Thứ Sáu, 2 tháng 11, 2018

Waching daily Nov 2 2018

What's up everyone?

Alex here!

The Tetris Effect demo was available for a limited time prior to its release, and I wanted

to give you my impressions of it after playing for more than 10 hours!

This video will feature everything that was available in it, and I want to talk about

what separates this game from every single Tetris game released in the past.

Tetris Effect is brought to you by Enhance Inc, led by Tetsuya Mizuguchi, who's known

for Space Channel 5, Rez, Lumines, and Child of Eden.

Mizuguchi is well known for fusing music, visuals, and gameplay in a manner unlike anything

else out there.

Simply put, every single input press you do - or don't - affects the visuals and the

soundscape of his games, and Tetris Effect showcases that aplenty.

If you're new to Tetris - and there's actually a ton of people new to the game,

mind you - it's all about rotating and aligning different puzzle pieces together to form a

line that spans the entire width of the board.

Once this happens, the line disappears, and you're able to build anew.

Filling the board with pieces that reach the top of the board means it's Game Over!

A mechanic that has increased in prevalence in more modern Tetris games is Hold.

Hold allows you to store the current puzzle piece in play for use later on.

In Tetris Effect, pressing the L1 or R1 button achieves this effect.

Pressing the buttons again will swap the current puzzle piece in play with the one currently

on Hold.

Tetris Effect introduces a new mechanic that mixes up the aforementioned rules.

As you clear more lines, you will slowly build up a meter located near the bottom left of

the board.

Once filled up, pressing the L2 or R2 buttons lets you enter the Zone, which stops the puzzle

pieces from falling altogether.

This allows you to set puzzle pieces at your own leisure, and moves any newly completed

lines to the bottom of the board, which will all clear once you leave the Zone.

This new mechanic is advantageous to both new and veteran players.

New players will be able to get a brief reprieve to clear the board while in this mode, while

veterans can create some incredible line clears, like the Decahexatrix, which is only possible

while in the Zone.

Tetris Effect is also VR enabled.

While the VR footage being shown doesn't look like much is happening, there's actually

a lot of depth to the gameplay field when played in VR.

The game board slowly lowers and rises depending on how high you've stacked the puzzle pieces

onscreen, and your eyes will just slowly adjust to the change in orientation seamlessly.

There were moments when I was playing in an area with several jellyfish swimming around

and, as my tower of puzzle pieces began to climb the height of the board, I slowly felt

as thought I was "losing my breath" as it were as I frantically, but unsuccessfully,

tried to make lines despite my puzzle pieces spelling my doom.

This might sound hoity toity, admittedly, but I can assure you that my reaction to what

I was experiencing was genuine, metaphor and all.

The demo allowed us to play with two modes: Effect Modes and Journey.

Effect Modes can be seen as a sort of challenge mode, each tackling a very specific aspect

of Tetris: Classic, Relax, Focus, and Adventurous.

In the demo, only one Classic and Adventurous mode was available.

Marathon, the only Classic mode available, is the purest form of Tetris, which disables

the new Zone ability that Tetris Effect introduces.

This mode asks you to clear 150 lines, increasing the drop rate incrementally over time.

Mystery, the only Adventurous mode available, shares a similar goal with Marathon.

This time however, crazy events and mechanics will alter your play, from obtaining a huge

Tetris block to plop down, to even being forced to play the board literally upside down!

This mode is definitely not for the faint of heart!

The other available mode, and is considered to be the main mode of Tetris Effect, is Journey.

The mode will literally send you on a journey through several sequences of different sight

and soundscapes.

The demo only contained one sequence traversing three areas, but I can tell you that each

area felt very different, not just from a visual and audio standpoint, but also how

the actual feel of playing Tetris felt.

The developers mentioned in a recent interview that the way Journey is structured is by design,

and they added that players shouldn't think of Journey as simply just a constant increase

in difficulty.

Rather, much like taking journeys in real life, there will be ebbs and flows, and high

points and low points, and the developers hope to imbue these feelings and emotions

to players as they play Journey.

And that's really what Tetris Effect is all about: it's an attempt by its developers

to capture a specific feeling of playing Tetris - one that many long time players have felt

- and to try and express these through the use of visual language, sound, and vibration,

to a wider audience.

As of this video's release, the game's preorder will cost you $35.99 and the full

game will retail for $39.99 upon release.

To many, $39.99 is going to sound like a ton given that Tetris is a game that can be played

in a variety of different flavors.

But as someone who last played Tetris for a lengthy period of time on his original Gameboy,

I am curious to see what the other sights and soundscapes are in Journey.

Also, I'd like to see if the Relax and Focus Effect modes will truly help me Relax and

Focus, in addition to whatever Adventurous gameplay modes there are.

But for now, color my interest piqued!

I certainly don't mind playing more of it, even if it is "yet another version of Tetris,"

so please look forward to a full review of the game, coming soon!

But for now, I do want to hear what you think of this latest game by Tetsuya Mizuguchi.

Are you a long time fan of his games?

Do you think you'll be giving this version of Tetris a spin in the future?

Post your replies on the comments below!

Also, if you enjoyed this video, please consider subscribing to the channel - and clicking

that Bell icon - to be notified of my latest videos!

Lastly, follow me on Twitter @mybacklogbattle, for the latest news and upcoming videos - or,

if you just want to chat about video games!

Thanks for watching!

And have a wonderful gaming week!

For more infomation >> Tetris Effect Weekend Demo Impressions | Previews | Backlog Battle - Duration: 6:25.

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Love Is War VE- AMV - Rise - Duration: 3:22.

I won't just survive

Oh, you will see me thrive

Can't write my story

I'm beyond the archetype

I won't just conform

No matter how you shake my core

Cause my roots they run deep, oh

Oh ye of so little faith

Don't doubt it, don't doubt it

Victory is in my veins

I know it, I know it

And I will not negotiate

I'll fight it, I'll fight it

I will transform

When, when the fire's at my feet again

And the vultures all start circling

They're whispering, "you're out of time."

But still, I rise

This is no mistake, no accident

When you think the final nail is in, Think again

Don't be surprised, I will still rise

I must stay conscious

Through the menace and chaos

So I call on my angels

They say...

Oh ye of so little faith

Don't doubt it, don't doubt it

Victory is in my veins

You know it, you know it

And you will not negotiate

Just fight it, just fight it

And be transformed

When, when the fire's at my feet again

And the vultures all start circling

They're whispering, "you're out of time."

But still, I rise

This is no mistake, no accident

When you think the final nail is in, Think again

Don't be surprised, I will still rise

Still rise

Don't be surprised, I will still rise

For more infomation >> Love Is War VE- AMV - Rise - Duration: 3:22.

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The Easiest Way to Tweak Jumping in Godot 3.0 - Duration: 7:54.

In this video, you'll learn how to set a specific height and duration for jumping in

platformer games so that you can tweak those instead of having to guess through trial and

error, and you'll also learn how to vary jump height based on how long the jump input

is being held.

Howdy, and welcome to Game Endeavor.

Often in platforming games, the player will want to have specific control of their character's

jump.

It can feel clumsy and unresponsive to have your character overshoot a jump, especially

if it's a very tall jump or if they have to stop in mid-air so that they can land where

they want on a platform.

With variable jumping, the player can instead release the jump at the proper time and land

gracefully on the platform, which feels much more fluid and pleasing to the player.

This can also be a crucial feature in your game, because of the various hazards you may

have placed at their peril.

If there are spikes overhead for example, then the player may need to terminate their

jump early to avoid getting a piercing headache.

Handling this is actually pretty simple.

Up until this point, we've been using a variable named jump_velocity.

To be more precise, this is actually the maximum velocity of our standard jump.

Rather than extending this jump the longer the input is held, we'll instead cut the

jump short if the player releases the jump button before they reach the maximum height.

What you set velocity to after cutting off the jump, will have a strong influence on

the controls of your game.

If you set it to 0, then the player will drop immediately after releasing the jump button.

This will be super responsive which might be ideal for hardcore platformers, but it

won't look very smooth.

To do this, we'll go into our _input method, and add an if condition to check to see if

event.is_action_released("jump") is true.

However, we only want the player to be able to do this if they're jumping, otherwise

they can to do this on their way down from a jump or fall, causing them to either hover

in the air or do another minor jump.

So we'll add an && condition to check and see if velocity.y < 0, which means they're

moving upward.

If this condition is true, then we we'll set velocity.y to 0.

This will stop their upward movement, at which point gravity will take over and immediately

start pulling them back down.

If you want this to not be so sudden, then we can set a minimum jump height for this.

For example, we can set this to something like -500.

So that if velocity.y < -500, set velocity.y to -500.

This will make it so that early on in the jump, before gravity has lessened our speed

too much, we'll set it to this minimum, which has the effect of making the jump arc

after it's been canceled.

And it also sets a minimum distance for how much we can jump.

Which is something to keep in mind because often players will just tap the jump button

quickly instead of holding it.

So if your minimum jump is too small then it may feel awkward to the player.

We'll leave these as hard coded values for now because we'll be returning to this in

a bit once we can establish a specific distance for our minimum jump.

The biggest issue I faced with platformers was endlessly tweaking my physics, trying

to make it feel right.

Often when people make platformers, they only use variables for gravity and jump velocity,

and they set these to arbitrary values.

In this player controller we have a gravity of 1200.

But just looking at that on its own, it tells us very little.

Jump velocity is -720, which again means little.

But what if I told you that we could define our jump height, and the time that our jumps

should take, and then calculate gravity and jump velocity from that.

Using kinematic equations, we can do exactly this.

This is in my opinion the easiest way to tweak jumping, because if gravity is too floaty?

Then just decrease the time a jump lasts.

The player's jump is too short?

Raise the jump height.

I won't be getting into the nitty gritty details of kinematic equations, so don't

run off just yet.

I'm just going to introduce you to the concept, then show you a couple of equations and send

you along your merry little way.

To get started, we'll go ahead and create our variables.

Since we now have the ability to vary our jump height.

We're going to have min and max values for our jump height and velocity.

So we need to rename our old jump_velocity variable to max_jump_velocity and create an

extra min_jump_velocity variable.

We'll be setting these at runtime, so to avoid confusion when reading this in the future,

or for anyone unfamiliar with our project, we'll remove the values for gravity and

max_jump_velocity that we assigned earlier.

Then we'll create our height variables, one named max_jump_height, and the other min_jump_height.

We need to set values for these, and like my move_speed variable, I'm going to base

mine on the size of my tileset, being 96x96.

But rather than having "* 96" all over my script, I'm going to create a singleton

to store this value, because I will likely need to use it many more times in the future.

To create a singleton, I'll make a new script called "Globals.gd".

In it I'll declare a constant named "UNIT_SIZE" and set it to 96.

Then go to "Project >> Project Settings" and then to the "AutoLoad" tab.

I'll find the path to the script I just made and then add it.

Now we can reference this anywhere in our project.

Which I'll do back in my player script by calling Globals.UNIT_SIZE.

For the jump height, I want the player to at most be able to jump up 2 tiles.

So I'll set a value of "2 * Globals.UNIT_SIZE".

However this would be a perfect 2 tile jump.

Which means there will be little wiggle room for the player to get onto the platform.

This will be very frustrating to the player, so we'll give it a little extra space by

making it 2.25.

And for the minimum jump height, I want it to be around 1 tile, so that if the player

just taps the button then they will still be able to make basic jumps.

However, a tap of the button will generally last longer than one frame, so we can go less

than 1 tile with our variable.

I will set mine to "0.8 * Globals.UNIT_SIZE".

Play around with this value and see what works best for your game and your preferences.

Now we need to set the duration of our jump.

This will be in seconds, and will be the time it takes to reach the peak of the jump, and

will be half the time for the jump in its entirety, because the time it takes to reach

the peak of the jump and then fall back down are the same.

So I'll make a variable named "jump_duration" and set it to 0.5.

A fun little fact that you should take note here is that, since we know how long a jump

will last, and in a previous tutorial I told you that my move_speed variable is how much

the player will move per second.

And since we're not slowing the player while in the air, just lowering their acceleration

and deceleration.

We know exactly how far the player can jump, and thus the maximum distance that pits should

be.

In my case, the player moves five tiles per second, and the jump will last for a second.

So I should not make pits greater than five tiles apart from each other.

Four to be exact, because the edges of my tiles are not flush with the tile size, plus

you should never make pits where the jumps need to be perfect.

Such jumps are extremely frustrating.

So first we want to determine gravity, because it is needed for the other equations.

So we'll create a "_ready" method if you don't already have one, and in it we'll

set gravity to two times "max_jump_height" divided by jump_duration to the 2nd power.

Which we'll get using the "pow" method.

Now we want to determine the velocities to use for our jump and variable jump.

The equation to do this is to take the negative square root of two times gravity times the

jump height.

Which for min and max velocities will be min and max height respectively.

The height used in this equation sets us up for some interesting possibilities.

For example, with this we can easily make a jump powerup that increases the player's

jump height by one tile.

Which would just require using this equation again and giving it the "max_jump_height"

plus the bonus height, and then start a timer that will reset the player's jump velocity

to normal.

And now that we have our minimum jump velocity, we can return to our variable jump logic and

replace our hard coded values with our brand new "min_jump_velocity" variable.

If you want to learn more game programming in Godot, then watch this video here.

And if you're new, then join the sub-club to get notified for future videos.

And until next time, y'all take it easy.

For more infomation >> The Easiest Way to Tweak Jumping in Godot 3.0 - Duration: 7:54.

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Sarah Silverman on The Electoral College | I Love You, America on Hulu - Duration: 2:06.

- Every vote is not created equal.

Just look at the Senate.

Every state gets two senators, right?

But the 10 least populous states,

have an estimated, combined population

of 9.3 million people.

Los Angeles County alone,

has an estimated 10.1 million people.

That's just one county in California.

And yet, two senators represent the whole state,

39.5 million people.

Or think of this,

Wyoming has two senators representing 600,000 people.

New York has two senators representing 20 million people.

That's like the difference between a public school

with one guidance counselor for 4,000 students,

and a Montessori school with three counselors per Skyler.

(audience laughing)

The idea of two senators per state,

was created as a compromise.

To entice the less populated states, to join the Union.

Yeah, that made sense 240 years ago,

but it doesn't make any sense now.

The reason why the Constitution is a living,

breathing document, is because our forefathers knew,

that as our country grows and changes,

so should our Constitution.

What I'm saying is, our forefathers could not

have anticipated things like Twitter,

or AR-15s, or even the concept of a shower.

(audience laughing)

Things have changed in 240 years.

Like no one is named Thaddeus anymore.

(audience laughing)

Maybe I'll bring it back.

Maybe I'll name my son Thaddeus.

(audience laughing) Just kidding, I'm barren.

(audience laughing)

Major metropolitan areas have high concentrations

of people of color.

So people of color, end up being wildly underrepresented

in the Senate.

But doddering old white guys,

holy f*cking s*it, are they represented.

(audience laughing) Have you been to the Senate?

The whole place smells like Gold Bond.

(audience laughing) It really does.

Their balls must hang so low, (audience laughing)

but when they go low, we go, hi, look at your balls.

Are those your balls? (audience laughing)

They're so low.

(uplifting music)

For more infomation >> Sarah Silverman on The Electoral College | I Love You, America on Hulu - Duration: 2:06.

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'The Claw' Is Out On Sacramento City Streets - Duration: 1:31.

For more infomation >> 'The Claw' Is Out On Sacramento City Streets - Duration: 1:31.

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Why You Vote: Native Americans Still Struggle With Voting Rights | Velshi & Ruhle | MSNBC - Duration: 4:42.

For more infomation >> Why You Vote: Native Americans Still Struggle With Voting Rights | Velshi & Ruhle | MSNBC - Duration: 4:42.

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Top 5 Scary Easter Eggs You Missed In The Haunting of Hill House - Part 3 - Duration: 6:55.

Right, before I even begin, I need to clear some things up.

A lot, and I mean, A LOT of you guys had questions about my number 3 point in part 2 of this

list.

Personally, I, and most people in this office saw the creature from the basement that attacked

Luke crawling behind Theo on the bed, but after reading your comments, and rewatching

the video a dozen times, I think we can safely say it was just Luke's foot.

Ok?

Ok.

Hey guys, I'm Lucy McPhee and we're back with another installment of the Top 5 Easter

Eggs You Missed In The Haunting of Hill House, this time with a part 3.

The show is a gift the just keeps on giving, seriously.

I changed this list around so much, because new easter eggs just keep emerging, and even

better, a lot of the ones on our list have been confirmed by Mike Flanagan himself.

Now, I've steer cleared of ghost and ghouls, and just included small moments and lines

from the show that if you blink you might miss.

And thank you as always for the comments on the previous videos, some of these numbers

were made known to me because of you guys.

Before we jump in, let me know down below what you thought of the ending, I was personally

a fan, and after reading up on the alternate ending the almost went down, I am so pleased

there was a little light at the end of the tunnel.

While you're down there give this video a thumbs up and don't forget to subscribe

so you never miss another scary vid.

5 Stories This easter eggs pops up in episode 2 of the

series, and it focuses on a particular line Olivia says to Shirley during the death of

the box of kittens.

I'm still torn up and emotionally scared because of that.

So what is the line, Olivia states, "When we die, we turn into stories.

And every time someone tells one of those stories, it's like we're still here, for

them.

We're all stories in the end."

It's a very touching moment, considering we know at this point that the mother is dead,

but we're unsure how, and more heartbreaking we know the family steer clear of her stories.

I love Olivia, I love her so much...I don't know if I've made that clear enough yet.

Anyway, as touching as the moment was, some fans were VERY quick to draw comparisons to

a certain Doctor Who episode.

Back in 2010, Matt Smith's version of the time traveller states "I'll be a story

in your head.

But that's okay.

We're all stories in the end.

Just make it a good one, yeah."

Folks were unsure whether this was deliberate, but on October 12th, Mike Flanagan took to

twitter to confirm the theories.

He attached an article discussing the theory, and wrote "This is my favourite article

so far...and yes, Mr. Moffat, it's absolutely a deliberate tribute."

Now, Mr Moffat was the showrunner of Doctor Who at the time, so this is a very sweet nod

to the show.

4 Theo This is a short, but very sweet easter eggs.

And a cute nod to the original novel.

In episode 2 a young Theo can be seen reading The Lottery by Shirley Jackson, aka, the author

of The Haunting of Hill House.

3 Seven This is a very sweet nod to the relationship

Nell and Luke shared, though short, it has a lasting effect.

In the show, there a numerous occasions where Luke counts to seven, usually when he's

scared.

He also tells Nell to do the same when she is haunted by the bent-neck-lady in her younger

years.

He says "It has to be seven… that keeps you safe.

Sometimes you have to do it a lot."

First of all, the seven is the number of Crane's in the family, but it's also the amount

of steps it takes to get from Luke's bed to Nell's.

As well, the twins share a very special bond, and when Nell dies, Luke struggles to cope

without her, almost killing himself in the progress of dealing with his grief.

Another little easter egg, is during the final episode when the gang are celebrating Luke's

2 year sobriety.

There are 7 of them.

The number that makes him feel safe.

So sweet.

2 The 5 Stages of Grief Now this popular theory poses the question,

do all the Crane children represent the 5 stages of grief.

If so, it's a very very smart easter egg planted in their by Mike Flanagan.

To begin, Steve is Denial.

As we know, through the show Steve refuses to believe that the events from their childhood

at Hill House were real.

As well as the fact that the death of Nell could in any way have paranormal ties to the

house.

Shirley is anger.

Throughout the show, Shirley is angry.

She's pretty much always angry.

Her anger however, particularly revolves around Steve's book, and the money he wants to

share with the family.

Not only that but she's also very angry about Nell's death, and that she would even

consider doing what mum did.

Theo is bargaining.

To quote buzzfeed "Theo is constantly bargaining for a better outcome."

As we know her power is touch, allowing her to feel what people have gone through, no

matter how tragic.

However, when she touches Nell's corpse she feels nothing, and ultimately can no longer

feel, even begging with Shirley for the universe to let her feel again.

Luke is depression.

Which of course explains is drug addiction but not just that, also is desire to destroy

himself after the death of his twin.

Feeling as though he can no longer go on without her.

He suffers the hardest after Nell's death, sinking into a black hole of pain and dispair.

Lastly, Nell is acceptance.

During the final episode of the show, when the family is all gathered together in the

red room, Nell says, I quote, "I loved you completely.

And you loved me the same.

That's all.

The rest is confetti."

This destroyed me.

But it also shows that she has no resentment towards her demise, and her families abandonment

of her.

She's accepted her fate, and she wants her family to accept it too.

Now, this theory just began as a rumour but on October 23rd, Mike Flanagan confirmed this

little easter egg, attaching the buzzfeed article and writing "Good catch".

1 Mirror From Oculus In the very first episode of the Haunting

of Hill House, Nell returns, slipping completely into the madness of the house and dancing

around in an almost possessed way.

During this scene we catch a glimpse of Nell in a mirror, but not just any mirror, The

Lasser Glass, aka, the mirror from Mike Flanagan's film Oculus.

It's a nice little detail thrown in there by Flanagan, and fans of his work were very

quick to point it out.

More interestingly though, Oculus is a film about a girl that believes an old antique

mirror is bringing misfortune and death to her family, so the fact Flanagan included

this in Hill House, a menacing place that twists the mind and sucks those into their

own dark imaginations is VERY fitting.

Well there we have it.

Did you catch any of these easter eggs?

Were there any we missed?

Leave us a comment down below and perhaps we can do a part 4.

Honestly I feel like we can do a dozen parts with the amount of easter eggs and theories

surrounding this show.

If you enjoyed this vid, feel free to give it a thumbs and make sure you subscribe so

you never miss another scary vid, and until next time.

See ya later!

For more infomation >> Top 5 Scary Easter Eggs You Missed In The Haunting of Hill House - Part 3 - Duration: 6:55.

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Retro Game Collecting Tips - My Secret eBay Bidding Tips - Duration: 4:49.

in this retro game collecting tips video I am going to share my eBay bidding

tactics

this will help you win those retro-gaming auctions with ease my first

tip would be once you've researched your prices as I've shared with you guys in

one of my previous retro game collecting tips videos is to set the price you're

willing to pay and don't touch nobody if the auction happens to run away from the

price you're willing to pay leave it alone and wait for the next one believe

me it's not worth paying over the odds if you're comfortable with the price

that you've set for yourself so what you need to do is keep an eye on the

auctions that you're targeting and if they start getting ceiling just just

move on and wait for the next one now here's something that I do if I find an

auction that looks like it's gonna be a really really great bargain and I mean a

really cheap for the title that I'm trying to get I don't watch it if

there's nobody watching it I don't watch it

I do not become a watcher I keep looking at it so it's saved on my list on my

eBay app as a recent item that I've looked at so I can keep going into it

but don't become a watcher is very end of any matter what happens and why do I

do this well because if there's something that looks like it's really

cheap and nobody is watching it in somebody else might be put off by the

fact that there's no Watchers whatever you do do not be it until right at the

end of the auction there is no point putting a bit in with days or hours or

even half an hour to go all you're going to do is you ramp up the price of the

product $1,000,000 right so this is how I bid

this is how I win bids with auctions on eBay I wait until the last minute of the

auction watched the price if it ramps up and it gets out of control I stay

away if it doesn't and it's still within my price range I will wait until her

last 20 seconds and in the last 20 seconds I'll keep looking at it just to

see what happens and then at 12 seconds I mean go into the bid I will put the

figure in at 12 seconds that I want to bid at my maximum that I'm not going to

go over and then at 6 seconds I confirm that bit so I put in my maximum price

that I'm willing to pay for that game in the condition that it's in even if the

price is a lot lower I will put in my maximum value to widen the gap between

the current auction bids and tomorrow I'm willing to pay and within that six

second period you should hopefully win that auction as a sake of Mega Drive

game then you want you've found that the auction and you're going to bet at the

moment the price is around the 8 pound mark but you've valued the game at 20

pounds what you're going to do at 12 seconds is enter 20 pounds and then at 6

seconds you're going to hit your bid confirmation so if the price of the game

is still around the 8 10 pound mark you've wider than that get to 20 now

what hopefully should happen should happen most of the time is you're going

to pay less than the 20 pound because people are trying to bid at the last

minute and trying to catch up to the 20 pound so you might get it for like 15

you might even get it for Less but this is what I do now I go six

seconds because that seems to be safe period where everything can work you

want to be somewhere where you've got good Wi-Fi you're not out on 4G 4G can

be good but you really want to have decent Wi-Fi connections so always

putting my final bid at the six second mark I have pushed it before to four but

when you get to four seconds sometimes things can go a little bit crazy and

your timing can be a little bit off you're reducing the limit have been able

to successfully bid so I would say go around the

second mark and that's how I do my eBay bidding hey have you subscribed to the

retro gamer - YouTube channel if you have fantastic if not think about it

you can do it just below

For more infomation >> Retro Game Collecting Tips - My Secret eBay Bidding Tips - Duration: 4:49.

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Terri Tells You - "The 806" - Duration: 3:50.

For more infomation >> Terri Tells You - "The 806" - Duration: 3:50.

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Jesus Will Be Your Guide - Duration: 2:22.

Is your GPS in tune?

Is it taking you in the right direction?

Or do you continually do detours, and you have no direction in your life?

I ask you that because I find myself in that situation, right?

And we can take many trips, but if we have no clue of where we're going, then really

we're just lost.

And a lot of us are on that path.

We're in this path of life with no destination, nowhere to go, the enemy keeps detouring us

and we have no one to guide us.

No one there to lead the way.

See but Jesus provides something that we need when we go on this life trip.

He is our direction.

He is our guide.

That's what Psalms 48:14 says.

"He will be your guide."

So life is full of turns, full of different detours, full of mountains that you can't

get over.

But He says, "I will be your guide."

And that's what Jesus has been in my life.

He has been my guide.

He also tells us in Proverbs 3:5-6, "Trust in the Lord with all your heart.

And do not lean on your own understanding, and in all your ways acknowledge Him and He

will make your paths straight."

Who do you need to trust?

Do you trust the GPS in your car to guide you to the right destination?

Yeah some of us, that's what we trust, right?

But the GPS of your life - who's in charge of that?

Who's taking you to that destination?

Jesus says he can be that guide for you.

He can be the one that'll walk alongside you.

But you need to stay by His side.

You need to take His directions.

You need to take the detours that he'll take you to.

But you got to trust Him through it, because you can get scared in this trip of life.

And when you're by yourself you have no one to count on.

But Jesus says that he can be your guide, and that's what I want to tell you today.

Is that if you're lost, if you have no direction of where you're going, then what you need

is Jesus to be your guide, to be the one to guide you through your life.

He is the One that will get you to the destination.

For more infomation >> Jesus Will Be Your Guide - Duration: 2:22.

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How to Set the Calling Line ID - Duration: 0:56.

If you're an IP Flexible Reach administrator,

this video will show you how to set the calling line ID.

We'll start on the IP Flexible Reach home page.

From the menu bar, click "USER MANAGEMENT."

Now select the user whose calling line ID

you'd like to change.

Click the Profile tab.

You'll find the calling line ID in the user's profile settings.

Notice that it's set to the user's public number.

To change it, click "Edit"

and select "Configurable Calling Line ID."

Enter the new calling line ID and click "Save".

And that's it.

Next time this user calls someone,

the new calling line ID will display

instead of the user's public number.

For more infomation >> How to Set the Calling Line ID - Duration: 0:56.

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Let's Play To My Loved One Ep 3-TO THE CINEMA - Duration: 22:17.

Next is the film.

I think that types of movie Luck likes is either comedy or romance.

He may also like action movies,but it seems that horror or thriller would be too much for him.

Ahh,that's Resident E---

Grrr...

I got growled!

I said it as a joke,yet I wasn't expecting to be treated like this...

Which reminds me of the situation some time ago when Luck saw blood in that one movie and got a very worried

Not only the blood. Basically saying Luck doesn't want to watch a movie where many people die in vain.

That is why I don't usually invite him or forcefully make him watch those kinds of movies.

If I want to watch horror I may as well go by myself or invite my friends.

But still,this guy made me eat food in the place that I didn't know and we even were recignized by my friends :/

Am I worrying too much about it?

When we go out together I am always saying that I don't want us to be mistaken as a couple,but Luck seems to not care about that.

Well,let's leave that thought for now.

In his current state I don't want to argue with him so I decided to change my mind.

Although I may be just very jealous about him.(I think he means the part that Luck does not care if people see them)

I wanted to see this movie,is it ok if we watch it?

Luck was eager to hear my answer.

He must be feeling inferior.because I was pointing on some other movie just now.

I smiled with the expression:"Don't you worry" and petted his head.My cheeks got deep red and in that state we went to buy tickets.

It will surely be about 20 minutes before Luck gets tickets,so in the meantime I got in the line for snacks and drinks.

After a while Luck noticed me and came to inform me that he successfuly bought tickets(yay^&^)

It looks like my prediction to wait in other line was right.

We bought some proper drinks and hold them in our one hand whilst holding sweets and other food in other hand.Just like that we entered theatre.

We got exactly when they were announcing start of the movie. We got to our seats quickly trying not to bother people as much as possible.

By the way,the movie we are watching right now is a quite famous romance.

It was quite a long time ago since it was first showed in public,but even still it is rolling thanks to its fame I guess.

The movie started and everyone has become absorbed by it.

Me and Luck were also at it,but I was troubled by something else right now.

Luck is trying to grip my hand from time to time.When he is barely touching it he pulls it back to his knee and the cycle repeats.><

Despite all of that when I look at him he is still very into the movie and is somewhat about to cry.

Yet still his hands are in motion knocking around.

Is it unconcious?Even if so how skilful is this?

And just like that I was also extremly hesitating to grip his hand.

If I would do that nobody would see us,but still my sense and shy heart had me restrained from this action.

In the end,the plan to hold hands together was getting away from us.

I was disappointed at/in my own cowardice.

However,when we got to the climax,I was focused on the movie so much that I forgot about this matter.

For more infomation >> Let's Play To My Loved One Ep 3-TO THE CINEMA - Duration: 22:17.

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AT&T IP Flexible Reach - How to Create a Schedule - Duration: 3:04.

This video shows you how to create a schedule in the

AT&T IP Flexible Reach Customer Portal.

First we'll explain some scheduling basics.

Schedules work hand-in-hand with specific features

and control when those features are activated.

Your first step is to create a schedule,

because you'll need to apply the schedule to a feature

when you set up the feature.

A schedule is a group of time-specific events.

For example,

a schedule called "Off hours" might include evening,

lunch-time, and weekend events.

There are 3 types of schedules: enterprise, group, and personal.

Now let's create a schedule.

For this example,

we'll create an enterprise schedule.

From the menu bar, click "Resources"

and then click "Enterprise."

Select the "Schedules" tab and click "Create Schedule."

Enter a name for your schedule.

We'll call this one "Off hours."

Next, choose the schedule type.

Select "Time" for a schedule that's used most of the time.

Select "Holiday" for holidays, yearly meetings,

or other special events.

A holiday schedule overrides a time schedule.

We'll select "Time" and click "Create".

Now we have a schedule,

but it's not complete until it contains at least one event.

Click the edit icon, and click "Add Event."

Under "Initial Event Details", set the date and time

for the first time the event occurs.

Begin by naming your event.

We'll call this event "Evening."

For "Start date", leave the today's date

which is the default.

For "End Date", enter tomorrow's date,

so that the event will continue through the night.

Now choose the start and end times.

We'll enter 5 PM and 8 AM.

Under "Event Recurrence Details,"

we'll set the "Recurrence" to "Weekly".

In the "Recurrence every" field, we'll enter "1"

so the event repeats every week.

Then we'll check "Mon-Fri", and click "Add"

to add the event to the schedule.

You'd use a similar process to add more events

to the schedule.

For example,

you could add lunchtime and weekend events.

For "lunchtime,"

you'd change the initial event to today's date.

Then for start and end time, you'd enter your typical

lunchtime hours.

For "weekend," you'd enter Friday's date as

the initial event's "Start Date"

and Monday's date for the "End Date".

The start and end times might be 5 PM on Friday

and 8 AM on Monday.

"Recurrence" is still "Weekly" for both the lunchtime

and weekend events.

But for the weekend event, you'd change the recurrence day

to Friday.

When you're done adding events,

you're ready to apply your schedule to a feature.

To see how to apply this schedule to the

Call Forwarding Select feature, watch the

"Apply a Schedule to a Feature" video.

For more infomation >> AT&T IP Flexible Reach - How to Create a Schedule - Duration: 3:04.

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Local VS National SEO - What Is The Difference? | HiiQ - SEO - Ep. 8 - Duration: 2:47.

Hii everybody, I'm Peter vigilante and welcome back to another episode of HiiQ-SEO. Today

we'll be discussing the differences between local and national SEO. These tactics come from the highly respected SEO professional Neil Patel.

By the end of this video you should have a good understanding of the differences between which strategy you would utilize. At Hiilite

understanding our clients target audience is imperative in developing an ongoing SEO strategy.

We utilize something called CORE marketing sessions to fully understand our clients target audience in

addition to determining their brand voice and communication styles.

We can't overlook the importance of situating their business properly online for clients with a physical location

the communications and messaging is primarily directed to their locale. For an SEO specialist

this means that we will likely be focusing more

so on local SEO, meaning ensuring they rank

particularly

well for search engines within their geographic region. Those that can provide products and

services online or beyond their geographic region

we conduct a national SEO campaign. But first local SEO: here

we suggest incorporating your geographic region in your on and off page SEO

strategy combined with keywords that imply intent. For example

if we are a dentist in Kelowna

our keyword used may be 'family dentist in Kelowna', additionally because we also service people in the surrounding areas

we might build our location pages for every area that we want to target customers from. I.e.

'cosmetic dentistry services in West Kelowna peach land lake country, etc'.

Another aspect that we like to do for our local SEO clients is to ensure that they are submitted to all the appropriate

local directories, receive and maintain these profiles and

respond to reviews in a timely fashion as this has shown to impact search engine performance.

Now National SEO.

National SEO on the other hand ignores the need to include the city name in its SEO campaign strategy.

Because these clients aren't bound by geographic location

competition here can be fierce for some keywords. Here keyword research and additional on off page

SEO strategies are incredibly important.

Because national SEO is typically more complex. We suggest you consult an SEO agency or consultant.

Do you have any questions regarding local or national SEO? Get in touch with us or leave a comment.

Like this post, hit that subscribe button to be notified our next tips video.

See you next time. HiiQ is filmed in Hiilite Creative Group studio in Kelowna, British

Columbia

and is made with the help of our creative team. If you like this video subscribe to the channel and check us out at Hiilite.com

For more infomation >> Local VS National SEO - What Is The Difference? | HiiQ - SEO - Ep. 8 - Duration: 2:47.

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Fatal Mistakes You Didn't See In Matilda - Duration: 4:50.

For more infomation >> Fatal Mistakes You Didn't See In Matilda - Duration: 4:50.

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Imagine Dragons - Machine (8D AUDIO) - Nightcore - Duration: 2:18.

[Verse 1] All my life been sittin' at the table

Watchin' them kids, they're living in a fable Looks, luck, money and never left a'wishin'

But now it's 'bout time to raise up and petition All my life been sittin' at the table

Watching them kids, they're living in a fable Looks, luck, money and never left a'wishin'

Now it's 'bout time to stand up and petition

[Chorus] 'Cause I've been wondering

When you gonna see I'm not for sale I've been questioning

When you gonna see I'm not a part of your machine

Not a part of your machine

[Verse 2] I'm not scared of what you're gonna tell me

No, I'm not scared of the beast in the belly Fill my cup with endless ambition

And paint this town with my very own vision I'm not scared of what you're gonna tell me

And I'm not scared of the beast in the belly Fill my cup with endless ambition

And paint this town with my very own vision

[Chorus] 'Cause I've been wondering

When you gonna see I'm not for sale I've been questioning

When you gonna see I'm not a part of your machine

Not a part of your machine I am the machine

[Guitar Solo] I am the machine

[Outro] 'Cause I've been wondering

When you gonna see I'm not for sale I've been questioning

When you gonna see I'm not a part of your machine

Not a part of your machine 'Cause I've been wondering

When you gonna see I'm not for sale I've been questioning

When you gonna see I'm not a part of your machine

Not a part of your machine I am the machine

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