- 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
- 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
- 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
- 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
- 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. - 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
- 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
- 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
- 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. - 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
- 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
- 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
Friday 29 March 2019
Top 12 Highest Paying URL Shortener 2019: Best URL Shortener to Earn Money
Why Do You Play Games?
One of the first points discussed by Togelius is about the question I already brought many times in this site: why do we play games? It's not easy to answer (and we have many different views for this subject) but I think it's essential to gather multiple points of view to create a more solid opinion.
Togelius launches the question: why do you play games? And starts his answer with a very interesting argument that most of the time we are playing games for many reasons but all the time – despite the game we are playing – we are doing an exercise of intense planning.
Below, I want to share this excellent content from his book and recommend the reading for all the followers of this site:
Why do you play games? To relax, have a good time, lose yourself a bit? Perhaps as a way of socializing with friends? Almost certainly not as some sort of brain exercise. But let's look at what you are really doing: You plan. In Chess, you are planning for your victory by imagining a sequence of several moves that you will take to reach checkmate, or at least capture one of your opponent's pieces. If you are any good, you are also taking your opponent's countermoves into account and making contingency plans if they do not fall into your elaborately laid traps. In Super Mario Bros., you are planning wheter to take the higher path, which brings more reward but is riskier, or the safer lower path. You are also planning to venture down that pipe that might bring you to a hidden treasure chamber, or to continue past it, depending on how much time you have left and how eager you are to finish the level. You may be planning to eat the power-up that lets you get through that wall so you can lick a switch that releases a bean from which you can grow a beanstalk that lets you climb up to that cloud you want to get to. In Angry Birds you are planning where to throw each bird so as to achieve maximum destruction with the fewest birds. If you crush the ice wall with the blue bird, you can then hit that cavity with the black bomb bird, collapsing the main structure, and finish off that cowardly hiding pig with your red bird. (TOGELIUS, 2019, kindle edition – position 412)
#GoGamers
Reference:
TOGELIUS, Julius. Playing smart - on games, intelligence, and artificial intelligence. London: The MIT Press, 2019.
World Of Warcraft To Casual Gaming
It's ironic how addicts always start out saying "I wouldn't say I'm addicted" or "I can quit whenever I want" so I guess the logical way to start would be... I wouldn't say I was addicted to World of Warcraft. However, at one point in time in my life I practically played every night. Jokes aside, I only had one max level character with 30-40 days spent in game. To you non-WoW players that sounds like an extremely long time, but I assure you, that isn't that bad.
MMO History
Prior to WoW I played Final Fantasy XI, and prior to that it was EverQuest so WoW wasn't my first. I've always had troubles staying interested in games so you can imagine how ADD I get with MMORPG games and their huge worlds. I started playing the original WoW (WoW gamers call it Vanilla) with some friends of mine, but also tried Shadowbane and Guild Wars among others during the same time. I couldn't even play Shadowbane because I'd be dead within a minute of logging into the game. This seriously pissed me off and I quit the same day as installing. I can't remember why I didn't stick with Guild Wars... which isn't a good sign.
WoW... A Love/Hate Relationship
I tend to bounce around with games. WoW was so appealing initially because of my friends. After playing for months I became immersed with the lore, history and world. At this same time grinding became tedious, I was constantly getting ganked (killed by other higher level players), some friends dropped out of the game and my other friends reached level 60 (which was the max level at the time).
This is where I started having a hard time staying interested. I started taking breaks from the game and even cancelled my membership a couple of times. I loved the game but felt like I couldn't ever enjoy it because it took too much time to play. Gaining a level seemed to take forever, and I was really getting sick of other players killing me. I had enough!
I was maybe gone from the game for a year until I had to travel an entire month for work alone. With no friends around I decided to reinstall WoW. This time I chose a Player vs Environment (PvE) server versus a Player vs Player (PvP) server so I wouldn't get ganked. This changed everything for me. I loved the game considering I could actually experience it. I even got to the end game content of Vanilla WoW and Burning Crusade (first expansion) and was playing probably an average of 5 nights a week.
Back then I had never heard of the Bartle Test, but I wasn't choosing the right experience to fit my gaming psychological profile. I'm a total social explorer, and only want to PvP when I felt like it.
Life Changes
During my 2-3 years of playing 5 nights a week I had a lot of changes in my life. I met a beautiful woman, bought a house and married that same woman. (I know, I know... I'm shocked she stayed with me too.) During these changes my WoW time was on the decline. I was now only playing a couple nights a week until my wife was pregnant. My free time was about to get drastically shorter, and I couldn't spend hours committed to raiding with a group of people that I didn't even physically know.
I decided to quit... cold turkey. I just uninstalled WoW, and cancelled my subscription just before the baby was due.
Mobile Gaming... What a Joke, Right?
My son was born and I got my first Android device (Samsung Epic 4G) around the same time. I started downloading games but I hated "casual" games. I didn't want to build some city with cute graphics, have a virtual farm or manage a zoo. I wanted adventures, battles and epic loot! I disliked "casual" mobile games, but at this time I was judging "casual" in the term of context, not the amount of time it took to play them.
Enter Pocket Legends
I was on a gaming site one day when I stumbled across a trailer for Pocket Legends. Pocket Legends is a Massively Multiplayer Online Role Playing Game (MMORPG) like WoW but catered to short sessions versus the hours upon hours WoW required. It was as if the guys at Spacetime knew about my changing life, the emerging mobile market and said "Don't worry Ben... we've created a game just for you." This completely changed my perception on casual.
If you haven't played Pocket Legends, then download Arcane Legends (on either iOS or Android) and give that a go. It's from the same developer (Spacetime Studios) and has only improved on the solid foundation that Pocket Legends built.
I was now rocking my newborn son in the middle of the night in one hand and was questing in Pocket Legend with the other. In fact, if I was trying to get my son to sleep I was most likely also playing Pocket Legends. Don't judge me. :-)
This was also the first F2P mobile game that got me to spend money. I was always tempted with sales and new equipment so I think I purchased virtual currency three separate times.
A Casual MMO, You Say?
I never thought a casual version of WoW could exist, but as I get older I see more and more value in creating meaningful experiences that can be digested in less time. Don't let "casual" scare off you hardcore players who are reading this. I too enjoy longer gaming sessions when I can. Just because you can have a meaningful experience in minutes doesn't mean this game can't be played for hours. In fact, if I was playing PL during the day I often played for much longer than I anticipated.
This Is Not Goodbye, This Is Redesigning
Some people reading this might think, "This poor guy... he's on his way out of gaming/MMO's and doesn't realize it." Wrong! We're all witnessing drastic changes in technology. Games and gamers are just adapting with new technology. We're entering a time when we shouldn't live with parameter constraints. Think about servers... companies were required to have their own with a set bandwidth or limit of space. Now everything can be hosted in the Cloud and scale with use. Servers aren't going away, they're just adapting. In the same sense why should I be required to set aside an hour to game if all I have is 15-20 minutes? Why do I need to be anchored in front of my TV? Why can't I get a game on the platform of my choice (because of exclusivity)? Games (when applicable) should adapt to the player, not vice versa.
I'm not here to tell you consoles are dead, "AAA" games are doomed, publishers are going away or there aren't as many hardcore gamers anymore. I just think games can be more successful if we provide gamers with a scaling game design for the various platforms or technologies that are available. Keep this in mind with your next game and you might be surprised.
If you'd like to talk about this or any other games you can find me here at my blog or on Twitter.
Thursday 28 March 2019
In Reviews We Trust — Making Google Play Ratings And Reviews More Trustworthy
Posted by Fei Ye, Software Engineer and Kazushi Nagayama, Ninja Spamologist
Google Play ratings and reviews are extremely important in helping users decide which apps to install. Unfortunately, fake and misleading reviews can undermine users' trust in those ratings. User trust is a top priority for us at Google Play, and we are continuously working to make sure that the ratings and reviews shown in our store are not being manipulated.
There are various ways in which ratings and reviews may violate our developer guidelines:
- Bad content: Reviews that are profane, hateful, or off-topic.
- Fake ratings: Ratings and reviews meant to manipulate an app's average rating or top reviews. We've seen different approaches to manipulate the average rating; from 5-star attacks to positively boost an app's average rating, to 1-star attacks to influence it negatively.
- Incentivized ratings: Ratings and reviews given by real humans in exchange for money or valuable items.
When we see these, we take action on the app itself, as well as the review or rating in question.
In 2018, the Google Play Trust & Safety teams deployed a system that combines human intelligence with machine learning to detect and enforce policy violations in ratings and reviews. A team of engineers and analysts closely monitor and study suspicious activities in Play's ratings and reviews, and improve the model's precision and recall on a regular basis. We also regularly ask skilled reviewers to check the decisions made by our models for quality assurance.
It's a big job. To give you a sense of the volume we manage, here are some numbers from a recent week:
- Millions of reviews and ratings detected and removed from the Play Store.
- Thousands of bad apps identified due to suspicious reviews and rating activities on them.
Our team can do a lot, but we need your help to keep Google Play a safe and trusted place for apps and games.
If you're a developer, you can help us by doing the following:
- Don't buy fake or incentivized ratings.
- Don't run campaigns, in-app or otherwise, like "Give us 5 stars and we'll give you this in-app item!" That counts as incentivized ratings, and it's prohibited by policy.
- Do read the Google Play Developer Policy to make sure you are not inadvertently making violations.
Example of a violation: incentivized ratings is not allowed
If you're a user, you can follow these simple guidelines as well:
- Don't accept or receive money or goods (even virtual ones) in exchange for reviews and ratings.
- Don't use profanity to criticize an app or game; keep your feedback constructive.
- Don't post gibberish, hateful, sexual, profane or off-topic reviews; they simply aren't allowed.
- Do read the comment posting policy. It's pretty concise and talks about all the things you should consider when posting a review to the public.
Finally, if you find bad ratings and reviews on Google Play, help us improve by sending your feedback! Users can mark the review as "Spam" and developers can submit feedback through the Play Console.
Tooltip to flag the review as Spam.
Thanks for helping us keep Google Play a safe and trusted place to discover some of the world's best apps and games.
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Fou-Lu And The Mystery Of Iniquity
I recently finished Breath of Fire 4 on the PS1 which had been my project for some time.
I wanted to play the game after noticing on a pretty large poll that the game's antagonist Fou-Lu, is considered one of the most "highly rated characters" across RPGS, in fact, he secures first place in that poll, with Vivi registering second.
What to make of Fou-Lu? Here is the summary for those who don't know about him. 7 facts about his character. Spoilers? Absolutely! But the game is about 20 years old now!
1) An incarnate dragon-god who comes to rule the world as its rightful emperor. Extremely powerful, great weapon, cool look, awesome magic.
2) His coming is foreknown by political powers who pursue him, jealous of their position, they attack him and attempt to kill him.
3) While his powers are still weak he is aided and supported and protected by a human women, to whom it seems he falls in love with.
4) A god who decides to just live out the human existence, who slots into the mundane, who loses the desire to rule and conquer the world, to put it under his subjection.
5) Eventually the political powers find him, they do their upmost again and again to kill him, they cannot, he is a dragon god! But in the end they turn him, they chase him from his village, I think they kill his girlfriend, and they cause him to grow hateful towards humans, for him to return to his first thought, that as god he ought to rule them, but now as one who is evil, destroying all humanity.
6) Fou-Lu is the 'other half' of the game's dull, non speaking, personality-less protagonist Ryu. The two must be fused into one (destiny, as always)
7) Eventually they meet up and fight it out, if you win the game, well Fou-Lu is destroyed, sucked into the dominant Ryu. If you get game-over presumably Ryu gets sucked into Fou-Lu but unfortunately we don't get to see the consequences from that one.
So, What to make of him?
Fou-Lou essentially grows to hate humanity because it's leaders have hated him, have rejected him as their god and rightful ruler. He allows this hatred to pervert him, to corrupt his goodness and the compassion for the greater part of humanity that he had developed.
He's interesting, and by far the most developed character of the otherwise mediocre game, but in terms of philosophy, profundity of thought- Fou-Lu is really nothing more than a typical revenge driven bad guy.
The highlight of his story is most definitely point (4), the period in which he strips himself of his greatness, of his power, and in humility sets about just living the mundane human existence and finding dignity in his humble farm work. There is something beautiful here, seeing a powerful dragon god choosing to put destructive powers to one side for the sake of helping a village and out of love for a woman who has saved his life.
But from then on, it goes down hill and we find nothing more than a revenge driven villain who has decided the best thing to do is to destroy absolutely everything. Nihilism. What will it gain? Nothing? Is it a reasonable choice? No, only a small group of humans has persecuted him. Is it a moral choice? Clearly no... to inflict great suffering indiscriminately, to destroy the world.....
Scratch and RPG villain and almost always you reach Kefka, deep down they are almost all Kefka with a different backstory.
In Kefka we find raw nihilism, someone who destroys simply for the sake of it, because he wills it. Kefka and all RPG villains are utterly incomprehensible, their actions never add up. And that is because of what theologians call "the mystery of iniquity".
The nature of evil is that it is dark, that the more you look and contemplate it the less "sense" it makes, they are dark, you don't get anything deep or rich out of contemplating them.
Often in our world, we hear evil or wicked people pathologised, or their evil rationalised in terms of some illness, as if they cannot help do this irrational and hurtful thing, typically we hear the guy is mentally ill or was abused as a child. This is the easy option, it makes you think you understand the criminal and what he has done. It is not the full truth though, the real truth is "the mystery of iniquity", the evil person has chosen to do evil, he has willed it, and that is the explanation, it is irrational, it is dark, it cannot be understood, that is what it means for something to be truly evil, for good to be tarnished, perverted, simply out of will. Try and get your head around it, you can't.
Divine truths, goodness, holiness, the dogmas of the faith, these on the contrary are mysteries of depth, the more you look at them, they more sense they make, the greater profundity they are shown to contain. They are light, you can gaze at them forever and always see more and rejoice more.
We shouldn't expect the 'greatest character' in RPG history to be aligned with evil, because ultimately evil is shallow, hollow, empty, ignoble, un-admirable, dis-edifying. There is no likeness of Christ, the true man, Who carries all perfections to their completion.
If there is greatness in any character it is due to his nearness to our Saviour and His virtues, this is even true of fictional characters. Christ must have the glory, all creatures must kneel before Him.
A Partial Idealism
For example, the relationship between matter and mind involves a subjectivity that can only be a function of an individual consciousness. A thing such as physical pain can only exist as a subjective experience within a mind: pain does not exist simply because an environment that causes objective harm to living beings exists. The same is true of something like physical pleasure. Without consciousness, neither pain nor pleasure can exist, because they are purely mental states, even though they can be caused by external, material stimuli. Does this mean that the matter that provokes mental responses like pain and pleasure itself depends on the immediate perception of a mind?
This does not follow. One form of idealism posits that, since humans can only perceive a very small area of nature at a given time, the whole of nature is sustained only by the direct perception of God. Such a claim cannot escape the same epistemological errors that render humans unable to know if nature ceases to exist when they do not perceive it. It must be clarified that, though matter might not require perception for it to exist, matter is strictly contingent on the metaphysical existence of the uncaused cause (God).
The relationship between God and creation is quite different from a human and his or her lesser creations. If a person fashions a new material object from existing matter and then dies upon completing the project, the new object can continue to exist. Apart from God's existence, though, there is nothing to keep things which depend on God, including all matter, in a continued state of existence. This means that nature is ultimately mind-dependent, albeit dependent on the mind of God (though I cannot even prove that I myself am not the uncaused cause). Nevertheless, it still does not follow that God must perceive the whole of creation at once in order for it to persist.
Furthermore, not everything depends on God's existence for its own being. It is not possible for everything to be mind-dependent. The laws of logic and the very space that holds matter cannot be constructs of the divine mind for the same reason they cannot be constructs of the human mind: they exist by intrinsic necessity [2]. God is not the supreme metaphysical existent; reason itself is. This is one of the most metaphysically and theologically significant truths about God that historical and contemporary Christians have, at large, completely ignored or denied. God is the reference point for all values, but logical truths are a completely different matter.
In light of each of these truths, some forms of idealism can only be false, while the veracity of others is uncertain. Modern thinkers who appeal to quantum physics in order to argue for matter being dependent upon perception only believe their premises on mere faith. How could one perceive whether or not matter exists when it is not perceived? Such a thing is impossible! The word for someone who thinks that they can know that which cannot be proven is "delusional." Unfortunately, delusion of various sorts has been the norm for the entirety recorded human history.
[1]. https://thechristianrationalist.blogspot.com/2018/08/matter-is-not-illusion.html
[2]. See here:
A. https://thechristianrationalist.blogspot.com/2018/11/the-ramifications-of-axioms.html
B. https://thechristianrationalist.blogspot.com/2018/09/a-refutation-of-naturalism-part-2.html
Wednesday 27 March 2019
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Tuesday 26 March 2019
Google Mobile Developer Day At Game Developers Conference 2019
Posted by Kacey Fahey, Developer Marketing, Google Play & Android
We're excited to host the Google Mobile Developer Day at Game Developers Conference 2019. We are taking this opportunity to share best practices and our plans to help your games businesses, which are fuelling incredible growth in the global mobile games market. According to Newzoo, mobile games revenue is projected to account for nearly 60% of global games revenue by 2021. The drivers of this growth come in many forms, including more developers building great games, new game styles blurring the lines of traditional genres, and the explosion of gaming in emerging markets - most notably in India.
Image Source: GamesIndustry.biz
To support your growth, Google is focused on improving the game development experience on Android. We are investing in tools to give you better insights into what is happening on devices, as well as in people and teams to address your feedback about the development process, graphics, multiplayer experiences, and more.
We have some great updates and new tools to improve game discovery and monetization on Google Play, which we also shared today during our Mobile Developer Day:
Pre-registration now in general availability
Starting today, we are launching pre-registration for general availability. Set up a pre-registration campaign in the Google Play Console and start marketing your games to build awareness before launch. Users who pre-register receive a notification at launch, which helps increase day one installs.
Google Play Instant gaining adoption
We have seen strong adoption of Google Play Instant with 3x growth in the number of instant games and 5x growth in the number of instant sessions over the last six months. Instant experiences allow players to tap the 'Try Now' button on your store listing page and go straight to a demo experience in a matter of seconds, without installing. Now, they're even easier to build with Cocos and Unity plug-ins and an expanded implementation partner program. Discover the latest updates on Google Play Instant.
Android App Bundles momentum and new large download size threshold
Over 60K apps and games on Google Play are now using the Android App Bundle publishing format, which is supported in Android Studio, Unity, and Cocos Creator. The app bundle uses Google Play's Dynamic Delivery to deliver a smaller, optimized APK containing only the resources needed for a specific device.
To better support high quality game experiences and reflect improved devices, we've also increased the size limit for APKs generated from app bundles to 150MB and raised the threshold for large download user warnings on the Google Play Store to 150MB, from 100MB.
Improved tools in the Google Play Console
Store listing experiments let you A/B test changes to your store listing on actual Play Store visitors. We recently rolled out improvements, introducing two new metrics - first time installers and D1 retained users - to more accurately reflect the performance of your store listings. These two new metrics are now reported with hourly intervals and are available via email notifications, letting you see results faster and track performance better.
Country targeted store listings allow you to tailor your app's store listing to appeal to users in different countries. You can customize the app title, icon, descriptions and graphic assets, allowing you to better appeal to users in specific target markets. For example, you can now tailor your store listing with different versions of the English language for users in India versus the United States.
Rewarded ads give players the choice to watch an advertisement in exchange for in-app items. With rewarded ads in Google Play, you can now create and manage rewarded ads through the Google Play Console. No additional SDK integrations are required.
We hope you try some of these new tools and keep sharing ideas so we can make Android and Google Play a better place to grow your business. We are committed to continue improving the platform and building tools that better serve the gaming community.
Get started today by visiting two new resources, a hub for developers interested in creating games on Android and games.withgoogle.com, for developers looking to connect and scale their business across Google. Many of these updates and resources come from community suggestions, so sign up for our monthly newsletter to stay informed.
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Locke Vs. Irusk2 #Rocklockeincoc
I do however position two servitors on the left flank and shoot them with rough terrain from the Cipher to make things at least inconvenient for the Eliminators. I could have done better with placement.
Brian's Turn 2
Brian runs his Kayazy around the rough terrain to contest my zone. Atanas gives the Demo Corps pathfinder and they run/charge to clear a servitor and contest the center flag. Irusk puts Artifice of Deviation on the lake and the Shocktroopers shield wall up.
The Siege Chariot takes a shot at my Cipher and I shield guard, however I do it to a servitor that is then in line to slam into on of my ADO's, which I was planning on to arc spells over to the Kayazy. Note for next time, pick better shield guard targets.
Brian of course feats this turn to slow down my reprisal, though he is unable to catch the TEP and Cipher in his feat.
Brian scores his zone but I'm able to score my right flag, so we tie scenario 1-1.
My Turn 3
Locke allocates two focus to Cipher and holds onto 5 to try and spell down the Eliminators. The Cipher takes its sentry shot with the POW6 blast at the Eliminators but it scatters far off of them.
The Optifex directive moves up and gets into my zone fully while also giving the Cipher and left Inverter pathfinder. Then I move on to Flare Time from the Attunement servitors: My left most Attunement servitor aims and is within 5" of the Eliminators. I manage to nail the 8 to hit and flare both Eliminators. I then use another servitor to flare the Spriggan and another two servitors are able to flare the entire Shocktrooper units.
The Corollary fills to 3 Focus and transfers it to the Assimilator. The Assimilator then moves its paltry 2" to get out of the TEP's way and drops shots onto four Shocktroopers via ground pounder. I'm able to boost three damage rolls and kill two outright, damaging two others. This focus inducts to the Redline Inverter on the right.
This proc's Road to War for the right Redline Inverter and the left Inverter. The TEP moves up and I consider just trying to spray the Objective down but I figure the Inverter should be able to pull that off. I then start using 5 dice to damage shots into the cluster of three Shocktroopers still alive. After both shots I leave the UA on one box, and it passes its tough checks from Elimination servitor shots.
Locke activates and feats, moving 2" into the zone to get in range of the Eliminators. I boost to hit Bombshell on them and hit, then boost blast on the second Eliminator to....eliminate both of them and clear my zone. With Solid Ground purified off, the Redline Inverter charges into the Spriggan (induct to Corollary) and puts a Macropummler + precision strike to take out the Cortex and knock the jack down. I then take two swings with the chain arm into the objective, killing it, and then take my last two swings into the Spriggan (induct to the other Inverter), ignoring its shield and crippling its lance arm.
I charge the left Inverter into the Demo Corps but only get one in melee (this inducts to the Corollary). This was the only one that was contesting the center flag however. I'm unable to buy more attacks and the focus sits. I then use the Cipher to walk into the Demo Corps and start wailing, doing damage but not killing any models yet due to Sanguine Bond.
Once everything was done, I scored 4 points this turn: My zone, Brian's Objective, Center Flag, and the Right Flag. Brian scores nothing and I'm up 5-1.
Brian's Turn 3
The Demo Corps get Vengeance moves/attacks which result in getting a crit stationary result on my Inverter, who then starts taking tons of damage. Luckily my Cipher gets missed by both Demo Corps.
Irusk allocates one to the Rager, then moves up and casts Battle Lust on the Demo Corps and cast a second spell that I don't remember, giving me two feat tokens that I put on my Cipher.
Dragos annihilates the stationary Inverter, but the other Demo Corps start missing/not doing enough damage to my Cipher to take any systems out. The Siege Chariot impacts its way into the zone and takes a shot at my objective, which I shield guard to a servitor that doesn't slam into the objective.
Then Brian makes a mistake by using the Rager to try and attack my Inverter, using focus to boost damage rolls which then gives me more feat tokens which I put on the Inverter. Not much damage is done and to put insult over injury the Rager rolls a 2 and blows itself up. What Brian should have done was run to contest my flag.
Brian moves up the Suppresion tankers and sprays down the servitors on my flags, but isn't close enough to contest.
Realizing his error he charges the Shocktrooper UA into the TEP, doing decent damage but not enough to kill it. Neither of us score any CP's this turn.
My Turn 4
To end the game I simply move an Elimination servitor up behind the lone Shock Trooper and use gun fighter to plink her to death. An ADO moves to my right flag and I win the game on scenario 6-1.
Conclusions
After the game we spoke about how the Armored Corps list was slow, and then we remembered he would have had advanced move on a bunch of models.
After writing the report it's clear this would have helped him more than we initially thought about the game. He would have at least been in shield wall for my turn two shooting instead of having had to run, or he would have been significantly closer to charging me. The downside to this is that he potentially gets into my threat ranges with the Shock Troops who match up very poorly into Chain Weapon wielding Inverters.
The Siege Chariot ends up being effectively terrible in this match due to my high number of shield guards, and my winning the dice roll to go first really hurts on a scenario this live vs. a list as slow as his where he will be out threat significantly due to Road to War and Redline. Since he's so low on DEF I don't need Engine of Destruction to hit, allowing me to cycle Redline easily which would punish him moving up enough for scenario.
I think Brian just needs a few mods to his list and he can be in a much better position for this game, though I'm not sure this kind of melee oriented Armored Corps wants to fight into #RockLockeInCoC. Convergence guns can eat through Demo Corps and our best melee Jack can power right on through Shocktroopers shield wall.
As for evaluating Locke herself and CoC in general, I definitely liked the list. I appreciated the amount of firepower I can bring to bear in a jack focused list design while also having a high enough model count to be relevant at least early on in scenario and being able to have a competent melee threat as well.