Congratulations to our Games Design graduate, and Alumni, Jakob MacDonald who just started his new job at UCLan in the Innovation Lab where he gets to explore lots of new technology and work with a talented team led by Danny Livingstone, with some great clients!
In his own words he's doing,
'Games Design and XR development now! Basically playing around with VR and Hololens, literally anything from 3D architectural simulations to Augmented medical procedures.'
Experience the story of DRAGON BALL Z from epic events to light-hearted side quests, including never-before-seen story moments that answer some burning questions of DRAGON BALL lore for the first time! Play through iconic DRAGON BALL Z battles on a scale unlike any other. Fight across vast battlefields with destructible environments and experience epic boss battles against the most iconic foes (Raditz, Frieza, Cell etc…). Increase your power level through RPG mechanics and rise to the challenge!
Don't just fight as Z Fighters. Live like them! Fish, fly, eat, train, and battle your way through the DRAGON BALL Z sagas, making friends and building relationships with a massive cast of DRAGON BALL characters.
Relive the story of Goku and other Z Fighters in DRAGON BALL Z: KAKAROT! Beyond the epic battles, experience life in the DRAGON BALL Z world as you fight, fish, eat, and train with Goku, Gohan, Vegeta and others. Explore the new areas and adventures as you advance through the story and form powerful bonds with other heroes from the DRAGON BALL Z universe.
GAMEPLAY AND SCREENSHOTS
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.
Dragon Ball Z Kakarot Free Download
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.
SYSTEM REQUIREMENTS: (Your PC must at least have the equivalent or higher specs in order to run this game.)
Minimum: • Requires a 64-bit processor and operating system • OS: Windows 7 SP1 64-bit • Processor: Intel Core i5-2400 or AMD Phenom II X6 1100T • Memory: 4 GB RAM • Graphics: GeForce GTX 750 Ti or Radeon HD 7950 • DirectX: Version 11 • Storage: 36 GB available space
Recommended: • Requires a 64-bit processor and operating system • OS: Windows 10 64-bit • Processor: Intel Core i5-3470 or AMD Ryzen 3 1200 • Memory: 8 GB RAM • Graphics: GeForce GTX 960 or Radeon R9 280X • DirectX: Version 11 • Storage: 40 GB available space
Supported Language: English, French, Italian, German, Spanish, Polish, Czech, Russian, Hungarian, Dutch, Danish, Portuguese, Finnish, Norwegian, Swedish, Korean, and Simplified Chinese language are available. If you have any questions or encountered broken links, please do not hesitate to comment below. :D
I haven't posted any new stuff for a while as I have been having some nightmares with paint flaking on a bunch of Blitzkrieg Miniatures and it's kind of put me off painting a bit.
The troop of three tanks has two Mk VI B and 1 Mk VI C the former armed with a Vickers and a Besa MG whilst the Cupola less C has a 15mm Besa.
My early war British Forces are for late 1940 and 1941 so most have the famous Caunter Camouflage Scheme. I tend to vary the colours I use to reflect the alterations in hue due to the harsh desert conditions but with these I have used the Official colours from the AK Interactive Caunter Paint Set.
I've added decals from a number of sources but a few weeks ago I picked up some Tank Name decals from Warlord Games and have used them for the first time on the rear of the turrets on these.
We have a Desert game coming up next so I will get these on the table nice and quick.
To add a bit more character I've added some Perry Miniatures tank commander figures, I do love the Perrys stuff, it really compliments my painting style and a splash of the right colour in the right place and they just come to life.
I think with these smaller tanks the Caunter Scheme breaks up the shape of the vehicle as a it was designed to do, in a similar manner to the Dazzle camouflage that started on ships in WW1.
On behalf of the whole Oceanhorn 2: Knights of the Lost Realm team, we wish you Happy Holidays and a great New Year!
Oceanhorn 2: Knights of the Lost Realm will see the welcome return of a familiar face.
The cleverest among you will notice that Hero in the postcard is wearing something peculiar in his head, what could it be?
Yes! That is a diving helmet!
Oceanhorn 2 will feature underwater areas and with Diving Helmet item you'll be able to go for a treasure hunt in the depths, or just enjoy and explore the subnautical scenery!
We can't wait to tell you more about diving and other features, but it is soon time to say goodbye to a brilliant and beautiful 2018 and welcome the new year with open arms.
I made it through Viridian Forest to Pewter City safely. The Pewter Pokémon Gym was open and available, but Lucky was in no condition to train there. Instead we made daily forays into the forest to train against other Caterpie and Weedle. Eventually Lucky evolved into a Metapod which was amazing to watch. At the time, I was so excited to see an evolution first hand. It was the direct result of our diligent training together and it felt great to see Lucky move into his next life stage, growing stronger before my eyes. This physical manifestation of growth and improvement encouraged me to take our training to the next step. It encouraged me to take my team to the Pewter City Pokémon Gym. I walked in headstrong and confident that my team was ready to face the challenges ahead. I announced myself as a challenger. I waited for the trainers representing the gym to step forward. I expected to face more than one young man before challenging Gym Leader Brock, but apparently this young trainer was the only one representing Brock that day. He only had two Pokéballs at his side, but he assured me I was no match for Brock. He was about to prove it to me firsthand. He tossed out a Diglett which popped up out of the dirt floor of the gym. Kiwi took to the air. If the Diglett knew any ground attacks they would be wasted on Kiwi while he remained airborne. Kiwi opened with our classic Sand-Attack gambit to kick as much dust and dirt up into the Diglett's eyes as he could. Kiwi took a few scrapes as he wore down the Diglett's accuracy, but eventually the Diglett was completely ineffective. I switched in Nibbles to tackle the Diglett into submission. The Junior Trainer revealed his final Pokémon to be a Sandshrew. Its defense was formidable so I used Nibble to distract him with a series of disorienting glares before pulling Nibble out of the battle. Rascal jumped in to eagerly sweep through the defenseless Sandshrew, but I miscalculated. After two vicious slashes from the Sandshrews sharp claws, Rascal was down and out. Rascal slumped to the ground unconscious. My heart sank into my stomach and I felt faint. I failed Rascal. It was in that moment of horrible defeat that it occurred to me that I should have used a potion on Rascal. I shouldn't have let him suffer those two powerful attacks head on. I should have sent in Kiwi to wear down the Sandshrew's accuracy. Lucky didn't stand a chance against this Pokémon if it took out Rascal so easily. Kiwi was my only chance to get out of this mess. I knew that if I didn't keep my head in the game, I might be saying goodbye to more than one Pokémon that afternoon. I tried to shake off my sorrow and focus on the battle ahead. Kiwi was much faster than the Sandshrew. He kept firmly out of reach and launched a series of quick attacks on the Sandshrew to finish it off. The Junior Trainer conceded defeat, but it was I who felt defeated that day. This young boy had no idea I'd just recently vowed to never fight my Pokémon to the point of unconsciousness. Now, just days after determining the way I wished to train and respect Pokémon, my resolve was going to be tested. Rascal and I would have to part ways. I explained this to the trainer who didn't quite understand, but he said the gym would be happy to watch after Rascal for me. Rascal was always enthusiastic about training and living here at the gym would be a fitting end to our relationship, so I agreed. I took Rascal to the Pokémon Center and waited for him to recover from his injuries. I don't really know if he understood, but I explained to him that in order for us to grow stronger I would need to let him go. We had to follow different paths, now. I had chosen a training style where I would not let my Pokémon fall in battle and even though Rascal was my very first Pokémon companion, I could not go back on my conviction. We said our goodbyes. I released Rascal to the care of the Junior Trainer at the Pewter City Pokémon Gym and withdrew my challenge.
It's an understatement to say that I was devastated. In that moment, I certainly regretted making it my personal goal as a trainer to not push my Pokémon too far. As Wolf had said, it's just part of the training to the average trainer. You win some and you lose some. But that just wasn't my way. I wanted to build a place where I could protect Pokémon and people would come from all around to study and understand them better. I had to be better than the average trainer. I had to hold myself to a higher standard. Pokémon would fight. They would fight to protect me in the wild, and they would fight for my dream in competitive matches. But I had to have limits. I had to take responsibilities for my failures and this was the only way I knew how to do that. Rascal was the first of many such failures, and saying goodbye to my first Pokémon was certainly one of the most painful experiences as a Pokémon Trainer that I have ever faced. Back in those days in Pewter City, I questioned everything about my journey. I spent a long time just wondering if I should return to Professor Oak and give up. These thoughts just stemmed from the profound sadness and disappointment, though. Ultimately, I would move on. I would grow stronger and persevere. Beyond the tremendous heartbreak of failing to protect my first Pokémon, I was also terrified of Brock. This failure humbled me tremendously. Everything I did going forward would be taken slowly and with greater attention to strategy. This included returning to challenge Brock. Without Rascal, my team had a gaping hole that needed to be filled. The only one who could fill that hole was Lucky and so we left Pewter temporarily to train like our lives depended on it. I would absolutely not lose another Pokémon in this city.
We received a restock on our OOS Panzerjäger and Kielerkopf APC kits!
Now through April 30th we are also offering a 35% off sale on select kits...
We are waiting on some packaging to arrive to fill in other OOS products such as 15mm Leviathan arms.
We will be releasing two new kits shortly, 15mm scale capacitor coolers and a large scale Valkir Assault Trooper for all you painters and collectors out there. Stay toned for more info....
The fantasy worlds we have come to enjoy from books, television, and movies comes once again to Salt Lake City during Wizarding Dayz. This year's event is being held at the Utah State Fair Park, February 27–29. This year's event once again will be full of exciting activities for everyone to see, participate in, learn, and just have some magical fun.
Starting out on Thursday evening will be The Utah Yule Ball. This event is for adults at least 18 years old. It looks to be a grand and geeky event for everyone who wants to participate in this magical week ending showcase.
Along with the Ball, over the next couple of days will be magic shows, interactive performances, table top gaming, arts, crafts, workshops, demonstration, and panels and presentations on writing, art, crafts and other fantastical points of interest to enchant everyone. There is a cosplay competition for those who share their fandoms by creating costumes and dressing the appropriate part.
Wizarding Dayz isn't about just one area of fandom. Multiple areas of interest will be on display that you can be a part of or just on the sideline. You can come as your favorite wizard, other great fantasy characters, or just as a normal wanting to get a glimpse into the other worlds. It is a great place to meet your friends who share common interests, and find new ones. You might even find something you didn't even know existed.
Along with magical settings the Grand Building of the Fairpark will be transformed to inspire all of the visitors.
For us mere mortals, there is a wonderful thing to know about Wizarding Dayz. This year they are partnering with Prevent Child Abuse Utah and a portion of the proceeds will help fund this organization. Wizarding Dayz was created in 2016 to bring fantasy fans together and books to life, is an interactive experience that mixes, Literacy, Art, Charity, and STEM education.
To find out more about the scheduled events, special guests, and additional activities check out their website (https://wizardingdayz.com/slc-2020/).
I'll be there on Saturday checking out the great displays and wonderful opportunities presented. Hope you can find the right spell that will bring you
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Golf is popular in most parts of the world with any concentration of wealth. It is rather popular in Japan, at least for those who can afford to play it. Green fees and club memberships are extremely pricey in Japan, so it may not be any surprise that many people who enjoy the game may have to turn to less expensive alternatives to get 18 holes in. Most video game systems have a golf game, or something intended to resemble golf, released for them. When Nintendo was releasing early titles for its Famicom, a golf game was a natural addition to its sports library. But Nintendo kept revisiting the sport with its 8-bit systems, so let's explore how its implementation of golf evolved throughout the 8-bit lifespan.
Even if this is not something that you can manage at the moment or if you simply are not interested in this particular kit, if you know someone who might be... give them a heads up!
For this month's interview we sat down with Alex Gleason, creator and developer of Vegan on a Desert Island, an upcoming libre action/puzzle RPG. The game follows the story of Rachel, a vegan girl who shipwrecks on an island, and becomes embroiled in a quest to uphold her own conflicted values against the interests of the island's many talking animals. A newcomer on the scene, we spoke with Alex on what inspired him to create this project, along with his views on activism, software freedom, game development, and of course, life.
FG: Tell us a bit about yourself and your project to begin with.
Alex: My name is Alex Gleason and I'm making a game called Vegan on a Desert Island (VOADI). It's a puzzle-adventure game with emphasis on art, music, and storytelling. The game is about Rachel's journey, which I modeled after some events in my life involving animal rights activism I organized in real life, including all its conflict and turmoil. It's a linear story meant to be experienced once and leave a lasting impression.
FG: At a first glance, a vegan stranded on a desert island seems like an unusual concept to make a game about. Could you elaborate on how your experience in activism motivated you to create this project?
Alex: In conversations about veganism people often ask if we'd eat animals under dire circumstances, such as being stranded on a desert island. It's a ridiculous question that deserves a ridiculous answer, which is why I decided to develop VOADI.
The true answer is coconuts. In The Real Castaway, a woman in real life was stranded on an island for 9 months and survived entirely off of coconuts. To answer to the deeper question, it's the same question as if you'd be fine eating another human on a desert island. I believe that animals are people and there is fundamentally no difference. It's impossible to know what you'd really do, but it's not a black-and-white situation. It's okay to not have all the answers.
While developing the game I started to feel like a "vegan on a desert island" in a different way. The animal rights organization I founded collapsed on me. They took my home and crushed my dreams. I was the villain in their story and they were the villains in mine. This inspired me to create a more meaningful story in VOADI, reflecting what happened to me.
I redefined the character of Greybeard from being a classic evil-doer to an ambiguous villain. You're never sure whether he's really good or bad. Good vs evil is a false dichotomy that doesn't exist in real life and I wanted to reflect that in VOADI.
FG: Why did you decide to translate this particular experience of yours into a video game?
Alex: Unlike books or movies, video games force you to experience something yourself. I want players to take a step in my shoes for a minute. The downside is that I cannot guarantee they will actually enjoy it. Successful games make people feel happy, but a lot of VOADI is about misery. Some gameplay elements are even intentionally antagonizing to the player. I think this is balanced a bit by CosmicGem's cheery music and Siltocyn's meticulous pixel art. At the very least, I hope players will always be wondering what's coming next.
The game conflates serious ethical topics with ironic humor
FG: What you just mentioned highlights a certain tendency in the video games industry to reward and empower players in a way they will feel good about themselves, which is a bit contradictory to the idea of art as a form of self-expression. Based on that, do you think there's enough interest or room for dissemination for this type of project?
Alex: VOADI is not a game for everyone, but a few people will deeply resonate with it. If that happens I'll consider the project a success.
FG: For such a personal background, so far the game has been presented as having a cheeky and humorous façade, with an ironic twist to it. Could you elaborate on the role of humor and how it has shaped the game so far?
Alex: I think humor itself is antagonistic. It's about subverting expectations, meaning there is a conflict between what your mind expects and what's really there. "Vegan on a desert island" is a ridiculous premise met with a sarcastic answer. The game is funny precisely because it's antagonistic. Part of that antagonism is in the way the game is presented: a cutesy colorful game about talking animals where very serious things happen.
FG: The project itself has been openly publicized as being a Free Software and Creative Commons endeavor. How did you first became familiar with both of these movements and how have they affected the development of VOADI?
Alex: Software freedom is a boycott, much like veganism. There's a lot of overlap between the communities because it's people who understand the concept of sacrificing something for the greater good. I still use copyleft licenses for all my works. It's a deep conviction I'll never change, and you can be sure everything we put out there will free culture approved.
Linux was a groundbreaking discovery because it defied everything I knew about people's incentives to create things. I thought software freedom didn't go far enough. Later I discovered Nina Paley, a copyright abolitionist, and her view that "copying is not theft" really resonated me. She is a personal hero of mine and an inspiration. In some ways I am quite literally following in her footsteps.
In terms of project impact, being Free software helped VOADI garner more widespread support. Daniel Molina is an amazing volunteer who joined the project to advance software freedom for gaming. I've received support from the sidelines as well, with people donating money and others doing small but important tasks like updating wiki pages and mirroring assets. It's pretty incredible how much people will help you without being asked if you put yourself out there and are willing to give back.
FG: Eventually this has taken you to present your project at LibrePlanet last March. How did that come to be?
Alex: I've been a member of the LibrePlanet community for years but never gave a talk. Last March the stars aligned. I didn't intend to give the talk originally, but I felt empowered by the people there. Lightning talks seem like a low-pressure way to showcase something you've been working on, and VOADI was received very well! Lightning talks at LibrePlanet are open to anyone on a first-come-first-serve basis after the conference starts. All you have to do is add your name to a list.
FG: Switching to more technical matters: You have been using the Solarus engine as a main development platform. How did you first hear about it and how has it helped making VOADI a reality?
Alex: Solarus has a map editor GUI making it a great tool for beginners. The Solarus community is vibrant and generous, always eager to help. It was developed by Christopho as a reimplementation of the game engine from Zelda: A Link to the Past, a game I was already very familiar with. I highly suggest Solarus to anyone new to the free gaming scene, looking to create their own games!
I used to love Zelda, especially the Game Boy Color titles. Nintendo is notorious for cease-and-desisting fan created works, which I think is unjust and counterproductive to a healthy society. I struggle to enjoy the games from my childhood because I'm too distracted by the fact that society would punish someone for deriving or extending works that they care deeply about. I see Solarus as a stepping stone towards creating a new ecosystem of free games that can hopefully touch people's hearts in a way that they'll want to extend and remix the game, and they'll be allowed to do so.
FG: VOADI notoriously bases most of its graphics style on a Creative Commons tileset (Zoria), but it also features original additions of its own, as well as original music. How did you go about sourcing an adequate free tileset, along with finding artists to fill in for the remaining necessities of the artwork pipeline?
Alex: Zoria tileset was found on OpenGameArt. I had been trying to make my own tileset, but knew I couldn't match that level of quality on my own.
Later I commissioned our tileset artist, Siltocyn, through an ad I posted on the /r/gameDevClassifieds subreddit. CosmicGem, our chiptune musician, was found through Fiverr. This has worked out really well for VOADI. It's amazing how much you can do with a small amount of money.
In both cases we switched to free platforms (email and Matrix) for communication. Reddit was the most effective at garnering attention for our gigs.
Originally I planned to make all contributors sign a waiver similar to the Apache contributor agreement, transferring their copyright to me. But the freelancers wanted to maintain their privacy (they didn't want to sign their name and address). So instead now there's a policy where all contributors must put the license on the deliverable file itself, or distribute it in a ZIP with the license.
For graphics we created these stamps that say stuff like "Siltocyn CC BY-SA 4.0" in a tiny font in the corner of the files
A glimpse into the development process
FG: When are you planning to release the game, and in which formats will it be released?
Alex: I'm planning for a 2020 release for Linux, MacOS, and Windows. We'll consider more platforms depending on the reception (although anyone will be free to port it if they have the skills).
I'm planning to distribute the game on some proprietary platforms like Steam, Humble Bundle, etc. Those versions will have a price associated with it. I think of it as a "proprietary tax." Users in the free world will play the game gratis.
I'm also planning for a limited physical release on CD, which I'll cobble together at home using LightScribe disks, booklets I print myself, and used jewel cases from eBay. I mostly just want something to hold in my hands.
FG: Any tips for other Free Software or independent developers out there?
Alex:
Put yourself out there.
Good art and music goes a long way.
Start it and don't stop.
FG: Alright, thank you very much for your time Alex.
Alex: Thanks so much for the opportunity!
Vegan on a Desert Island is set to be released in 2020. The project's code is licensed under the GPLv3, and al of the art assets are being released under CC-BY-Sa 4.0. If you would like to contribute to the project you can join development talks at VOADI's Riot channel or check their repository at Gitlab. You can also donate via the project's Patreon or Liberapay.
All of the images on this article are courtesy of Vegan on a Desert Island, released under CC-BY-SA 4.0.
Have you ever thought that how freely available games like PUBG or COC end up earning more money than paid games? So here how it earns money :
There are actually below given ways through which such games earn money.
1. In-app purchases:
You might have seen that PUBG allows the player to buy many additional skills and guns with real life money. The same applies to other online games also. They are mainly cosmetic upgrades but still rake in quite a lot of cash.
2. Ads driven revenues :
While playing some games or using some apps you might have seen that there are ads or pop-ups. These are actually the primary way of earning money for such games.
Though games like PUBG earn less by in-game ads so they focus on earning money through in-app purchases.
3. Targeted ads :
It is rumored that the big companies sell your data (in PUBG it is primarily the voice chat ) to the ad-companies for money. By listening into the audio devices they pick up keywords which are in-turn sold to advertisers for a large profit.
So this was how PUBG earns money. We hope you liked this. For more interesting topics on PUBG click here or on the link :