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Note for Coronavirus response period:
Providing clothing to those in need. Will be handing it through the door of the center. Call for assistance.
Updated 6/3/2020
Provides information and referral related to counseling, child care, medical and dental care, legal services, substance abuse treatment and other social services for women, children and families. Also provides advocacy around issues affecting low-income women, children, and families.
Offers Tenderloin Scholarship Fund for youth who live in or have lived in the Tenderloin District and are involved in its community life to pursue post-high school educational pathways.
Additionally provides free clothing for women and children, including professional clothing for women who have job interviews. Accepts drop-off donations of clothing for women and children, and accepts shoes, socks, undergarments, jewelry, make-up, bedding, towels, and small household items.
Agency: BAY AREA WOMEN'S AND CHILDREN'S CENTER (BAWCC)
Languages Available: Cantonese, Mandarin, Vietnamese, English
Payment Description: No fee
Intake and Eligibility: Must be low income women, children and families. <br />Scholarship Fund: Individual (age 16-25), Tenderloin resident (or former resident who is still involved with the community), who is pursuing post-secondary educational goals.Areas Served:


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The Writerri
Health and Beauty Articles
I'm curious what springs to mind when I put the following phrases to you: Patchy tan. Brittle nails. Problematic skin. Unnatural make up. Forget the curiosity; beauty gone wrong is more than likely your first line of thought! These issues are all things that can be avoided, not only by being pro active and doing certain things, but also by not doing certain things. This column is going to be all about not doing, rather than doing, for a wee change. My younger, confused adolescent self pretty much covered all of these beauty sins (stopping foundation abruptly at my chin, is one example of many) so needless to say I'm somewhat of an expert in this area...
Face wipes. The Daddy of all beauty sins. All others pale into insignificance next to this one. These chemical-ladened cloths are your skins worst nightmare: they can be lying on a shop shelf in their packaging for up to 18 months, so require a huge amount of preservatives, alcohol and anti-bacterial agents in order for them to be usable. They dehydrate skin, sensitise skin and they do NOT remove make up properly! Removal of a full application of makeup requires an effective cleanser and a good five minutes at the sink rinsing wet, hot sponges/hot face towel until the water runs clear. Your skin should feel soft and clean after cleansing, rather than tight and irritated as a result of using face wipes. Lesson: chuck 'em in the bin – your skin will thank you for it!
Sudocream. I've had quite a few worried mothers in recently who have said their teenage daughters are going to bed with their faces completely covered in Sudocream, a.k.a – nappy rash cream! I'd definitely advise against this, as although this product has antibacterial properties, it is incredibly thick and greasy (one person likened it to looking like they'd fried an egg on their face!) which in turn could clog your pores, aggravate your spots and encourage breakouts. I once used it on an irritated area as someone advised this, and I nearly went through the roof with the pain when I applied it! After a bit of research I discovered it has a mineral oil that can easily cause reactions. Lesson: give the nappy rash cream a wide berth, unless, of course, you have a nappy rash...
Playing with spots. If you are partial to the odd breakout of spots, then you will more than likely have discovered why it's advised that you don't play with them. Fiddling with spots will irritate them and can spread the bacteria under the skin, leaving you with more spots than you started with! Also never, ever, EVER squeeze spots – even if they are threatening your sanity and vanity – this merely drives the bacteria further into the skin and can also cause scarring. You can squeeze blackheads however but this needs to be done carefully at home or by a professional. Lesson: allow your spots to go in their own time (roughly 4-6 weeks) but if you want to help them along a bit, use a bit of diluted tea tree oil over the affected area and ensure you have established a good skincare routine.
Cut cuticles. I again, learned this the hard way (skip this paragraph now if you're squeamish!) I once worked for, shall we say, a bit of a questionable 'beauty salon' in Glasgow. I'm now fairly convinced that the owner didn't have a beauty qualification to her name. But alas, one day, she decided she'd give me a manicure as we were quiet. Out came the clippers, straight to my cuticles they went, and soon my nails were painted red, and it wasn't from polish! It makes me shudder even now to think about it! Hence, cuticles should never be cut. They can be pushed back to allow for a cleaner finish to your polish, but they are there for a reason – to protect the nail from bacteria. Lesson: leave them be unless it's a gentle pushback.
Biting nails. This habit is one that is done without even thinking. One minute you're admiring your nice, long nail, next you're wondering how on earth you have an unsightly stub where your nail once lived! Not only can your nails become infected after biting them, you can also be more susceptible to colds and other illnesses as it encourages the spread of germs from the nails to the lips and mouth. It's most common in children, with a massive 50% being affected. Lesson: tackle the problem early before it develops into a habit in adulthood, which would be more difficult to break. Many believe in making the nails taste unpleasant, or using a solution over the nail, such as Boots Nail Biting Solution (£4.20). Another method I find is popular for little girls is to book them in for a manicure, but only if they let their nails grow!
Tan on top of tan. Even if you aren't a fake tan fan, most will know the number one golden rule which is to exfoliate before a tan. But many forget to exfoliate whilst they have a tan, meaning that you see the tan coming off bit-by-streaky-patchy-bit. And then if more fake tan is applied on top, you're asking for double-trouble! Lesson: to get the best results exfoliate 3-4 days after applying your tan, and then reapply once the tan has completely come off (around 7 days).
Make up
Poor hygiene. I remember being horrified in college once when a fellow classmate was failed in her final makeup exam when the teacher spotted her using an old foundation sponge to apply makeup; I thought she was being picky and a bit harsh. But I now know that using an old sponge can encourage bacteria, spread spots and dead skin cells! The foundation remaining on the sponge can also seep into your fresh foundation, meaning your make up can look patchy. Lesson: Use either a new sponge for every application or a foundation brush.
Wrong foundation. This is easily the most common problem when it comes to makeup – out of thousands of brands and shades, which one is meant for you? A wrong foundation will look obvious on the skin so it's a good idea to spend a bit of time finding which one is right for you.
· Firstly, find the correct type of foundation: liquid for good coverage and blemishes, mineral for a softer appearance as well as being a skin conditioner or tinted moisturiser could be used for those who prefer a very minimal make up look or for mature skins. My personal favourite brands are Estee Lauder Double Wear (liquid), Makeup Forever HD (liquid), Bare Minerals (mineral powder) and Bobbi brown's tinted moisturiser.
· Choose oil free foundations such as Mac Studio Fix if your skin is oily or a foundation with added moisture if your skin is dry, such as Chanel Lumiere. If you have clear, even skin then a tinted moisturiser or mineral powder would be sufficient.
· If you are on a budget then visit a makeup counter, such as Debenhams (the next time you're in Inverness!) and ask for a sample – and nip next door to Boots to find a match that will cost less, genius!
· Next, match the foundation to your skin tone. Foundation tones tend to be yellow, pink or neutral, so match accordingly. The majority of us in Scotland usually don't go much higher than the lower shades of foundation due to our lightly pigmented skins, but those who wear tan or are naturally darker will require a darker shade.
· Test the foundation in natural lighting on the back of your hand, your neck and on your face – these areas can all be different shades but try to match as close to your natural colour as possible (the colour is correct if it disappears without blending). If you're like me, and your skin tone can vary depending on your suntan, fake tan or how much sleep you're getting, then choose a light and a darker shade, and simply mix them according to how your skin looks that day.
· Blend the foundation thoroughly so that no lines or streaks are visible. Take the foundation all the way down the neck line so it looks seamless. Allow to dry before applying any other product.
Lesson: avoid wearing foundation that is unsuitable for your skin type, or that is too dark, or too light, for your complexion. Research the best brands online, or go for a makeup lesson to learn a bit more about them. It's worth investing in a professional foundation as they last for ages and give great results.
There are endless beauty sins out there but that's a selection of the ones that stick in my mind as being very common and very irritating when they happen. I like to think of myself as somewhat of a guinea pig in this area – I've been there, done that, got the t-shirt and I ain't going back!
See you in October (where has the year gone!)

subset: commoncrawl


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Signature rugs showcase hues and tones to the maximum, this contemporary range features funky designs in fashionable colours and stunning deep textures. This collection is made in 13 different modern designs, each design is available in 3 popular sizes, bespoke sizes are available to order.
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Posted By Daniel Ravid | On 10th, May. 2010 Under News
The Wii has never been big when it comes to online gaming, because when you think about it even trying to play with another person is a pain, such getting their number for every game just to play with him.
After an interview with Edge, Miyamoto claimed that criticising Nintendo's online strategy is "unfair" and that "Nintendo has never been less than proactive in that kind of endeavour".
"To be honest, I think it's rather unfair whenever I hear such comments – that Nintendo isn't proactive when it comes to its online strategy." He said
"The fact of the matter is that we always want all Wii consoles to be connected online, all the time, so Nintendo has never been less than proactive in that kind of endeavour."
"It is true, though, that Nintendo hasn't been very proactive in developing such online activities as an MMOG. But when it comes to out endeavours that try to take advantage of internet technology, where we can provide our customers with more fun and entertainment, then I think we can say we have been very, very proactive and well received." Miyamoto added.
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Garza Blanca Preserve is a unique destination resort development located in Puerto Vallarta, Mexico that extends from our certified sandy beach to nearly one mile into the tropical jungle hillside.The property encompasses 85 acres of lush gated privacy with 24 hour security, a full European health spa, executive workout facilities, three restaurants, a cigar and wine cellar, a boutique, hiking and jogging trails, tennis courts, beach club and everything in between. On top of which, the entire property is easily accessible and includes a free golf cart service.
Puerto Vallarta is located off the Pacific Ocean coast and forms part of Banderas Bay. Just a short hour flight from most major cities in the United States and Canada, both its latitude and longitude make Puerto Vallarta one of the most sought after destination in North America.
Amidst a tropical paradise, Garza Blanca Preserve is cradled between the lush green forests of the Sierra Madre mountains and the luminous blue waters of the Pacific Ocean just minutes south of Puerto Vallarta, one of Mexico's most sophisticated and cosmopolitan vacation destinations.The multi-level property gently cascades down the side of the unparalleled range, forming part of the traditional landscape with innovative sophistication and discreet luxury that transform each residence into a lifetime experience for its buyers and guests.
Garza Blanca Preserve was developed with painstaking attention to detail. The unique architectural concept incorporates physical features of the coastline, while employing natural building materials such as native stone to insure that the final result would be aesthetically harmonious with the surrounding environment.This all-encompassing Pacific playground offers an array of hotel and in-residence amenities for its owners, coupled with outdoor activities, a fitness and wellness center and gourmet dining experiences.
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A futuristic yet zen setting, Spa Imagine at Garza Blanca sets the scene for extreme pampering and cutting edge relaxation with over 40 distinct types of massages, wraps and treatments tailored to your specific needs. Its dazzling beauty parlor promises to prettify and enhance your best features surrounded by idyllic jungle views. All you have to do is let your imagination go while Garza Blanca's expert spa team do the rest.
Welcome to the great outdoorsSpread over 85 acres of secluded terrain, the resort offers security, privacy and natural beauty with all the facilities of modern living. Both beachfront and nature preserve residences are designed to complement the geographical qualities of the area and to merge the indoors with the out; expansive terraces and huge seamless sliding doors enable residents to engage with their surroundings from the comfort of their home.
Our residences are sold in two types of resort ownership – Full or Fractional deeded property. Every share in fractional ownership is secured by a separate deed for each purchased residence.Fractional property ownership provides vacations without the financial burdens and worries of typical home ownership 1/12 shares (4 weeks) are available. It is an affordable luxury offering a unique vacation home opportunity that can last a lifetime. A simple concept: enjoy the benefits of glamorous real estate ownership without the full commitment.Developer financing is available and can help you get your desired residence and investment with ease.
|From $914,000
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|Puerto Vallarta
|Property Type:
|Residential High-rise Condominium Vacation Homes Waterfront Properties Tourist Destinations Fractional and Time Share
Tagged Features:
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- Showroom
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- Wireless internet


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Aggregate-Plus Theory of Partnership Taxation
68 Pages Posted: 18 Apr 2008 Last revised: 30 Jun 2009
This Article presents a theory of partnership taxation. To provide context for the presentation, the Article examines the history and status of partnerships. That examination reveals humans have a natural tendency to form partnerships and partnerships create a significant challenge for lawmakers. The challenge is determining whether partnerships are entities separate from their members or aggregates of the members. After decades of debate and consideration, many lawmakers and commentators now view partnerships as entities. Tax law has not, however, adopted that view. Partnerships are subject to an aggregate tax regime that contains entity components. Economic theory justifies tax law deviating from the legal view of partnerships. People join together as partners to increase their collective welfare and use partnership law to apportion economic income to reduce agency costs. Aggregate taxation is uniquely suited to recognize the apportionment of economic items and accurately tax it. That accuracy helps foster economic efficiency. To ensure efficient and accurate tax laws, lawmakers should include entity components in partnership tax law only as needed to guarantee effective tax administration. This Article thus proposes the aggregate-plus theory of partnership taxation, recommending that lawmakers adopt the aggregate concept for all partnership tax laws and add entity components only as needed to facilitate tax administrative. It also demonstrates the theory's utility by applying it to existing and proposed rules.
Keywords: theory of the firm, agency costs, partnership taxation, aggregate taxation, carried interests, profit interests, subchapter k, partnership history, commenda, compagnia
JEL Classification: A12, H22, H25, K22, K34, L14, L21, L22
Suggested Citation: Suggested Citation


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Flat Kingdom post-mortem.
Published 4 years ago
Jesús Fabre
Public Relations|Social Media - Marketer
This is the story of why and how we reacted with a meticulous and realistic plan to enhance Flat Kingdom, and subsequently how the quality of our products became our number one priority.
Links for this article's [Spanish version] and [Portuguese version].
The important part of this story began last April, a month after releasing our game, Flat Kingdom, on Steam. After 27 months of hard work, the launch did not yield the results we had expected. It was the first title for our publisher, Games Starter, who had been incubating and funding us over the last 13 months, and without whom this project would have been shelved. Although we launched strong, sales ended up falling off after only a few days, which made us seriously start analyzing what the reasons for this could have been. After the effort it took to pull off, we were left with a strong feeling of tension and guilt, needed solutions, and to act quickly before the game completely lost all novelty. We saw that we had failed to give full importance to launching the game in the best possible condition. This is the story of how we reacted with a meticulous and realistic plan to enhance Flat Kingdom, and subsequently how the quality of any product developed / published by Fat Panda / Games Starter has ended up becoming our number one priority.
The reasons.
After ten more months of development than we expected, and due to our rush to launch the game as soon as possible, we found details that weren't properly thought about during the testing phase, especially because the game was tested during the last stages of development. That ended up delaying the communication plan and we all became more and more impatient (studio, publisher and investors). The game needed an overhaul with elements that people cried out about after the first few days of the launch, so we looked at this experience as similar to Early Access. Although the game was already released, we would need to relaunch after improving everything we were seeing. To summarize, people complained about the following:
Unfair difficulty spikes in early areas of the game.
Some jumps required precision accuracy.
The tutorial failed to present the mechanics of the game in a sufficiently clear way.
The personality of the villain overshadowed the protagonist, which was unattractive to the player.
We needed to have everything ready, and we had very little reaction time since we had just launched the game! So we had to be very strategic with which parts of the game we improved. The first things were some easy to solve technical details, the last point, changes in the protagonist, would be the real challenge. What platformer game has changed it's protagonist after being released? We feared blowback from gamers who had already played it, and those who would think it was strange that you would change your main character. What if they rejected it?
We gave ourselves the timeframe of one month (a date that coincided with the Steam Summer Sale) to have the update ready. We could not adapt the game to have a character selection mode, so the decision to change the character was taken, with all the risks that it entailed.
But what were the reasons to keep the original main character design all that time, presenting him as definitive, when we knew we had discordant voices? What were the origins of Flat and his strange appearance that produced such a big and shocking contrast with the rest of the world of the game?
Flat: Creation and evolution of the character.
Above you will see the very first design of Flat, drawn during a conversation on a bar napkin in 2013. We always thought of a character designed to be simple.
In practice, it should work more as a conduit or avatar for the player to enter the world of Flat Kingdom and its history. In that sense, his personality would not be as complex as that of a character in comics or movies, but would be simplified in the style of Kirby, Link, or Mario. With characters like these, it does take personality, although it never carries the weight of the game. Their motivations are always basic and what's important is the world around them.
Flat should not have too many weapons or attachments that would be only cosmetic elements. These would add nothing to the gameplay, deceiving and confusing the player, where the important thing was its shape / form. Some details could be added to give variety and style, but items like weapons ( swords, guns, shields, magic wands, etc.) or accessories that are too flashy (boots, hats, sunglasses, etc ) were completely discarded. Something important in the design is that the ability to change shape is an intrinsic quality that Flat already has. It's not your outfit or accessories that give that power, otherwise anyone could replicate it. That's why the ornaments and clothes are relegated secondary elements to decorate his body as a character.
Flat's geometric shape should be the main priority in its design (leaving his personality and history as the background) and the most important thing is that the player understands what the figure represents by its geometric shape. Although it is possible to play with more anthropomorphic and biologically recognizable designs, stylization of geometric figures should always be the priority.
A circle must be seen as a circle, a triangle as a triangle, and a square as a square. This is due directly to the principle of function over form and should be a priority when making a decision to choose which design we wanted to develop.
Flat is bold and adventurous, not afraid of challenges, and always willing to take risks for his cause. Despite the adversities that are presented, he always forges ahead. This is constantly demonstrated in the animations of his head, where he often seems surprised or scared, he perseveres and then decides that the situation is fight or die.
Because he has grown up all his life in the castle with the royal family, his devotion and loyalty to them is very high. He follows all orders the king gives, and is very respectful to the citizens and soldiers of the kingdom. His friendship with the princess is very strong, as they have been companions throughout his entire life. Therefore, upon learning she's in danger and has been kidnapped, he rushes off to her rescue.
Flat has something like the mind of a child. He does not judge and does not perceive evil in the world. Has a peaceful and friendly soul, except when his loved ones are in danger.
Flat's origin is actually unknown, but there is evidence that he could be the purest and most powerful creature in all of Flat Kingdom because of his ability to change shape. His very existence challenges the nature of the world in which they live, so the significance of Flat is very high. However, due to his humble nature, Flat does not seem to realize that he is special and lives among the other citizens without them feeling the need to revere or fear him.
Due to his innocence, Flat trusts too much in people and blindly follows the orders given to him. Even when he feels cheated, he goes to help the princess without thinking twice.
This quality can be counterproductive. Again, due to his enthusiasm to save the princess, he embarks on an adventure without understanding many things. The player's role is to find and examine the nuances of morality within the stories of the game after reading about them, and to reach understanding passively over the course of the adventure. Flat feels no empathy for the enemies because he has a very clear mission and nothing will stop him until he achieves it.
Flat has a one-track mind. The whole problem of jewels and chaos between dimensions, really doesn't matter to him. He does not know or understand why Hex is stealing jewelry, why they are important, and why the animals of the kingdom attack him. He only knows that the princess was kidnapped and he must save her.
Taking these qualities into account, it is clear that Flat, rather than being a bold and heroic knight, is really more like a pet / companion, faithful and cute. The game constantly defines him not as an adventurer or warrior, but as a guardian. Therefore, the design should be kept simple, flat, and functional above all else.
Looking for funding and the impact of external critics.
October 2013
In it's first version, the aesthetics of the game were entirely low poly, but we saw that the development of all assets using this technique would not be feasible due to time constraints and the complexity of the production. We instead chose to drop the low poly direction and develop an art style based on a much more interesting concept. For the final product, it would be best if we focused on a 2D world. Originally, all that was 2D in the game was the castle, and we ended up reversing the proportions by changing many low poly elements of the game to 2D.
To understand the changes we made in the project, we have to explain how we interacted with players from the very beginning.
We took Flat Kingdom to anime conventions and held small events where we invited players to try the game. This helped us test the mechanical and dynamic aspects of the game. Sometimes players commented that the villain, Hex, outshined the protagonist, but since the project was already in progress, we decided to continue and ignore things that would have required additional time we did not feel that we had, due to lack of funds.
The results of the first stage of feedback / review led us to give the character more skills and to put more effort into increasing the number of phases in the game.
October 2014
We took a gamble and decided to try our luck using crowdfunding to finance the game. We decided on launching a campaign on IndieGoGo, initially we were really optimistic because we got support veteran video game composer Manami Matsumae (Megaman, Shovel Knight), who composed a song for the game. At that time, we had to learn many things and we made every rookie mistake that one possibly can, such as the failure to create a sufficient community or to make press contacts before launch. Even basic things, such as sending an email to the media without hiding all the recipients and several influencers began mocking these mistakes, so our effort to capture attention did not help us out much.
Once we put the demo online people began to support us, but it was almost at the end of the campaign and we only raised 12% of what we needed. To top it off, we had to change the name of the game. Initially the project was called FlatMan, but it didn't take long for us to get contacted by Marvel, who warned us that we were using their brand FlatMan (from a superhero of theirs). And that's how we found the definitive name for the game, Flat Kingdom.
November 2014
We attended events to pitch the game, and articles on the potential of the game were written at the same time, so decided to try our luck at launching a second crowdfunding campaign, this time on the more popular Kickstarter, where we had higher hopes we would obtain the funds needed to complete the project. We were more hopeful since we would apply what we learned from our previously failed IndieGoGo attempt. So the campaign inched forward until the time came when we were within sight of the goal, but approaching the end with only 85% raised, we were stricken with fear, so decided to fill that missing percentage with some of our own personal money. As the payment was made using the same credit card that we used to initially register, Kickstarter saw this and cancelled the entire campaign.
We admitted our error in front of the community via a formal statement because ethics dictates that we failed our backers. Because of our desperation, we were ready to do almost anything to make Flat Kingdom a reality.
By this time, we had sacrificed safe jobs, time with friends, family and other loved ones and many other common sacrifices that most game developers expect to make during crunch time. We were giving our lives for the project.
With that same attitude of taking responsibility, we used both the blog and social media postings to alert all backers that their money had been returned, but when the game finally did come out, they would receive a free product key to download the game as recognition of the support they gave us. Even after they had their money returned, all backers were still to be given their copies when the game went on sale. 100% of the subsequent criticism of our critics came from Mexico. All this external lack of understanding for our moral stance affected us, but it did not change our position. It just meant we would have to go forward by ourselves, more self-committed, and not think so much about any negativity came from outside.
Apparently this error brought us not only negative things, it gave us some unexpected attention in the form of other people who wanted to help us to make the game a reality, as we will see in the next chapter.
Early 2015 - 2016: Incubation and publishing. The Games Starter Era.
We had not obtained any funds for the project through crowdfunding, but from the many pitches we did for the game, there was one company that was interested in working with us and supporting the development. It was a young startup named Games Starter, an incubator and publisher of indie games. They would finance all the remaining game development as our partners, also would hire Manami to work in the rest of the soundtrack and henceforth would take over all communications and marketing for any product with the brand Flat Kingdom, while allowing us to keep the intellectual property rights.
A new stage began, in which Games Starter helped and supervised the production of the game to be ready as soon as possible, while helping us to spread the word about it on social networks and schedule press and events. That was when the idea to rethink / improve the main character first emerged, though nothing convinced us to do so. Several proposals were made, but nobody was fully satisfied by any of them. Later we would see that this was due to flawed thinking and fondness for the character that had looked like this for almost two years.
January to March 2016 - Pre-release.
During the first few months of 2016, we attended PAX South, PAX East, and GDC, held public events and received very positive feedback. There were no relevant complaints about the character beyond some players who puzzled over the design, but did not know exactly how they would improve the character. As Henry Ford said, "If I had asked people what they wanted, they would have said faster horses." Personally, I believe we got to that point because we never let the people to take part in the creative process of the game by discussing it, and we kept thinking they were isolated comments that would not have a direct effect on the commercial success of the game.
April 2016 - Launch.
The launch was complicated, as we were confident that the game was polished enough from the positive feedback of many local testers and events in the previous months, nevertheless during those previous month to launch we decided to invest on improving all the sound design, since it wasn't on par with Manami's work. For that we hired the Brazilian studio Yoho Musik Arsenal, who produced a lot of great material and set a true direction for the game atmosphere, effects etc. However there was an issue we didn't expect, some new sound effects were added two weeks before launch that caused major problems. We were very worried since these sound effects affected the operation of the game to the point of creating serious bugs, but again we faced stormy weather as multiple errors kept coming up. They were quickly corrected, but this left us in an uncertain state about how the game would run. The release date was looming, merely a few days away, and all we could do is test and test some more. The idea of launching the game in Early Access was suggested, but the bad reputation of this model overall didn't convince anyone that this was the best choice. So we instead opted for a quiet launch, spreading the game to the media only when we knew that there was nothing seriously wrong.
Our assumption could not have been further from reality, and after launching the game prematurely to sales that were well below those expected, alarms were going off. That was when we started seriously looking into the reasons the market was not responding to the game as we expected, and identified changing the main character appearance as one of the main actions to be taken. The game design itself would also be something to improve but was not viable with the time and resources left to this project.
April to June 2016 - Redesigning Flat.
There were several improvements we knew we would need to implement since launch, but the clearest goal was a redesign of the main character. We started by planning to spend a week redesigning, but that ended up taking two weeks, so we reduced the animation time to a week and a half. We knew it would take a total crunch time of about a month, so started brainstorming and sketching from many scattered influences. This process went several steps between us, the developers, and the publisher.
Talks and discussions took place, laughs and tears were had. It was a very intense time because of what it meant to each of the us to relaunch the game properly, and because of that we wanted it to do so well. Both sides cared about giving the character whatever it was that it was missing. Flat was originally a simple outline that looked like many other games, now he needed to make sense with the narrative and design of the universe, as well as visually indicating that this was a game that is challenging and not easy. This was another problem with the previous design. So we started to throw and discuss new design ideas for the new Flat on the table.
Variations in solid colors of the character's evolution, visual hints of Super Meat Boy.
Exploring shape with color and texture. Here we tried glowing and PlayStation color palettes.
Trying character approaches rather than geometric figures. Based in Akira Toriyama's Dragon Quest designs. Simple characters with large, expressive eyes, with basic medieval clothes that would not distract from the overall shape.
Flat was created as an experiment to challenge forms and nature. They wanted to create a guardian who could protect the kingdom in case of an emergency.
Flat was created to be the defender of the kingdom, able to affect his world not unlike Neo in The Matrix.
We believed the idea of this bright eyed character was very interesting. Given a magical cape and a belt with the royal emblem, since it was found by the king and ordained as a guardian. The fire element would be used as a distinctive indicator of player status, besides just the form of the character, as a reinforcer in the form of color.
Exploring the same look, but with a black color scheme, almost a kind of devil. The only problem with this is that the character seems like a villain, and looks more dark and mysterious than you would want.
More proposals made by mixing up forms and expressions. I personally think some of these make the mystery even deeper.
Below you can find a set of characters with symbols on their faces, or fire which would grow depending on the amount of skills you had obtained. When you get the Flat Perfect form and have all abilities, the color of the fire on his head would change. The main inspiration was the fairy, Navi, from The Legend of Zelda: Ocarina of Time, as the familiar to Link, also a silent hero.
As you have seen in the pictures above, we had many proposals to choose from, until finally we fashioned the brave little warrior that can be seen in the picture below. It is mysterious sorcerer, a much more expressive and colorful character, whose transformations are meant to be a visual delight.
Above: Final Design and some animations.
We did not want to have shields or items that he would not use in the end. We also decided to add a final mysterious boss which would not speak, but who was intrinsically related to the origin of Flat. Only if you get 100% in the game can you fight and know the whole story.
Now the marathon began to replace sprites, achievements, advertising, and in-game cinematics. The hardest problem was already solved, but not without the arduous process of proposals, meetings and changes.
Simultaneously, as this was a move that (at least for us) had not been seen before, Games Starter prepared a media plan to prepare people for the update, so there would be no confusion about the changes and highlight the improvements made to the game with the addition of multiple languages and other added extras. We saw it as a kind of rebranding of the game and affectionately call it Paper's Cut instead of Director's Cut. Comments before implementing the changes could not have been more favorable.
After renaming our game, two failed crowdfunding campaigns and local criticism, we went to the extreme and lacked balance. When adapting between the feedback from players and our vision as creators, it is often difficult to hear everything people were saying and modify our game without losing its identity / essence.
Flat Kingdom has been an opportunity for very intimate and personal expression for everyone involved in its development, and one of the biggest lessons we've learned for the future is not to underestimate the importance of any feedback given to a project. Don't obsess over it, but rather
critically analyze all comments and do not try to convince the world that they must love your work, while not understanding it
. The first results could have been better if we had embraced feedback from more people and asked more specifically about issues like the main character design. Regardless, people are reacting very positively to the new design and improvements we've implemented into the game. We are still far from recovering the investments made, but we are optimistic seeing the positive response Flat Kingdom has been receiving from the gaming community to the improvements made in the three months following the launch and during the summer sales on Steam and other platforms:
Seeing the response in sales, we wonder if it would be interesting in the future to include the original Flat design as another selectable character, or perhaps even the villain, Hex...
With Flat Kingdom, we learned that making games is a team effort in which the participation of players and other industry professionals is necessary to shape the passion and hard work we deliver during the creative process.
We artists are very often blinded by our work and, after being faithful to what we assume it means to carry the indie games flag, sometimes put an unnecessary barrier between us and our audience when we should do just the opposite and welcome their participation, in addition to learning from the mistakes we make along the way. This process is difficult, and in these times where independent developers can fulfill the dream of making games easier than ever, it can be very confusing for those who have just started to know which are the best first steps to take. Many people are very jealous about sharing any valuable information, however there were people with experience that inspired us to kickstart our company by giving us great knowledge without asking anything in return. This makes us want to give back a little to the people who are venturing into this madness, among other things, by writing stories like ours in this article. We hope that this text will encourage them to share all those personal gamedev stories that have not been written yet, or even are being created at this exact moment.
We began our journey with Flat Kingdom in Mexico, a moving adventure that took the whole team north of the country to meet special people, see amazing places, and gain new knowledge and experiences. We can't know what the commercial future of Flat Kingdom will be, but I'm very happy with what the current version gives to the players. It is a unique platformer, challenging, beautiful both visually and aurally, where every corner has little details to observe and tributes to the games that inspired us to make this modern retro experience. All of this is thanks to a small group of very talented people who supported the project from the beginning, a group which more professionals from different backgrounds and nationalities later joined. I feel truly honored to have had their support in the development of this game.
I will end with a phrase that concludes my favorite animated film : Ratatouille, a statement on criticism by Anton Ego. "T
he world is often unkind to new talent...new creations. The new needs friends.
" I hope you have enjoyed reading our history.
: Gerardo Garcia (Fat Panda), with the collaboration of Jesús Fabre (Games Starter) and translated by Ryan "Artie" Tompkins (Games Starter).
[Flat Kingdom Deluxe Edition is 60% off on
Humble Store
Flat Kingdom has been developed in Mexico by Fat Panda Games and published by Games Starter. If you are interested in knowing more about it, check out the following links:
Official website: http://flatkingdom.com/
Facebook: https://www.facebook.com/flatkingdom
Twitter: https://twitter.com/FlatKingdom
Steam: http://store.steampowered.com/app/405970/
Humble Store: https://www.humblebundle.com/store/flat-kingdom
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Lokomotiva as a partner on the network Nomad Dance Academy is part of the grand international conference Network of Residencies in South-East Europe #NORSE – International Residency Conference in Southeast Europe, organized by the Nomad Dance Academy in Slovenia and the Urban Culture Center Kino Šiška with the support of the city of Ljubljana.
The conference is being held at the Kino Šiška from 7 to 10 April.
The purpose of the conference is to build a Habitat Network in Southeast Europe as a model of an institutionalized and decentralized contemporary dance center.
Many local and international partners of the Nomad Dance Academy participate in the conference, professionals in the field of contemporary performing arts and representatives of the cities of Southeast Europe.
At the conference Lokomotiva will present Kino Kultura Skopje as a space for modern performing arts and contemporary culture with significant regional and international cooperation in the field of modern dance and contemporary performing arts.
The Lokomotiva team participating at this conference: Violeta Kachakova, Biljana Tanurovska Kjulavkovski, Elena Risteska and Viktorija Ilioska, joined by Slavcho Dimitrov, theoretician in the culture and associate of Lokomotiva.
Nikola Naumovski – head of the mayor of the city of Skopje and Antonio Pavlovski – representative of the Department for public activities, department for culture, also participate in the conference as representatives of the city of Skopje. They will present the city and its cultural policy, program and institutions in the culture with the opportunity to promote bilateral cooperation with the city of Gevgelija and international cooperation with other cities of Southeast Europe.
#NORSE is a part of a series of advocacy events / Nomad Dance advocates / in the area of contemporary dance in the region, and is 4th in a row, following the events organized in Skopje 2012, Sofia 2015, Belgrade 2017.
As part of this advocacy event organized in Ljubljana from 11 to 14 April, immediately after the conference, a meeting of partners of the Nomad Dance Academy will be held, within which the activities realized in 2018 will be presented and analyzed a plan of the program and activities for the following period.
The participation of the Lokomotiva team at the advocacy event in Gevgelija (international conference and meeting of partners of the Nomad Dance Academy) is supported by the Ministry of Culture.


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In the future, most companies will rely on robots to greet customers. Take Alice for instance. It is a 155cm professional service robot from Pangolin designed for events, restaurants, commercial spaces, and even banks. It can welcome customers, guide them, and do a whole lot more.
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Don waders and help us remove this non-native invasive species from our precious waterways.
Growing at up to 20cm a day, floating pennywort(Hydrocotyle ranunculoides) quickly takes over our rivers. It outcompetes our native plants for light and space, reduces waterflow and, when it dies, it reduces oxygen levels, which is unfavourable to our aquatic wildlife. And where better to be than in a river on a summer day.


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Doc Evans, Apsley, OntarioID#:1536Rou Status:Premium Property Type:Cottage
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- City: Apsley
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- Lot Size:100 ft frontage
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- Water Type:Lake
- Structure Type:Cottage/Rec Properties
- Structure Style:1 Storey, Cottage
- Bedrooms:3
- Bathrooms:1
- Heating Type:Electric Baseboard, Woodstove
- Exterior Type:Wood Siding
DescriptionSold By Ambrose July 2019 4 season 3 bedroom main plus Bunkie floor laundry major renovations just completed ...shows as if new building...fabulous lot - gentle sloping -- excellent waterfront great view......... to be notified of new listing please compete buyer request form or call Ambrose 705 656 2000 e mail email@example.com
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Difference between revisions of "Game Version 1.X"
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== [https://steamcommunity.com/games/589290/announcements/detail/2224161905039285285 1.3] ==
== [https://steamcommunity.com/games/589290/announcements/detail/2224161905039285285 1.3] ==
===Holdfast SDK V1. Modding Tools===
===Holdfast SDK V1. Modding Tools===
Revision as of 13:24, 17 July 2020
- 1 1.4
- 2 1.3
- 3 1.1 & 1.2
- 4 1.0
Bug Fixes & Additions
- Introduced a command allowing server administrators to enable shooting on the Melee Arena game mode. Do note that artillery, weapon racks and other interactable objects don't reset between rounds.
- » Input the following command in the server configuration file per map rotation to enable shooting whilst playing the Melee Arena game mode:
- » rc set meleeArenaAllowShooting true or false
Bug Fixes
- Solved an issue with the Game Objective Interactable Object missing interaction timer UI when pressing the hold button.
- Solved an issue with the Game Objective Interactable Object were the configured hold timer was not functioning as intended if the object was placed on a map through the Holdfast SDK.
- Solved an issue with the Game Objective Interactable Object ending the round twice.
- Solved another instance which caused players to get stuck on map load when switching from the Naval Assault to the Coastal Siege game mode.
- Solved an issue where the main menu user interface would disappear if a server shuts down while you're downloading modifications then attempt to connect to it.
- Solved an issue with rock props being no longer present on Lamarsh Fen.
- Attempted fixed towards an infrequent issue which causes recurring kills to appear in the kill feed.
- Solved an issue with mortars, rockets and shrapnel from round shot dealing less damage than intended. This was only present whilst playing the hardcore game type.
- Solved an issue with several lake props placed through the Holdfast SDK appearing in white.
- Solved an issue with one of the door props placed through the Holdfast SDK flipping endlessly when interacted with.
- Solved an issue with Coastal Siege not working as intended when loading the game mode using a modded map.
- Solved an issue with the ocean being invisible when building a naval scene using the scene creator.
- Solved an issue with the Rocketeer's scabbard appearing incorrectly.
- Solved an issue with the French Captain's head being detached from his shoulder. The poor fellow has already seen enough of that during the revolution.
Server Administration
- Introduced new functionality allowing server providers to side-load modifications. These new commands can also be set to prevent the game server from automatically downloading modifications through the Holdfast Workshop prior to launching.
- » Input the following command prior to launching a server to prevent the game server from downloading modifications through the Holdfast Workshop.
- » -no-workshop
- » Input the following command prior to launching a server to define a path where the side-loaded modifications are to be placed.
- » -sideloadModDataPath <File Path>
Holdfast SDK V1. Modding Tools
- Level Editor. Supporting all existing game modes on both land and sea, the map editor provides creators with a featureful set of tools to design and create maps.
- » Over 1400 props to design maps with. Structures, flora, artillery, musical instruments, doors and many more.
- » The ability to implement your own set of props and bring them into the game.
- » The ability to customise your own terrain.
- » The ability to designate custom props as destructible.
- » Several tools to facilitate the creation of maps. This includes a function allowing creators to spawn with a player and move around on custom maps directly within the Unity editor saving precious time.
- » The ability to upload modifications to the Steam Workshop directly through the SDK.
- Modular Siege Props. A new modular set of destructible siege walls, pillars, cannon emplacements, gatehouses, side entrances and shooting platforms varying in both style and size.
- » Used correctly they will make for some delightfully immersive siege battles!
- Uniform & Flag Editor. Create your very own uniform variations for the existing classes present in Holdfast: Nations At War. This new functionality also allows you to sport your own regimental flag during Linebattle play.
- » In support of this addition, you will no longer see twice the Line Infantryman classes in the spawn menu. Cycle then select the second variant of this class using the arrow buttons instead.
- » The game will remember your last uniform selection variant.
- » Creators wishing to modify uniforms must be familiar with 3DS Max.
- Steam Workshop Integration. Holdfast SDK is fully streamlined and integrated with Steam's Workshop making the content you create very easily accessible.
- » Combined with a two-click system allowing players to easily subscribe to, update or install modifications prior to joining their desired server.
- Custom Scenarios & Game Objectives. You will now find a new interactable object that will declare a faction the victor if interacted with. This can be spawned directly through the server configuration file or within the SDK.
- » Steal intelligence, breakthrough jail in the name of liberty or have the player find their way through trap-ridden fields - It's up to you to make of it what you will.
- » Refer to our Wiki for instructions on how to make use of this new interactable object.
- Multiple modifications can be loaded and specified per map rotation opening up a whole new spectrum for customisable server experiences.
- » Input the following command in the server configuration file to install a mod on your game server. This will also prompt the player to download or update the required modifications prior to joining the server:
- » mods_installed <Mod Workshop ID>
- » Input the following command in the server configuration file per map rotation to load a modification. You can load multiple modifications but only one map per rotation:
- » load_mod <Mod Workshop ID>
- » Input the following command in the server configuration file per map rotation to define that a map is to be loaded from a modification:
- » map_name modmap
- » You can define the file path prior to launching the server by inputting the command below.
- » -workshopDataPath "MyPath"
Server Administration
- The 'ArmyLineInfantry2' class enum is now obsolete and should be removed from the server configuration file.
- The 'BearingFlagRussian, BearingFlagBritish, BearingFlagFrench & BearingFlagPrussian' weapon enums are now obsolete and should be removed from the server configuration file. You should use 'BearingFlag' instead to equip a class other than the Flagbearer with a flag through the server configuration file.
Quality of Life
- You can manage the modifications you are subscribed to through the game's settings.
- You can access the Steam Workshop directly through the game's main menu.
- Introduced an additional function in the server browser allowing players to filter by modded servers.
Bug Fixes
- Solved an instance which caused certain local 3D VoIP mutes to no longer persists between round.
- Solved an instance which caused players to get stuck on map load when switching between the Coastal Siege and Naval Assault game modes.
- Solved an issue which caused particle effects for when a firearm trajectory hits an object not to show.
- Solved an issue which caused melee indicators to incorrectly show when wielding a flag or a ramrod.
- Custom Map Land now shows as 'Flat Plains 1 (L)' instead of 'Custom Map' in the server browser.
- Custom Map Naval now shows as 'Open Oceans' instead of 'Custom Map' in the server browser.
1.1 & 1.2
Additions & Fixes
Leaderboards & Soldier Rank
- Pushed an experimental fix for an issue which sometimes caused experience gathered not to contribute towards bettering your standing in the leaderboards or improving your soldier's rank.
- Solved an issue which prevented stats-based achievements from being awarded.
- » Ones that require progression such as the - 'Vive L'Empereur!' achievement where you have to slay 200 enemies whilst playing as French Line Infantryman for instance.
- » If you have been affected by the issue, fulfilling the requirement again, for example, scoring a kill will trigger the achievement completion.
- Roundshot fired from artillery pieces will now diminish in damage as it hits through multiple defences. This will ensure that the round shot eventually comes to a halt if it hits successive player-built defences.
Quality of Life
- Official servers will now display at the top of the server browser based on the player demand from a particular region. This is being done to provide community servers with greater coverage.
- You no longer have to scroll through the list of available languages when selecting a language from the options menu. Instead, the entire list will be displayed.
General Bug Fixes
- Solved a rare occurrence which caused the map to stop loading the next level when swapping between Naval Assault, Naval Battlefield and Coastal Siege game modes.
- Solved an issue which caused the end round screen whilst playing the Army Deathmatch game mode to appear white.
- Solved an issue which sometimes prevented players from joining the round if factions where being randomised in the Naval Warfront game mode.
- Solved issue with text scaling on multiple interface elements when choosing a language other than English.
- Solved an issue which caused exceptions to be outputted when carrying an object.
- Solved an issue which caused exceptions to be outputted when firing chain shot.
- Moved the 'Spectating' text further to the bottom of the screen to prevent it from overlapping with the respawn timer.
- Solved an issue which was causing a significant increase in bandwidth on the server.
Russian Empire! Version 1.0 Now Available
- Holdfast: NaW Version 1.0. Game is out of Early Access!
New Features
- Urahh for the Tsar! Russian Empire. Stand shoulder to shoulder and fire devastating volleys in smoke-filled Napoleonic field battles as another nation joins the war.
- » New period-accurate uniforms portraying the Russian Empire in all its glory.
- » New melee weapons and firearms representative of the Russian Empire.
- » A masterful composition of the tune played when the empire sees a victory.
- » 7 marching tunes for both fifers and drummers.
- » Along with a massive selection of Russian voice-acted orders, cheers, insults, shouts, calls and warcries.
- Seasonal Leaderboards. Honourably compete to better your standing in the class-based seasonal leaderboards!
- » You will find yourself in the hall of fame should you be successful in retaining your standing with the top 5 of your preferred class once a quarterly season comes to an end.
- Decorated Soldier Medals. Decorated medals will be awarded to enlisted veterans going above the 50th soldier rank with a particular class.
- Multiple Fronts! The main menu background scene was redesigned to encompass the notion of the fight on multiple fronts.
- Surgeons, Carpenters, Sappers and Infantry Officers will come equipped with additional unique weaponry that are ever so slightly better than doing the notorious deed with your bare fists.
- » Surgeon - Knife
- » Carpenter - 1H Axe
- » Sapper - 1H Adze
- » Infantry Officer - Dirk
- Steam Collectables. Collectable Steam cards, emoticons, badges and wallpapers.
- Discord Rich Presence. Join the game directly through Discord, invite friends to join your match, view who's playing on which server and more!
Loyalist Edition
- A package for those who wish to go the extra mile and support the development team. Gather access to splendid cosmetic overrides for officer swords, a special medal showing your loyalty to the cause, the ability to ride into battle on a white steed exclusive only to loyalists, soundtracks, artwork and more!
- » Downloadable content doesn't and never will impact gameplay.
- » Holdfast Nations: At War - Loyalist (Supporter) Edition
- Reduced the damage dealt by trampling to enemy infantryman. This will total to a maximum of 40 damage per hit ensuring that the infantryman doesn't die within a single strike unless the player's health points have been previously diminished.
- Solved an issue with trampling hits occurring before the cavalrymen reaches the player.
- Cavalrymen are now required to be more accurate with their swords when striking at another player from horseback.
- Multiple maps have received iterations to balance the number of available cavalry units.
- Infantry Officers now provide a damage reduction from firearms to those good men in the Rank & File when the 'Charge' order is given.
- » You'll find fewer losses occurring should you attempt to charge an entrenched enemy.
- Carpenters are now able to kill horses with a single strike when wielding a 2H Axe.
- Players being supported with abilities from the Musician, Flagbearer and Guard classes will now be displayed in purple on the minimap.
- » This serves as an indication that you're buffing another whilst playing with these classes.
- Surgeons are now able to receive the firearm damage reduction bonus provided by Guardsman so they don't instantly face their demise when healing a line.
- You will no longer display the melee indicator when healing another player.
- Sappers now have a dedicated chat channel to communicate in.
- Renamed the Rifleman chat channel to Skirmishers. Light Infantry units now also have access to this channel.
- You will now receive score and experience for blocking an enemy player's melee strike.
- Experience gathered during a match contributing towards bettering your soldier's rank, will be displayed on-screen come to this update.
- Reduced the 'Sharpe Shooter' achievement's kill distance requirement to 75 meters.
- Reduced the 'Chosen man' achievement's kill distance requirement to 50 meters.
- Fort Christina no longer features cavalry when played on Army Siege in order to allow defenders a chance to construct defences around the perimeter of the wooden fortification.
- » Increased the number of available Sappers for the defenders.
Quality of Life
- You can now toggle VoIP on and off with a singular click of a button. Press the 'K' key to do so as you deem it necessary.
- You now have the option to collectively mute micspammers from the Round Players 'P' menu.
- » Administrators are provided with the function to tag someone for doing the deed.
- You will now continue to autorun when opening the Round Players 'P' menu. Should you find the need to mute another player, this will no longer disrupt your play.
- The Round Players 'P' menu now scales dynamically providing players with a cleaner more intuitive interface.
- Factions are now being randomised rather than predefined per map rotation. Maps which were specifically playable only with certain nations can now also be played by others.
- Reduced the audio volume of the main menu theme. You can now safely listen to this beautiful composition once more without worrying about your well-being.
- Prevented the message displayed upon joining a public event server from appearing after each and every time a new round starts. This will instead only become visible once upon joining the server.
- Players that disconnect from a server are now taken directly to the server browser rather than the main menu screen.
- You will no longer needlessly load the next map before being disconnected after the daily scheduled server restart ensues.
- You can now assign a hotkey through the game's settings to toggle between the cinematic and freeroam cameras.
- You'll now find that moving the camera around using the arrow keys while in cinematic mode significantly smoother.
- Introduced a slider in the game's options allowing you to adjust the depth of field. Perfectly capture those cinematic shots.
- Smoothened the zooming of the camera through the scroll wheel when in freecam.
- Introduced multiple advanced settings accessible through the game's options menu in order to provide greater control over the cinematic camera.
- Server administrators are now provided with the option to input a welcome message that gets displayed in the player's chat upon joining the server.
- » Input the following command in the server configuration file: server_welcome_message MyMessage
- Server administrators are now able to limit the number of lives for the defenders on the Coastal Siege or Army Siege game modes.
- » Input the following command per map rotation: max_player_respawn <no.>
- Server administrators are now able to randomise factions on all game modes.
- » Input the following command per map rotation: faction_randomiser both/attacker/defender
- Server administrators are now able to log administrative actions directly on Discord through web-hooks. We're sure that this will come in most handy when coordinating administrative tasks during events!
- » Input the following commands in the server configuration file:
- » discord_webhook_warning_tag_admin <@!ID> | <@!ID>
- » discord_webhook_warning_id <webhookID>
- » discord_webhook_warning_token <webhookToken>
- » discord_webhook_banmute_tag_admin <@!ID> | <@!ID>
- » discord_webhook_banmute_id <webhookID>
- » discord_webhook_banmute_token <webhookToken>
- Server administrators are now able to define a reason for bans, kicks and mutes.
- Players kicked from a server by an administrator will now have the reason displayed.
- Server administrators can now configure pre-sets for administrator private messages. Configure these to ensure event hosts have easy access to messages they can issue to players for the most common rule breaks. They'll surely thank you for it.
- » Input the following commands per map rotation: admin_action_preset_reason <title>|<message>
- Server administrators can now use 'CTRL + ENTER' as a shortcut to confirm an administrative action instead of pressing the 'Yes' button.
- Server administrators can now set up a series of event rules that get displayed on screen when the player joins the round with a specific class. Refer to our Wiki for more information as this new function also supports rich text for greater configurability.
- » Input the following command per map rotation: server_round_rule <class1>,<class2>|<message>
- Game servers now monitor changes to the muted and banned players file saving you the hassle of having to manually reload the file through rc commands each and every time a change is performed.
Bug Fixes
- Solved an issue which caused players to get stuck on map load after a server initiates a daily scheduled shutdown.
- Solved an issue where a game server could appear twice in the browser when refreshing the list.
- Solved an issue with the spyglass stretching out on 21:9 and 21:10 aspect ratios.
- Solved an issue where the 'Sight The Barn' achievement wasn't being correctly awarded to the players.
- Solved an issue where the 'Strike' achievement wasn't correctly tracking consecutive kills with a cannon.
- Solved an issue with the 'Explosives Specialist' achievement, not including kills from rocket artillery pieces.
- Solved an exception which occurred when a player joins a server directly from a friend through Steam.
- Solved an issue where players could farm experience with the carpenter class by hitting palisade walls in Fort Salettes or Camp Salamanca.
- Solved an issue with incorrect textures on one of the buildings in Desert Ruins.
- Solved an issue which caused players looking through a spyglass to continue doing so even though they just got trampled by a horse.
- Solved multiple issues with explosive barrels.
- Solved an issue which caused framerate to drop when the player was adjusting their audio.
- Solved an issue which caused players to sometimes be unable to pack a rocket launcher after it has been unpacked.
- Solved an issue which caused players to rarely get stuck on map load.
- Solved an issue where the 'Settings' panel would flash on the first launch.
- Solved an issue where the top bar in the Naval Assault game mode didn't reset correctly.
- Solved an issue where the camera would rotate if the player presses the 'C' key whilst having the Voice 'V' menu open.
- Solved an issue where horses would still appear in the kill feed when stricken at even though they are unkillable when God Mode is enabled.
- Solved an issue which prevented players from spawning if a great number of spawn locations were present in a custom map.
- Solved an issue which caused players to be unable to load the smaller rocket variant if the launcher was spawned on the map through override props.
- Solved multiple exceptions that occurred on both server and client.
- Solved an issue where shrapnel from explosions was ignoring friendly fire.


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Paige Thomas Partner Integration lead for the newly rebranded and realigned Sporting Group (Sporting Index + Sporting Solutions), speaks to SBC on building and developing standout industry data and market pricing capabilities amid changing consumer demands and more challenging business conditions.
SBC: Hi Paige, great to catch up. The Sporting Group has completed a busy six-month period in which it has rebranded and realigned its corporate assets. Why was this strategy undertaken and how will this help your company's organisation and structure?
Paige Thomas: Sporting Group" evolved from an overall desire to have one business that promotes the same core strengths of its two main units – Sporting Index and Sporting Solutions. We felt that Sporting Group better reflected our passion and understanding for sports, our trading expertise and over a quarter of a century of betting innovation.
In many ways, changing the logo was quite a personal thing for a lot of the people that work here as many have been with the business for a long time, but everyone had the opportunity to have a say on the outcome through internal surveys and focus groups. The reaction both internally and externally has been really positive and I think the changes much better reflect the type of fresh, modern business we are.
SBC: As an industry stakeholder, the Sporting Group has standout capabilities in industry data management and market pricing provisions. However, in 2017 market dynamics have changed within the sector's value chain, in terms of its services how has Sporting Group adapted to new business conditions?
PT: It is true that the current industry backdrop is one of fast-paced change, increasing cost and added regulatory complexity, but it is worth remembering that Sporting Index went live 25 years ago, during which time there have been so many changes in the industry it is almost unrecognisable now. The businesses that have been successful in that time are the ones that are built on strong financial foundations, have the technology to execute on opportunities quickly and, in most respects, have the innovative spirit to be the agents of change themselves.
In what is now a very competitive and crowded market Sporting Index remains a world leader, and if you look at the products that an operator needs to be successful in the market today you can see why we are regarded as the world's first "modern sportsbook". We have been betting in-play since 1992; cash-out has always been a core feature of our product set, as has an extended market offering and topical "specials" bets. We were first to market with a downloadable mobile app in 2004 and we introduced the concept of "backing" and "laying" in every market on every sport we offer, (giving our customers an unsurpassable level of choice.
These core competitive skills around pricing, trading, risk management, innovation and customer choice are the ones that underpin the Sporting Solutions B2B offering today, and we feel are the most relevant attributes you need to be successful in supplying today's modern sportsbooks. In many respects, the prevalent business pressures of today – how to operate successfully in highly regulated (rather than grey) markets, how to differentiate your offering, how to stand out with a distinctive tone of voice, how to innovate through new technology and how to become and remain a market leader – are the business conditions that Sporting Group have always encountered. It is this unique experience and relationship between our B2C and B2B businesses that ensure our partners can also survive and grow against a backdrop of increasing cost, regulatory uncertainty and complexity.
SBC: In 2017, we have seen a number of operators rethink and re-evaluate their market pricing propositions. What factors have led this rethink, and what do operators ultimately want from pricing and data modules?
PT: With the increasing costs of pictures and data, increases in taxation and the overheads of conforming to local licensing regimes (such as POC) – plus the need to maintain a high marketing spend to compete on a brand level – it's easy to see why so many industry participants are looking to change their business models to survive. Similarly, our partnerships with lotteries have been driven to by their need to compete effectively against new competition in a (semi) liberalised domestic market.
Ultimately there are two main elements that every operator requires from their sportsbook suppliers. Firstly, they want to work with a partner that has the necessary product set and ethos to fully support their brand proposition, and which aligns to their own value chain. As a result, the service must be flexible so that the operator can use it to differentiate in their local markets and across different channels. Game state data needs to be broad, non-latent and official. The selection of markets needs to be deep, with a bias towards higher margin and quick hit offerings that engage and generate fast customer recycling of funds, promoted by a range of front-end engagement tooling. The service must be underpinned by integrity, the supplier's technology must be as stable as the operators own core systems and the overall service must be delivered against the tightest SLAs.
Secondly – and it is strange how much this is often overlooked by suppliers – operators require an improvement in their margin. Buying-in "commoditised pricing" or an offering based on scraped market averages may reduce operating cost but it isn't an answer to the sort of competitive pressures described above – ultimately this ends up damaging rather improving the bottom line. Costs are higher than ever but theoretical margins are at an all-time low, meaning that operators need to trust their outsourced pricing to suppliers who come with a deep level of pricing and trading expertise, based on sound objective analytics and underpinned by best of breed algorithms. Coming back to the need to align to the value chain, increasingly operators are turning to suppliers that have experience of running their own "book" and a knowledge of how risk alters pricing. Having worked for a betting operator previously I know how important it is to work with suppliers that have expertise of how to run a sportsbook, rather than just supplying content to one.
SBC: Whilst pricing integration is important, how does your team maintain its relationship with clients to ensure best practice and optimisation of pricing modules…why is this an important dynamic for all stakeholders?
PT: I'm just one person in a large team of people that deal with our partners on an operational basis – whether that is from integrations, account management, relationship management, trading, product or helpdesk support.
It's not unusual for suppliers in this space to just focus on the initial sale and only stay engaged with their clients if the contract has an upsell. However, we feel our operational expertise and relationship building is often a key purchasing criteria for top-tier operators and lotteries, and these are the partners we generally work with. We give all our partners the assurance that we will manage their business with the same high standards of professionalism and expertise with which they manage it themselves.
We will only provide our partners with the products and services that we are happy to put our own name against, and we are kept true to these values by the fact that Sporting Index consumes all its products from Sporting Solutions – just the same as any external partner does. Whilst we are a modern technology company we are founded on a Sporting Index heritage of strong ethics, integrity and fairness and this will always be in the fabric of everything we do.
SBC: As a technology team and industry stakeholder, what new/future technologies and consumer habits do you feel will have the biggest impact on Pricing modules and trading?
PT: It's probably not surprising that personalisation and bespoke pricing feature highly on most partner roadmaps, and there has been a lot of coverage around the growth of "request-a-bet" recently. However, coming from a technology background, you can't underestimate the importance of building your business on scalable, modular, extensible technology to get to market quickly and keep up with these new customer demands. However, most sportsbooks are still built on technology and architecture that pre-dates in-play and still struggles to handle the sequential processing load that the busiest betting windows now generate. A lot of the "bespoke" solutions available in the market currently are heavily manual and generally piecemeal, and what is currently available in the market is only going to be scratching the surface of where the industry will be in a few years. Time spent on technology for the long-term is probably a wiser spend than trying to compete with a substandard offering now.
SBC: You will be exhibiting at the upcoming boscon2017 conference. What do you want attending delegates to take away from Sporting Group products and services?
PT: I think we are well known for our best-of-breed risk management, software and technology capabilities within the industry, and you can clearly see why once you've had a demonstration of our products. We cover more of the premium content that truly drives operator profits – for example we're capable of covering more ATP and WTA tennis matches than other suppliers, as well as carrying all the official premium football data – and deliver it to partners in a way that allows them to differentiate their brand. We are here to support and grow our partners' businesses, not dictate to them how they should be run.
Paige Thomas Partner Integration Manager Sporting Group
Sporting Solutions can be found at Stand E2 next week at Betting On Sports


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The School of Churchmen
Back in April (2019), David Doherty gave three reasons to study church history. His case was, in brief, that church history teaches us how to live well, inspires us to do so, and is ultimately an act of love for the Church. I wholeheartedly affirm David's reasons. I would add at the outset that the confidence provided by the discipline is especially desirable. R.G. Collingwood, the polymathic philosopher of history, and himself a committed Anglican,
Movie Review: Calvinist
Over the past year, in the lead up to its five-hundredth anniversary, Protestants across the globe have been reminiscing and debating over the implications and ramifications of the Reformation. But another, more recent phenomenon has been receiving similar attention, at least in Reformed circles. Last September marked ten years since Collin Hansen published his now famous article, "Young, Restless, Reformed", which chronicled the rise of so-called "new Calvinism." Christian Century dubbed the phenomenon "Calvin's Comeback."
The Cross as Template: Kenosis, Justification, and the Cruciform Life
When I was a graduate student at a Lutheran seminary I was enamored with the thought of Cyril of Alexandria. His concern for the unity of the person of Christ influenced me greatly, and I developed a trajectory of thinking that was different than most of my fellow students. This made me feel like a bit of an odd duck, as the conversation at the seminary tended to be hyper-focused on justification. Being Lutherans, rock-ribbed
On Why We Need An Evangelical Reformation
It is a peculiar irony that those who are often the most strident proponents of literal six-day creationism—and the most ardent antagonists of evolution—are what could be described as theistic evolutionists when it comes to the dogma and traditions of the Church. In this, I can only speak from my observations of my own camp (evangelical Protestantism); of which, as a pessimist, I am inclined to be the most critical the most often. Evangelicals, led
What the Benedict Option Gets Wrong
Though you may never have heard of it, the Benedict Option is an increasingly influential idea within theologically conservative circles. For more backdrop, see this article by Conciliar Post author Chris Casberg. Inspired by the closing pages of Alasdair MacIntyre's influential 1989 book After Virtue, the modern Benedict Option proposes a strategic withdrawal from the project of secular governance, and a reorientation towards localism and community. In the view of its proponents, mass culture has


text: On Jun 6, 2010, at 14:17 , Adam R. Maxwell wrote: > > On Jun 6, 2010, at 1:50 PM, Justin C. Walker wrote: > >> Actually, I don't know what happened. I'm just hoping to get >> attention :-} > > It worked...now where did I leave that LART? > >> I am using TL-2010 (on Mac OS X, 10.5.8), and update periodically. >> Until today, I was using TLU 0.86. > > Just to be clear, TLU does not manipulate /usr/texbin or other > symlinks directly (at this time; it may in future). Since tlmgr is > unaware of the TeXDist symlinks, it's unlikely that it could mess > with them, either. So I'm claiming that this is not my fault :). Shazbat! I guess it must be cosmic rays. Or that metal plate in my head.... On to more productive endeavors... Thanks for the quick reply. Justin -- Justin C. Walker, Curmudgeon-At-Large Institute for the Absorption of Federal Funds -------- Men are from Earth. Women are from Earth. Deal with it. --------


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Late in term two we are going to have a NIGHT AT THE MOVIES featuring films created by our very own student movie-makers!! This is an exciting opportunity for actors, film makers, editors, script writers, singers, and dancers. We are excited to be able to put your work on display for our community and to celebrate the gifts and abilities that God has placed within you to develop.
We will be having audience choice awards as part of the evening, so all movie goers will have a chance to vote.
Movie-makers, we invite you to inspire us and create something AMAZING!!
This is an opportunity for students in Years 7-10 to create original films and we would welcome parent and community involvement. If you have expertise in this area, please contact Xanda Eves (firstname.lastname@example.com) or Philippa Becker (email@example.com).
Term 2 is creeping up, so it is time to get started now!!
More information to come…
We would also like to invite vocalists, spoken-word poets, and dancers to audition for a live segment in the movie evening.
Students, listen out for more information in the daily notices or speak with Miss Eves or Mrs Becker.


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What Does A Physical Therapy Assistant Do? As a physical therapy assistant (PTA), you'll be the right-hand person to a physical therapist. Your mission, should you choose to accept it, will be to help your patients recover from what injuries and illnesses ails them.
Your daily duties will go a little something like this:
- Observe the patient and create a report of your findings to give to your physical therapist boss.
- Assist patients during the therapy. Very often they'll need help.
- Use massage and stretching techniques on your patients.
- Teach your patients how to properly use walkers, crutches, and other devices.
- Meet with the patient and their family to educate them on post-treatment protocol.
Both you and your boss will be working alongside a medical team to provide patient care.
How to Become a Physical Therapy Assistant
Unlike becoming a physical therapy aide, there is no on-the-job training for PTAs. You must go through an accredited associate degree program.
- Get your high school diploma or equivalent.
- Attend a physical therapy program that's accredited with the Commission on Accreditation in Physical Therapy Education. There are over 350 programs across the country.
- Physical therapy assistant programs last two years.
- There will be a brief amount of on-the-job training for your clinical experience.
- Every state will require you to have a license or certification.
- To become certified, you must pass the National Physical Therapy Exam for physical therapist assistants administered by the Federation of State Boards of Physical Therapy.
- You may have to go through a background check, depending on your state.
- You must be a minimum of 18 years of age.
Salary and job outlook
A massive employment growth is predicted for physical therapy assistants. Through 2026 there will be over 27K new positions opening. With one of the largest demographics aging, there is a greater need for physical therapy. Once a treatment plan is in place, very often the physical therapist will allow you to take over the treatment.
The median salary for physical therapist assistants is over $54K. When you're a newbie, just entering the field, you'll make more along the lines of $20K. Don't despair: As you gain experience, your salary grows. By the time you're mid-career, you'll be earning over $79K.


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Warren Anderson, a Loyola Marymount University (LMU) graduate with a biology major, earned a bronze medal along with three teammates in the quadruple sculls rowing competition at the 2007 Pan American Games in Rio de Janeiro last month.
Sculling is a form of rowing in which each rower uses two oars instead of one.
"It's a surreal experience when you realize how far you've come, how much you've pushed yourself, and that all your hard work wasn't for nothing," said Anderson after he received the bronze medal in front of 100,000 people in Rio. "You feel a certain pride for your country and for doing your best."
The biggest challenge of the event was dealing with the weather, he said. The beaches of Rio de Janeiro are susceptible to drastic changes in conditions, and calm waters can become unworkable within minutes, he added.
"The waves were so rough, which turned the competition into a completely different game," Anderson said. "Rowing is usually an artful sport, but this event proved to be about broad, brute strength and luck, although all the teams rowed under the same conditions."
Anderson and his teammates prepared for the competition through a two-month intensive training program. They worked out twice a day for six days a week, using advanced technological aids that measured the energy produced in each stroke and analyzed how well in-sync the team stroked their oars.
"We were hoping for the gold [medal] but it's an honor to receive [the bronze medal]," Anderson said. "I am going to keep the medal in a stash at my home and will look back at it when I am done with the sport."
Anderson will have a lot of medals to reflect on when he eventually retires.
In June of this year, he took first place in the men's quad sculls and placed second in the men's single at the 2007 Elite National Championships in New Jersey.
He also finished fourth in the double sculls at the 2007 National Selection Regatta #2 in New Jersey.
Currently, Anderson is in training for the 2008 Olympics in Beijing.
"Rowing makes you powerful, self-assured, and gives you a lot of self-confidence," Anderson said. "It taught me that by pushing myself to new limits, I can do whatever I want in life."


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Wow!!! What an amazing first three days of school. The children started their school journey dressed as people and items from WW2. We spoke about what our learning this term will be about - rationing and a brief history behind it and what it meant for children during the war.
We have been learning the day routine of Reception and picked our houses for P.E. and housepoints. P.E. is on a Wednesday and children will need their kit in school all week along with a pair of trainers or daps to run the daily mile in.
Next Thursday we have the meet the teacher session and I look forward to seeing you all there where I will run through your childs' day and what reading and writing looks like in FS2.


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Frontend Developer (HTML, Javascript)
Hết hạn nộp đơn
Mô tả công việc
We are finding FRONTEND DEVELOPER (All Level). Please do not hesitate seize great opportunity:
- Frontend Developer is responsible for creating website with HTML/CSS/JavaScript techniques.
- Need candidates with good knowledge at HTML4/CSS2, HTML5/CSS3, CSS3 animation, Jade/Less/Sass, Bootstrap, Responsive, jQuery.
Yêu cầu ứng viên
- Knowledge of HTML languages, CSS technologies and JavaScript libraries.
- Convert PSD to HTML with CSS/JavaScript integrated
- Knowledge of Javascript Design Patterns (ReactJS, AngularJS 2.0, NodeJS) is a plus
- Knowledge of website structure and functionality
- Understanding of HTML, CSS optimizations, JavaScript, debugging and troubleshooting techniques
- Have creativity and imagination
- Give guidance on layout, colors and styles
- Testing the website for functionality in different browsers and at different resolutions
- Passionate about what you do, can-do-attitude and put the goals of the team before your own prestige
Quyền lợi được hưởng
- Medical Healthcare Insurance to take care of you and your family
- Chance to work in US/UK, France, Singapore
- English, Japanese classes everyday
- Great chance to develop your skills and competences, with Inner training and approach new technologies
- Working 5 days/week , from Monday to Friday , off on Saturday and Sunday
- 12 days holiday/year, take holiday on X'mas (25th Dec) , take ½ off in birthday
- Relaxed, friendly atmosphere as well as excellent working facilities
- Opportunities for promotions and career development in a dynamic
- Annual company trip, many exciting activities for team building (badminton, football, foosball..)
- 13th-month salary, upgrading salary 1 time/year or when you have excellence achievement
- Free parking
Cách thức ứng tuyển
Công việc này đã hết hạn ứng tuyển!
Ngành nghềIT Phần cứng / Mạng IT phần mềm
Kỹ năngAngularJS CSS HTML HTML5 Javascript
Sutrix Solutions is an independent web/mobile development company based in Hong Kong, and operating in Vietnam, France Singapore & Denmark developing web & mobile applications for the leading digital & advertising agencies in Europe, APAC and US.
Our company was founded in 2001 and is now over 300 full time technologists who have built Enterprise CMS and E-Commerce sites for the top tier brands in the Automotive, Tire, Banking, Insurance, Hospitality and Media industry. Our management team includes seasoned professionals from France, US, Denmark and India.
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Khóa học dành cho bạn
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Consider this: How someone evaluates a relationship with a business is often based upon what they don't experience. A routine is a routine because it has no disruptions. That's why your credit union needs a business continuity plan.
Reliable, secure document management is non-negotiable for credit unions, and there's no excuse not to have procedures in place to mitigate an incident or a disaster. A business continuity plan ensures that even in a surprise scenario, there are no surprises to your members or employees.
So, what could happen? Systems could crash. A hurricane could strike. It's imperative to maintain continuity when these external factors threaten to disrupt the welcome sameness of a well-functioning system. You want to buy a plunger before the toilet clogs.
Don't have the time to develop a plan?
Think you don't need one?
Haven't found a solution that works yet?
Don't know where to start?
That's where we step in.
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Important aside: a business continuity plan isn't only effective in times of disaster. (The hope, of course, is that there's never a disaster.) It also boosts member confidence, and you don't want to gamble with that.
When it comes to your business, it's all critical. Contact Diamond to continue the conversation about continuity.