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Thursday, May 23, 2019

3 Super Monkey Ball Alternatives - Open Sphere Rolling Games


Marbles have fascinated the population of the blue marble for centuries. Today, we take a look at three digital variants that are open source and playable cross-platform.

Veraball




The newest addition to the group of open source ball-rolling games is minimal and was made using the Godot engine.

Rock and jazz music accompanies your through the only two levels so far. None of them are super hard, making Veraball the most beginner-friendly game of the bunch.



Windows (both portable and installer) and Linux releases are available but since Godot Engine runs on Mac OS X, you can play it on that platform as well using the source.

irrlamb



A magical engine powers the blue sphere from the inside, allowing it to roll and jump without reasonable explanation. Its goal is to touch other glass balls filled with yellow light by balancing towards them.

You steer the blue sphere. But to what end? Deliver the coup de grĂ¢ce to failed experiments? Free trapped spirits? Harvest sleeping souls to grow in power? Is it a grim prognosis about the effects of future commercialized space travel and interplanetary colonization?

Welcome to irrlamb. The atmosphere is mostly dark and dungeon-like, sometimes abstract, always at least a bit magical. The two skater parks feel clinically sanitized (no graffiti).


There are around 20 levels starting from beginner-friendly to absolutely insane.

There have been two releases this year (0.2 and 0.2.1). Most of the changes were usability improvements and bugfixes, although some levels have been added as well.

irrlamb 0.2.1 is available for Linux and Windows. Windows users have to manually install OpenAL.

For creating own levels, there is an export script available for Blender.

Neverball




Neverball has been around for a while. There are easy levels, there are hard levels, there are levels that were apparently made to challenge the game's developers.

Many levels take place in space, on grass squares floating under the sky, above the sea or above a city at night. Of our three games, this one is least suitable for those with acrophobia.


There is a lot of content (326 maps minus Neverputt levels) and only a small part of it is accessibly due to my lack of balancing skills. So I present to you the most and least favorite aspects of Neverball, as seen by a player with newbie skills:

Best: 1. The oh so many levels! 2. Different ball models available, some have character (by containing characters), making it easier to have some kind of emotional connection to the game. No animated cute animals though unfortunately.

Worst: 1. The old looking non-baked textures of the basic levels 2. The camera (does not allow you to zoom, moves in disturbing ways) and consequently the controls.

Conclusion


"If only projects X, Y and Z could join forces instead of trying to re-invent the wheel!" - what an annoying thing to say, don't you think? I hope you got the chance to play irrlamb, Neverball and Veraball - and if not I hope this review brought you closer to them - so that you can appreciate the different feels to the gameplay and scenery.

All I really want now are video tutorials for creating new levels...

Are there any open source games with similar mechanics that I missed? Are there proprietary games that developers should consider taking inspiration from other than Super Monkey Ball? Please let us know in the comments!

14 Highest Paying URL Shortener 2019: Best URL Shortener to Earn Money

  1. Linkrex.net

    Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

  2. BIT-URL

    It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  3. 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

  4. 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

  5. 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

  6. 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.
  7. 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.
  8. 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

  9. Shrinkearn.com

    Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
    Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.
    • The payout for 1000 views- up to $20
    • Minimum payout-$1
    • Referral commission-25%
    • Payment methods-PayPal
    • Payment date-10th day of every month

  10. Oke.io

    Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
    Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.
    • The payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-20%
    • Payout options-PayPal, Payza, Bitcoin and Skrill
    • Payment time-daily

  11. Cut-win

    Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  12. Short.pe

    Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  13. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  14. 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

Suzy Cube Update: March 23, 2018

#SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames 
A very late and very short update...
Read more »

ASOIAF: 40Pt Boltons With Ramsay

You know it's real when everyone else is in armor and you're naked.

I've been dying to write this piece.  Beknownst to some, while Tywin is my favorite character of all time, I also really like Roose Bolton.  I think of him as the Tywin of the North because they're so alike in a lot of ways.  In fact, when you dig down a little deeper into the origins of House Bolton, you will find many disturbing and interesting things about them.  Mechanically, I think they play very close to their book representation and that means a lot of death and terror.  For now, I think Boltons' are the strongest when paired with House Lannister because of a lot of their tactics cards and toolkits synergizes with Lannister control elements.

Let's jump straight into a list that I've been messing with lately.  Since I'm going to turn this into a 2-part show, let me start with something that I've had quite a bit of success with.  To say it's pretty freaking brutal is an understatement.

I mean, lol, look at this guy.

Faction: House Lannister
Commander: Ramsay Snow – The Bastard of Bolton
Points: 40 (20 Neutral)

Combat Units:
• House Clegane Mountain Men (6)
  with Ramsay Snow – The Bastard of Bolton (0)
  and Theon Greyjoy – Reek (0)
• House Clegane Mountain Men (6)
  with Dreadfort Captain (1)
• Bolton Cutthroats (5)
  with Assault Veteran (1)
• The Flayed Men (10)
  with Gregor Clegane – Mounted Behemoth (3)

Non-Combat Units:
• Tywin Lannister – The Great Lion (4)
• Lord Varys – The Spider (4)

Made with ASOIAFBuilder.com

Just so you guys know, I absolutely hated Ramsay in the show.  I still can't decide who I actually hated more, him or Joffrey, and that's an achievement in itself.  To make things short and sweet, Ramsay's a battlefield commander through and through.  He likes to get in there and chop people to bits to spread fear directly.  When he pops his Order to Flay Them All! after a unit fails a Panic test, another unit within Long Range has to take a Panic test.  This is a great mechanic to have in a unit of MM because of the Vicious inflicting a -2 modifier.  The affiliation to House Bolton is something we will talk about once we take a look at his Tactics Cards.  Before we forget, let's talk about poor Theon who Ramsay brings along with him.  Having Theon dragged around with you basically allows Ramsay to auto-panic an opponents' unit every turn, but the downside there is that if you roll a 5+, Theon dies.  Boohoo, I guess.

Everything is made for killing.

The biggest weakness to this list is the low activations and deploys, but outwitting the opponent isn't something I'm going after.  I'm looking to get in there and murder the enemy in every way possible.  When you look at cards like Our Blades are Sharp, you will see that's one of the most damaging tactics cards in the entire game.  If you attack a Panicked enemy, your attack gains +1 to hit and +2 dice on the attack.  If you're a House Bolton unit, the defender also becomes Vulnerable.  This is why I have 2 real House Bolton units in the game and a MM with the House Bolton affiliation.  Make no mistake:  This one card absolutely sky-rockets your units ability to deal damage.  With a plentiful amount of Critical Blows, Vicious, and 3s to hit across the entire army, you will have plenty of chances to inflict maximum hurt on the enemy.  Cruel Methods is activation cheating, simple as that.  You play this card at the start of the round, regardless of whose turn it is and you get an out-of-turn free attack action.  Sure, there are downsides to this card if you don't manage to destroy the enemy unit, but with 3 House Bolton units on the field using max dice and re-rolling misses, you better do some work.  An amazing target for this is your Bolton Cutthroats with Assault Veteran.  If you pop this on them and that unit is already engaged with something, you will be rolling 10 dice, hitting on 2s with re-rolls, making the Vulnerable, and they have to test Panic with Vicious.  If it's going to be your unit activation, you can just cap the Combat zone with Varys and go again if that unit is somehow still alive and your guys are still around.  I'm telling you, it's bananas.  Lastly, we have Sadistic Games, where at the start of a friendly turn, your opponent has to pick either to have 2 of his units to be Panicked or suffer D3+2 automatic hits.  If he understands Ramsay at all, he'll go for the extra hits because at least he has a chance to save them.  Having 2 units being Panicked just sets them up to be abused later by Our Blades are Sharp.

Madness.  Madness and Stupidity.

Let's talk about the unit selection super quick:  Mountain's Men should be pretty straight forward.  You have Critical Blows and Vicious who works great with Ramsay's tactics cards.  Bolton Cutthroats with Assault Veteran is a match made in heaven, and having a Dreadfort Captain on the MMs help spread Panic whenever the opponent fails their Panic test (which should be often due to Vicious).  The giant elephant in the room is the fat-stack of The Mountain + Flayed Men.  Let's get one thing straight here:  This is 32.5% of your army and in most cases, can be considered a deathstar.  Now, I normally don't like to do this kind of thing, but I think Ser G + Flayed Men are one of the strongest units in the entire game by far, especially when you have them in damage amplifying list like this one.  For me, the best way to get value out of these guys is to take them in a list that will almost guarantee they make their points back.  If you think about in terms of points:  A 13-point unit better kill at least 13+ points to break even or be considered a unit well-spent.  This is, after all, 2 more units of Mountain's Men or even close to 3 units of Cutthroats or Lannister Guardsman.  It's a huge investment and I need people to realize that they do have weaknesses, that you can play around them quite easily, that mission objectives do matter, and there are plenty of tactics cards and combos out there that can stifle their damage or end them entirely.  I do not consider them over-performing at all, but they are nasty.

So why did I bring them?  Well, for one, Gregor applies free Panic that unlocks Our Blades are Sharp automatically and also automatically deal D3 wounds.  The fact that you can play Our Blades are Sharp on this unit is something out of this world, because now, on the charge you have 10 attack dice, hitting on 2s and re-rolling, Critical Blows + Vicious, Panic + Spread Fear, you make the unit Vulnerable, and you deal D3 extra wounds from The Mountain just because you can.  If that doesn't roll over many people, it will reduce them to almost combat ineffectiveness status and they will then try to retaliate against a unit with 2+ save.  If you wipe them out or start the round with Cruel Methods, you can then Overrun into another unit with a free Charge action to start the chaos all over again.  I don't know what to say, this unit with Ramsay is absolutely absurd considering how many extra, free combat rounds you can get from it, all the while spreading Panic tokens around because of Spread Fear and Vicious.

Yes, the unit above is ridiculously strong and I would say almost designed for Ramsay to take advantage of.  However, it's hugely expensive and that's why a unit like that doesn't perform well in objective-based game modes.  With only 4 combat units, one of which is a 13-point unit from hell, you can't possibly dedicate it to capturing points.  What you need to do if you're piloting this list is to use that unit to smash everything in its way to smithereens.  However, this will require you to have the right cards in hand which is something you should never build your strategy around.  Before I forget, that unit, as mighty as it is, has one giant flaw that needs to be called out:  It is hugely weak against anything that can blunt the initial assault.  A lot of the damage comes from the Abilities that the unit has attached to it so if you take those abilities *cough, Martial Supremacy, cough*, it's pretty much a declawed cat.  You can then trap the unit by engaging it from multiple sides (such as Grey Wind) and apply Greataxes to face.

Finally, I'd like to mention that Tywin as an NCU is still amazing.  In fact, I think he has one of the best once-a-game abilities in the game because it completely makes an enemy unit worthless for a round.  Funny enough, Tywin is also probably one of the best counters to something like the Gregor Flayed Train of Death.

WHERE TO GO FROM HERE - PART 2


As I eluded to in the last post, I am working through the numbers trying to decide if an episodic production and release through Kickstarter is a viable option.

So, we now have a course and a destination… Which honestly is a very welcome and refreshing change.



Why use Kickstarter?
As a marketing platform it allows to reach a wider audience, not just my current customers but those new to the hobby and those who never knew DreamForge was even a 'thing'. I think we all know that the train has stalled, and its going to take a lot of effort and lots of attention to get it rolling again. Perhaps there will be a time that I can move off the Kickstarter platform, but for now… The broader exposure is required. This exposure comes at a price, Between the Kickstarter fees, the currency transaction fees and the backer support fees in the form of a post Kickstarter service to collect shipping and allow backers to add items or options, we are looking at near 10% in fees alone.

Expectations:
Not every Kickstarter campaign will succeed, that's OK. If the demand for a particular kit is not there, then its not… No harm no foul, we move on to the next product offering. I completely expect for there to be unfunded projects that never make it to plastic and possibly (if there was enough interest) may see a resin release instead. There will be changes to how DreamForge approaches on hand inventory and even they type of products offered, not all offerings need to be Iron Core specific, it provides far more flexibility in product development than making sure each product fits neatly into the project I have already started. If I get an itch to do…well anything, it gives a platform to see if all of you are also interested.

How will that work? And what does that look like from the customers side?
The plan is to have a very focused Kickstarter for a single product, its actual production costs and any profits expected will need to be folded into the funding goal. This is a strong departure from the retail model, where revenues are gained over time and the investment/debt is front loaded.

Product availability outside the initial Kickstarter will be limited, 10% to 20% beyond the total needed to fulfill the Kickstarter will be run, some of that will be soaked up by the inevitable issues, damaged kits, mispacked or missing items from a kit and kits that never make it to the backer and get lost in transit. 

There may be re-runs offered on popular kits in future Kickstarter's, but there will be minimums that need to be met, typically a 500 unit run will be needed. If I feel that the kit will sell, I may assist with purchasing some of that re-run myself, to provide stock on hand. The best way for a customer to approach this is to buy what you want and what you think you will need at the time of the offering, I cannot make a promise that there will be a second run if the overall interest is not there.

Customers will need to pay for the actual shipping costs for the products they back.
Shipping, as we all know is stuuupid expensive from the US to anywhere outside its borders. Each Kickstarter will be shipped directly from China to mitigate the expense to the customer as much as possible, this means most of the world will likely see a drastic cost reduction, but the US will see an increase. Why don't I just ship the US from the US? Well, because it's a hidden cost, one that would need to be calculated into the Kickstarter… Someone has to pay to get it to the US before it could be sent out from our warehouse, add to this the staffing costs, the shipping package costs and overhead, and it becomes a real issue that has not been factored into the per kit price… We are running as lean as possible, to provide a per kit price that is as low as possible, there will be no room for uncalculated expenses.

How are the Kickstarter's structured?
This is open for revision, but the plan is to absorb the costs and required profits into a 1000 minimum unit run. If it costs $40,000 for the molds, production, boxes and services, then the cost of each unit would be $40.00. 

What happens if a Kickstarter goes nuts and the total funding far outstrips the required funding goal? Do you get a discount? Discounts will be offered when you pick up multiple kits, not by the overall success of a product. Those are profits that get re-invested to make DreamForge healthy, to pay for game development, to pay for additional stock, to help pay for re-release of the current line of kits, as those tools will need to be re-cut at some point. I am not pulling the discount off the table, but for the foreseeable future, I have a lot of catching up to do and core development that needs to happen for DreamForge to grow and thrive.

I want to be clear, this is not going to be a song and dance Kickstarter model, there 'may' be extras offered if there is room on the sprues, ( I will try to pack them the best that I can) but anything extra in the form of products adds to the costs and I am not bulking the costs to deal with that. I am trying to keep the price per kit to you as low as I possibly can.

Longer term with the releases and stock on hand.
Obviously, this model does is not ideal for some aspects of brand development, limited supply concerns may not be ideal but it's not unusual when we look around the industry and other companies that made their way on Kickstarter. I am not GW, I do not have their sales volume or the resources available to behave like GW. Please understand that expecting a small manufacture in plastic to be able to behave and function as one of the top two or three in the industry, may not really be a reasonable expectation. I will strive to get there, but until the financial aspect of that shift make sense, I will be doing what is best for the growth of the company with the resources available. 

I think we can all agree, that Iron Core needs at least two to three full factions, terrain and a rules set, so as we move through these requirements, I will try to weight when it becomes viable as its own free standing IP. The goal is to grow the brand, expand the product offering, make available some of the older kits and even start to offer some options for those not interested in Iron Core. Fantasy, Cyberpunk and a myriad of other avenues are available and the wider the base of offerings, the more stable the base.
All of this is dependent on me, making what you want, delivered at a reasonable price within a reasonable time.

I am very excited about the prospect and the future. I am really looking forward to exploring your 'needful things' and if they can be created and successfully funded in an episodic, backer driven environment. I hope that you join be on this new course and help guide my had in future releases.

Soooo many itches to scratch, so little time :P



I will be reaching out in a few locations looking for honest feedback and direction from all of you.


  • Through surveys sent to my mailing list… So please sign up on the DreamForge-Games website if you have not.

  • Through my Facebook group DreamForge-GamesArtist Retreat  (please do not try to message me here) For whatever reason FB and I do not sync well…. I must be an old fart, not a huge fan of FB or twitter :P

  • On Dakka Dakka (I could start my own forum but it's a waste of energy, at least at this stage)

  • And, well...here but its not very good for two way conversations.

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