like "your body is a wonderland" by John Mayer

It's a good song and I can't help singing to it when it's on.

Tatiana carrion asks: what is the first concert you've ever been to?

The very first concert I went to was in high school, and it was The Killers, so it was just around the time they released

Mr. Brightside, and it was like mind-blowingly good. But the first Korean

Concert I went to was in Hollywood. I think it was the Korean Music Festival. Yeah I saw like Wonder Girls, 2 p.m.,

And a bunch of other k-pop idols

I really like kpop back then so that concert was a lot of fun

For Tax Reasons: Please dance to any iconic choreography or sing a personal favorite song

I'm sorry, but I don't think that you guys want to see that happen. If you ever see me in real life

You can buy me a drink, and I'm sure I will dance or sing to anything like you would like.

Lyvia and Kaitlyn ask: Which playlists are my favorite?

So my favorite playlist if I go by plays is the "antenna music for rainy days".

I always listen to that song in my car and it's really relaxing

And I love the first two songs by Kwon Jin Ah and Sam Kim. Also the acoustic k-indie one's really good

The bad vibes lonely one, I like. Urban8 is classic. It's hard to pick I like all of them in certain ways

Akezumaki asks: is We Love Kpop your rival?

No, me and Freddie are on really good terms. We message each other all the time on Instagram

And we kind of bounce ideas off each other on how to promote the scene more an certain artist's more.

I always tune in to his live streams and chat with him and his followers too, so we're on good terms.

UNDRGRND Seoul, Seoul Vibes, Jimin's Playlists, I think we're all on good terms.

and I think that

The main goal for us is just to kind of expand the underground scene and to show you guys the best music possible

Steph V. asks: What is something simple that makes you smile every time you see it?

Give me one second here

so this is

a very messy box full of

Souvenirs that friends had given me or like letters that they've written me and stuff

This is a drawing that a Korean friend made for me, and I love it so much

It's so accurate like she is such a good artist

This is a pass to the first Korean festival I ever went to back in 2013

and I went to the Beenzino concert in San Francisco with my buddy who's from hiphopkr

This is really silly, but I went to Vegas a few years ago and my friend

drew us caricatures of all of us on this barf bag I like keeping it around.

I have all these letters and postcards and stuff from people all around the world

And also, I like taking a polaroid photos, so like... I don't know I have in here, but I just tons of photos from

Hong Kong

Vancouver, just pictures of friends and

Yeah, just a lot of memories in these

So that's the end of the questions. Thank you so much for watching

It was a lot more difficult to make this video than just a playlist

and it's pretty awkward talking to a camera alone in your room

but hopefully you guys enjoyed it, and I'll see you guys next time. Peace

For more infomation >> danielions // 100K SUB Q&A + FACE REVEAL - Duration: 12:36.

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How are the puzzles constructed in LIMBO? - Part 1 - Design Run - Duration: 8:40.

have you ever stopped to think about how much goes into designing a games

puzzles. In this design run we're going to be taking a look at the puzzle design

in Play Dead's Limbo. Limbo is a game created by a developer Play Dead

Entertainment. It was released in 2010 on Xbox 360 and now has a version on a

bunch of different platforms including Linux iOS and Android. The game itself is

a fairly standard puzzle platformer. Players can expect to push and pull

things, jump over gaps, swing on ropes and manipulate various parts of the

environment in order to complete puzzles. Let's have a look at the design of the

first few puzzles.

Hi there and welcome to the channel, my name is Gigity McD and this is design

run. A casual series of videos where we talk about the design of one game in

particular, maybe good design, maybe not so good design. And that is because here

on the channel we talk about the ins and outs of game design and what makes great

games so that you are equipped to analyze discuss and create... great games.

We first start in limbo by waking up in the forest. As we are talking about level

design in this video I will skip forward to the first obstacle, not including this

log. The first puzzle is this pit. I know it's not really a puzzle but it does

introduce a few key concepts to the player so let's discuss it. The first

thing is in order to cross it the player will need to learn how to jump. This is a

simple one since there are only two or so buttons in Limbo's control scheme. You

may think this is fairly standard stuff but jumping is also a crucial skill for

doing just about anything in the game and when the player gets here the

developer can be sure the player knows how to combine player forward momentum

and jumping. There are a few other things this pit could introduce though.

First of all falling into the pit of spikes kills you, so the player learns

pits are probably a bad thing. Through this action they also potentially learn

how the game's progression system works. That being checkpoints but otherwise no

penalty. The other thing I want to mention is the blurred vignette on the

edge of the screen. If you can't see it, hopefully this will help. While this

seems like an aesthetic choice, it does actually affect the gameplay in

certain situations. Here you can see that it is at the right height to just blur

the spikes a little. You can probably still work out what they are but they

aren't 100% clear due to this vignette. Anyway once the player is here we know

that they can jump. Moving on, just after the pit is this puzzle. The way it is

solved is by the player pulling out this cart, climbing on it then climbing up to

the platform above. This is a bit more complex than just jumping over a pit so

there is a lot of small design stuff going on here. One of the nice subtle

things about this puzzle is what happens when you get close to the cart. See that?

When you get close the boy animates up into a ready position. This is a visual

feedback mechanism that tells the player that something in the game has changed.

In this case it's that they have gotten close enough to the cart to grab it.

Pressing grab then animates further by having the boy reach out and grab the

cart, and take up a different pose. The box also has a distinct handle that the

player can see that affords grabbing on to. Sure the designer could have

just left the cart blank but by adding the handle they are subtly communicating

their intent to the player. Moving on, when pulling the cart there is a

different animation to when pushing the cart. Another good example of subtle

feedback. There is also an idol grabbing pose that the boy returns to when not

pulling or pushing, so the player can visually see the difference. The cart

itself has a rope attached to it that prevents it from being pulled out

further than needed. This prevents the player from pulling the cart away from

where it should be to solve the puzzle. They can't somehow pull it over here for

example. The player can't accidentally push the cart into the pit that they

just passed and to prevent situations like this. The rope is a subtle piece of

design but in the early stages of the game it's important to make sure you are

controlling the players experience before removing the training wheels.

Finally there are a couple of animations here that the player might see, each

communicating a small piece of the movement set for the boy. So now the

player is here. The developer is sure they know that they can both pull

objects and climb onto things. This next progression of play is interesting. I

don't know whether it was intentional or not but I thought it was cool. Every

piece of this frame is a curved or faceted natural-looking line. Except the

rope in dead center frame. This rock is curved, the cliff face on this side is

curved (although it could have been sheer), the building is lopsided, even the cart

has a loose panel. Then there is this rope, dead straight and dead center

demanding all of your attention. Anyway there's this rope. Pay close attention to

the positioning of this rope. The distance is a lot shorter than it needs

to be. We know we can jump over a pit which is this far.

The reason this rope is so close is that no matter what you do, you will come off

this edge and you will grab on to the rope. If you jump, you grab. If you run, you

grab. Even if you tap right you will grab. There is only one way to get around it,

which is this. So assuming the player doesn't accidentally hold down the

player will grab the rope, introducing them to the rope mechanics. On the rope

you can move up or down, there is an animation for each and the rope does

ropey physics-y stuff underneath you. Somewhat like a rope. Down here, there is

a pallet attached to the rope. The pallet is there so if you accidentally do this

or if you accidentally release the rope you don't fall to your death. It also

prevents you from falling into this water trap that is out of sight in this

frame. The next obvious thing is to jump onto this ledge on the cliff, where you

can then see said water trap. This is where the vignette comes into play.

Remember I said it affected puzzles, well here it's pretty tough to see the (pit) water.

Hopefully, reflecting on our previous experience with pits, we will do a sneaky

jump over this one. Now there is just some standard cave, then a nice little

boat trip. Very cute. Only thing I will say about this is it's a good section of

calm slower pacing after the first few puzzles we have just completed. To just relax and

take a breather and maintain a different level of intensity in the pacing. Then

our little trip finishes. We can't get up to this ledge. What do we do now? Well if

you have a keen set of eyes, you may notice an affordance we have already

been taught. The boat has a little handle on it. Let's go down and see what happens?

AH, we see the boy animate in. We can grab this. And so you proceed to pulling the

boat out of the water. So far if we can grab something, the object will have a

little handle on it telling us that we can. Now that we have the boat below the

ledge we can jump on the boat and then jump off. This was originally intended as

the first puzzle in the game but the developers found that people didn't know

how to drag things yet and many people wouldn't make the connection between the

little handle and being able to drag the boat out of the water. So Play Dead added

all of the stuff that we just went through so that they could better teach

the core mechanics to the player. Now this section I'm in two minds about. The

solution is jump on this vine, climb up, jump from the vine to the hanging rope,

climb up and then jump onto the edge of the cliff. This teaches the player that

they can climb up if they didn't try it on the rope before. It also teaches the

player it is possible to jump from a climbing action. I'm in two minds here

because the vine looks thorny to me and climbing something thorny

seems unnatural. Although on the other hand it does make it less obvious so the

player does have to think about the situation. If it had been a really

obvious climb-able surface then it would be a task rather than a puzzle

that the player had to make a decision about. And that puts us at the top of

this cliff. And this is where I might stop and come back for part two. PART TWO

is up on the channel right now. So if you haven't had your limbo level design fill

you can head straight over and find it the video is on the right hand side of

the screen and it's also in the description.

For more infomation >> How are the puzzles constructed in LIMBO? - Part 1 - Design Run - Duration: 8:40.

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Slinky Brand 2pc BellSleeve Colorblock Long Tunic and Pa... - Duration: 10:02.

For more infomation >> Slinky Brand 2pc BellSleeve Colorblock Long Tunic and Pa... - Duration: 10:02.

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How designers silently tell you what to do? - Affordances and Signifiers - Game Design Theory - Duration: 10:15.

Affordances and signifiers are two tools that work hand-in-hand to help the

player interact with the game better. Promoting a more intuitive experience

for the player and that is why in this video we are learning about affordances

and signifiers. Hi, My name is GIGITY McD. Here on the channel we talk about

the ins and outs of game design so that you are equipped to analyze discuss and

create... great games. Part of the communication that a game has to achieve

is telling the player what they need to do. Whether that's run over here, jump to

that platform, pull this lever or whatever the next action that the player

needs to take is. Often this is accomplished for general tasks by

placing a UI element such as a waypoint on the current objective but you aren't

going to put a waypoint on every single jump in an uncharted

game. Ideally the level design will be able to direct the players action subtly

without needing to explicitly tell the player what it is that they are supposed

to be doing. Two tools that can be used to help players better understand your

games environment are affordances and signifiers. While affordances have been

around for a while in different contexts, affordances in games come from the

design of products and how they are interacted with by their users. Deriving

from the book, "The Design of Everyday Things" by Don Norman. An affordance is a

relationship between something and its user about how the two things should

interact. If you think about a mug, the design of the big round handle will

hopefully communicate to its users this is where you should pick it up. The

textbook would describe this as the handle affords picking up. Affords can

also be thought of as "is for," so the handle is for picking up. Sometimes ideas

like this are communicated as form follows function.

While the term form follows function can also apply to other places in games such

as UI, it is especially at home with affordances. The most common example for

an affordance is the design of a door that can be pushed from one side

and pulled from the other. Similar to the cup if we put a handle like this on the

side of the door, its form will communicate to most people that they

should grasp the handle and pull it to open the door. But on the other side were

you to put the same handle then the user would assume the same and thus grasp the

handle and pull, only to find that the door doesn't open. So the example of a

good design for a door is a handle on the pull side and something like a flat

metal plate on the push side. There isn't much a user can do with a flat metal

plate except push on it. So now the users of the door should understand how to use

it regardless of which direction they approach from. Using this idea we can

create objects and environments in our games that communicate ways to interact

to the player. Adjusting their form will afford how we want the player to use them.

In Crystal Dynamics Tomb Raider reboot you can find carts like this in certain

places around the levels. It looks like a ramp. The form of this cart and the angle

imply to the player that they can or should be jumping off this object. The

cart affords jumping off its sloped surface. Similarly in Uncharted, places

where Drake can climb up all look like handholds or places to hang from. So the

player should naturally see them and understand that they can be grabbed and

traversed. Sometimes however affordance is not enough to communicate the

interaction with an object whether its interaction is too complex or its

context within the game it doesn't allow the affordance to imply interaction. For

instance sometimes the environment is too uniform to allow for a specific

affordance to have meaning. Like this set of rocks in Horizon:Zero Dawn(#GOTY). All of

the rocks afford climbing but I'm not going to climb all of them because most

likely it will be a waste of time. This is where signifiers can help us

capitalize on an affordance. Signifiers are ways of narrowing down how we

exploit an affordance. They signal to the users more directly the way we intend

for them to interact or give information about the nature of an interaction. Doors

like we discussed should be designed well enough that people intuitively know

how to use them but adding push and pull signs show how we want the user to

interact. Signifiers can be words, symbols or more subtle ways of communicating to

the user. A good example of a need for signifiers in games are the areas where

Nathan Drake can rope swing in Uncharted 4. In this case the branch affords

swinging. It juts out and could easily be looped with the grappling hook, but so

could many of the beams and other things Naughty Dog developers provide for Drake

to climb on. So they wrap it in rope and condition the player that rope means

swing with the grappling hook. Now anything wrapped with rope affords the

use of the grappling hook to swing from. Like this tree stump. It isn't a jutting

out branch but the rope signifies that the grappling hook can be used here.

Just to keep things clear I'm not talking about this symbol that appears

when you jump though. This would be a UI tip which is something different.

Ledges where Nathan Drake can stand up is another example of both an affordance

and a signifier done subtly. The ledge affords hanging from but in some

situations you need to climb up to the ledge and stand on it to continue. This

may be an affordance perceived by some players but not by others, so Naughty Dog

places these scratch marks on the wall to signify that the player can pull

themselves up into a standing position. Even in one of the later levels where

the young Drake's are exploring an old house, when the player can pull

themselves into a standing position, the wallpaper is frayed to provide an effect

similar to the scratches. From a different game these little green lights

on the platforms in Doom are placed on sections the player is expected to

traverse. They are used to signify a path subtly to the player as seen here in

this outside level where you need to climb up this metal structure, or here in

the foundry mission where the designers mislead you with this jump but then

allow you to climb back up the other side. Going back to the Horizon:Zero Dawn ( > Zelda:BOTW)

example, I previously said that I wasn't going to climb every rock. Though every

rock affords me to do so. But I will follow these paintings on the side of

the rocks that signify there might be something of interest around. Later

learning that paintings like this lead to these collectible Banuk figures.

Affordances and signifiers aren't just for environment design though. The idea of

using form to communicate function can be applied all over game design. These

turtles in Crash Bandicoot communicate how to defeat them through their

appearance. Running or spinning into them is probably a bad choice due to the

spikes, so jumping on the flat back is the next best option. This is one way to

communicate combat goals to the player. Conversely their counterpart these

buzzsaw Turtles, afford the opposite in combat as they have nasty saw blades

protruding from the top of their shells. Shield enemies are another way that

combat affordances are made. Here the enemy needs to be attacked from behind

to get around the shield or perhaps the player needs to change up their strategy

from just shooting everything that moves to using grenades or alternate fire

modes.

Another type of affordance is systemic affordance. We can think of something

like scissors paper rock for this one. Scissors cut paper, paper covers rock and

rock either blunts or breaks scissors. The relationships between these three

choices and their outcomes is intuited by their form. A gaming example of this

is anything that uses a weakness system where the strengths and weakness are

implied by their forms. Pokemon is a good example. Water is super effective against

fire because in real life, fire is put out by water. This is also signified by

the text at the bottom of the screen saying it was super effective to

strengthen the communication of that interaction. Similarly in this section of

Tomb Raider on the way to one of the secret Tombs,

this waterfall will put out my torch meaning i'll have to return here with a

new tool to pass this barricade. The falling water affords that fire will be

put out and so the torch, which is on fire, is put out. Crafting arrows in

Horizon:Zero Dawn uses ridge wood and metal shards. Because what is an arrow if

not sticks and metal shards. This is the tree that you get the sticks from. Even

the form of the environmental object where you collect the resource is

implying their function. Affordances and signifiers are powerful tools that game

designers can use to communicate interaction in the game world or with

the games systems. They allow for more control over player perception and

experience but can also smooth out potentially troublesome sections of your

games. As a little side note, in my game design travels on the internet it is

magnitudes more likely than not to hear both affordances and signifiers bundled

into the term affordances. So you may hear someone talk about an affordance

and use the term affordance or you may hear someone talk about a signifier and

call it an affordance. In this video I have kept the two separate because in

the revised version of "The Design of Everyday Things," Don Norman makes a

specific distinction between the two and I don't think having more detail to

distinguish things is bad. But in your everyday travels the dialect of making

games seems to be fine with using affordance for both. If you now think

back you can probably come up with heaps of examples of fantastic uses of

affordances and signifiers in games. You probably thought of some throughout the

course of the video. I want to hear what you guys thought were the best examples

of affordances in games that you guys have come across. Throw

them down in the comments section. If you enjoyed the video throwing it a LIKE

would help get the video in front of other people and SUBSCRIBING to the

channel will let you know when I have more videos out if that's something you

might be interested in. Here on the channel we talk about the ins and outs

of game design so that you are equipped to analyze discuss and create...

great games

For more infomation >> How designers silently tell you what to do? - Affordances and Signifiers - Game Design Theory - Duration: 10:15.

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A Mom Turns In Her Son – Part 1 - Duration: 3:06.

Ramona Gordon got the surprise of her life when she turned on the local news and

saw her 14-year-old son wanted for carjacking.

>> Ooh.

>> Ramona says she recognized her son, Shaquille Dixon, and Savel,

I know that's black right there.

>> [LAUGH] >> Loni.

>> My gosh.

[LAUGH] [CROSSTALK] >> If he white, show me, okay?

Shaquille, all right, allegedly holding up an 81-year-old woman

at gunpoint in a Walmart parking lot- >> That's terrible.

>> Before driving off in her vehicle.

Well, after seeing that, she was watching it on TV.

Ramona did what, she called the police and turned his ass in.

Ramona said, it was a difficult decision, but quote, Ramona said, he needs to learn.

[CROSSTALK] So ladies,

would you ever snitch on family member if they did something wrong?

>> Come on, I'll be the first to say I'm a ride or die.

If you parallel, if you double park your car, if you wonder home with a grocery

cart and it's supposed to be returned, I'm not gonna say anything.

>> Because you are so quiet, Adrienne.

Why, would you snitch?

>> I ain't saying nothing.

>> See? >> I'm sorry.

>> I knew it.

>> I'm sorry.

>> I knew it.

>> My loyalty is at a given level.

And let me explain.

Now, this is what I would do. >> Would you say snitches get stitches?

[CROSSTALK] >> Let me tell you-

>> Stitch me up because I gotta say

something, that is crazy.

>> But what is, what's your defense?

What is it it, girl?

>> Yeah, no. >> Let them know.

>> Now, what I will do, is I will take that person aside and be like, listen,

let me talk to you real quick.

>> [LAUGH] >> I saw you on the 5 o'clock news, and

I will punch them in their face and slap them up a little bit and tell them, if you

ever in your life pull something like this again, then I will call the police on you.

>> Okay.

>> No.

>> So you'll give him a warning?

>> Wait, wait, wait- >> If it's my sister or,

I can't ever imagine my sister pulling out a gun on an 81-year-old woman.

>> Of course not.

But this is a fragile age, too, where they are impressionable.

14 years old, pulling a gun on an 81-year-old woman to take her car?

>> 14.

>> And you're just gonna punch him between the eyes?

>> I might do more than that, but the point is again, I don't have children, so,

yeah, I don't have children.

>> Of course, of course, we're saying facetiously.

>> So I'm saying if this happened, I really don't know what I would do if my

14-year-old was pulling a gun on an 81 year-old woman at 14 years old.

Honestly, I would try to get the kid help.

If we're being serious about this, I would be like, yo, my kid needs to get help.

I would maybe surround a group of people that can help him to understand

that he can't, but to send him to jail at 14 years old?

>> Well, 14, I think he wouldn't necessarily go to jail, though.

>> He'd go to a juvenile- >> He'd go to juvenile.

>> Again, I don't got kids, but I'm just saying I might really love them,

you know what I'm saying?

Just to say. >> But he had a gun.

>> Yes.

>> So who knows what could have happened.

>> Yes. >> Do you know what I mean?

>> And this- >> He could have killed that 81-year old

by accident or whatever.

And that's not a laughing matter.

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