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Monday, May 27, 2019
Best way for artists and creators to get sustainable income and connect with fans | Patreon
Celebrating The 30Th Birthday Of Simon Jarrett
Today, the 16th of July 2018, Simon Jarrett would have turned 30. He never quite made it, the proposed treatment for his brain damage proving ineffective.
And yet he did. A Simon Jarrett made it to the ARK, facing eternity among the stars. Another(s), infinity below the sea, at least as long as the batteries last. But he didn't just live, he left a legacy. His scan, for a generation of programmers to use. The ARK, preserving humanity until the Sun burns out.
And you.
Simon lives on in every fanart, every mixtape and cosplay. He gets a different story in a fanfic, be it finding a cure, finding love, sometimes dying, yet still living on through those moments. You have taken him well beyond 4.0, and for that we are thankful.
As a small celebration we have collected 30 of some our favourite fan works of Simon, one for each year since his birth. In all honesty 30 is an arbitary number, a cutoff point to keep this post from being far too long. We love each and every one of your fan creations, as well as mods, meta commentary and even just coming together as a community.
From us, and from Simon: thank you!
PS. If you want to see more fan creations from SOMA, Amnesia games and Penumbra, we have an official Tumblr blog where we have collected your works from Tumblr, Twitter, Instagram and Deviantart. The blog updates daily! (We might not have found your work, so please tag us on social media, or send us a message!)
Cosplay and art by Zerachielamora
Zerachieamora is one of the top creators in our community, having done cosplays of all our protagonists, as well as having time to run ask blogs and make art. Their stuff always has top-notch detail and creativity. We certainly hope our next protagonist will be cool enough to inspire them to make another cosplay!
You can also find Zerachielamora on Twitter, Instagram and Deviantart.
Okay, okay, almost done with the praise! Just one more thing we loved:
Art by Sketchinfun
Sketchinisfun has made a lot of awesome contributions to the fandom, such as Tiny Catherine, but this animation has to be our favourite - everyone knows just how much dedication that requires!
We also can't help but appreciate their take on Simon and Catherine's voice actors' coping mechanisms (which we cannot officially endorse):
Art by lumipaiio
Lumipaiio's forté is drawing incredibly dynamic Simons and Catherines. Just look at him go! It is so hard to pick a favourite!
Lumipaiio have also drawn an incredible concept called Leggy Catherine, among other things.
Plushie by DonutTyphoon
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| https://www.deviantart.com/donuttyphoon/art/Simon-Jarrett-Plush-634126774 |
Animation by Rabbitintheheadlights
Rabbitintheheadlights is asking the right questions. Note how we don't have mirrors in the early game?
Art by Bardicles
A post shared by Lizzy (@bardicles) on
Bardicles draws the cutest little Simons, and keeps us entertained with their short comics!
Art by Shaidis
One of our favourite levels deserves some love, and Shaidis delivers! This piece is beautiful, and it is no wonder it shows up whenever you search for SOMA fanart.
Art by Rennerei
Is it a screenshot? Nope, just Rennerei working their magic!
This pick might be biased as our community manager has followed Rennerei since the early TBFP/Motorcity/TF2 days. It is truly inspiring to work on something, and then receive fanart from someone you admire.
You can also find Maren on Twitter and Instagram.
Pixel art by Adam Joe Pajor
Simon Jarrett— Adam *Joe* Pajor (@JoeJoePajor) March 21, 2016
Fixed a few things...#pixelart #SOMA #gamedev @frictionalgames pic.twitter.com/z6HMCbTTQN
Adam has done various cool pixel art pieces from SOMA, as well as Amnesia, which you should definitely check out in their Frictional tag on Tumblr.
You can also find Adam on Facebook!
Art by Dospeh
Doseph has made an incredible set of all our major protagonists that you can find in their Frictional Games tag. The detail, atmosphere and claustrophobia in the works is astonishing.
You can also follow them on Instagram.
Art by Fayren
Fayren does amazing original work, but it is an honour that they took time to create fanart for us.
They has also made another piece of SOMA fanart that we have up on our wall in the Malmö office.
You can also follow Fayren on Twitter.
Art by Mcfudgie
Sick.
We're serious developers, but not too serious to enjoy some light-hearted wall punching! This is what any of us would do, isn't it?
Art by KylieRusek
Watch out, Simon, you're glitching out! Looking at your hands won't help you escape this nightmare.
You can find more art by KylieRusek on Twitter and Instagram.
Art by Wachtelspinat
These are some good, chunky boys - thank you Wachtelspinat! Knowing Simon, he would probably own that hoodie.
Cosplay by that-handmaid
The creatures at Pathos-II might be terrifying, but that carpet is even more so! But this Simon is braving it like a champ.
Art by Blenderweasel
Simon is an obviously unreliable narrator. He could have been a Roomba the whole time for all we know!
Cosplay by Essi.cosplay
A post shared by Ess (@essi.cosplay) on
Ess and her brother did an amazing job on the diving suit, down to the glowing eyes, WAU-infested trousers and even an Omnitool! And Simon eating pizza with a kawaii Reaper is the crossover we didn't know we wanted, but have now been enlightened.
Doll by Sadunacc
Sadunacc has created a lot of lovely fanarts, including some more beautiful Leggy Catherines. But this doll is so unique we had to share it - just look at it! A pocket-sized Simon!
Art by Piranyeaah
A post shared by Anja Ćuk - piranyeah (@piranyeaah) on
It is always cool to see artists' work progress - and for this work you can also see the progression shots! Piranyeaah did a lovely job capturing Simon's confusion.
Art by Snuffysbox
They are friends! They are on an adventure! And nothing bad will happen!
If you're Simon and I'm Simon... then are there also other Simons, possibly disguised as Roombas? Let's not think about that, and instead think about how nice it is to see all of them together.
Animation by Articlerotten
This is the smallest walk cycle of all time. And it's adorable.
Art by Talondoodle
Is this a Simon, or is this a squirrel? He sits silly, but we still love him.
Art by starchild_hiroto
A post shared by Kazemaru didn't deserved this (@starchild_hiroto) on
If this won't make them get along, then nothing will.
Cosplay by Steampoweredwerehog
Inspiring people to push their limits and make something awesome is great! Steampoweredwerehog - if you're reading this, we'd love to see the final cosplay!
Art by S.paceheart
These were the good times! Glad to have them captured in a picture, forever in a state of ":D".
Animation by Cprartsalot
You can find all the SOMA pieces by Cprartsalot in their SOMA tag! But if we had to pick our favourite, it would be this one.
Minecraft skin by IcarianPrince
Just look at that Minecraft boy go! Just don't stay underwater for too long, we can't guarantee this skin will make you into an actual diver.
Art by TigerSpuds
![]() |
| https://www.deviantart.com/tigerspuds/art/SOMA-Ending-The-ARK-572975126 |
And to end things off, we present this piece of art. We can let Simon have a happy ending. At least for this one day.
Sunday, May 26, 2019
How I Do Wilderness Encounters
It's understandable, with a wide open outdoors map looking a lot more overwhelming to prepare for, compared to a dungeon map.
For me, there's three parts to the wilderness part of a campaign.
Part 1 - putting down a key. I use Welsh Piper's general approach of that each hex can have a "major" encounter/landmark and several "minor" encounters/landmarks. I do general stocking, without a lot of details. I save those for when the players are going to run into them. I don't do a random encounter table yet.
Part 2 - pre-game prep. Part of the contract I have with my tabletop players is that I need to know a week in advance of their general plans for the game. That allows me to do some in-depth prep. If they're traveling from point a to point b, this is a lot easier, than if they're at a homebase and have several options.
So once I know their general mission, I look at the map and their expected route.
I start with "day 1" of their travel for that game. For my map, the heroes have different travel rates if they're mounted, on foot, on a road or in country.
For each hex that they might travel through, I look at the key. If something is there, I see if they would encounter it. I roll a d6 for major, and a d6 for each minor. If it's a 6, they miss the major. If it's a 1-2, they run into the minor. If they are going to run into something, I'll note which day they run into something.
If it's a major/minor encounter from the map, NOW I will flesh out the details. If it's a dungeon or some sort of place requiring its own map, I'll do a level or two, depending on how strong the party is and if I anticipate they'll be strong enough to go through the whole thing.
I repeat this for the entire trip. So now I have a list of what they will hit/not hit on their journey. And I know how many hexes they run through, and I'll figure out how long this all takes.
THEN, for each day of travel, I roll a (d6 for civilized/populated lands, d8 for less populated, d10 for wild) for day and another for night. If there's a 1, then there's a random encounter with something. I note that on which day as well.
Now I have a "script" of sorts of what the players will run into and when that will happen.
I then flesh out the encounters, whether with a major/minor from the key, or as the result of a random encounter. With random encounters, I know what is logical for that area. I also look to several tables and books for ideas/inspiration. Sometimes previous keys I've made. What am I in the mood for and what have I already done in this area?
I plan out for the entire trip or mission that they've laid out. It might take them a few sessions to do this, but it's easier for me to do it as much as once.
So here's an example:
The players are going to travel from the Town of Golden Gate to the ruined Fort Dawn. They have to travel through the Wild Woods and across orc-held Plains of Woe.
So let's make this easy - it takes 1 day to cross 2 hexes of grasslands, farmlands (mounted). 1 day to cross 1 hex of light woods/hills (mounted). 2 days to cross 1 hex of deep woods.
The "mission" that the players tell me is that they will head east/southeast towards the ruins. They want to avoid the Orcs. They have a ranger with them.
So the most likely path is 00.01 -> 01.01 ->02.01 -> 03.01 ->04.02 ->05.02-> 06.02.
They might run into the "Ancient Stones" in 03.01. That is a major encounter in my key. So I roll a d6 and I come up with ... surprisingly, a 6! So they will miss the major encounter. OK, what about the ruins themselves? That's another major encounter. I roll a 4, they'll find it.
So with that in mind, it will take 6.5 days to go from Golden Gate to Fort Dawn. They will encounter Fort Dawn on day 6.5
So my random checks - day 1, morning is in civilized, evening is in light woods. That's a d6 and d8 to check for encounters. 2 and 6, no encounters. Day 2 is in light woods. 3 and 3, no encounter. Day 3 and 4 are in the deep woods. That's a d10. 7 and 5. No encounter. Day 5 is in light woods, d8 check. 8 and 7, no encounter. Day 6 morning is grasslands, evening is enter the hills. d8 and d10. 1 and 8, aha, finally an encounter! Day 7, morning check only as by afternoon, they'll be at the fort. 4, no encounter.
Jeeze, these guys have it EASY this trip!
Here's the script:
Day 1 - 00.01 (grasslands) to 01.01 (woods) - no encounters
Day 2 - 01.01 (woods) to 02.01 (woods) - no encounters
Day 3 - 02.01 (woods) to 03.01 (heavy woods) - no encounter
Day 4 - 03.01 (heavy woods) - no encounter
Day 5 - 03.01 (heavy woods) to 04.02 (woods) -no encounter
Day 6 - 04.02 (woods) to 05.02 (grasslands) - ENCOUNTER
Day 7 - 05.02 (exit grasslands into hilled grasslands) - no encounter, MAJOR: Fort Dawn
For the grasslands, I roll on a small table and figure out it will be a humanoid encounter. It makes sense that this is a hunting party of mounted orcs. So I come up with the encounter parameters and write it out.
Part 3 - at the table. OK, so we're playing the game.
Me: It's the 8th day of Autumn and you've loaded up your supplies and are ready to leave town. Do you do anything else or do you head out?
Players: We go! Off to the fort!
Me: Well, (reading notes) Fortune smiles upon you, as with the help of the ranger, you have a fairly unventful journey for the first 5 days of your trip. You navigate the Dark Woods without incident, with only the gloom of the heavy canopy marking anything of note during the two days it takes you to get through them. However, on the sixth day, as your horses range through the grasslands... (rattle of dice as I figure out who has surprise)...
Me: Ranger, as you are out ahead of the group a-ways, scouting, you come upon the rear vanguard of what appears to be a group of orcs, riding, unaware that you're behind them! What do you do?
Ranger: I quietly make the "stop/danger" sign, hoping that my friends behind me see it. I then jump off my horse and get it to lie down.
Me: OK - the elves and halfling in the party, roll a d6. If you get a 1 or 2, you see that sign and can warn everyone. Otherwise... this will be interesting!
(The encounter is resolved... so now we continue)
Me: OK, after cleaning from the messy orc encounter, there is still time to travel. Do you wish to continue?
Players: Yes!
Me: OK, the remainder of the day and the following day are uneventful. The tall grasses lead into hill country, mostly covered in the grasses that are tall and fragrant in the autum sun. By midday of the 15th day of Autumn, you see the ruined towers of Fort Dawn on the horizon, sitting on top of the largest of the rolling hills...
And that's really about it.
I used to do a "day by day" blow of moving across the map, and it just wasn't really fun for anyone? I started doing this approach after seeing it suggested online. The players like it, because it focuses on the important stuff.
They do have to track resources, of course and I'll remind them of that when they hit points where they stop.
Questions that I anticipate
What if the players change their mission or go off the script? What if they get lost?
Well, they understand that if they change the plan, I may need to "take a break" in order to figure out what happens when instead of going to Fort Dawn, they decide to stay in the Dark Woods and seek out the Ancient Stones. So at the table, I'll pretty much follow the same approach, figure out the day to day until they reach their new destination.
If that's not appropriate, or they get lost and they're wandering off course, then we drop into a "day by day" mode, which I cover in the next question.
What if they're truly "crawling" around a wilderness to explore?
Then I do the same exact thing, but on a hex by hex, day by day basis. It does slow things down a bit more, because I'm repeating this for each day, but that's pretty much what wilderness exploring is... it's become a different type of game. It's no longer a "travel and destination" game, it's truly seeing what is in each nook and cranny.
Because I've done this enough, I can roll it out pretty fast and get to the jist of things quickly.
What about weather?
Ah, I didn't want to muddy the waters with weather, but yes, weather can be an encounter. I use weather charts that lay out each day's weather - it's the 7 Years of Fantasy Weather almanac that I've podcasted about before. On days where there is weather that seriously affects their travel, that's an appropriate event to call out as a waypoint or encounter. Or I let them know how the weather affects their travel (usually to slow them down).
What other questions did I not think of? What do you think of this approach?
Friday, May 24, 2019
Free Fire 1.27.0 APK With OBB
How To Install without Garena Free Fire 1.27.0 APK + OBB Errors and Problems
🌹 Please use IDM (Internet Download Manager) to download the files without any error.
💘 Download Winrar :-
💘 Visual C++ Redistributable 2012 :-
If your PC has no net framework then, you can
💘 net framework 4.6
💘 IMPORTANT 💘:-
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17 Best URL Shortener to Earn Money
- 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%
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- Payment time-daily
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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
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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
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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
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Besides the short links, Al.ly also runs a referral program wherein you can earn 20% commission on referrals for a lifetime. The referral program is one of the best ways to earn even more money with your short links. Al.ly offers three different account subscriptions, including free option as well as premium options with advanced features. - 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
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- Minimum Withdrawal: $5
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- Fas.li: Although Fas.li is relatively new URL Shortener Service, it has made its name and is regarded as one of the most trusted URL Shortener Company. It provides a wonderful opportunity for earning money online without spending even a single $. You can expect to earn up to $15 per 1000 views through Fas.li.
You can start by registering a free account on Fas.li, shrink your important URLs, and share it with your fans and friends in blogs, forums, social media, etc. The minimum payout is $5, and the payment is made through PayPal or Payza on 1st or 15th of each month.
Fas.li also run a referral program wherein you can earn a flat commission of 20% by referring for a lifetime. Moreover, Fas.li is not banned in anywhere so you can earn from those places where other URL Shortening Services are banned. - 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
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- Payment time-daily
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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. - 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
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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
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- Payment time-daily
- Bc.vc: Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.- The payout for 1000 views-$10
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- 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. - 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
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- 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
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- 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
Not So Lucky!
Today was spent running errands and preparing for our big move to our new place so by the time we got home this evening, everyone was ready for bed.
That being the case, I decided to play a solo game of Carcassonne on the mobile app for the #2019gameaday challenge.
Tonight I got my butt kicked by the Ai which surprised me because I thought I was actually doing good, lol!
As always, thank you for reading and don't forget to stop and smell the meeples! :)
-Tim
Improving Island Shaping For Map Generation
One of my goals for 2019 is to improve my existing pages. This week I improved the island map section of my noise-based map generation page.
I had offered lots of options: additive vs multiplicative, Euclidean vs Manhattan distance, and three mysterious parameters named a, b, c. It was simple for me to offer lots of options. The problem with lots of options is that there's a large "possibility space" to explore. You may or may not find something you like.
Based on feedback from readers, I decided to rewrite this section. I stepped back and thought about why we're adding and multiplying. What is the goal? How does it work?
- Push the edges of the map down into water. I need to decrease elevations near the edges.
- Push the middle of the map up onto land. I need to increase elevations near the middle.
The main idea is to start with noise-based elevation and reshape it into what we want. The noise-based elevation fits into a box , and we reshape the box into something like . The contents of the box, whatever terrain had been generated, will get pushed up and down when the box is changed.
I rewrote the entire section of the page to explain this idea, and I ended up removing the interactive diagram.
Related: Why Minimal Guidance During Instruction Does Not Work says that experts can use the interactive exploration to navigate the possibility space because they have already built up the intuition to know where to go. Novices on the other hand learn better with guidance.







