#insane rc custom builds
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Mercedes-Benz C11 1990: #TAM47484
A few weeks ago I saw a YT video about this kit and instantly got rememmbered about the older days. This was back then one of my favorit kits in the Tamiya catalog.
Since I was a child back then I couldn't afford it and my parents refused to buy it. In addition there wasn't an "on road" track nearby to drive it properly. So it remained a dream.
But now it's time to make this dream become reality :-)
Racecar history:
Whenever Group C sportscars are shown nowadays the're well known for their pure insanity and a lot of people well remember cars like the C11, hte 787B from Mazda and the XJR-11 from Jaguar.
The car had its race debut in 1990 at Monza and scorred a pos 1 / 2 with well known drivers like Karl Wendlinger, Jean-Louis Schlesser, Jochen Mass and Maro Baldi. During the 1990 season of the World Sports-Prototype Championship the car managed to win a total of 7 races. However the C11 didn't take part of the famous 24hrs of LeMans. Sauber decied to not defend their victory in 1989 since the 1990 24hrs of LeMans didn't count for the Sports-Prototype Championship.
Most of the other Sports-Prototype drivers, including Martin Brundle in his XJR-11, sayd, that it would have been nearly impossible to follow the car since it was way easier to drive, had more power and more efficient aerodynamics than other group c racecars back then.
In 1991 the successor was the Sauber C-291 but due to some techincal issues in the early season Sauber decided to run the C11 along the successor.
More details can be found in this Wikipedia article: https://en.wikipedia.org/wiki/Mercedes-Benz_C11
RC kit history:
In 1990 Tamiya first released the Sauber C11 as kit with item-Nr 58088. 14 Years after its initial release there was a second kit with Item-Nr 58351. While tha chassis itself stayed more or less the same the newer kit included an allready painted and finished body.
The box cover changed in 2009 when they released a second batch / version from the Tamiya specific white box art to a black box art.
In 2022...18 Years after the last release...Tamiya decided to bring it back to customers not with the item-nr 47484 and again with a black art box cover.
While the chassis remained almost the same the newest releases all contain a clear polycarbonate body (1mm) and a sports tuned motor as well as high grip foam sponge tyres.
More details about the dimmensions and a detailled parts list are available here https://www.tamiyausa.com/shop/110-f-1gtindy-cars/rc-1990-mercedes-benz-c11/ and here https://tamiyabase.com/tamiya-models/47484-47484#original
The build:
I found the kit at a nearby hobby shop in Switzerland for about 150$ https://www.scamora.ch/pi/RC-MODELLE/Auto-Modelle/Elektro-On-Road/Bausatz-Modelle/rc-kit-tamiya-sauber-mercedes-benz-c11-1990-110.html
Compared to other vinatge kits and re-releases this is a rather easy one to find.
The kit is easy to build and it's quite fast since the manual only consits of 20 build steps with additional 6 for the painting and livery.
Since I first saw a build clip on YT https://www.youtube.com/watch?v=K4oZGuvd84o I got hooked to the few hop up options and decided to add them as well.
Hop-up parts:
Unfortunately the YT clip isn't listing a detailled hop-up parts list. So it was a bit of fiddeling around with "pause" and "zoom" into the clip to get all the parts together. I doubt they do have much of an impact but if you can go with blue alloy tuning parts there's no doubt you should do :-) Here's a list of the used tuning / hop-up parts:
TAM42375 - 1280 Sealed Ball Bearings (2)
TAM54158 - Full alloy diff (F104)
TAM54240 - F104 Clamp Type Wheel Hub
TAM53008 - Kugellager 11x5x4mm (4)
TAM53901 - TRF Damper F013/F103GT/F104
Since there are no official hop-up parts for these vintage kits they need a bit of adjustments and I had to design and print some parts on my 3D printer to made them fit perfectly. But it's no big deal and you might find "fitting" parts in other kits out of the box.
If I find some time I'll publish the printable *.stl files on Thingiverse later on.
And like every other tuned rc car with hop-up parts from Tamiya this one looks great even if you don't see them with the body on.
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Hellboy is damn naughty 😂
#rc#crawler#custom vw#vwlove#volkswagen#vwbug#vw käfer#RC4WD#Tamiya#tamiya rc#axial#axialracing#arb#insane rc custom builds#rc hobby#rc cars#hobbywing
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How the MUGEN community built the ultimate fighting game crossover
The question, "Who would win in a fight?" is the root of many fierce debates throughout the history of pop culture. The notion of pitting characters from different properties and different media against one another is exciting to discuss. And when it comes to letting fans live out these arguments, there are few better outlets than fighting games.
Even within a genre known for character-merging crossovers, there's one two-decade-old game that reigns supreme when it comes to pitting a wide variety of characters against one another. That program is MUGEN, derived from the Japanese word for "infinite," which is an appropriate name for a program that provides near limitless potential for players to create new fighting games and characters.
MUGEN began life just before the turn of the century as a PC-based side-scrolling shoot-'em-up title, created by a small company called Elecbyte. The team was originally experimenting with creating an engine to handle the rigors of so-called shmup games but found that it just wasn't living up to what they had hoped to create. Taking inspiration from a PC Korean Street Fighter 2 hack known as SFIBM, Elecbyte decided to change course from a shooter to a 2D fighting game engine.
The first public MS-DOS beta release of MUGEN came on July 27, 1999. This early release differed from most fighting games, though, by offering only one "official" character, Kung Fu Man, and a single stage. Everything else, from additional characters to even title-screen art, would have to be supplied by the users themselves, most often through files shared via Internet communities. For the first time, fans of fighting games weren't just allowed but expected to create their own fighters and matchups.
Though you don't need programming knowledge to create a MUGEN character, the process can still be time-intensive, especially if you're creating your custom art. Over the years, fighter-creation software like 2005's Fighter Factory has popped up to help facilitate this process. These third-party programs allow creators to import either their own hand-drawn sprites or images ripped from existing sprite-based games (making good use of the various sprite sheets that littered the Internet even since the late '90s). With art in hand, Fighter Factory let users tweak values, line up the sprites for animations, and make everything feel just right before exporting the generated files to create fully animated MUGEN characters.
Players have also tasked themselves with MUGEN's core logic and gameplay. In the early years, the AI for MUGEN's computer-controlled opponents was rather simple, akin to a new player just button-mashing different commands at random without any coherent strategy. In the decades since the game's launch, the community has dived deeper into the program's potential, programming more robust and intricate behaviors for the AI and leading to far more exciting and difficult matches with the computer.
[...]
While the fan community has kept MUGEN thriving over the years, the game's original creators have had a much spottier history with their creation.
MUGEN saw regular updates from 1999 until April 2002, when Elecbyte released a new version of the game's Linux build to fans. At the time, though, no one suspected that this release would be the last that Elecbyte would put out for seven years. Elecbyte's website shut down for good in 2003, disappearing without a word and leaving the game's nascent community in the dark.
The abrupt halting of MUGEN updates was especially upsetting to fans who had been waiting for a Windows version of the game to go along with the 2001 Linux port. Elecbyte's existing work on just such a Windows port would eventually reach the community, though, when a suspected private beta of the WinMUGEN project was leaked in 2004.
This beta version, rumored to have been originally offered only to a select number of private donors, was quite restrictive compared to previous MUGEN editions. The character selection was locked to only two slots, and some of the usual game modes were unavailable. But it didn't take long for the community to develop hacks that fixed the bugs and missing features in the WinMUGEN beta. An enhanced hacked version, going by WinMUGEN Plus, arrived in July 2007. Crucially, this version updated the circa-1999 original with the ability to use higher-resolution stages and assets.
Then, as suddenly as it disappeared, Elecbyte made its surprise return in 2009 with a fresh new website and a new build of its MUGEN engine, known merely as MUGEN 1.0 RC1 (standing for Release Client 1).
On a new developer blog on the revamped site, the team members said that their lives had simply split off into different directions before the 2003 shutdown. The original developers added that they held no ill will toward those who had developed new hacks and versions of WinMUGEN in the intervening time. In fact, according to the team, they took it as a clear sign that the users wanted new features in the engine.
In the years that followed, Elecbyte would provide eight different RC revisions of the MUGEN engine, as well as new and consistent updates to its developer blog. On January 18, 2011, after eight different RC revisions, Elecbyte officially released Version 1.0 of MUGEN.
The MUGEN community now had an engine with backward compatibility, new resolution options (HD included), an auto-scaling camera, support for new file formats, and improved AI. A public beta for version 1.1 would be released two years later, which saw a complete overhaul for the engine, adding compatibility with more complex art assets to be used and a frequently requested sprite zooming feature.
The last official post made by Elecbyte, posted on February 26, 2014, alluded to another MUGEN beta release slated for the next few months.
But this release would never come to be. As in 2003, Elecbyte disappeared again, leaving the community confused and curious. Elecbyte's website was shut down completely sometime between August 2015 and April 2016, and it currently only shows an "Access forbidden" screen.
While some MUGEN fans unite to build their dream fighting games, others build on that work to stage computer-controlled matches for the benefit of streaming audiences.
Scrolling Twitch these days, you're bound to see an image of Tom Hanks with Goku in the background, MUGEN's signature thumbnail. The majority of MUGEN viewers will all be found in a single channel, SaltyBet, which has turned the spectacle of MUGEN into an online virtual gambling powerhouse. Taking advantage of MUGEN's CPU vs. CPU feature, SaltyBet viewers can wager fake currency on which fighter they think will win the round.
Fighters can include anyone or anything, from characters in popular fighting games like Guilty Gear or Street Fighter to anime heroes and hand-drawn stick figures. The stream is live around the clock with hundreds of viewers tuning in regardless of the time of day.
Like any sports-betting setup, each round has odds that will affect your overall payout should you win. But while initial odds for traditional sports are based on previous performance, both fighters in a SaltyBet match start with even odds. As participants put their fake money behind one character or the other, the odds will shift in response.
When two of these utterly unbalanced, incredibly overpowered characters are paired off against one another, who will come out on top is anybody's guess. Longtime viewers may have a slight advantage if they may have a better idea of the competitors' movesets, but who will win mostly comes down to luck.
For many members of the SaltyBet community, the main appeal doesn't come from the simulated gambling anyway. Instead, many come just for the ridiculous matchups and the sense of community. "I enjoy the crossover of characters from many different franchises, especially those I grew up with." Twitch user Lestaroth told Ars. "Even unexpected characters. And then, it's all in good spirit—you never hear people insulting each other and so on."
Longtime SaltyBet Twitch viewer ARobotFromTheFuture1 expanded on the same sentiment. "I have to say [one] appeal to it is the insane matches that can happen as well as the matches that get you to the edge of your seat," he said. "I really enjoy the dedication the MUGEN community has even to this day making great and goofy characters."
Despite years of neglect from its original creators, a wealth of talent and creativity has carried the dream that MUGEN represented in its first beta 21 years ago. Authors have taken up the reins to work out solutions to circumvent restrictions and released patches of their own to address bugs and issues left over.
Whether you are an artist, coder, player, or watcher, this near-unlimited potential that MUGEN began will keep evolving and growing for years to come. Even if Elecbyte never returns, what it created back in 1999 lives up to the "infinite" name the company gave it.
Source: Ars Technica
(image via YouTube)
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**Quick Note: I created Jeni around 2-3 months before April was announced but since the two characters are different enough, I decided to keep Jeni as a mechanic and make them friends.**
An updated design for Jenine that I made a while ago. She is an oc I made for 60 Parsecs. I just realized that I only posted it on discord and nowhere else, sooooo ima post it here now...
Her Bio:
Name: Jenine (Jen-neen) Jeanne
Nickname: Jeni
Age: 25
Captain’s Boost: Toolkit- Lowers the chance of items getting damaged during scenarios.
Captain’s Goal: Gain the loyalty of a full crew.
Stats: Agility-1 Intelligence-2 Strength-2
Likes: Fixing stuff, mechanical things, cars, puzzles, sweets and has a soft spot for unicorns.
Dislikes: Too much attention, crying in front of people, bugs, really horrible car mods and tomato soup.
Friends with: DeeDee, April, Tom, Baby, Emmet, Megan, Ana (OC), Theo (OC)
Family: Mother, Father(still back on Earth) and her sister, Theo(OC)
Personality: Kind, problem solver, quiet, nervous, unconfident and unsure of her decisions(but she’s working on it), impulsive, has a habit of letting her emotions build up before she does something crazy. When she’s calm, she can have a lot of foresight and observe small details that others might miss. Has more book smarts than street smarts.
In a relationship with: Baby Bronco, Ana (OC) We were both shipping our ocs with Baby sooo we decided to ship them together. In the case of BabyxJeni, his overly friendly personality helped to get her out of her quiet demeanor and she taught Baby that just because he had a terrible past doesn’t make him unworthy of love or a second chance. They boost each other’s confidence. Also, Jeni doesn’t think Baby is a moron like most people who meet him do. To her, he just thinks differently.
Background: Jenine was previously a mechanic before joining the Astrocitizens. She was from a well off family. She always enjoyed taking apart old electronics and (attempting to) put them back together from an early age. It was one of the few hobbies she was allowed to have. Jeni’s mother was overprotective of her due to a near death experience when she was two. While flying an rc airplane at a park, Jeni wasn’t paying attention and slipped into a rapid river. Her father was able to catch her with a makeshift net, but her mother freaked out from that point on. Her mother is so over protective because she had trouble conceiving in the first place.
Jeni was primarily home schooled and only allowed to go out if one or both of her parents were with her. She wasn’t able to have many friends growing up. Jeni’s father was more chill and encouraged her fascination with electronics. He’d buy her books on the subject and occasionally an old radio or tv. He even got her a car to work on when she was older. She slowly began to resent how she was never really allowed to do anything over the years. Jeni left home (more like snuck out) when she was 22 and found work at an auto shop miles away. Three years later, her mom eventually found her. She called her at work to tell her she was hellbent on bringing her back home. Jeni panicked and made a quick decision to sign up for the Astrocitizen program. She may or may not regret that choice.
Random facts about Jenine:
When she moved out, Jeni used her newly found freedom to do things her mother wouldn’t allow her to do. Things like wearing make up and eating dessert before dinner... or even in place of dinner *gasp*! Thats why another reason she completely panicked when her mom found her.
- Jeni is really good at math.
- She likes to draw out plans and schematics for machines she thinks up. Its usually things like custom cars, a robot unicorn, a giant mech with a car for a head, or a breakfast machine. She hasn’t gotten around to building any of it yet, but she’d be embarrassed if anyone saw them.
- Jeni can be a bit cowardly at times. She can’t go scavenging by herself because she’ll get freaked out and turn back without collecting much.
- Jeni kinda uses her toolbox as a purse. She’ll keep money, make up, etc in there along with her tools. She also has a car catalog, the last one sent to her mail before she left for the astrocitizen program. Jeni sometimes looks at it when she misses Earth.
- She’ll go insane if fed soup too many days in a row.
Also Heres Some Random Comics With Jenine:
These are just little comics I doodled. They’re not meant to have continuity and are more like shorts.
https://clouddander.tumblr.com/post/182373121152/a-random-comic-compilation-of-my-60-parsecs-oc
https://clouddander.tumblr.com/post/182373163097/heres-a-multi-parter-i-made-of-jenine-being-forced
https://clouddander.tumblr.com/post/183415194347/baby-actually-i-think-were-the-aliens-now-jeni
https://clouddander.tumblr.com/post/183755508822/so-then-why-is-he-floating-woooooooo-yea-its
https://clouddander.tumblr.com/post/184144548737/drew-a-pic-where-jeni-and-baby-play-cards-of
*And I don’t wanna spam so there's more on my blog under the “Jenine Jeanne” tag if you wanna see.
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Triumph wants to dominate motocross and enduro racing
By: AdvWisdom Title: Triumph wants to dominate motocross and enduro racing Sourced From: advwisdom.com/a/triumph-wants-to-dominate-motocross-and-enduro-racing/ Published Date: Sun, 25 Jul 2021 14:43:21 +0000
If you’re into motorcycles, you will know all the great things that the British brand Triumph Motorcycles is known for. From the all-conquering Tiger ADV range to classic Bonnevilles, from the mental Daytona 675 Supersport range to the sublime Street Triple range, Triumph knows a thing or two about making motorcycles with mind-blowing capabilities.
Now, however, Triumph is looking to broaden its horizons as the company seeks to get into competitive motocross and enduro motorcycles. To start developing their brand new MX and Enduro (Dual Sport) activities, Triumph Motorcycles has come up with some big plans. The British brand recently announced that it has hired the services of MX world legend Ricky Carmichael and five-time Enduro World Champion Iván Cervantes to develop their comprehensive new range of competitive motocross and enduro machines. The fact that Triumph has teamed up with the likes of Carmichael and Cervantes speaks for the company’s ambitions. You definitely mean business.
Together with legends: Ricky Carmichael and Iván Cervantes
Via: triumph
In case you don’t know the names above. This is what your résumé looks like …
Let’s start with RC. With a record of 15 motocross and five supercross championships, RC is aptly referred to as “The GOAT” of motocross racing. He has won more than 150 races and has been voted AMA Driver of the Year five times during his racing career. RC retired from motocross / supercross racing in 2007, but has since been associated with the sport as many great athletes normally do. You can bet that with their racing know-how and insane driving skills, Triumph will surely be able to create a potent MX screamer.
RC partner in the development project, Iván Cervantes, is no less legendary because the Spaniard is a five-time world champion in enduro racing. At the age of 23, Ivan became the first Spanish rider to be crowned champion in the EnduroGP E1 category. This was followed by three titles in the EnduroGP and one title in the FIM Indoor Enduro World Cup championship. Apparently he also took part in the Dakar Rally. In fairness it can be said that he is the right man for the job.
With Carmichael and Cervantes on board, Triumph is definitely looking at the big picture here. While the company aims to “race and win at the highest level in the sport” with this new development project, the magic of these racing machines will definitely permeate their off-road line of street motorcycles. However, if you’ve driven a Tiger 900 Rally Pro or the Scrambler 1200 before, you know Triumph comes in pretty handy when building off-road motorcycles. And the new development team will only help them improve these products further. At the same time, you can expect a brand new line of motocross and dual sport motorcycles from Triumph to be launched soon. The kind of stuff that brands like Honda, KTM, Kawasaki, etc. are already selling. However, the company’s main goal will be to build racing motorcycles. They signed these multiple championship winners for a reason.
Related: That’s why the Triumph Trident 660 is the best entry-level motorcycle
Which bikes can be expected and when?
Via: triumph
You won’t be seeing Triumph’s new line of motocross or dual sport motorcycles any time soon, although they should be out in a couple of months. What to Expect Well, first of all, Triumph will likely bring lightweight off-roaders – something in the 250-300cc displacement range. However, you can be sure that bigger, more powerful 450-500cc motorcycles will follow suit. In addition, Triumph will also sell these motorcycles to customers. In addition to dirt bikes suitable for competition, street-legal dual sport motorcycles are also produced.
And don’t let the picture above fool you. It is a Tiger 900 Rally Pro which is shown for illustration purposes only.
Related:2021 Triumph Tiger 850 Sport review
An ambitious but promising project
At this point, Triumph’s racing plans sound quite ambitious. However, they respond with full conviction. Time will tell whether your project succeeds or not. But given the company’s efforts, it definitely looks like they will be participating in competitive off-road events and races for a long time to come. Such plans are not made overnight, they must have thought about them long and hard before facing this challenge.
As for Triumph’s experience in racing, Triumph became the exclusive engine supplier for the Moto2 series in MotoGP from 2019. As the only engine manufacturer for the intermediate class of MotoGP, Triumph supplies 765 cc three-cylinder engines to all participating teams. This is the same power unit that does its job in the company’s Street Triple RS Roadster, although it develops over 140 horsepower in the racing bike, making it around 17% more powerful than the production bike. The Moto2 spec motorcycles powered by Triumph’s three-cylinder screamer can reach over 300 km / h (186 mph).
Overall, we expect some great things from Triumph’s collaboration with Ricky Carmichael and Iván Cervantes. Not to mention that the arrival of a new brand in the world of off-road and dirt bike racing will only make things even sharper for us fans.
Ranking of the 10 best Triumph motorcycles of all time
The most successful British motorcycle brand Triumph has been perfecting its motorcycles for more than a century. This is how their best models stack up.
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About the author
Shivank Bhatt (10 articles published)
Shivank’s love of cars and motorcycles led him to switch his career from engineering to writing things about cars. So far he’s doing well as an auto-journo with more than 6 years of experience. That said, he shows his nerdy self more often than not …
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Taren’s Games of the Year!
Another year, another set of amazing games and holy shit did 2017 have some knockouts! Please keep in mind this is based only on games I was able to play and there were a few I missed!
Best Art Direction - Persona 5
Persona 5 is a game that bleeds A E S T H E T I C from every single piece of its body. The games use of a red and black color pallet for the menus as well as incredibly smooth animations and a jazzy, upbeat score make it an incredible sight to behold and a joy to hear. The gameplay is the best yet in the Persona series with the reintroduction to demon negotiation as well as a plethora of abilities unlocked through your confidants. It’s an incredible tight package with a good storyline (though I still prefer 3′s overall story). If you are a fan of RPG’s pick this game up. You will not regret it.
Best Soundtrack - Nier Automata
I need to put a lot more time into Nier Automata than I have. This game has 26 endings and I’ve only scratched the surface so far. What I’ve played has been pretty good and I can tell there’s far more to the story. Combat and visuals look and feel great thanks to Platinum Games compared to the original Nier albeit somewhat simplistic compared to something like a Devil May Cry game. Where Automata has truly stood out to me though is in the music. Every single track in this game has been incredible. One specific track that began to play after the conclusion of a side quest has stuck with me ever since and I’ve begun playing it regularly out of how incredibly beautiful it is. Nier Automata is well worth anyone’s time and is sure to touch your robotic heart.
Best Fighting Game - Tekken 7
Tekken 7 is a beautiful looking fighting game with plenty of content and more on the way. The story mode is silly but fun to go through, there’s an arcade mode, online is tight, and THERE’S BOWLING. Did I mention GEESE HOWARD IS IN THIS FUCKING GAME WHAT THE HELL. Pick this up if you have any sort of love for fighting games. Honorable mention goes to Injustice 2 which I did not get the chance to play but since launch is adding Hellboy AND the Teenage Mutant Ninja Turtles to the roster.
Best Shooty Game - Splatoon 2
Splatoon 2 is more Splatoon with more content. More maps, more weapons, more missions, more game modes, more character styles and customization. More EVERYTHING. Updates are free and the game is still as fun as the original with many different ways to play and a great twist on shooting games as a whole where your primary target is the map rather than the enemies. Honorable mention goes to Wolfenstein 2: The New Colossus which I did not get the chance to play yet but I’ve heard many good things about. You get to shoot nazis so it gets an A in my book.
Best Racing Game - Mario Kart 8 Deluxe
This is kinda cheating as it’s sorta a rerelease of MK8 but Deluxe adds a proper battle mode now as well as a few new characters and all dlc included so I’m counting it anyway. This game is excellent. I have had so much fun with this game and being able to take my Switch to a friend’s place and both of us use a Joycon to have a few rounds is a total blast. Every single course is beautiful and fun as hell and the music for some stages is incredible. If you enjoy playing racing games with friends, don’t pass up this one.
Best 2D Platformer - Sonic Mania
Holy fuck. Sonic Mania is so good. From the visuals, to the music, to the gameplay, everything about it is tight and a blast from start to finish. The game is an excellent return to form for Sonic and the team of fans behind this have shown the world that Sonic can still go fast.
Best 3D Platformer - Mario Odyssey
HERE WE GO. OFF THE RAILS. DON’T YOU KNOW IT’S TIME TO RAISE OUR SAILS. IT’S FREEDOM LIKE YOU NEVER KNEW. Mario Odyssey is my first 3D Mario game ever and I have to say, It’s p good guys. Platforming is incredibly tight, levels are super varied and interesting, exploration is greatly rewarded, and there are so many different abilities at your disposal. The base story of the game can be fairly short depending on how you play through it but the game has hundreds of challenges for you ranging from reaching areas, solving puzzles, racing RC cars, to so much more. It’s a game that screams fun and becomes an incredibly enjoyable challenge once you start searching for those harder moons. Honorable Mention goes to A Hat in Time, a game that looks so incredibly cute and I’ve heard nothing but good things about from friends.
Best Game I Played this Year that Came Out Last Year - VA-11 HALL-A
Va-11 Hall-a. If anyone ever asks me what my aesthetic is I just need to point to this game. The music, the art style, the characters, the setting, everything about this game clicks with me on a personal level that I adore. The premise is fairly simple: you live in a cyberpunk future under a shitty government. You aren’t here to cause a big change in this world but rather to serve drinks for the people who live in it. As you do you’ll learn more about your patrons, the world, and even your player character, Jill. The gameplay isn’t too involved but can have some interesting effects on the story which is the main star of this Visual Novel. The main story and sub stories of this game are some of the most relatable and enjoyable ones I’ve seen in a while from a game and I loved every single one. It requires you to pay attention and remember certain conversations to see how people connect to each other and understand each person’s motivations. There was never a dull point in this game and I can not recommend it enough. Please buy VA-11 HALL-A. It’s time to mix drinks and change lives.
Best Game of the Year - Gravity Rush/The Legend of Zelda: Breath of the Wild
Okay I’ve been stuck with this decision for the entire year and I still can’t decide between these two. They are both masterpieces and deserve high praise, so let’s go over them both.
Gravity Rush 2 is the sequel to the original Gravity Rush and improves on it in every possible way. The world is beautiful with a cel shaded sort of art style and strong use of color to give each area a different feeling. Music throughout the game is absolutely incredible and the story gives an excellent conclusion to what began in the first game. Combat and maneuvering are greatly improved and the game is simply fun to explore and experiment different ways of using your powers. The characters in Gravity Rush 2 are top notch and found myself loving each one for their unique personalities. Kat is an excellent protagonist and the feeling of flying between buildings, hopping from place to place gracefully is incredible. I can not recommend Gravity Rush 2 enough and think it is a must have for any PS4 owner.
Breath of the Wild is my first ever Zelda game and holy shit am I hooked. This game feels so incredible to play and the world is incredibly beautiful and fleshed out. There’s insane amounts of detail to all the different ways you can approach problems and the feeling of experiencing a world that both you and your character know nothing about and have no requirement to go a specific direction at the start is an incredible feeling. The game rewards exploration and experimentation and tells a story through recovered memories that tie into the present day beautifully. The soundtrack is understated and usually small piano melodies but when things get intense turns into these wild mixtures of techno and classical music. I loved every moment of learning my way through the world and discovering new challenges and quests. If you own a switch or wii u buy this game. It is incredible.
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Use Angular and NativeScript to Build a Web and Mobile Application
Angular has been around for a few years now and since its release it has been useful when creating many different categories of applications, including web as well as mobile. The problem, at least for me, has always been that the experience for creating these various applications has been inconsistent and often confusing even though the driving technology has always been the same.
Things have gotten better now that custom schematics can be used with the official Angular CLI. So what does that mean for us? We can take a project created with the Angular CLI, add a schematic, let's say for NativeScript, and end up with CLI compatible for both web and mobile.
We're going to see how to use the Angular CLI to build a web and mobile compatible application with the NativeScript schematics.
Install the Required Global NPM Dependencies
Before we can create and maintain NativeScript applications from the Angular CLI, we need to make sure we have the appropriate global NPM dependencies available on our computer. Assuming that you already have Node.js installed and configured, execute the following from your command line:
npm install -g @angular/[email protected] npm install -g @nativescript/schematics npm install -g nativescript
The above commands will install the Angular CLI, the NativeScript CLI, and the NativeScript schematics for the Angular CLI. You have to remember that the schematics are only for creating and maintaining projects. The NativeScript CLI is still required for building and deploying the mobile applications.
Take note of the version of the Angular CLI being used. As of right now, 06/29/2018, beta.2 and rc.0 have some bugs that are scheduled to be fixed in rc.1. Until then, make sure you're using beta.0 instead.
We won't get into it in this tutorial, but your computer must also be configured for Android and iOS development if you wish to build locally. If you wish to do a cloud build and skip all the Android and iOS setup, you can check out NativeScript Sidekick.
Create a New Angular CLI Project with NativeScript Support
With the proper dependencies in place, we can add NativeScript support to an Angular CLI project. While you can do it to an existing project, we're going to start with a fresh project for simplicity. From the command line, execute the following:
ng new angular-project
The above command will create a new Angular project, which by default, will be for web applications, not native mobile applications. We can add mobile application support by using the following, very simple, command:
ng add @nativescript/schematics
Make sure you had navigated into your project before executing the command above. You have to be in a project that was created with the Angular CLI, so if you had created a NativeScript project with the NativeScript CLI, I don't think schematics can be included.
In the scenario that you're truly creating a fresh code-sharing project, you can create an Angular with NativeScript project using the following single command as an alternative:
ng new --c=@nativescript/schematics --name=angular-project --shared
However, if you're adding schematics to an existing project, the prior command should be used. More information on the schematics for NativeScript can be found in the official @nativescript/schematics repository.
Understanding the Schematic Changes and Process for Angular Development
When you add the NativeScript schematics to your Angular project, you'll notice that it created quite a few files and even altered a few of the configuration files. Your original project should be in tact, so don't worry about something destructive happening.
The most obvious thing that you'll notice is that you have some .tns.ts and some .tns.html files. At first glance you'll probably think that you now have to manage two different code-sets, which is not entirely true. NativeScript is a native mobile application framework which means you can't use standard HTML markup for the UI. For this reason, yes you do have to maintain a web UI and a NativeScript UI. When it comes to the TypeScript, you could have a web version and a NativeScript version for everything, but you don't need to. Where it makes sense is in the modules and routing areas since there are services like NativeScriptRoutingModule and RoutingModule which accomplish the same, but are specific to platform.
Have I confused you yet?
Let's modify our new project so that we can see the power of having so many platforms under "almost" a single CLI. Starting with the project's src/app/app.routing.tns.ts file, clone it to src/app/app.routing.ts and make it look like the following:
import { NgModule } from '@angular/core'; import { RouterModule } from '@angular/router'; import { Routes } from '@angular/router'; const routes: Routes = [ { path: '', redirectTo: '/players', pathMatch: 'full' }, ]; @NgModule({ imports: [RouterModule.forRoot(routes)], exports: [RouterModule] }) export class AppRoutingModule { }
If you haven't noticed, the differences are in the naming of the modules being used. Since this file is for the web, we have removed the tns from the filename and used the vanilla Angular modules.
We're not quite in the clear yet. We need to alter our project's src/app/app.module.ts file to be more in line with the NativeScript version:
import { BrowserModule } from '@angular/platform-browser'; import { NgModule } from '@angular/core'; import { AppRoutingModule } from './app.routing'; import { AppComponent } from './app.component'; import { BarcelonaModule } from './barcelona/barcelona.module'; @NgModule({ declarations: [ AppComponent, AboutComponent ], imports: [ BrowserModule, AppRoutingModule, BarcelonaModule ], providers: [], bootstrap: [AppComponent] }) export class AppModule { }
If you're coming from an established Angular project, you'll likely be playing catchup with the NativeScript version instead. In other words the reverse of what we're doing.
The last step is to fix up the src/app/app.component.html file. As of now, June 2018, we have a default landing page with no routing in our Angular project. We need to finish with the routing setup. In the project's src/app/app.component.html, replace everything with the following:
<router-outlet></router-outlet>
We're only trying to match the behavior between the two applications. Since the application is fresh, the NativeScript version accomplished a lot more than the web version. The initial content further validated this.
At this point our project is done, but what if we wanted to use the Angular CLI going forward with our project? How about we create a new component with the following command:
ng g component about
The above command will use the CLI to create a component called about and as a result you'll end up with the following:
src/app/about/about.component.css src/app/about/about.component.html src/app/about/about.component.tns.html src/app/about/about.component.ts src/app/about/about.component.spec.ts
Where I'm going with this is that you can use the Angular CLI like you would any other Angular application. You'll end up with a .tns.html file that you can add your custom UI for mobile to. There are plenty of other commands beyond generating components, so don't feel that you're limited.
Running an Angular CLI Project on Android or iOS with the NativeScript CLI
With the project created, altered, and ready to go, we can worry about running our application. In its simplest form, we can test that the project still works as a web application. From the command line, execute the following:
ng serve
When the command completes, you can visit http://localhost:4200 in your web browser to see it in action. To run the application on a mobile device, you can similarly run the following:
tns run ios --bundle
The above command will run the application on iOS. You can easily switch the ios part for android if that is better for you. The most important part of the command is the --bundle. If you don't bundle the application, it will crash with a lot of confusing errors.
Conclusion
You just saw how to use the Angular CLI with a NativeScript Android and iOS application. This was a long awaited and insanely requested feature by both the Angular and NativeScript community. Having separation of CLIs for development that used Angular was doing no one any favors.
It is important to remember that NativeScript projects build native mobile applications. For this reason you can recycle your logic, but separate UI components must exist. Even though it sounds like a bad thing, it is a good thing because you can give your mobile and web applications a separate, but very polished user experience. If you want to give NativeScript a quick try, check out the NativeScript Playground. You can build your first truly native mobile app deployed on your own device in 3 minutes.
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Enlarge / Nintendo Labo looks like a trip.
Nintendo
Nintendo has announced a new build-your-own-accessories line for the Switch console, dubbed Nintendo Labo. It will arrive on April 20 worldwide.
Labo’s two playsets, the $69.99 Variety Kit and the $79.99 Robot Kit, will come with marked cardboard sheets that must be punched and folded by players. The foldable parts resemble everything from pianos to fishing rods, along with a full-body robot outfit, and they accept both the Switch console and its Joy-Con controllers in various slots.
Nintendo Labo will combine the Switch console, its Joy-Con controllers, and buildable cardboard sets.
The debut video shows how to put the piano set together. Start with individual, foldable cardboard pieces.
Getting closer.
It’s missing something.
Oh, right. The Switch.
There’s also a slot for a Joy-Con to be inserted, visible here on the left.
Many other modes were shown, including this insane fishing-rod rig. Take that, Sega Bass Fishing!
Work a foot pedal with a Joy-Con inserted.
Make this cardboard person walk solely by controlling the Joy-Con’s rumbling.
More vibration-based controls.
Put it together.
The Robot Kit looks quite large.
That’s an intense backpack.
Nintendo has a name for the resulting toys that players create by combining cardboard and hardware: Toy-Cons. (Get it?) Other Toy-Con possibilities include a motorcycle steering mechanism, RC cars, an interactive Toy-Con house (with a pet inside that you’ll take care of), and a series of “make the Joy-Cons vibrate to move cardboard characters around” figures. Each Toy-Con will utilize various sensing mechanisms of the Switch and Joy-Cons. For example, the 13-key piano will utilize the right Joy-Con’s infrared camera to identify presses of piano keys and manipulations of any “knobs” you assemble and add to the piano.
The Robot Kit looks decidedly more complex, complete with a series of strings and levers, and it’s designed to be worn like a backpack along with a helmet and foot attachments. (Perhaps this full-body rig is what Nintendo had in mind when the company recently said it wasn’t all that interested in virtual-reality development.)
Each playset will come with compatible software, as well, though exactly how many modes will come with each kit is currently unclear. In the Robot Kit’s case, that software largely resembles a long-teased “Project Giant Robot” game that Nintendo legend Shigeru Miyamoto had previously talked up for an eventual launch on the Wii U. That game appears to now have new life as part of the Nintendo Labo series.
Robot Kit.
Variety Kit.
A better look at how the cardboard sets look before being disassembled.
Designed for kids to be able to assemble.
Piano time.
An additional “Customization Kit” will be offered by Nintendo, complete with stickers, stencils, and colored tape, for $9.99. You can also, of course, grab your own markers and paints to customize your cardboard parts as you see fit.
Nintendo offered fans roughly 12 hours of advance notice before this announcement, claiming that they were about to unveil “a new interactive experience for Nintendo Switch that’s specially crafted for kids and those who are kids-at-heart.” This was preceded a day earlier by a Ubisoft staffer’s claim that Nintendo’s Wednesday would “explode the Internet.”
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New Post has been published on http://www.travel.boozted.com/2018/09/21/expat-in-philippines-manila-immigration/
EXPAT IN PHILIPPINES : MANILA IMMIGRATION
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