Thursday, August 31, 2017
Suatu Hari di Ulang Tahun Duelist Medan
Suatu Hari di Ulang Tahun Duelist Medan
Post memang niatnya untuk ngucapin selamat ulang tahun, tapi sebelum itu, ada beberapa hal yang ingin aku sampaikan. Berhubung ini blog aku, jadi suka-suka akulah mau nulisnya tentang apa. Walaupun aku orangnya kadang terkesan kaku dan ingin segala struktural, pola pikir aku sebenarnya jauh lebih random dari struktur sel hewan yang dilihat dari mikroskop.
Enggak usah dipantengin kali juga itu gambarnya. -_-" Kurasa udah cukuplah into yang gaje (gak jelas) untuk blog aku setelah lama tidak ngepost. Jadikan, paginya sebelum aku pergi ke Velocity Hobby Centre pada tanggal 7 Februari yang berbahagia itu, aku pergi dulu ke Auditorium. Liburan ke kampus, rajin, kan? :3 Sebenarnya aku ke sana gara-gara ada kuliah umum dari Bapak Chairul Tanjung, itu lho Si Anak Singkong yang punya Trans Corp.
Tapi sebelum itu lagi, aku paginya berniat ke BNI di Biro Rektor dulu, niatnya sih mau ngurus KTM (Kartu Tanda Mahasiswa, bisa digunakan juga sebagai kartu ATM BNI) aku yang hilang. Ini kunjungan aku yang ketiga karena dua kunjungan sebelumnya tidak begitu memuaskan. Aku datang pagi-pagi sekitar jam 9. Langsung dapat nomor antrian di mana aku hanya perlu menunggu satu orang. Wonderful! Tak lama, aku pun segera dipanggil dan menyerahkan berkas-berkasku. Sebenarnya KTM tinggal diambil, TAPI masalahnya belum kelar, akhirnya aku harus kembali lagi minggu depan.
OK, fine.
Aku pun melangkahkan kaki ke Auditorium USU, tempatnya tidak jauh dari Birek (Biro Rektor) USU, jadi aku enggak perlu pindahin motor. Menanti Bapak Chairul Tanjung cukup lama, tapi tak apalah, aku juga tidak sedang terburu-buru untuk agenda berikutnya. Apalagi jarang-jarang bisa dapat kuliah umum gratis dari orang hebat seperti ini. Kuliahnya pun mantap, aku jadi semakin tertarik untuk memperhatikan.
Belilah masa depan dengan harga sekarang. Sebuah quote yang penting sekali menurutku. Memperhatikan apa yang aku lakukan kadang tidak mempertimbangkan masa depan diriku. Tapi sebagian berhasil kututupi dengan beberapa kegiatan yang aku lakukan. Tapi kurasa itu belum cukup, tapi aku juga tidak mau memaksakan diriku, seperti orang-orang yang maruk semangat fajar, niatnya cuma di awal-awal aja, begitu waktu berlalu hilanglah semuanya.
Biarkan saja semuanya tersusun dengan rapi, tak perlu ada paksaan dalam menyusun rencana masa depanku. Nanti ketika waktunya tiba, semua rencana telah dirancang dengan matang dan aku hanya perlu memilih apa yang akan aku lakukan. Prinsipku sih begitu.
Satu hal lagi, Pak Chairul Tanjung juga adalah orang yang beragama. Aku dapat melihatnya dari caranya berbicara dan menyampaikan materi. Tips darinya pun tak akan kulupakan.
"Orang bodoh kalah dari orang pintar, makanya jadilah orang pintar. Orang pintar kalah dari orang licik, tapi JANGAN menjadi orang licik. Orang licik kalah dari orang beruntung, jadilah orang yang beruntung. Bagaimana caranya menjadi orang yang beruntung? Ada dalam Al-Quran."
Sekilas terngiang dalam sel-sel kelabuku dua buah ayat yang pernah dibacakan teman SMP-ku.


Beruntunglah orang-orang yang beriman, (yaitu) orang-orang khusyu dalam sholatnya.
(Al-Muminun 23:1-2)
Super sekali.
Dan kita pun semakin jauh dari judul. Akhirnya kuliah umum pun berakhir pada siang hari sekitar jam 2. Aku ke kampus sebentar untuk melakukan ini dan itu, lalu lanjut ke Velocity Hobby Centre untuk meneruskan niat keberangkatanku sejak pagi. Yaitu, merayakan ulang tahun Duelist Medan yang kedua. Dulunya sih namanya Duelist Medan (Yugioh) atau Duelist Yugioh Medan, tapi sejak masuknya Card Game-Card Game baru ke komunitas ini, namanya pun berubah.
Dan, inilah foto-foto di sana.
Tuturu~



Hidup Duelist Medan! Lets duel!
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Sudden Strike 3 Arms for Victory PC In Mediafire
Sudden Strike 3 Arms for Victory PC In Mediafire

Sudden Strike 3 : Arms for Victory
Sudden Strike III: Arms for Victory is a Real Time Strategy based on the battles of World War II
The game expands the borders of conventional RTS game. We introduced some major interface and gameplay innovations that will distinguish it from other WWII RTS games, and definitely from all the previous Sudden Strike series games, created by our company.
Enlarge The game will simulate joint operation of ground, naval and air forces on vast areas. New user interface paradigm will allow player to control these forces avoiding unnecessary micro-management, while allowing controlling individual units, if player would so desire. It will be convenient for both a beginner and for an experienced player. The player will choose the best way of controlling a game situation himself, thus it will be interesting to play same company several times using different tactics or control level.
Gameplay will include land and sea operations, with aviation acting as a support force for both. Sea forces will also be supported by submarines that can for example hunt down an enemy supply convoy. Carrier-based aviation will support both naval and land operation when possible. It will be possible to develop in depth coastal defence, thus, careful control of player naval and air forces will be the key to successful land operations. Harbors and airfields will play an important role in the gameplay, as gates for transports providing supplies and reinforcement. Land operations will cover vast areas, making reconnaissance an essential part of gameplay.
New 3D engine will be used in Sudden Strike 3 and other upcoming games. It utilizes the most recent versions of DirectX and OpenGL APIs, thus taking advantage of modern graphics accelerators power. The engine is targeted for RTS games mainly, utilizing a birds-eye view of the battlefield, with free camera control and close-ups supported. Game engine is capable of rendering large-scale maps with mountains, forests, water, with a huge amount of units. It supports realistic-looking dynamic shadows and special effects on a close-up view. EngineĆ¢�?z¢ AI is able to effectively manage both large armies, and individual units.
Featurespp
* State-of-the-art 3D engine with real-time dynamic lighting effects
* Thousands of units, hundreds of prototypes
* Large maps (up to 8x8 km)
* Friendly interface (less complicated, more powerful!)
* Smart AI
* Naval operations
* The original Sudden Strike spirit is ultimately retained. This is the military game you always wanted!
Campaigns
* Allied Campaign in Europe, including the Battle of Normandy
* German Campaign in Europe
* The invasion of the Crimea (USSR)
* Battle of Iwo Jima (Americans)
* Defense of Iwo Jima (Japanese)
The units
* Find WW2 units in the Gallery
My Screenshot :


Download Link
http://www.mediafire.com/?sharekey=6cd8115413d66173c04c25b3b55f8dc9c0d05b4cf36431
da456b0b539df085d881284911bb0c8fc2
82a39a2ea9b99bb0
System requirements:
* Minimal configuration: Nvidia 6600 / Radeon 9800, 1 Gb RAM
* Recommended configuration: Nvidia 7800 / Radeon X1600 or better, 2Gb RAM
* Operating systems: XP or Vista.
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SURAH AL INSYIRAH
SURAH AL INSYIRAH

SURAH AL-INSYIRAH
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Surah ini berkaitan erat dengan surah sebelumnya, dan sebagian mufasir menganggapnya sebagai sambungan langsung dari Surah al-Dhuha. Bagaimana pun juga, surah ini ditujukan kepada Nabi dan diperluas kepada semua orang yang mengikuti jejak langkah Nabi.
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Syaraha berarti membukakan, menyingkapkan, menjelaskan, menerangkan atau menampakkan, dan melapangkan. Syaraha juga berarti memotong. Dalam dunia bedah, kata tasyrih berarti pemotongan.
Shadara berarti kembali dari pengairan, melanjutkan, memancar, keluar, dan shadradalah dada, payudara atau peti. Jika seseorang mengatakan ia ingin mengambil sesuatu dari dadanya, maka sesuatu ini, tentu saja, bukan obyek fisik. Melainkan, sesuatu yang sudah ia kenakan sendiri pada dirinya, sehingga ia merasa terhimpit atau terbebani, seolah-olah ia tidak bisa lagi bernapas dengan bebas. Dengan melepaskan diri dari beban ini, dengan melapangkan diri, maka yang jauh menjadi dekat dan yang sulit menjadi mudah.
Syarh (uraian terperinci, penjelasan) yang utama adalah berupa pengetahuan, penyaksian langsung bahwa yang ada hanyalah Allah. Itulah syarhyang terakhir; tidak ada apa-apa di luar itu. Tidak ada kelegaan di luar penyaksian langsung.
Meskipun ayat ini ditujukan kepada Nabi, namun ia berlaku kepada semua orang. Beban kebodohan digantikan dengan beban kenabian, tapi beban tersebut menjadi ringan karena berbagai rahasia alam semesta telah diungkapkan kepadanya.
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Wazara, akar dari wizr (beban, muatan berat), adalah memikul atau menanggung (suatu beban). Dari kata tersebut muncul kata wazir artinya menteri, wakil, konselor, yakni, seseorang yang membantu penguasa atau raja untuk memikul beban negara. Maksud ayat ini adalah bahwa kita dibebaskan dari tanggung jawab apa pun selain daripada sebagai hamba Pencipta kita. Jika kita sungguh-sungguh memahami penghambaan, maka kita tidak lagi terbebani seperti sebelumnya tapi kita malah hanya melaksanakan tanggung jawab dan kewajiban kepada Allah, tanpa menambah beban lagi kepada diri kita.
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Lagi-lagi ini merupakan penjelasan metaforis. Ada di antara kita yang nampaknya memikul beban berat, meskipun, sebenarnya, tidak ada beban yang bersifat permanen. Jika kita selalu ingat akan Allah (zikrullah), sadar bahwa pada suatu saat napas kita bisa berhenti, dan bahwa kita akan segera kembali menjadi debu, maka kita pun akan sadar bahwa yang dapat kita lakukan saat ini hanyalah menghamba dan berusaha berbuat sebaik-baiknya. Tidak ada yang harus kita lakukan selain dari itu. Secara tidak sengaja mungkin kita telah mengundang kesulitan di dunia ini, namun kesulitan dunia ini tetap akan datang dan menemukan kita. Jika kita tidak memperdulikan orang fi sabilillah(di jalan Allah), jika kita tidak membantu orang, melayani dan membimbing mereka, maka berbagai kesulitan akan menimpa kita.
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Ini berkenaan dengan zikir lahiriah Nabi. Kita tidak bisa melakukan zikir lahiriah yang lebih tinggi dari Nama Allah. Zikir batiniah Nabi merupakan kesadaran beliau yang tak henti-henti, berkesinambungan, dan tidak terputus terhadap Penciptanya. Zikir Nabi terhadap Penciptanya memiliki kedudukan paling tinggi karena di antara ciptaan Allah beliaulah yang paling dekat kepada-Nya.
Ketika Nabi berzikir, zikimya diangkat lebih tinggi sehingga zikir Nabi berada di urutan paling tinggi; kehidupannya sendiri merupakan zikrullah.
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Dua ayat ini memberikan penjelasan khusus mengenai sang kesulitan, yakni bersama kesulitan ada kemudahan, yang menunjukkan bahwa hanya ada satu kesulitan. Ini berarti bahwa pada setiap kesulitan ada dua kemudahan atau solusi. Solusi pertama adalah bahwa kesulitan akan berlalu: ia tidak bisa berlalu dengan sendirinya, tapi akhirnya ia akan berlalu karena lambat laun kita pergi darinya melalui kematian. Solusi kedua adalah bagi pencari sejati; solusinya terletak dalam pengetahuan tentang proses awal terjadinya kesulitan kemudian melihat kesempumaan di dalamnya.
Umpamanya, seseorang bisa saja melakukan kesalahan dengan memasuki areal proyek pembangunan yang berbahaya sehingga kepalanya tertimpa sesuatu. Ia mungkin saja tidak menyadari berbagai faktor yang terkait dengan kecelakaannya, apakah orang lain bermaksud mencelakakannya atau tidak, tapi yang jelas ia akan mengalami musibah itu. Begitu ia mengetahui bagaimana musibah itu terjadi, betapa sempurna kejadiannya! Kepalanya akan terluka, tapi itu pun akan sembuh: itu adalah kemudahan lain. Bersamaan dengan sulitnya merasakan pemisahan muncul pertolongan untuk mengetahui bahwa kita berhubungan.
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Makna syari�(lahiriah) dari ayat ini adalah bahwa begitu kita selesai berurusan dengan dunia dan dengan segala tanggung jawab kita di dalamnya, hendaknya kita bersiap-siap untuk mencari pengetahuan langsung tentang Realitas Ilahi. Menurut penafsiran golongan ahl al-Bayt tentang ayat ini, bila kita selesai menunaikan salat-salat formal kita, maka hendaknya kita melanjutkan ke tahap berikutnya, yakni begadang sepanjang malam melaksanakan salat lagi, zikir dan belajar. Bila kita sudah menyelesaikan segala kewajiban kita terhadap penciptaan dan terhadap Pencipta kita, maka hendaknya kita berbuat lebih, dan mencurahkan diri kita sepenuhnya. Perjuangan dan upaya batin ini adalah makna harfiah dari kata jihad, yang hanya dalam peristiwa tertentu saja menjadi perang suci.
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Ketika kita mempraktikkan hasrat keingintahuan kita, bila kita menginginkan pengetahuan, maka kita akan menjadi pengetahuan, persis sebagaimana kita mempraktikkan kemarahan, maka kita pun akan menjadi kemarahan. Begitu kita meletakkan dasar-dasar yang perlu untuk menunaikan segala kewajiban kita, maka kita pun sah untuk menjadikan Allah sebagai satu-satunya tujuan kita. Bagaimana pun, menunaikan kewajiban kita terlebih dahulu adalah penting, karena, kalau tidak kita akan melaksanakan keinginan untuk melarikan diri.
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Strider Reloaded Free PC Games
Strider Reloaded Free PC Games
Strider Reloaded Free PC Games
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Submit a Complete Sitemap of your Blogger Blog to Google for Better Indexing
The Problem with Blogger Sitemap Files
Generate a Complete Sitemap for your Blogger Blog


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Super Hide IP 3 5 5 8 With Patch Is Here
Super Hide IP 3 5 5 8 With Patch Is Here


Do you know what your IP address means? Are you aware that your IP address is exposed every time you visit a website? Many websites and hackers use IP address to monitor your home address and other personal information. Your IP address is your online identity and could be used by hackers to break into your computer, steal personal information, or commit other crimes against you. Super Hide IP allows you to surf anonymously, keep your IP address hidden, protect your personal information against hackers and provide full encryption of your online activity, all with a simple click of a button.
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Surviving In the Post Indie Bubble Wasteland!!!
Surviving In the Post Indie Bubble Wasteland!!!
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Incendiary title. Check. Dramatic image. Check. Time to sit back and let the retweets roll in! |
Although Ill be focused on video games, I flatter myself by thinking that the things I have to say apply to creators in all sorts of media.
Quite a few people, publicly and privately, asked for my advice and for my opinion on where things go from here. And I think it is solid evidence of how unpredictable and gut-emptyingly terrifying things have gotten that anyone thinks it useful to ask for my opinion.
Look, I dont know whats going to happen next. Im not a sorceror. I approach these blog posts like Seal Team Six. I sneak in over the border, plant my bombs, and get out.
Plus, Im old. I keep mentioning how old I am. Folks, this is not a boast. Its a warning. This whole mess is in the hands of the next generation, who grew up with their bleepy bloopy devices and have an intuitive grasp of them I never will.
I went to see a rock show the other week and these two kids in front of me (kids = people in their 20s) used Instagram, followed by SnapChat, followed by three apps that, I dont even know what they were, and it was like watching the birth of a new species. These people shouldnt be listening to me about anything.
I dont know what is next. But Im not useless. One thing my weird endurance in indie games has given me is a very fine understanding of the advantages of "being indie." What makes people like us, what keeps us around, why we are needed, and how we can turn that into money. (I like money. It can be exchanged for goods and services.)
(Oh, and by the way, lots of people objected to my use of the word "bubble." Here is why I called it the Indie "Bubble." Because I knew if I did, many more people would read the post. It worked. Ha ha.)
So come with me! Let us, in the spirit of Christmas Specials of olde, learn the True Meaning of Indie.
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In the future, young indie developers will have to fight in the Thunderdome. Winners get a 300 word preview in Kotaku. |
People in all media argue ceaselessly about what "indie" means. Its a sublime waste of time. Silly eggheads! Indie means whatever you want it to mean.
Indie is a type of business. Its a type of funding. Its a marketing term. In fact, the term �indie� can mean everything but a type of game. Calling a game an "indie game" is like buying a six-pack of beer on sale and offering it to your friends as "on-sale-beer."
"Indie" describes the manner of its making, not the game itself. But youre the customer. You dont care how the sausage was made, only that its sizzling on the plate and wont give you a case of the gutworms. So, in this sense, the term "indie game" is stupid and useless.
Thats a Lie. You Know It. I Know It.
Everything in the previous section was wrong. You can feel it in your gut, next to the worms you got from the sausages. Yet if you try to explain why, youll get tangled up in words, because youre trying to quantify art, and that is unpossible.
When humans say "Indie," whether in games or film or music, they are describing a quality that is completely intangible and yet entirely real. They are describing the feeling that the creation in question feels like authentic communication from another human being.
What makes my little RPGs "indie"? Its that, when you play them, you can feel the presence of my brain behind them, and you know that I cared. When you play, say, Avernum, you are spending some time living in the world as I saw it when I wrote it.
This quality is not restricted simply to games that intend to be art. My favorite example here is AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome, a game you really should try. Its a simple arcade game, and yet it is written with a very peculiar, hilarious, distinctive aesthetic that makes one feel, after a time, like one is visiting the creators brains. (If you try it, play levels until you start to unlock the funny videos. Youll know them when you reach them.)
It is possible for an independently produced game to not feel at all Indie. iTunes is full of this. Similarly, it is possible for a big-budget AAA game to feel super-indie. (Insert Saints Row IV plug here.)
You are creating something for people. To affect them. To take one of many possible routes into their brains. Were toymakers, and its an awesome thing to be. This is the Goal.
Advice #1: Make the thing you care about, and people will sense it. If you make something you dont believe in because you think itll make more money, players will smell the stink of desperation on you.
And yet, "indie" is almost always applied in the context of small, scrappy, hungry developers. There is a very good reason for that, which you ignore at your peril.
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The facts: Most people want this. This will sell more than you. But people need to know that they have choices besides this. |
Our biggest advantage is that people like us. They want us to succeed.
Small game developers fit the archetype of the lone tinkerer, slaving late into the night, creating because they are driven to create, damn the consequences.
In my culture, at least, this is a truly powerful and beloved archetype, one buried deep in the cultural and professional DNA of our society. When people see you as a driven tinkerer, rich in drive and creativity if not in wealth, they will want you to succeed. It is then a short jump to actively helping you to succeed.
As long as they like you. (But more on that later.)
Indie games will have their ups and downs, but they will always be around, because people will always be driven to make toys, success be damned. And there will always be profit in that, because some people will be determined to make them succeed, because they cant stand to live in a world where the little guy cant make it.
Advice #2: Never forget that people want to root for you, and be someone theyll want to root for. When your survival is necessary for the psychic health of others, that�s good.
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Pictured: The indie ideal. |
When I saw the game Octodad: Dadliest Catch at PAX a couple years ago, I had to write about it. Note, Ive never played it. I only watched a few seconds of it. That was enough for me to know itd be a success.
Its a game where you play an intelligent octopus with a human wife and children, and you have to perform tasks without them realizing you are not a human too. Much of the fun comes from the imprecise controls, which make your character flop all over the place in a humorous, destructive way.
Yeah, its bonkers. What made me sure itd do well is this: There are a lot of people who would buy it because they wanted to see a game like that be a success. (See also: Goat Simulator.)
To be clear, the quality that brings this sort of support is not humor or novelty. Your game doesnt have to be wacky or gimmicky or hentai-scented to succeed. (Though humor can help a LOT.) It just has to feel personal. Being in some way surprising is also helpful.
But again, this all depends on people wanting you to succeed, which means they have to like you, and they have to keep liking you. So you should know how to manage that.
Heading Out On the Path
OK, heres the usual scenario. Youre passionate about games (or music, writing, acting, etc). Youve been doing it as a hobbyist for years, and thats awesome. Creating things as a hobbyist is a noble activity. All those famous designers you look up to? Practically all of them were writing games for years before they made the one you heard of. It takes ten years to make an overnight success.
But youve been doing it for a while, and now you have a hot idea. You think you can turn it into money. You want to Go Pro.
Now, before, I always gave the advice to look for an underserved niche and serve it. I kind of have to take that back. One of the tough things about the glut of indie games is that the number of underserved niches has gone way down. As I write this, Steam is getting a new RPG a DAY. So many. Does this worry me, a writer of RPGs? Hell yes. But I write RPGs for a living. Its all Im good for. So, even if I see a sexy new market somewhere else, I have to die on this hill.
Inspiration strikes where it strikes, and individual creative processes are very important. Write what you care about, even if its another 2-D platformer. If you like to work alone, work alone. If you need to be part of a team, do that. If you dont mind doing things on the cheap (like using stock art and music), that can work. If you need perfect professional work for everything, thats what you need to do. (But be prepared to pay the price.)
Advice #3: Figure out what your process is, and then respect and defend it.
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How the game industry sees me. "Golly! Is that one them new-fangled computer thing-a-ma-bobs? Gosh!" |
Youre working on your game. You believe in it. There is a subset of gamers, maybe large, maybe small, that you can look dead in the eye and say, "You HAVE to try my game. It will change your life." (If you cant honestly do this, you need to go back a step or two.)
Now you need to write it, and you need to sell it. To do this and make money at the end, you need to keep two key variables in mind: PR and Budget. The reason I am writing this article is that the way of dealing with these variables is rapidly changing.
First, there is how much PR you can get. Word of mouth. Web site articles. YouTube videos. You NEED some PR, to start the word of mouth at least, and you need to be realistic about how much you can get.
Some people misinterpreted the end of my indie bubble article to mean I thought that indie games would die out and there would be no more hits. Of course, this is ludicrously far from what I was saying. Their have to be hits. Journalists need hit games to write about. Steam and iTunes need to make hits to sell. Gamers need hits to buy. Some games will always get the golden PR ticket, because the system demands it. The problem now is that, to get the attention, the number of rivals you have to elbow in the throat is WAY higher.
(Yes, I just said that Steam and Apple make hits. If they decide they just want to make a game a hit, they can give it great placement. This phenomenon happens in many media. Weve been lucky so far in that the games chosen to be hits are generally good. This will not always be so.)
Heres the key point about the PR. If your game is really good, youll get word of mouth. With work and press releases, you can get more on top of that. You need to estimate how much press you can get, and adjust your budget accordingly.
Consider Spiderweb Software. We do our games on the cheap, and, as a result, we dont need to get a lot of press to make a solid living. Most people dont want to take our route, but you should know its open to you. If it was necessary to go to conventions to get enough attention to survive, Spiderweb Software would not exist. Im just not good at working the crowd.
Advice #4: Do PR or die. I dont know what you should do, but you need to do SOMETHING.
Then, Budget
After you know what sort of attention you can get, figure out how much you can afford to spend on your game. I dont have a lot to say about this. If youre SURE you need a hot big-name musician to score your game, hey, thats your process. My opinion is unimportant.
Just remember that every 5% you shave off the cost of making your game gives you a 5% better chance of business survival. Just make sure that 5% is worth it.
Me, I live cheap. Im a bottom feeder. Im merciless about reusing assets from game to game. Rendering creatures in Poser instead of getting a pricey freelancer. Buying cheap, royalty-free sounds. We sell detailed, interesting stories, written in nice, cheap text, and skimp on everything else.
Were so cheap that sometimes, at conventions, other developers make fun of me TO MY FACE. If you know how generally cordial indie developers try to be to each other, this is worth noting.
Most indie developers would rather throw their computers into a fire than release products with my level of polish. But I have a plan. I intend to retire in this business, and I will do what it takes to make it happen.
Advice #5: Dont forget that the best reason to go indie is that you get to do things your own way.
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How you want your audience to see you. |
Seriously, the greatest advantage indie creators have is that people naturally sympathize with us and want us to succeed. Play to your strength, and remember, every time you act like a jerk in public, youre hurting all of us.
Cultivate a FRIENDLY personal relationship with customers whenever possible. Answer e-mails. Be present and engage users on forums in a friendly way as much as you can stand. Try to make a demo available so users can make sure your game will work before they pay for it. (I havent been good about this lately, and I regret it.) Give refunds. Give advice. Use smilies. Be a nice person.
If you do a Kickstarter or Steam Early Access, be damn sure to live up to your promises, or give the users a timely, informative reason why you didnt. Doing otherwise hurts all of us.
Do your best to say yes to REASONABLE requests. Its OK to say no, though. Its your game, your baby. Sometimes, you have to live up to your own ideals, even though youll get a lot of undeserved hate for it. Heres a good example.
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How you dont want your audience to see you. |
Conversely, if someone is mean to your game on some stupid forum somewhere, never ever engage them, attack them, argue why theyre wrong, whatever. Nothing good has even come out of doing this. Ever. Some people wont like your game, or they wont like your face. Let. It. Go.
Heres a rule that I have violated many, many times, and Ive always regretted it: If you must go out in public and air your edgy opinions, remember that goodwill is like money, and you are spending it. It is very easy to cross the line from being a positive archetype (sincere, small creator) to a very negative one (dour, humorless, judgmental blowhard).
This is one of the reasons I wrote the article a few weeks ago defending mobile games. If you are the hip indie developer who lectures gamers about what they should or should not want, you will make them defensive. Then they will get angry. At all of us.
Obviously, Im not saying you should never say anything. Goodwill is money, and money doesnt do any good if you dont spend it. Just learn from my mistakes. People like us much better when we come forward in a spirit of being friendly, accepting, and eager to help.
Advice #6: Be nice and humble.
I Still Dont Know Where the Game Industry Is Going
Nope. Nobody does. No idea. This whole medium is completely new and without precedent. Nobody knows anything.
But there are some things that always work. Creativity. Determination. Believing in yourself. Working hard. A bit of luck. Kindness. Humility.
The bubble has popped, but well keep going on. As long as we make sure to embody the right set of ideals, gamers will refuse to let us fail.
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SuperUser 2 1 7 5 Latest APK Download
SuperUser 2 1 7 5 Latest APK Download
Kingo SuperUser is a superuser access management tool for Android devices. After rooting your device, you need an apk installed on your device to manage superuser access for applications that need root permission. You can grant, prompt, or deny root permission requested by applications like Titanium Backup, Greenify, Root Explorer and else.
File Description:

Kingo SuperUser is a superuser access management tool for Android devices. After rooting your device, you need an apk installed on your device to manage superuser access for applications that need root permission. You can grant, prompt, or deny root permission requested by applications like Titanium Backup, Greenify, Root Explorer and else.
File Information:
File name: com.kingouser.com_row_v2.1.7.5-2175_Android-2.3.apk
Version: 2.1.7.5 (2175)
File size: 3.20MB (3,355,461 bytes)
Minimum Android version: Android 3.0+ (Honeycomb, API 11)
MD5: 3dc88b960964a184e92bd692d85aa41c
SHA1: 4c665dc8cb6e63c69b5148ee465d1fc59ee45514
Download Link:
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Super Sadis Inilah 5 Film Indonesia Paling Brutal dan Penuh Darah
Super Sadis Inilah 5 Film Indonesia Paling Brutal dan Penuh Darah
Butuh nyali lebih buat menonton lima film Indonesia Paling Brutal dan Penuh Darah. Kamu berani menontonnya sendirian?
The post Super Sadis, Inilah 5 Film Indonesia Paling Brutal dan Penuh Darah appeared first on Duniaku Network.
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Stream Videos To Chromecast From The Command Line Using Stream2Chromecast
Stream Videos To Chromecast From The Command Line Using Stream2Chromecast

Stream2Chromecast is a command line Chromecast media streamer for Linux. The tool can transcode unsupported formats in real time and play them on the Chromecast.
Stream2Chromecast features:
- cast audio and video to a Chromecast device;
- pass an URL to be played on the Chromecast; the file must be streamable and a Chromecast supported format since it cant be transcoded;
- can transcode any formats not supported by the Chromecast in real time (using FFmpeg or Libav), so you dont have to convert any video manually;
- provides basic control commands: pause / unpause / stop playback (currently this only works when not transcoding), set or mute volume;
- allows specifying a device when multiple Chromecasts are connected on the same network;
- supports passing custom custom transcoder parameters to ffmpeg or avconv (thanks to this, you can set the quality, add subtitles even though Stream2Chromecast doesnt directly support it, etc.);
- supports specifying the port to use for streaming media.
For audio-only files, no metadata (artist, title, cover image, etc.) is displayed by Chromecast.
Basic Stream2Chromecast usage
Notes:
- the instructions below assume youve installed Stream2Chromecast from the main WebUpd8 PPA (see the installation instructions below). If you install Stream2Chromecast manually, youll need to use the full path to stream2chromecast.py (e.g.: "/path/to/stream2chromecast.py /path/to/my_media.mp4") for the commands below;
- the computer running Stream2Chromecast and the Chromecast device must be in the same network;
- ffmpeg or libav-tools are required for transcoding. If both are installed, ffmpeg is used by default.
stream2chromecast "/path/to/some-video.mp4"
Replacing "/path/to/some-video.mp4" with the exact path and filename of the video you want to play (e.fg.: stream2chromecast "/home/andrei/Videos/VIDEO1.mp4").If thats the case for you too, you can specify the Chromecast IP by adding the "-devicename" flag followed by the Chromecast IP address, to the stream2chromecast command, like this:
stream2chromecast -devicename CHROMECAST_IP_ADDRESS "/path/to/some-video.mp4"
stream2chromecast -devicename CHROMECAST_NAME "/path/to/some-video.mp4"
stream2chromecast -transcode "/path/to/some-video.avi"
Stream2Chromecast also supports specifying custom transcoder parameters. As an example, heres a command that passes the device IP address, transcodes the video, and adds subtitles via a custom FFmpeg parameter (for FFmpeg only):
stream2chromecast -devicename CHROMECAST_IP_ADDRESS -transcodeopts -vf subtitles="/path/to/some-video.srt" -transcode "/path/to/some-video.avi"
Where CHROMECAST_IP_ADDRESS is your Chromecast IP address, "/path/to/some-video.avi" is the exact path and filename of the video you want to play on the Chromecast, and "/path/to/some-video.srt" is the exact subtitle path and filename of the subtitle file you want to use.More about the FFmpeg subtitle filters, HERE.
stream2chromecast -playurl URL
Where URL is the video file URL, e.g. "http://www.example.com/my_media.mp4".stream2chromecast -stop
stream2chromecast
Or visit the Stream2Chromecast GitHub page.Download / Install Stream2Chromecast
sudo add-apt-repository ppa:nilarimogard/webupd8
sudo apt update
sudo apt install stream2chromecast
Report any bugs you may find @ GitHub.
Also see: How To Stream Audio To A Chromecast Or DLNA / UPnP Device From Linux (Using pulseaudio-dnla)
Originally published at WebUpd8: Daily Ubuntu / Linux news and application reviews.
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Sublime Text PPA
Sublime Text PPA
Sublime Text is now available through PPA, use these commands to install it:
sudo add-apt-repository ppa:webupd8team/sublime-text-3
sudo apt-get update
sudo apt-get install sublime-text-installer
Dont forget to back up your settings and to uninstall before!
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