Wednesday, March 4, 2020

Arma 3: Apex Edition Free Download

Arma 3: Apex Edition - is an open-world, military tactical shooter video game with some new factions, weapons, developed and published by Bohemia Interactive. It was released for Microsoft Windows in September 2013.


Enlist for active duty with Arma 3 Apex Edition and be deployed to a brand new warzone. With its distinct geographical features, the South Pacific island archipelago of Tanoa introduces fresh opportunities for all types of combat operations. Engage in Arma 3's tactical gameplay, where movement, shooting, and teamwork truly matter, and make use of the new vehicles, weapons and gear to overcome the challenges of a hostile foreign terrain and the Apex expansion represents the pinnacle of over 15 years of Arma development.
1. FEATURES OF THE GAME

Featuring Tanoa. Home to tropical vegetation, Unique landmarks, a rich history, and feats of Modern engineering.
• New characters: Tanoan and Chinese, Protocols: French, French-English, and Chinese plus Environment Assets.
Epic Props for Content Creators, a Tanoa Zeus Game Master Scenario, and the Arma 3 Apex Official Soundtrack.
Gendarmerie Faction, Tanoa local Law enforcement Agency armed with a Protector 9 mm Sub-Machine GunPath.
New Faction, 13 New weapons & New Uniforms. NATO and the CSAT face resistance from a criminal organization.

Game is updated to new version

Included

▪ Arma 3: Apex Edition - Zeus Content
▪ Arma 3: Apex Edition - Karts Content
▪ Arma 3: Apex Edition - Tanks Content
▪ Arma 3: Apex Edition - Helicopters Content
▪ Arma 3: Apex Edition - Marksmen Content
▪ Arma 3: Apex Edition - Apex Content
▪ Arma 3: Apex Edition - Laws of War Content
▪ Arma 3: Apex Edition - Jets Content
▪ Arma 3: Apex Edition - DLC Bundle 1 Content
▪ Arma 3: Apex Edition - DLC Bundle 2 Content
▪ Arma 3: Apex Edition - Malden Content
▪ Arma 3: Apex Edition - Tac-Ops Mission Pack Content

2. GAMEPLAY AND SCREENSHOTS
3. DOWNLOAD GAME:

♢ Click or choose only one button below to download this game.
♢ View detailed instructions for downloading and installing the game here.
♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount ISO files.

ARMA 3: APEX EDITION DOWNLOAD LINKS
http://pasted.co/af29b5ae      
PASSWORD FOR THE GAME
Unlock with password: pcgamesrealm

4. INSTRUCTIONS FOR THIS GAME
➤ Download the game by clicking on the button link provided above.
➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
➤ Once the download has been finished or completed, locate or go to that file.
➤ To open .iso file, use PowerISO and run the setup as admin then install the game on your PC.
➤ Once the installation process is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.
Temporarily disable your Antivirus or Windows Defender to avoid file corruption & false positive detections.









5. SYSTEM REQUIREMENTS:
(Your PC must at least have the equivalent or higher specs in order to run this game.)
Operating System: Microsoft Windows 10 | Windows 8.1 | Windows 8 | Windows 7 | 64-bit
Processor: Intel Dual-Core 2.4 GHz or AMD Dual-Core Athlon 2.5 GHz or better
Memory: at least 4GB System RAM
Hard Disk Space: 32GB free HDD Space
Video Card: NVIDIA GeForce 9800GT | AMD Radeon 5670 | Intel HD 4000 512 MB VRAM
Supported Language: English, French, Italian, German, Spanish, Polish, Russian, Czech, Portuguese, Turkish, Korean, Japanese, Simplified Chinese, and Traditional Chinese language are available for this video game.
If you have any questions or encountered broken links, please do not hesitate to comment below. :D

I Will Be Speaking At EGLX In Toronto!

#SuzyCube #gamedev #indiedev #madewithunity @EGLXofficial 
EGLX is coming to Toronto from October 26 to the 28th and I will be giving an updated version of the talk I gave in Ottawa for CGX a few months ago! 
Read more »

Monday, February 24, 2020

Storium Theory: Limiting Your Limitations

Today, I'd like to write a bit about something that I think we all do as narrators from time to time: Limiting the options that players have for writing about a situation.

Limits are good. Limits, at their base, are a way of ensuring that the scene has focus. When we set up a challenge at all, we are putting limits on the scene in general - limits of saying "the scene is now about this problem, and it needs to be addressed." We're defining what the actual problem is, and to some extent unavoidably defining the sort of things that can be done to address the problem.

But it's important to recognize when we take these definitions too far.

I've been playing a roleplaying game outside of Storium recently, using some pre-prepared scenarios that I found, and I've been struck by something in reading those scenarios: Oftentimes, they focus extensively on what definitely won't work. They spend a lot of time discussing why the players should absolutely not try a particular tactic with a situation, and how many brick walls can be thrown in their way should they dare to attempt such a thing. They're not quite set up to allow only one path forward, but they dwell a lot on why solutions A, B, C, D, E, and F are all terrible ideas that will only increase the scenario's difficulty. They show the walls, not the paths forward.

I've noticed a similar mindset subtly sneaking into Storium games at times. In our challenge setups or narration, we can sometimes spend time focusing on what won't work - on the walls set up in the way of particular solutions. Maybe we show the player characters trying a solution and discovering it won't work in the opening narration. Maybe we just describe something as impossible on the card or in the outcomes or in the narration.

Sometimes, this is fine. Sometimes, this is appropriate.

But it is definitely something we should question.

Storium works best, I have found, when players have enough information to focus their writing without limiting their ideas. That is: The problem is well-defined, but the solutions are left as open as possible given the problem at hand.

If the problem is a powerful wizard who the heroes need to get past to get to their goal, the solutions could potentially involve all sorts of things - maybe the heroes manage to fight the wizard and drive him away, maybe they evade his attacks and race beyond him into the fortress. Sometimes, limiting those options is perfectly appropriate...but it's important to be careful just how far you take the limitations. For instance, it might be appropriate to say that the party has to fight the wizard, because he's set up a magical barrier over the exit or because it's just too dangerous with him raining magic around the area. But further defining that the wizard is absolutely invulnerable to non-magical attacks himself is probably going to take it too far - it'll most likely make players of non-magical characters struggle a bit to figure out how to participate in the fight. Or, alternately, it might be appropriate to say that the wizard can't be killed and the characters need to escape - the wizard is just too powerful and his defenses too strong. But it'd take it too far to say that his attacks are unstoppable and his defenses are so strong he can't even be shaken by the characters at all, most likely, because again, it seriously limits what players can write and the ideas they can come up with for the scene. Some characters might have things they can realistically write to make just running away interesting, but others might really need to be able to provide some cover for the others or manage to disrupt the wizard for just a moment (or at least, attempt to do so and get turned aside, if they're playing a Weakness).

Similarly, consider an investigation. Maybe you're asking players to find information on a criminal gang that has troubled the area. That's fine. But if you go to the extent of saying that the other gangs in the area definitely won't share their information, or that police contacts are totally mystified and have no knowledge of the gang at all, well, that's probably going to cause people some trouble. You're limiting the ways that players can write the scene, and that's likely to make it tougher for them to come up with ideas.

Remember: Storium is about helping people write. The things that you put in your narration should encourage writing, not oppose it.

That's not to say that you should totally avoid limitations. Yes, there are times that they fit the story. If it's expressly established that the gang is totally new to the area, for instance, it makes sense that the heroes might not be able to trust contacts that would be working from existing knowledge...but how are the heroes able to get the information? Word the challenge in such a way that you reveal the possibilities rather than set up the walls. And don't just give one option! Show a wider field of openings, something that lets the players still have room to get creative on their own.

And remember to ask yourself: What is this challenge actually about?

In the case of the gang, for instance: Is the question really about who the heroes are able to go to for the information they need? Or is it just about what they are able to find out? If the latter...does it really matter whether they are able to use their contacts with the police? Or is the question just about whether they find information about the gang in the first place?

I want to be clear: Sometimes it does matter how the players are able to accomplish something. Sometimes that can be a problem you need to address as narrator. Sometimes it can cause trouble for a plot if players are allowed to do things a certain way, even if that way fulfills the overall concept of the challenge. That's very true.

But not all the time.

Not even the number of times we as narrators think it is true.

So...when you're setting a challenge up, take a good look over the card and narration associated with it. Look over what you've written, and ask yourself:
  • Have I set up any limitations here I didn't intend to? Are there places where I suggest something is impossible where I didn't mean to?
  • Have I set up limitations that I intended to...but that on second thought, really don't matter? Are there places where I have put limits that will make my players struggle to write, rather than providing useful focus?
If the answer to any of those questions is "yes," think about what you can do to open things up for the players. You still want the challenge to be focused...but focused and limited are two very different things.

Sunday, February 23, 2020

Curved Region Rendering

Around a month ago I had an idea in my head: a voronoi grid modified to have rounded cells that change in size. I made an attempt here for single cells changing size. The next step was to merge cells together, as I had done on this project. I decided that the way to demo this would be to simulate some kind of belief/cultural systems that spread over time across a map. I tried this here.

Screenshot of influence map experiment
Simulation

It didn't go well.

What happened? I think the problem was that I had three unknown elements in this project:

  1. Simulation with the simplest rendering code I could get away with. Figure out what simulation rules are interesting and cool.
  2. Rendering isolines on a triangle mesh.
    Isoline on triangle
  3. Rendering curved isolines on a triangle mesh, using Bezier curves.
    Bezier isoline on triangle

In trying to figure out all three at once, I didn't do a good job on them. I should have instead focused on one at a time. I ended up succeeding with #2 when I learned about and implemented the Meandering Triangles algorithm, and also built a little interactive visualization that helped me understand how the algorithm works. I failed with #1, having tried several algorithms but not finding one that I liked. I realized towards the end of the week that #1 was a red herring; I didn't need a simulation at all, as I really just wanted curved regions. I also failed at #3, having tried some experiments but never finding what I wanted, and also rejecting Chaikin Curves for reasons I can't remember. Since I really wanted the curved variable sized regions, I should have spent more time on #3 and less on #1. I ran out of time on this project so I'll leave #1 and #3 for another day.

You can see the animation I ended up with.

What do I mean "I ran out of time"? That's the next blog post!

Thursday, February 20, 2020

TicWatch Pro 2020 Smartwatch Offers Minor Tweaks Instead Of A Radical Redesign - Ars Technica

TicWatch Pro 2020 smartwatch offers minor tweaks instead of a radical redesign

Oceanhorn On Nintendo Switch - OUT NOW!


Today, Oceanhorn is being released on Nintendo Switch!



Nintendo Switch is an amazing video game console and when I first got my hands on it, I immediately fell in love with it. The ability to go from portable mode to TV works flawlessly, and it all comes down to the genius design of the console. Nintendo has nailed the screen size of the device, to diminish the disparity between the modes – making sure the same game works perfectly on both modes. We investigated a lot of this when we ported a portable game (iPhone, iPad) to the big screen for PC and consoles and it is not as simple as it sounds. People have different expectations when it comes to big screen titles.

Oceanhorn on Switch is probably the most definite version of the game. The game is based on the remastered PC version of Oceanhorn and you can play it in both portable and TV mode. The game runs beautifully 60 fps / 1080p in docked mode and equally impressively 60 fps / 720p in portable mode. The game includes an amazing soundtrack from the industry legends Nobuo Uematsu and Kenji Ito, and our own brilliant composer Kalle Ylitalo. Voice talents range from Ray Chase (Final Fantasy XV, Noctis) and Kevan Brighting (Stanley Parable, Narrator) to Fryda Wolf (Mass Effect Andromeda, Sara Ryder). We could not be more excited to give Nintendo fans a chance to enter the world of Oceanhorn.

Oceanhorn on Switch is probably the most definite version of the game.

From the personal perspective of a small indie developer, this moment feels historical. Like many others, I grew up with Nintendo consoles and games, and this Kyoto-based company will always have a special place in my heart. Nintendo has played a crucial part in the history of video games ever since the dawn of home consoles, and they keep setting the standard for video game entertainment from one decade to another.

From this love and admiration, comes my driving force to cherish the experiences I had in my childhood. I got into making video games, because of the ever-inspiring experiences such as Final Fantasy, Chrono Trigger, Secret of Mana, and Zelda.

Oceanhorn is a game for the Nintendo fans, because it was made by a bunch of them. We are well aware that it is a smaller title and a different title from many of the console experiences that inspired it – but I truly believe that we were able to capture some of the essence of the classics in this game, as well as establish Oceanhorn as a franchise of its own.

Have a great adventure, Switch owners!

Heikki Repo
The creator of Oceanhorn

The Nocturnal Financier

I may be a lot of things, but I'm essentially a Capitalist. A Capitalist believes in nocturnal finance. The way you retire is to have your money work for you while you sleep. For many, that's a 401K, but for the small business owner, it's the exploitation of labor, to quote Marx. Most small business owners have little in savings, and I'm ashamed to say, I'm not an exception.

To be a Capitalist is to put your eggs in the nest of others, hoping they'll warm and nurture them in exchange for payment. It's also to accept the rightness of your willingness to work for others back in your day as a nest warmer. That's the main difference between my nest egg and the nest egg of an employee. Rather than relying on the numerical supremacy of an index fund, I let some kid in their 20's, with little nest sitting experience, sit on my valuable eggs. Hopefully you discover the cracks early enough.

This Capitalist egg sitting may seem to fly in the face of the general social welfare, but I believe we can work towards a more equitable society while insisting people take the initiative to improve their individual situation. Only a cretin truly believes there's a level playing field. The game is rigged. Sometimes it's rigged in my favor but most of the time, not so much. I like the game, but it is a system designed by the winners to keep them winning. I know we can fix the game with a well thought out expansion (with a lot more players), rather than tossing the game (an egg toss).

I vacuumed my million square feet to get to my exalted seat known as "the middle." If I can keep the balls in the air long enough, I may slowly recede from my business while others do the heavy lifting. Because I have a bad back from that heavy lifting and no workers comp insurance. If I can raise up, mentor, or at least pay well my employees along the way, I consider that a double victory. One manages a game store now. Another is head buyer at a major distributor. I am a stepping stone, so I can't take credit for their victories, but I hope we came together to build something wonderful that positively impacted their future.

All of this could come crashing down with a couple bad months. Perhaps I injure myself. I have key man business insurance if I die, but a good maiming? Not covered. Perhaps a national tragedy keeps people at home. A major Bay Area earthquake, long overdue, could eliminate my entire community in a moment. There is no backup plan, no unemployment, no explaining the situation to the boss. The vast majority of my nocturnal capital is tied up in worthless cardboard. Does this instability and painful chance of failure make the true socialist feel any better about my exploitation? Doubtful, but there it is.

The restless sleep of the nocturnal financier means you're never quite rested. I taught my young nephew the phrase, "I'll sleep when I'm dead!" It angered his mother, but it should be the mantra of the small business owner. No safety net. No rest. No real time away. The boss is a jerk. The customers are unreasonable. The employees are stealing. Your partners carry knives for the inevitable stab to the back. I can't imagine life any other way, and if I had to have my labor exploited again, if I had to mind someone else's eggs, I would be longing for the sleepless nights of the nocturnal financier.