- Short.am: Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life. - Ouo.io: Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.- Payout for every 1000 views-$5
- Minimum payout-$5
- Referral commission-20%
- Payout time-1st and 15th date of the month
- Payout options-PayPal and Payza
- CPMlink: CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.- The payout for 1000 views-$5
- Minimum payout-$5
- Referral commission-10%
- Payment methods-Paypal, Payza, and Skrill
- Payment time-daily
- LINK.TL: LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.- Payout for 1000 views-$16
- Minimum payout-$5
- Referral commission-10%
- Payout methods-Paypal, Payza, and Skrill
- Payment time-daily basis
- Clk.sh: Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
- Payout for 1000 Views: Upto $8
- Minimum Withdrawal: $5
- Referral Commission: 30%
- Payment Methods: PayPal, Payza, Skrill etc.
- Payment Time: Daily
- Linkbucks: Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.- The payout for 1000 views-$3-9
- Minimum payout-$10
- Referral commission-20%
- Payment options-PayPal,Payza,and Payoneer
- Payment-on the daily basis
- Adf.ly: Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
Friday, 29 March 2019
Top 7 Best Highest Paying URL Shortener Sites to Earn Money Online
Anyone Want To Go To GDC???
So you're a student with limited funds, your University can't send you, or you just want to lend a hand. Whatever the reason, you may still be able to attend this premiere event by becoming a Conference Associate. Are you willing to earn your attendance (and a little extra money) by doing about 25 hours of on-site work? Apply to be a Conference Associate (CA)!
Click here for more information about becoming a GDC CA!
If you still have questions after visiting that link, you can contact our CA Manager, Ian MacKenzie, at camanager@calounge.com.
Back To School - 2017
The gym is ready to welcome your child next week! |
It was wonderful to meet so many new and returning families at the
Kindergarten Open House last week! Seeing how excited the kids are made me even more anxious to get the school year started!
I have been teaching Physical Education at KHPS since 2005. I am a graduate in the Movement Science department from GVSU. I LOVE teaching elementary P.E. My goal is to provide a safe, positive, and nurturing learning environment where all children feel motivated to give their personal best!
I would like to introduce my teacher assistant from GVSU. His name is Kyle Yntema and he has a lot of experience teaching young children in Sunday school and coaching sports teams. His favorite sports are soccer and baseball. He will be at our school every morning (3rd-5th graders will have him). I am happy to have him with me this semester!
The first week of school all students will be learning (or a quick review for returning students) the following:
1. Our school wide Code of Conduct "SHINES" - Shows Respect, Has self-control, Is trustworthy, Never gives up, Engages in learning, Stays safe. They will learn what this looks like in the gym.
2. Procedures - We have 27 minute class periods so procedures are VERY important. We do not waste a second of time in P.E. and the students will quickly learn how we do things in order to maximize our time.
3. Rainbow Spots and Daily Dozen Warm-Up - Check out some videos of our Daily Dozen from last year! 2nd graders, 3rd Graders, 5th Graders Each child has a "rainbow spots" which is a small piece of tape so they know where to go. Ask your child which color team they are on!
4. Fun & Collaborative Games - We will get to know each other through a variety of fun activities!
The students will learn some of the benefits of physical activity! |
An administrator once told me I have "procedures on steroids". Which was a big compliment! The kids know what is expected at all times, so our classes run smoothly and everyone has fun! |
Stickering The Austrian Army For Commands & Colors: Napoleonics
Such a cathartic evening. Nothing beats applying a few hundred stickers to wooden blocks for an hour or so.
Thursday, 28 March 2019
Introducing A New Google Play App And Game Icon Specification
Posted by Steve Suppe, Product Manager, Google Play
As part of our focus and dedication to improving the Google Play Store experience for our users, we are introducing new design specifications for your app icons.
Left to right: original icon, new icon (example), original icon in legacy mode
As of early April, you will be able to upload new icons to the Google Play Console and confirm you are compliant with the new specification. Original icons are still accepted in the Google Play Store during this time. As of May 1st, developers will no longer be able to upload icons in the Play Console which do not meet the new specifications, although existing original icons in the Google Play Store during this period can remain unchanged.
By June 24, we require you to:
- Update your icon to the new specification.
- Upload your icon to Play Console.
- Confirm in Play Console that your icon meets the new specification.
What exactly is changing?
- Icon assets will remain the same size (512 x 512), but transparent backgrounds will no longer be allowed.
- Google Play on Android and Chrome OS will dynamically apply rounded corners and drop shadows to icons. The corner radius will be 20% of the icon size, to ensure consistency at different sizes.
- There will be no changes to Google Play on other form factors (TV, Wear, Auto).
- Note this does not affect your APK launcher icons for Android.
Timelines | Changes |
Early April | You can start uploading your new icons in Play Console and confirm they meet the new specification.
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May 1st | Any new icons uploaded in Play Console must be confirmed as meeting the new specification.
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June 24th | Original icons are converted to "legacy mode." You must confirm that any new icons uploaded in Play Console meet the new specification.
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These updates will help us all provide a more unified and consistent look and feel for Google Play, allowing us to better showcase your apps and games and provide a higher quality user experience.
We will be keeping you up-to-date with these changes in the coming months - so look out for more updates. In the meantime, check out our new icon design specifications.
★ ★ ★ ★ ★
Explore Simple Game Algorithms With Color Walk: Part 11
Priority Queues in Theory
The idea behind a priority queue is simple. It mostly acts like a standard queue, where items are put into the queue, and then items are taken out of the queue. The difference comes from which items are taken out of the queue first. In a standard queue, the first item put in will be the first item taken out. This type of queue is also referred to as a FIFO or First-In First-Out queue, as opposed to a LIFO, or Last-In First-Out queue, also known as a stack. In a priority queue, each item is assigned a key value, and the item with the lowest (or highest) key value is taken out of the queue first, regardless of the order that the items were put into the queue.
The key values can be anything useful for maintaining the priority queue. In our case it was advantageous for Dijkstra's algorithm to use a key value that was some heuristic of how close the game was to an empty board. That way the next closest move to the end-of-game condition could be taken from the queue and checked. If we can pull the next closest move out of the queue faster than we can search all of the moves up to that move, then we will easily win out over BFS.
The trick is to structure the priority queue in a way that makes it fast to extract the item with the minimum key value. We can't go searching through the entire queue for the minimum each time because we're letting the queue grow to 250,000 items. It would take way too long to search through such a big queue every time through the search loop, looking for the minimum key value. Similarly, it would take too long to keep the array sorted as new items were inserted because inserting items in the middle of the array would require shifting all of the items after the inserted item, taking linear time with the number of items in the queue.
Another option is to use a Binary Search Tree (BST), where each node has a left and a right child, and all children to the left of a node will have keys that are less than that node, and all children to the right of a node will have keys greater than that node. A BST can be searched and nodes can be inserted in O(lg n) time, but because we're continually removing the minimum node, the tree can easily become unbalanced. Operations on an unbalanced BST have worse running times. This issue could be alleviated by using a special BST, like a red-black tree, that maintains a balanced structure, but we would still need to deal with the added size of a more complex data structure. Red-black trees have a fair amount of overhead compared to an array, and that would mean less room in memory for the 250,000+ moves we want to keep in the priority queue.
Numerous other options exist for priority queue data structures, but one of the most elegant and simple structures that has everything we need is the binary heap. It can be implemented cleanly using an array, so it doesn't have much overhead, and the operations for inserting items and extracting the minimum key value have the desired O(lg n) running time. That means pulling out the next move from a queue of 250,000 moves will only take about 18 times longer than a queue of 1 move, instead of 250,000 times longer if extracting the minimum had a linear running time of O(n). The JavaScript priority queue that we used when implementing Dijkstra's algorithm implements the binary heap as one of its choices of data structures behind the priority queue. Let's take a deeper look at how this data structure works.
Binary Heap Insertion (Enqueue)
While the binary heap is implemented on top of an array, adding a specific way of managing the array elements and a couple new operations to the normal array operations, it is easier to think of it as a binary tree (but not a binary search tree, that's different). The tree is filled from left to right on each level of the tree before advancing to the next level and filling from left to right again. This method of filling the tree allows for easy storage in an array because new items can be added to the array by simply incrementing the index. The following picture shows the correspondence between the array behind the heap and the tree with nodes labeled by their index in the array.
The tree is a heap when it maintains a specific property among all of its nodes. The key value for each node is the minimum key value among all nodes in its sub-tree. The above picture also satisfies this heap property if we assume that the numbers in the nodes are key values. We'll see shortly how this property can be maintained during insertion operations, but look at what we get with it. By definition, the minimum key value is at the root of the tree, which means it is the first element in the array, so we can always find it immediately.
In order to implement insertion, we'll need to be able to quickly find the parent of a node. Due to how the heap is stored in the array, the parent of a node is simply the node's index divided by two. But arrays are zero-indexed, so we need to adjust slightly for that, giving us the following formula for finding a node's parent:
parent = (node - 1) / 2
Now, when inserting a node, we can stick it at the end of the array, and keep comparing it with its parent. If the node is less than its parent, swap them and compare the node with its new parent. We are guaranteed to maintain the heap property for every parent that's swapped because that parent was less than its other child before the swap, and we're replacing it with a node that's less than the parent after the swap. Therefore, the new parent is less than both of its children. The code is straightforward:
function BinaryHeap() {
this.data = [];
}
BinaryHeap.prototype.enqueue(value) {
this.data.push(value);
var i = this.data.length - 1;
while (i > 0) {
var parent = (i - 1) >>> 1;
if (this.data[i].key < this.data[parent].key) {
var x = this.data[parent];
this.data[parent] = this.data[i];
this.data[i] = x;
i = parent;
} else {
break;
}
}
}
We initialize an empty heap in the constructor, and we assume that each element added will have a key property in addition to whatever object information comes along for the ride. A real implementation would handle things slightly differently so that the heap structure could use a comparator function defined by the caller, and the value passed into enqueue() would be a generic object. I simplified things here slightly to make the code more clear. Also notice that the divide is implemented as the unsigned shift right operator >>> to divide by two and truncate the result to an integer.Notice that a node inserted into the binary heap will start at a leaf node and at most swap with all of its parents on its way up to the root node, if it happens to have the smallest key in the heap. Since the heap is a full binary tree except for the last, possibly partial, level and the height of a full binary tree with n nodes is lg n, the running time of this function is O(lg n).
That's basically all there is to inserting into a binary heap. This gif shows what happens when building up a heap by inserting somewhat random elements:
Binary Heap Extraction (Dequeue)
Extracting the minimum key value from the heap is a two step process. First, we need to find the minimum key, which is easy because it's the root of the heap and the root is the first item in the array. Second, we need to fill in the root with the new minimum key value in the heap. This step is a little trickier, but still not too bad.
To fill in the root, the easiest item to use is the one at the end of the array. We can take that item and put it in for the root, reducing the size of the array by one in the process. Now we most likely don't have the minimum key at the root, so we have to fix that. We can fix the heap by comparing the root with both of its children and swapping it with the child with the smaller key. This swap will restore the heap property between the root and its children because it now has the smallest key of the three nodes.
The entire sub-tree of the child that was not swapped also still satisfies the heap property because it hasn't changed from before the operation, except possibly by removing one of its leaves if the last item in the array came from its sub-tree. The sub-tree with the swapped child will need to be fixed, so we can repeat the same comparison and swap with it and its children as was done with the root. We can continue moving the leaf node that came from the end of the array down the heap until it's key is less than both of its children. At that point the heap property has been fully restored, and the extraction is complete. The code reflects this description quite closely:
BinaryHeap.prototype.dequeue() {
if (this.data.length === 0) {
throw 'Empty queue';
}
var min = this.data[0];
var last = this.data.pop();
if (this.data.length > 0) {
this.data[0] = last;
var pos = 0;
var last_idx = this.data.length - 1;
while (true) {
var left = (pos << 1) + 1;
var right = left + 1;
var min_idx = pos;
if (left <= last_idx &&
this.data[left].key < this.data[min_idx].key) {
min_idx = left;
}
if (right <= last_idx &&
this.data[right].key < this.data[min_idx].key) {
min_idx = right;
}
if (min_idx !== pos) {
var x = this.data[min_idx];
this.data[min_idx] = this.data[pos];
this.data[pos] = x;
pos = min_idx;
} else {
break;
}
}
}
return min;
}
We needed some error checking at the beginning to make sure we don't try to extract an item from an empty queue. Then we save off the root, pop the last item off the array, and make it the new root. Then we start comparing the root node with its children. To find the children's indexes in the array is pretty straightforward. For whichever node we're at, the children will simply be the indexes that are double the current index and the index immediately following that one.left_child = node*2
right_child = node*2 + 1
You can check the picture of the binary heap and its corresponding array to convince yourself that this is true:
Since the real code has the array index starting at zero, we need to add one to the left child index to get the right index. After that, we assume the current node has the minimum key, compare it to both of its children, and if the minimum key has changed after the comparisons, we swap the current node with the node with the minimum key. Otherwise, we're done and we can return the original minimum node that we had saved off before fixing the heap.
It is easy to see that this function runs in O(lg n) time for the same reason that insertion did, except the node is moving down instead of up the tree. The new root will at most travel down from the root to a leaf node, and the height of the tree is lg n for n nodes. Take a look at what it looks like for items to be extracted from the binary heap:
That's about all there is to a binary heap. It's a neat little data structure that elegantly solves the problem of implementing a priority queue. It has the nice property of using an array for efficient storage of items in the queue, and the heap property can easily be maintained with efficient insert and extract operations. It's a great data structure to have in your tool set.
We've just about wrapped up our exploration of simple game algorithms with Color Walk. We've covered a lot of ground through all of these posts, so next time I'll do a summary of all of the strategies we've looked at and how far we've come in solving this simple game.
Article Index
Part 1: Introduction & Setup
Part 2: Tooling & Round-Robin
Part 3: Random & Skipping
Part 4: The Greedy Algorithm
Part 5: Greedy Look Ahead
Part 6: Heuristics & Hybrids
Part 7: Breadth-First Search
Part 8: Depth-First Search
Part 9: Dijkstra's Algorithm
Part 10: Dijkstra's Hybrids
Part 11: Priority Queues
Part 12: Summary
Codex Bash Nominated For A MAZE Awards 2016
I'll also be giving a talk during the event, titled Inspiring Inventive Play with Social Installations. In the talk I'll be going through the motivations, design lessons and observations that have shaped my recent work with playable installations. In it I'll be talking about what creating Tap Happy Sabotage, Dash & Bash, Go! Button Power Team! and Codex Bash itself have taught me about getting people to communicate and play creatively.
Photo copyright Wellcome Collection, 2015 |
Wednesday, 27 March 2019
Google Mobile Developer Day At Game Developers Conference 2019
Posted by Kacey Fahey, Developer Marketing, Google Play & Android
We're excited to host the Google Mobile Developer Day at Game Developers Conference 2019. We are taking this opportunity to share best practices and our plans to help your games businesses, which are fuelling incredible growth in the global mobile games market. According to Newzoo, mobile games revenue is projected to account for nearly 60% of global games revenue by 2021. The drivers of this growth come in many forms, including more developers building great games, new game styles blurring the lines of traditional genres, and the explosion of gaming in emerging markets - most notably in India.
Image Source: GamesIndustry.biz
To support your growth, Google is focused on improving the game development experience on Android. We are investing in tools to give you better insights into what is happening on devices, as well as in people and teams to address your feedback about the development process, graphics, multiplayer experiences, and more.
We have some great updates and new tools to improve game discovery and monetization on Google Play, which we also shared today during our Mobile Developer Day:
Pre-registration now in general availability
Starting today, we are launching pre-registration for general availability. Set up a pre-registration campaign in the Google Play Console and start marketing your games to build awareness before launch. Users who pre-register receive a notification at launch, which helps increase day one installs.
Google Play Instant gaining adoption
We have seen strong adoption of Google Play Instant with 3x growth in the number of instant games and 5x growth in the number of instant sessions over the last six months. Instant experiences allow players to tap the 'Try Now' button on your store listing page and go straight to a demo experience in a matter of seconds, without installing. Now, they're even easier to build with Cocos and Unity plug-ins and an expanded implementation partner program. Discover the latest updates on Google Play Instant.
Android App Bundles momentum and new large download size threshold
Over 60K apps and games on Google Play are now using the Android App Bundle publishing format, which is supported in Android Studio, Unity, and Cocos Creator. The app bundle uses Google Play's Dynamic Delivery to deliver a smaller, optimized APK containing only the resources needed for a specific device.
To better support high quality game experiences and reflect improved devices, we've also increased the size limit for APKs generated from app bundles to 150MB and raised the threshold for large download user warnings on the Google Play Store to 150MB, from 100MB.
Improved tools in the Google Play Console
Store listing experiments let you A/B test changes to your store listing on actual Play Store visitors. We recently rolled out improvements, introducing two new metrics - first time installers and D1 retained users - to more accurately reflect the performance of your store listings. These two new metrics are now reported with hourly intervals and are available via email notifications, letting you see results faster and track performance better.
Country targeted store listings allow you to tailor your app's store listing to appeal to users in different countries. You can customize the app title, icon, descriptions and graphic assets, allowing you to better appeal to users in specific target markets. For example, you can now tailor your store listing with different versions of the English language for users in India versus the United States.
Rewarded ads give players the choice to watch an advertisement in exchange for in-app items. With rewarded ads in Google Play, you can now create and manage rewarded ads through the Google Play Console. No additional SDK integrations are required.
We hope you try some of these new tools and keep sharing ideas so we can make Android and Google Play a better place to grow your business. We are committed to continue improving the platform and building tools that better serve the gaming community.
Get started today by visiting two new resources, a hub for developers interested in creating games on Android and games.withgoogle.com, for developers looking to connect and scale their business across Google. Many of these updates and resources come from community suggestions, so sign up for our monthly newsletter to stay informed.
How useful did you find this blog post?
Tuesday, 26 March 2019
Warmaster Fantasy - Skaven Counter Set Revised
"Skaven are neither rats nor humans but a vile combination of the two races. The origins of the Skaven are not known for certain. It is likely they were mutated at the dawn of the Age of Chaos when powerful waves of magic swamped the world. Millions of tons of magically energised material were hurled over the planet in the form of meteorites... Creatures that breathed the dust or strayed within the radiating power of the larger stones became mutated into the most horrible monsters. The Skaven may well have mutated from ordinary vermin as a result of consuming this corrupting material - or 'warpstone' as they call it. Even today the Skaven crave warpstone." -- the Warmaster rulebook
Printing the Counters
I hope some of you find these counter sets useful.You can print these at office printing places, like Staples, using heavy card stock paper printed at actual size. You can also print on regular paper and then glue the counters to wooden bases. (Check the older posts on how I did this with my Empire army.) Currently, I'm printing the counter sets at Staples using regular paper, spray gluing the back of each sheet with Super77, attaching each sheet to an old comic book backing board, and then cutting out the counters using a sharp Xacto knife with steel ruler. Using the backing boards makes for cheap, sturdy counters.
Sample Skaven Army List
Total Points: 2,000
Break Point: 27/14
6x Clanrats
4x Jezzails
4x Plague Monks
6x Rat Swarms
2x Gutter Runners
1x Rat Ogres
1x Warp Lightning Cannon
2x Doom Wheel
1x Screaming Bell
1x Grey Seer
3x Hero
1x Warlock
1x Sword of Fate
Post-Octopalypse Week 3: The Coming Storm
So, this first set here are all ones I snagged from our Reaper Bones tote, so I don't really know their names exactly, but you can always look through Reaper Bones to find them- there's only a couple hundred to check through ::lol:: No set of primitives would be complete, of course, without the Conan lookalike wearing nothing but a loin cloth. This guy adds a pretty badass helmet to protect his important parts, which is so obviously his brain ::sarcasm::. And, of course, a good battle ax is so much more impressive than a simple sword. Frankly, it's probably a more useful tool to boot. I think I would rather have an ax during an apocalypse than a sword. But now I'm getting too technical. It was really about going through the mountain of metal and going "Gee, what can I pull out that will reasonably fit with my theme?" And this guy definitely fits.
Now, when I was growing up, the early Mad Max movies were big, so for me, a post-apoc set of characters is also not complete without a kid. Ok, sure, this isn't really a kid- she seems to have a rather developed chest for her height, but that's only because the figure itself was actually not supposed to be human. She's supposed to be some kind of halfling or something. but she has the small frame and large head of a child. I guess, with how easy Bones is to carve, I could have flattened the chest a little, but her torso is already so tiny, and I think you still get the idea. Anyway, she is really well equipped for a post-apoc tribal, and I just had to have her in there.
Oh, yeah, and the third one is a big, scary spider. So begins the adding of rad-totems to my force, 'cause I am so maximizing the pets. And, you know, spiders are scary.
The second set are a fun pair of metal ladies. The one on your left is Kali, from RAFM's USX: Modern Day Heroes. Yeah, ok, that's a big gun for a Tribal, but you use what you can find, and she's a Tribal Representative, so she's allowed to have some bigger stuff.
Unfortunately, I have no idea who the second girl is. Stupid me threw out her package prematurely, and no one can remember. I thought she was an "Amazon with Spear," but that search did not turn up any matches, so I might be wrong, and without remembering the maker, odds of finding her name are slim, so if anyone remembers, please let me know. But she's cool, and I decided to go a counter-intuitive direction with her coloring, and made her the pasty-white blonde chick of the bunch, where most of my tribals are fairly well tanned. I kinda feel like she was some spoiled rich girl before the apocalypse, and now she's tied up her long blonde hair in war ponytails and "gone native", so to speak. Honestly, I'm not even sure I know what that expression means, but in TNT, it means that you became a Tribal ::lol::, because that's exactly the fluff of the faction.
So, there you have it, my completed models for this week. I think that brings my total for the Post-Octopalypse to 5, and our club total to 7. Since I still have a lot of models half done, and have some nice, simple rats to do, I'm really hoping to blow that number out of the water next week, After all, this is America, and I get a day off this week! Nah, I don't need to visit or anything. I can paint ::lol::
Until next time, mortals!
-Ali
25 Years On A Roller Coaster / 25 Anni Sulle Montagne Russe
Happy Anniversary Sonic! Thanks for making me spend 25 years on a roller coaster (I am referring to the quality of your games) and best wishes for a future where you'll be finally able to find your own way (the right way) in the world of platform games.
ITALIANO
Buon anniversario Sonic! Grazie per questi 25 anni passati sulle montagne russe (e mi riferisco alla qualità dei tuoi giochi) e auguri per un futuro in cui riuscirai, finalmente, a trovare la tua strada, quella giusta, nel mondo dei giochi di piattaforme.
Sonic was looking for the right way after 25 years. Sonic sta ancora cercando la giusta strada dopo 25 anni. |