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This is an updated version of an article by Roger Loxley that first appeared in 'Steamlines' magazine in the 1980's and in 1995 was also published in book form by Sidestreet Bannerworks Inc. Drawings in figures 2 and 3 by Marc Horovitz.
Figure 1
Simple spirit burner
The tank must have an air vent and overflow in the top. Otherwise, a vacuum will be created in the tank as the level of spirit falls, which will eventually stop the flow. The vent also acts as a relief valve to allow vapor to escape if the tank becomes hot. On the Roundhouse burner shown, the overflow is a small bore tube exiting at the bottom, that passes internally to the top of the tank.
Figure 2
Chicken feed system
The second type of burner is shown in figure 2.
This is commonly known as a "chicken feed" and it is found in a number of different variations. Variation 'A' simply has a control valve on the spirit outlet from the tank, to control the flow of spirit into the sump below. The sump then feeds the burners as in figure 1. The tank must, have an air vent on top. Variation 'B' has a valve on the air vent to control flow by restricting the amount of air entering the tank. Variation 'C' (the safest type) is as 'A', but also has an automatic cutoff to prevent the level of spirit in the sump from getting too high and overflowing. This is achieved by taking an air-vent pipe from the top of the inside of the tank, down into the sump. When the level rises and spirit covers the bottom of this tube, it prevents air from entering the tank and cuts off the flow of spirit from the tank until the level in the sump has dropped.
There are other variations on this type of layout but the ones shown should give you an idea of how it works. With this system a certain amount of control over the flame can be had by altering the rate of flow of the spirit.
Whether the simple type (figure 1) or chicken feed (figure 2) is used depends largely on the loco being modeled. On most engines, the simple type is best, particularly if used on outside-framed locomotives, where there is ample space between the frames for the tank, with an air space all around. This air space is most important, as the spirit in the tank should not be allowed to get too hot. The chickenfeed system may be used where space between the frames is limited; the tank can be mounted above the footplate, where there is usually more room.
A spirit burner should not flare up, smell foul (although a certain amount of odor is unavoidable), or set fire to your track and if it does then something is wrong.
The primary way of controlling the fire is by wick adjustment. I will start by saying that wicks should never be thought of simply as bits of string that burn. If you get it fixed in your mind that they are actually control valves, you are halfway to getting your loco to run properly.
Let me explain this a little. When the tank is filled with spirit, the fuel is first forced up through the wicks by atmospheric pressure acting on the surface of the alcohol in the tank and, as the level drops due to the burning at the wick, by capillary action. Either way, the fuel gets to the tip of the wick by passing through air spaces between the wick strands. It follows, then, that the flow can be varied by increasing or decreasing these spaces. In simple terms, this means loosening the strands or packing them tighter. Once the spirit has reached the top of the wick, it has to do something and, if the fire is lit, that something is to burn. If the valve (tightness of wick) is correct, then all the fuel that reaches the top will burn off efficiently. If the valve is open a little too much, the spirit will still burn, but this time a certain amount of unburned vapor will be carried off into the air, giving an unpleasant smell.
However, if the valve is open way too much, the spirit that cannot be burned up quickly enough has no option but to overflow and run down the side of the tube where, at best, it dribbles onto the track, leaving pools of burning liquid behind it. At worst, fire will run along the feed tube and engulf the whole engine in flames. The secret is to set your burner to have the smallest flames possible consistent with producing enough steam to run the loco without it running short. Any excess is simply waste. Do not be tempted to just stick some wicks in and if the loco runs, leave it at that. Take some time and care over the setting and it will pay dividends in the end.
When setting up a new burner, always adhere to the following routine.
1/ Cut a number of lengths of wick material about 3mm longer than the burner tube, and put a sufficient number in each tube so that they just fill it without being forced in. When using asbestos, wet the material with water or spirit to prevent the fiber from drifting in the air.
2/ Fill the tank, watching the wicks to see how the spirit appears at the top. If it arrives too quickly and over flows, then the wick is too loose and needs packing down a little with a pair of tweezers. Aim to get the whole wick damp by the time the tank is full. If any part of the wick is still dry, ease out a strand of string with the tweezers.
3/ Once satisfied that all looks well, light the wick and let it burn for a few minutes to settle it down. Now you can set each individual flame to the right height, shape, and color, again by using the tweezers to either pack or loosen the wick. To begin with, aim to have each flame no more than one inch high, of a uniform teardrop shape, and with a bluish flame. The type of wick used can effect this, as can new wicks that have just been fitted. When the flame is right, let it burn for a further ten to fifteen minutes to settle the wicks. On the subject of flames, don't be tempted to have long straggly wicks that burn with large, uneven yellow flames. In this case, big is not better. You will probably find that when this type of flame is put under the loco, your eyes will run whenever you go near it. It's all that unburned spirit vapor again, causing complaints from everyone and costing you money. Set your wicks to stick up above the top of the tubes 3mm or less.
4/ Only when satisfied that all is burning should you attach the burner to the loco to see how it performs in service. The burner is affected by the available air, which is different when the burner is fitted to the loco (with its surrounding body work and firebox) than when it is burning freely in the open. It may be necessary to remove the burner again if the rate of steam production is not right. Once set, however, it need not be disturbed for quite some time.
What is needed here is a firebox.
Figure 3
Firebox schematic
This is an enclosure around the boiler that not only keeps the heat where it is needed but has the added advantage of keeping out unwanted drafts that could extinguish the fire. Of course, a through flow of air is needed to allow the fire to burn properly. This is accomplished by having the top and bottom of the firebox open so there is a vertical flow of air past the burners. There is quite an art to getting the right proportions for this through flow of air and there are mathematical formulas covering it. Most modelers will however tend to work from past experience and from what they know functions well, plus a little trial and error.
Figure 3 shows a cross-section through a typical firebox to illustrate the principle. The ends of the firebox are closed off. In order to minimize heat conduction through the loco, minimal contact between the firebox and frames is essential. On Roundhouse locos, the firebox touches the frames at only four places and the area of contact at each point is only 1.6mm x 0.75mm There is no other contact with the rest of the loco except the boiler and steam pipe.
The use of a well-designed firebox also has another benefit. Since the burner heats the boiler more efficiently, smaller flames can be used to do the job. This, in turn, means less spirit is necessary to run the engine.
The flow of air through the firebox can be controlled by the two top side flaps which, by altering the width of the gap between the flap and the boiler, effectively controls the speed at which the hot gasses can exit. By closing these 'vents', the flow of air up through the firebox is slowed, allowing more of it's heat to pass to the boiler and by opening the 'vents', the opposite occurs. There are other forces at work here too just to complicate things. To start with, the heat rising from the burner and up through the firebox creates an air flow that draws cold air in through the bottom to help fuel the fire and, as the volume of hot gasses exhausting the top increases, so does the amount of cold air drawn in at the bottom. The principal is very simple, but in practice it can be a little tricky to get the right balance.
Setting the gap too small will keep more heat in the firebox but will also mean that too little air is drawn in at the bottom so the fire will burn very inefficiently. This can show up in several ways such as - inability to produce enough steam, bad odor and even the possibility of a halo of fire over the top of the boiler. This latter phenomena is a result of to little air reaching the burning wicks and the excess, un-burnt gas exiting the top 'vents'. It then igniting over the top of the hot boiler as it mixes with the now plentiful air supply.
Setting the gap too large will allow the heat to exit the top of the firebox too quickly, before it has had chance to pass enough to the boiler. This will also draw too much cold air in the bottom which further cools things down. This will also show up as an inability to produce enough steam and can also produce a halo of flame above the boiler but in this case it's more likely to be the flames being drawn up by the fast flow of air and gas up round the boiler.
The trick is to get the 'vent' gap just right so that the following happens all in one smooth process.
1/ The fire burns cleanly and efficiently by drawing in just enough air at the bottom.
2/ It passes as much of it's heat to the boiler as possible by traveling at the correct speed up through the firebox.
3/ Complete combustion of all the spirit vapour has taken place by the time the waste gas exhausts via the top 'vents'.
Generally, it is down to trial and error to get the 'vent' gap set correctly and time spent running and trying different settings whilst observing the effects will soon pay off. Note that changing wick material will often benefit from a slight adjustment to the gap as the fires behavior and requirements may change.
Another factor equally as Important as the flow of air through the firebox is the distance between the top of the burner tube and the underside of the boiler. In fact, this is important even on a loco without a firebox. If the burner is stuffed up very close to the boiler and there is not enough combustion space, then incomplete combustion of the spirit occurs. There is a fire but it is a poor worker; it has difficulty boiling the water but is good at producing the bad smell. Any pipework passing through the fire area should also be considered, especially if a superheater coil is used, and extra air space should be provided.
By ensuring that the burner wicks and firebox are correctly set up and working together will ensure that you get the most out of the system.
Internally, lime scale can build up over a period of time forming a thick layer of hard material which can interfere with the passage of heat through the boiler shell to the water. How long this takes and how thick a layer builds up depends on the water being used. It is good practice to remove this scale periodically using a kettle de-scaler or other suitable chemical. Even household vinegar can be used for this.
Externally, carbon deposits can build up on the outside of the boiler shell inside the firebox.
This is often caused by the oil in the exhaust steam and water which falls onto the boiler during operation, particularly when initially clearing the cylinders of condensate at the start of a run. The water content evaperates, but the oil will run down onto the bottom of the boiler where it is burnt in the fire and, over time, can build up as quite thick layer of carbon.
This should also be removed periodically.
The efficiency of the locomotives fittings, cylinders and valve gear must also, not be overlooked. If steam is being wasted due to worn parts/seals, leaking safety valves, slide valves leaking past and just general wear, then no end of tweaking of the burner will help. Don't blame the firing system for not producing enough steam if the problem is actually that you are wasting a fair proportion of what you are getting.
I hope this has given you some helpful tips on getting the most out of your spirit-fired locos. Perhaps this will help some of you get more pleasure and less trouble from your engines.
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� 2003 Roundhouse Eng. Co. Ltd.


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By Claudia Puig, USA TODAY
If civilization were obliterated, what shreds of humanity would remain in those who survived?
The Road probes the meaning of human connection. Cormac McCarthy's Pulitzer Prize-winning, lyrical novel presents an intimate portrait of a father and son struggling to survive in a post-apocalyptic world.
The film adaptation is grimly faithful to the book, even as it adds heft to lesser characters.
At the heart of this bleak story are two astounding performances. Viggo Mortensen is superb as the father, blending a weathered demeanor with indefatigable determination and tenderness. His son is played by 11-year-old Kodi Smit-McPhee, whose sweet voice and innocence are ideally suited to the role.
The father and son (unnamed, as in the book) are refugees, pushing a rickety cart with their belongings, forced to scrounge for food and water, taking shelter wherever they can in the devastated landscape. Amid the ruins of buildings and abandoned cars, fires flare and dead trees topple. The world is as ragged as their spirits, though we never learn what caused this tragedy.
They make their exhausted way among the flattened, barren landscape and charred remains, dodging cannibals and thieves in their quest to reach a warmer climate by the sea.
The father reads to his son, especially about courageous heroes. He assures him that they are the good guys, and must be ever wary of the bad.
When the father shoots a man who threatens them, his son is badly shaken. "I'll kill anyone who touches you because that's my job," he explains simply. The dead man's blood and bits of his brain are splattered on the boy. His father gently washes his son's hair as the boy whimpers like a baby animal. The haunting scene pierces the heart.
The film is beautifully shot, with an evocative score that offsets the stark terrain. The role of the boy's mother, played by Charlize Theron, is amplified from her bare-bones presence in the book.
While the film is not as resonant as the novel, it is an honorable adaptation, capturing the essence of the bond between father and son.
Their efforts to hold on to their better natures amid soul-killing conditions is stirring and life-affirming.
Guidelines: You share in the USA TODAY community, so please keep your comments smart and civil. Don't attack other readers personally, and keep your language decent. Use the "Report Abuse" button to make a difference. Read more.


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The saga's main character, Michael Corleone, is speaking with Cardinal Lamberto, who would soon become pope. They are in a courtyard standing by a small bird bath or fountain. The cardinal retrieves a pebble from under the water. "Look at this stone," he says, holding it out for Michael to see. "It has been lying in the water for a very long time, but the water has not penetrated it." He then whacks the rock on the side of the fountain, breaking it open to expose the inside. "Look," he says, "perfectly dry." The glistening water on the outside had not seeped in.
Lamberto continues: "The same thing has happened to men in Europe. For centuries they have been surrounded by Christianity, but Christ has not penetrated. Christ doesn't live within them."
Just as Lamberto finishes his observation, Michael suffers a diabetic attack and requires sugar before it worsens. Lamberto perceptively notes that Michael's heart is causing his real torment. Indeed, Michael is Exhibit B in the lesson. Raised in the church, Michael is nonetheless a murderer. Christ has not penetrated.
And so with us I sometimes think. Christ is everywhere around us. But is he in us too?
Three quarters of American adults identify as Christian. We like to say that we are a Christian nation. It's a loaded phrase with historical problems, but it makes for a powerful self-identifier. We should ask if it's true. There are some 335,000 Christian congregations in this country. In some locales a seemingly endless number of steeples jab the sky, while other congregations cram into storefronts and still others occupy massive spaces like big-box retailers, hulking islands rising amid acres of blacktop parking.
All of this is good, but it doesn't really answer the question: Has Christ penetrated? Despite the overwhelming number of self-professed Christians, only 12 percent of American adults claim faith as their top priority, according to research by the Barna Group. Family, health, leisure, success, career, and wealth all rank higher.
And it's not just self-professed priorities that gauge our adherence. Acceptance of traditional Christian morality has declined, as well, according to Barna. For one recent example — this one from the family research firm Child Trends — births outside marriage account for more than half of all births to women under thirty.
Enough with the dire news. There is hope and a way out.
No one can look at the culture and just fix it. No on can cause Christ to penetrate deeper into our nation. That's delusional. In another context, C.S. Lewis denounced the idea of national repentance as a way to skirt personal repentance. But personal repentance is the only way. I can lament the statistics while also contributing to them (and in fact I have). What good is that except securing my own judgement? All we can do is open up and allow Christ to penetrate our own hearts of stone and transform them into hearts of flesh. It just so happens that is a sufficient and efficacious beginning.
Back to the courtyard: Lamberto asks Michael about making confession. It's been thirty years since he's last opened his heart. But Michael knows confessing isn't all. He must repent, which he won't do. Will we, each of us? We must. We can. Our Christianity glistens brilliantly on the outside. But the question is, when God breaks us open, will he find that Christ has truly seeped inside, or will he discover us to be merely dry and dead?


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'Jurassic Park 4' Lands New Release Date and Title
By ETONLINE STAFF
September 11, 2013
It's been 20 years since the first Jurassic Park hit the big screen in 1993, and in two years, the dinosaur movie franchise will finally return.
Universal Pictures announced that it will release Jurassic World in 3D on June 12, 2015, Deadline reports. Steven Spielberg is producing the highly anticipated film, while Colin Trevorrow will reportedly direct "from a draft of the screenplay he wrote with Derek Connolly."
RELATED: Who Almost Starred In Jurassic Park?!
The conception of creating Jurassic World, formally known as Jurassic Park 4, began over a decade ago and was initially slated for release in 2005, but production was continually delayed due to script revisions and the project eventually fizzled out. After years of speculation, Universal confirmed in January 2013 that the sequel was back on and scheduled for release on June 13, 2014 with production to commence on June 24. That did not happen.
The most recent film in the Jurassic Park franchise, Jurassic Park III, was released in 2001 to a less enthusiastic response at the box office than its predecessors by a relatively wide margin, bringing in $368.8 million worldwide.
At the time the first film was released in 1993, it was the highest-grossing movie worldwide in history, raking in an astounding $967.2 million ($1.6 billion, inflation-adjusted) and also nabbing three Oscars for visual effects and sound editing and mixing. Its follow-up, The Lost World: Jurassic Park, followed suit in 1997 with an impressive $618.3 million worldwide.
If you're unfamiliar with Jurassic Park's premise, the first film took place inside a theme park that suffers a major power breakdown that allows its cloned dinosaur exhibits to run amok. Check out the trailer:


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Discussion in 'Assets and Asset Store' started by unikronsoftware, Jun 16, 2011.
I will send you a PM to discuss this further.
Version 1.06 has been submitted to the Asset Store
- Fixed bug with multiline text
- Support for uniform sprite sheets. Set up a tiled sprite sheet texture, and the system will extract and crop each tile automatically.
- Bugfix in autofill, now will recognize 0000, 0001, etc. in addition to 1,2,3, etc.
- Animation events can be set up and will be triggered while the animation is playing. Animation demo scene has a demonstration of this feature.
- Updated documentation
I've just upgrade and I recieve this error
Code (csharp):
NullReferenceException: Object reference not set to an instance of an object
tk2dAnimatedSprite.Play (Int32 id) (at Assets/TK2DROOT/tk2d/Sprites/tk2dAnimatedSprite.cs:59)
tk2dAnimatedSprite.Play (System.String name) (at Assets/TK2DROOT/tk2d/Sprites/tk2dAnimatedSprite.cs:33)
Character.ChangeRandomState () (at Assets/Scripts/Character.cs:249)
Character.Start () (at Assets/Scripts/Character.cs:121)
As far as I can see it has to do with my Sprite Animation Asset. Probably it has not updated to the new changes using tirggers and such?
I could recreate the whole Sprite animation Asset, but that would be tiresome. Do you know any way to update the Sprite animation si it can work with the new version?
Edit: Upon further revision it might not be the case. I've just created another sprite animation asste with differente frames an the same error occurs.. I'll try to figure what could be going on.
Update: I've found the issue, apparently in tk2dAnimatedSprite.cs you have this at line 57:
Code (csharp):
currentClip = null;
if (currentClip.frames[0].triggerEvent)
So, by deleting the currentClip = null; sentence solves the problem, although I don't know if it might break something inside the 2D Toolkit. Hope this helps .
Italo F. Capasso B.
Just had a look at is a genuine bug which snuck in with the triggers
It only happens under certain conditions, one of which occurs when your sprite is set up to start with an invalid clip (no frames) or when it has only one frame.
You can fix it temporarily by moving tk2dAnimatedSprite line 59 further down, like so:
I will send an update straight away to fix this issue, but in the mean time you can do that to get around the problem. Sorry for any inconvenience.
I'm using the latest tk2d with the fix above. It seems when I change the text of a textmesh, some characters get left behind. It appears the quads stay behind, and only a particular letter ('o' in my case). The o letter doubles-up with the new string, so it looks mostly fine except for a few letters that appear garbled due to the o quad being ontop of it. I'm using multi-line strings in-case that helps track it down.
Does that happen with single line strings? I have been trying to reproduce it and it doesn't seem to happen over here. Could you email or pm a unity package with the font you are using, in case it's something to do with that?
I tried using the new spritesheet feature but got an error. The sprite sheet is 2560 by 2560pixels so pretty large, and there are 5 columns and 5 rows to give 25 frames. The error window stated that there were a different number of frames than expected.
This is a bug. We will be submitting an update with this fix. Thanks for reporting this.
Drop me a PM if you need this sooner and I'll send you a link to the fixed file, as I don't think this update will be approved over the weekend.
This applies to anyone else who needs it too, as this bug is pretty nasty.
I've found two issues with the TextMesh -
In a new scene, create an animated Sprite and a TextMesh. Hit Play and selecting the Textmesh in the Editor generates this warning:
Code (csharp):
The referenced script on this Behaviour is missing!
UnityEditor.AssetDatabase:LoadAssetAtPath(String, Type)
tk2dEditorUtility:FindPrefabsInProjectWithComponent() (at Assets/TK2DROOT/tk2d/Editor/tk2dEditorUtility.cs:71)
tk2dTextMeshEditor:OnInspectorGUI() (at Assets/TK2DROOT/tk2d/Fonts/Editor/tk2dTextMeshEditor.cs:15)
That doesn't crash Unity, but I've isolated the TextMesh as causing a crash when they are in the scene and are referenced by another script. When I hit the Play button, to stop the animation, I get the following Unity crash and error:
Code (csharp):
Fatal Error!
GetManagerFromContext: pointer to object of manager 'kScene' is NULL (table index 17)
I wish I could create a reproduceable scene for the crash, but it seems like it must be related to the way my scripts are accessing the TextMesh. If it's all set up, it runs fine. I have one scene with working TextMeshes and animated sprites with no problems.
But in another scene where I don't really need the TextMesh objects, if I leave them in there and don't hook them up to my scripts it seems to create the crash. I deleted the TextMesh objects from that scene and it stopped the crashing.
Hi Bryan,
Regarding the first issue, is that reproducible? If so, would you be happy to send me a test case to fix this issue?
With the second crash, what version of Unity are you running? Also, how are you accessing the TextMesh object? Its a shame it isn't reproducible, as I would really like to get to the bottom of this.
Hi all,
To fix the issue with sprite sheets not building correctly, and non-power-of-two textures not working correctly, please change the following lines while waiting for the update to be approved:
tk2dSpriteCollectionEditor, line 291
Code (csharp):
foreach (var tex in texturesToProcess)
// make sure the source texture is npot and readable, and uncompressed
string thisTextPath = AssetDatabase.GetAssetPath(tex);
TextureImporter importer = (TextureImporter)TextureImporter.GetAtPath(thisTextPath);
if (importer.textureType != TextureImporterType.Advanced ||
importer.textureFormat != TextureImporterFormat.AutomaticTruecolor ||
importer.npotScale != TextureImporterNPOTScale.None ||
importer.isReadable != true ||
importer.maxTextureSize < 4096)
importer.textureFormat = TextureImporterFormat.AutomaticTruecolor;
importer.textureType = TextureImporterType.Advanced;
importer.npotScale = TextureImporterNPOTScale.None;
importer.isReadable = true;
importer.mipmapEnabled = false;
importer.maxTextureSize = 4096;
Is this good than sprite manager (anbsoft.com) ?
Hey, I'm trying to make a game with tk2d where all the sprites lie flat on the XZ plane. Would it be possible to add an option to sprites or somewhere to rotate their mesh to fit a certain plane without having to actually rotate the transform (so that it reads (0,0,0) but is still lying flat on the plane)? I tried rotating the sprites manually by setting the X rotation to -90 or 90, but that causes me to get gimbal lock when rotating along the Y or Z axes, which also does weird stuff when I try to translate the object.
We can definitely add that as an option, but I'm just trying to find out what you're trying to do it and why. All the data is precomputed, and having selectable planes will mean swizzling the data which just adds that little bit extra computing which we have been working quite hard to avoid. In addition, we are planning on doing a 2d particle system add-on to throw around large numbers of animating 2d particles and when that happens, the additional computation will make more of a difference then.
Have you tried parenting your sprites to an empty gameobject which is located at the origin, and rotated around X? This will probably give you a close result to what you want (though this won't be perfect). You will need to move your sprites using transform.position but rotate using transform.localRotation.z.
I suppose, I am trying to dissuade you from going down this path, but if you need it we can certainly add it as it will only be a few lines of code. The performance reasons were why this wasn't an option even in the first place, while all the other 2d packages seem to support it. Let me know your thoughts and we can proceed from there.
The focus of the two products is really quite different, though they seem the same / similar.
We perform as much computation as possible offline, and our runtime code is ridiculously simple. Each created sprite is automatically pixel perfect (if you set everything up correctly), and no computation is performed for this.
Our product also rebuilds the atlas when the source files are modified, which fits in really nicely into a prototyping pipeline. How we work in house is a programmer/artist sets up some placeholders, builds the sprite collection and starts coding. Other artists can update the source files, and the atlas will get updated while the game is running within the editor as well (within reason, as if you replace a 42x42 texture with a 420x420 one, the atlas is not going to fit any more and everything will be downscaled). This is really good for "getting the sprite just right" at frame 43 when the game is running.
Our "sprites" are also not limited to 4 vertices, and we use this to our advantage to split up large images and crop out blank areas. A good use for this is for a HUD which covers the 4 corners of the screen. Its nice to be able to work as one big image, set up the dicing options and in your game, it simply appears as a mesh with a number of polygons, all happening quite seamlessly. A lot of the blank space will be trimmed out of your image, so you don't have to chop up your images by hand, or save them like that. Again, save this in your image editing app, and the atlas will be regenerated automatically and your scene updated.
Theres a lot of other little things like that which set this library apart from the other sprite libraries out there, check out the videos to see a bit of what I mean.
I re-imported the toolkit and the first problem seems to have gone away. It seems to work best to delete the Toolkit folder entirely, and do a complete re-import from the Asset store.
For the second problem, the crash, I tried to make a reproducible scene and in the process found that in fact deleting the UIToolkit that I also had in the scene stopped the crashing. So, it may not have been the 2DToolkit after all. I really haven't had time to test and figure out what is up with the UIToolkit, it could be me. I actually was thinking of scrapping the Primesense UIToolkit anyway and just using your 2D Toolkit for everything. Hoping to get my game down to a single Sprite.
Do you have suggestions or a tutorial on a simple way to use your sprites for a GUI interface? I already have an ortho camera for the Player, and would probably just add some sprites as children to my camera so it moves along with everything. I suppose I could adjust the Joystick.js sample that comes with the mobile, but was wondering if you had any suggestions that work well with your system.
You could attach your sprites to the main camera like you say, though what we do is create a second ortho camera far away and set it to only draw some tagged elements. We also use the built in unity animation system to animate various things in the interface, like in-out transitions, etc. for our front end interfaces, we simply have multiple cameras, and animate each of them independently.
We will be adding the button and counter classes to the toolkit at some point in the future, but they will just be unsupported bonus materials.
I know this has already been asked a thousand times, and just 5 minutes ago was asked AND answered.
However, I'd be interested in seeing a "Feature Lineup" like how many websites compare their product versions with a feature list.
Specifically, one containing all of the 2D plugins, showing off various features.
Yet since this is a specific thread, then this vs SM2. Really, all a lot of us know is SM2, so knowing if it's better/worse and in what ways really helps.
In the end though, they all do pretty much the same thing... and this one is 1/3rd the price of SM2 (if I'm not mistaken) so I'm sure this is superior, hands down.
So I guess I'll ask a different question...
Are there any specific features that would help me develop 2.5D isometric games (2D, but Dimetric Tiles), or link together sprites (like square tiles) easier?
There's just so many 2D asset packages, it's mindblowing to know which to pick, and which is better.
One of my biggest concerns in a 2D animation package is actually...
1) Speed of adding sprites. I have thousands upon thousands of images. A single animation is hundreds. They all have number ranges (North direction is 0-41, North East is 42-83, etc. etc.) but I have to sort these into folders first, and then after having a folder for each direction, I have to then go through a lengthy process "Add Animation +", Name animation (the exact same name as ALWAYS-- the direction N, S, E, W, NE, SW, NW, SE), making sure these are assigned the same order to give the same sprite number (N = 0, E = 1, S = 3, etc. etc.), then drag and drop the entire folder in, and do this 8 times per animation, per character, per item, per outfit. Then I have to name each individual variation of the animation in a SuperSprite which handles all these other sprites-- after storing them all in prefabs, and making sure they are always the same resolution % which I downsize them to be!
Honestly, it takes longer just to implement the sprite into unity because of how long it takes me to name the same 8 directions over and over again. Every single "Add Animation +" in SM2 is given "New Animation" as the name.
If 2D toolkit automatically saved the name hierarchy that I originally had, that would save me a lot of time! One sprite could have 8 animations inside of it, ALWAYS named, in order, N E S W NE NW SE SW, and the ability to drag ALL images and have it KNOW that name_000.png to name_042.png is ALWAYS North (N), name_043.png to name_085.png is ALWAYS East (E), etc.
Then I can just have ONE sprite, and drag all images into that sprite ONCE, and everything is setup.
The naming convention _000.png is always the same. The direction and order is always the same.
Yet it takes me hours to implement a sprite in SM2 with all its thousands of images, directions, and equipment, and image sorting into folders.
Sometimes I have to do it this way because the way the sprite sheet creator in SM2 handles making sprite sheets. It can't make more than 1, and you have to redo everything if you change ANYTHING! When dealing with thousands upon thousands of images and sprite sheets, what a PITA!
The next release, or perhaps the one after that, will support multiple atlas generation for animated sprites. This will be limited to animated sprites, and will automatically create as many atlases as required to hold the sprites. This will be separate to the normal sprite collection interface, as it doesn't really fit into the workflow.
This will certainly speed up your workflow quite massively.
Currently, you will still need to create multiple atlases manually, but adding frames to animations is quite fast, as you add the first frame and click auto fill to fill out the frames.
Starting to get a Joystick up and running using an ortho camera and am now getting overwhelmed by the number and types of GUI solutions for iOS. Now I can see why there are so many tool kits for GUI, just getting a simple, accurate touch event on a GUI control is pretty complex. How do you handle your GUI controls for your games? Colliders on the Sprites, or checking coordinates of touches? Or, Raycasting?
I would rather write my own script than use another packaged solution, so any pointers for doing the following:
1. Use an animated sprite for a simple button that the player can hold down or for a single press
2. Switch to a different animation (Single) when pressed, and then back to normal when up
3. Must be very reliable, so when the player stops touching, it needs to know that immediately.
It seems like most of the GUI scripts include their own versions of sprite management, and it seems like a project to get any of them to work with a button of my own.
I really like the simplicity and workflow of the 2DToolkit sprites. For my game, it seems like I can make anything I need and am getting great performance on an iPhone 3G, which is my base test device.
I like seeing my sprites as meshes in game, so that I can animate them or whatever I need to in addition to running the sprite animation. Should be perfect for my GUI and menus as well once I get the buttons implemented.
May I ask why Pixel perfect sprites and sprite animations video is private?
I have no idea, I probably set it up like that and totally forgot about it! I'll change that now.
We just have a simple Button script which is some thing like this:
Code (csharp):
string message;
void Update()
if (Input.GetMouseButtonDown(0))
Ray ray = myCamera.ScreenPointToRay(Input.mousePosition);
RaycastHit hitInfo;
if (collider.Raycast(ray, out hitInfo, 100.0f))
IEnumerator ButtonDown()
bool hit = true;
while (Input.GetMouseButton(0))
Ray ray = myCamera.ScreenPointToRay(Input.mousePosition);
RaycastHit hitInfo;
if (!collider.Raycast(ray, out hitInfo, 100.0f))
hit = false;
hit = true;
yield return 0;
if (hit targetObject) targetObject.SendMessage(message);
You obviously need a bit more code in there to make sure the cursor (or touch event, Input.mousePosition reads touch events too) stays within the confines of the collider, and play sounds, etc. I mostly typed that from memory as I'm away from my computer, so I do expect that you'll need to make it work!
We'll be tidying up our script and releasing it as an unsupported bonus in a later update.
Any games made from this 2D toolkit yet? Would be nice to see a working sample even it is a small one.
Purchased the 2D toolkit, and I wanted to load a sprite into a Texture2D for usage in UnityGUI... any idea if thats possible?
I did a solution like below... anything that can go wrong?
Code (csharp):
public class AdvertisningScreen : WagScreen {
public Texture2D adv_textureAtlas;
private GUIStyle blankStyle = new GUIStyle();
public GameObject guiSprite;
public int ypos = -480;
public Texture2D advScreen;
void OnAwake(){
//advScreen = ((tk2dSpriteCollection)guiSpritetextureRefs[0];
void OnEnable(){
advScreen = guiSprite.GetComponent<tk2dSpriteCollection>().textureRefs[0];
void applyAnimation(int pos ){
ypos = pos;
void OnDisable(){
ypos = -480;
void OnGUI(){
//GUI.BeginGroup(new Rect(0,0,1024,1024));
GUI.Label(new Rect(0,ypos,320,480),advScreen,blankStyle);
Thanks, that helped a lot. Here's a complete working example. To get a 2D sprite button do the following:
1. Make a new camera, set to Ortho, that renders only a UILayer
2. Make an animated sprite, set the layer to UILayer
3. Attach this script to it
What I'm doing is also adding a text object as a child to the animated sprite, so I can use the same button graphics, and then retype the text for each button. Then, I'm putting my buttons as children to the new GUI camera, where I plan to animate the set of buttons as needed. That way, all my buttons, game over text, etc. will be accessible by calling the desired animation from my GUI camera. This is just the simple scheme I was looking for!
Code (csharp):
using UnityEngine;
using System.Collections;
public class GUIButton2Dtk : MonoBehaviour
public string message;
public Camera myCamera;
public Transform targetObject;
private tk2dAnimatedSprite animatedSprite;
void Start ()
animatedSprite = GetComponent<tk2dAnimatedSprite>();
void Update()
if (Input.GetMouseButtonDown(0))
Ray ray = myCamera.ScreenPointToRay(Input.mousePosition);
RaycastHit hitInfo;
if (collider.Raycast(ray, out hitInfo, 100.0f))
IEnumerator ButtonDown()
bool hit = true;
while (Input.GetMouseButton(0))
Ray ray = myCamera.ScreenPointToRay(Input.mousePosition);
RaycastHit hitInfo;
if (!collider.Raycast(ray, out hitInfo, 100.0f))
hit = false;
hit = true;
yield return 0;
if (hit targetObject)
Debug.Log("You hit me!");
Yes, this is not a good way of doing it. By grabbing a sprite collection directly, you are bypassing the texture atlas, and while it will work, it will also include all your loose textures into your project.
I'm guessing you simply want to have a texture displayed on the screen? In that case, all you need to do is Create a new Sprite (Hierarchy > Create > tk2d > Sprite), position it where you want, and reference that GameObject from your script. You can then select the appropriate sprite using the interface. If you then parent this to your Camera, it will always appear at the same location. You can use the built in Unity Animation System to animate your sprites, or even use iTween to perform the animation.
You can't really use the sprite in UnityGUI as UnityGUI doesn't support extracting parts of textures which is required to use a texture atlas.
I can see that but unfortunatly I have a rather complex UI consisting of more than just buttons, so I need UnityUI, guess I will have to live with the memory overhead for now ;-(
Hi, sorry I was out of town.
Oh, if it's going to cause that much of a performance slowdown then I guess I won't bother. I was just thinking it would be convenient to have everything lying flat on unity's grid rather than perpendicular to it, otherwise the grid is kind of meaningless. I'll stick to the XY axis, in that case.
We have started preparing the next release.
The new features for the next release will be:
- Improved font / sprite picking using prefab object (thanks for highlighting the issues with a large number of prefabs in the project, Loud). Performance within the interface is now massively improved.
- New atlasing algorithm instead of using the built-in Unity one.
- Able to set up maximum sprite size on SpriteCollection, will present error dialog box if the built atlas exceeds this size.
- Animated sprites will be able to span multiple atlases, and are automatically sorted by name and substrings. Animations are automatically created for the ones based on name, and manually created animations are retained.
- Button gui script and demo scene
- Multiple resolution support (have multiple source images and automatically create multiple atlases for automatic sprite scaling from iPhone4 to iPhone 3G/S resolutions). The atlas generation part of this feature will probably make it in the next release, as it is half complete, but the runtime code may not be in a state fit for general use.
Since this release will be quite large, and contain features we do not really use in house (sprites spanning atlases, etc), it is probably a good idea to release beta versions before submitting to the Asset Store.
If you have purchased 2d toolkit, and wish to help test these betas, or simply to get your hands on these new features sooner, please drop me a PM with your email address invoice number and I will send you a private link to the current version.
I am now trying to use the 2D toolkit and I a have the following setup.
1) Ortho camera with a size of 10
2) one background with size of 320X 480 on a sprite
3) a spritecollectionw with target height 480
But I cannot make the background be pixel perfect, what am I doing wrong?
You need to set your target ortho size in the Sprite Collection to 10 (the same as the camera). If you now create this sprite in the viewport it will be pixel perfect. You should check the atlas texture to make sure it isn't compressed if you want it to be exact. You don't need to press the Make Pixel Perfect, as that makes your sprite pixel perfect in relation to the main camera (which may be perspective).
Yep I did that, but it did not work. What worked was to set the cam ortho to 10 and the collection ortho to 1?
Got some weird bugs too
Code (csharp):
NullReferenceException: Object reference not set to an instance of an object
tk2dSpriteEditor.DrawSpriteEditorGUI (.tk2dSprite sprite) (at Assets/TK2DROOT/tk2d/Sprites/Editor/tk2dSpriteEditor.cs:65)
tk2dSpriteEditor.OnInspectorGUI () (at Assets/TK2DROOT/tk2d/Sprites/Editor/tk2dSpriteEditor.cs:24)
UnityEditor.InspectorWindow.DrawEditors (Boolean isRepaintEvent, UnityEditor.Editor[] editors, Boolean eyeDropperDirty)
UnityEditor.InspectorWindow.OnGUI ()
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture)
UnityEditor.PopupCallbackInfo:SetEnumValueDelegate(Object, String[], Int32)
I'm just checking just in case, do you have the resolution in the Game window to be the same as specified in the Sprite Collection? By default the height is 640, and is targetting the iPhone4 resolution (960x640). I have tested this and it is definitely working. If you want, feel free to send a test scene via PM and I will check it out for you.
Regarding the bug, any idea what you did for it to happen? Looking at the code, it looks like you have a sprite in the scene created from a sprite collection has been deleted. Reopening the scene should fix that.
I really like this tool so far, but I have a question about the textures. When I make an atlas and just drag textures in, it tells me that they are not readable. I can change this manually, but it takes a LONG time with a lot of textures. Is there a faster way of changing the settings on all my sprites at once?
This bug should have been fixed with 1.06c. You shouldn't have to change the textures by hand, it is done automatically for you.
Redownloading fixed it.You must be putting out patches every few hours =D
Haha. These were submitted very close to one another, but it's taking a while to approve on the Asset Store
I have problem to autofill sequence,and finally I found out that my file name is in UpperCase;
in tk2dSpriteAnimationEditor.cs
You use in function autofill():
string baseName = na.Substring(0, numStartA).ToLower();
to get baseName,but in function FindFrameIndex() you use:
if (System.String.Compare(baseName, 0, spriteDefs[j].name, 0, baseName.Length) == 0)
to find the match name,but in this case you need to use:
if (System.String.Compare(baseName, 0, spriteDefs[j].name, 0, baseName.Length,true) == 0)
to ignore the case..
Thanks for reporting that. I will get that included in the next patch. We are currently in beta testing with it now, to try and catch issues with the features we don't use extensively internally.
Hey Unikron,
Do you have an ETA of the next release?
Hi, how can i "trigger" or use with coding to the "Play Automatically" in the Animated Sprite? I want to used various Animated Sprite when i play with my main character, when i pressed the left or right on the keyboard.
All you need to do is call Play("animation name") on your tk2dAnimatedSprite class when moving left or right. Check the animated sprites sample which contains an example of playing animations from code.
I have replied your PM with a link to the beta.
Man i love this tool! Thank you very much!!! It just saved me a lot of work
Glad you like it!
The latest beta has been posted to the beta site. This is the first feature complete version of the next major version (1.10).
The main feature in this version is support for building into multiple atlases. When this feature is enabled on a sprite collection, two features will be restricted: sprite dicing and the static sprite batcher. The main use case for this is for sprite animations, where having them span multiple atlases will not be an issue and cause unexpected draw call increases.
As this is a pretty major release, we will be beta testing it for a while. If anyone would like to help beta test it, or get their hands on it sooner, send me a PM, and don't forget to include your invoice number.
Is there any support for gui components built into 2D toolkit? Also, is there a trial version I can try?
Hi Tim,
There aren't any GUI components built in. However, we will be adding an example button script to the next version which is currently in beta testing. Unfortunately, there isn't a trial right now. I can see the value of a trial, but the whole system is quite integrated as a whole and isolating bits for a trial will require a lot of engineering effort which quite frankly, we'd rather spend adding more features to the product.
Hej Unikron
I am getting small "smudge" errors on some of my sprites, like its cutting out something from other parts of the spritesheet, futhermore some of the texttures change a bit in the scene but it's not visible, any advice?
The bottom of the picture looks weird
Here it is in the atlas
In texture Atlas


text:
Ask a Lawyer and Get Answers to Your Legal Questions
Hello and welcome.
My name is XXXXX XXXXX my goal is to provide you with excellent service today. I am sorry to hear of your difficult situation. Before I can give you an accurate answer to your question, please provide the following additional information:
What is the value of the property? Can you prove it belongs to you?
I look forward to assisting you as soon as I have received this information. Thank you.
the property is a large custom smoker valued at approx $4,000.00
I was build at our pipe shop for use during company bbqs and charitable fundraisers.
i have photos of fabrication and can possibly find material receipts.
I see. Thank you for clarifying the situation, Robert.To obtain a court order requiring your former partner to return the property, you would typically need to file a petition for replevin. That is the type of suit required where you are seeking the return of property rather than suing for money damages.Because of the value of the property, it would typically be easier and less expensive to file suit for money damages in small claims court since that court is designed to permit parties to pursue a legal action without an attorney. However, small claims courts usually cannot grant equitable relief, which is the type of suit involved in a petition for replevin.If you file the suit in small claims court, it may motivate your former partner to return the property in order to avoid a judgment against him. If not, then a suit for replevin would typically be necessary.Here is a link which provides instructions on how to file suit in small claims:http://www.texasbar.com/Content/NavigationMenu/ForThePublic/FreeLegalInformation/OurLegalSystem/HowtoSueinSmallClaimsCourt.pdfHere is the code which permits you to sue for replevin. If that becomes necessary, it would be best to retain a local attorney to represent you in the case:http://kansasstatutes.lesterama.org/Chapter_61/Article_37/61-3701.html
I hope this helps clarify the situation for you. Please remember to rate my service once you have all the information you need so I will be compensated for my time from the deposit you posted with this website. If you have any other questions, please ask me – I'll be happy to respond. Thank you!
would the kansas statute also work in texas?
Thank you very much for your positive rating of my service. It has been my pleasure to assist you and I hope you will ask for me should a future legal need arise.
If you receive a Customer Satisfaction Survey from JustAnswer, please consider scoring me a 9 or 10. It benefits my ability to assist you and other customers, and would be tremendously appreciated.
Thanks again and all the best to you.
Note: Please feel free to request me if you have future legal questions by typing your new question in the question box on my profile page. Here is a link to that page, which you can bookmark or add to your favorites: http://www.justanswer.com/law/expert-tina/. I look forward to hearing from you again should the need arise.


text:
NAPLES, Fla. -- Jacqueline "Jackie" Smith, 82, of Naples, Fla., formerly of Wooster, passed away Sunday, March 30, 2014.
She was born July 21, 1931, in Smithville to Edwin and Mabel Snure Zimmerman, and was a 1949 graduate of Smithville High School. She married E.A. "Mike" Smith on June 12, 1949. He survives.
Jackie was a wonderful homemaker, wife, mother, grandmother and friend to many. She traveled extensively and enjoyed every minute. She loved flowers, especially her orchids, and was a wonderful cook passing many recipes on to family and friends.
She was a member of Trinity United Church of Christ, Order of Eastern Star and had volunteered with Wooster Community Hospital Auxiliary.
Surviving in addition to her husband of 64 years, are children, Jeff (Patrice McLaughlin) Smith and Jill (Charles "Sonny") Carmichael, both of Wooster; grandchildren, Season (Brian) Cheeseman and Jordan Smith; step-grandchildren, Brian and Kevin Dawe, Rick (Christine) Carmichael and Renee (Gary) Gwinn; a brother, David Zimmerman of Smithville; and a sister-in-law, Louise Emerson-Schrock of Apple Creek.
At her request, there will be no services.
We want to extend our deepest sympathy to you and your family. Everyone loved Jackie, she was such a beautiful woman. We had some great times in Ohio and in FL with you two. Our thoughts and prayers are with all of you.
Jack and Mary Ann Basquin


text:
Checking out corners
The uncertain status of rookie cornerback Jerraud Powers has led the Colts to look for a possible replacement for Super Bowl XLIV.
Earlier this week, the team either worked out or visited with free agents Jason David, Mike McKenzie and Jack Ikegwuonu. Last week, the Colts looked at veteran Deltha O'Neal.
David was a 2004 fourth-round pick of the Colts who signed with New Orleans as a free agent after the '06 season. McKenzie is a 12-year veteran with 28 career interceptions. He appeared in five games with the Saints this season before being released.
Powers missed the AFC title game with a left foot injury. He has not practiced this week


text:
As B.C. New Democrats gather this weekend for their first major meeting since last spring's devastating B.C. election – in which they enjoyed unprecedented winning conditions but still came up short – they face a sadly familiar routine.
The NDP has won three of the 23 elections held in B.C. since it appeared on the political scene in 1933 as the B.C. wing of the Co-operative Commonwealth Federation. It is a win rate akin to profitable lottery tickets.
Many of the party's 800-plus delegates are still struggling with the fact they are not attending a celebratory convention where Adrian Dix will tout his legislative agenda as premier. Instead, delegates will not even resolve the process for picking a new leader, and will debate only non-binding resolutions.
The New Democrats, under Mr. Dix, went into the spring campaign with a double-digit lead over the governing B.C. Liberals. Victory seemed plausible. The strikes against the Liberals were many: botched implementation of the harmonized sales tax; new leader Christy Clark did not seem to be connecting with voters; the Liberal coalition had fractured, with repairs absorbing a huge amount of effort; and a scandal over plans to woo ethnic voters.
Instead of victory, the NDP lost ground: Its popular support dropped by almost three percentage points from the 2009 election.
Now the party is in the familiar posture of rejuvenation and rebooting. Should it simply redecorate: pick a new leader and a new campaign strategy? Or does it need a full-scale renovation: new leader, policies, communications and structure? What does it need to do to win?
Several campaign veterans across the political spectrum offer advice on breaking the losing streak.
Carole James
Carole James led the party through the 2005 and 2009 elections, but was ousted in a 2010 caucus revolt. She was platform co-chair in the past election.
To win, Ms. James said the B.C. NDP may have to abandon the priorities of some supporters to focus on an accessible agenda of compelling policies. Basically, a kind of political triage.
"Often we, as a party, try and please everyone," she said. "You can't be everything. You can't do everything."
Ms. James says the NDP flatters itself it by assuming voters will pore over its platform. "People are busy," she says. "You have folks who want you to be able to identify the core action you're going to take as government and express it to them. We didn't do a good job of that."
Beyond that, she wants a new leader with a "moral compass" and passion. "I'll look for someone who has charisma, but they have got to have something beneath that – a reason to run."
Geoff Plant
One might assume a former B.C. Liberal attorney-general would be happy to see the NDP carry on as it has in the past. But Geoff Plant says a healthy democracy in B.C. depends on a robust centre-left, progressive party. Also, he says a strong NDP would keep the B.C. Liberals on their toes.
So Mr. Plant's prescription begins with the party deciding whether it wants to be a movement or government.
The New Democrats "need to tear the building down to its studs and start over," retooling to deal with a reality that the party brand, in B.C., has become associated with "perpetual opposition status," Mr. Plant said.
That renovation should include keeping as much of the base as possible while espousing a new vision to mobilize people who do not now vote. "In marketing terms, it's like new customers."
Then there's the leader. Mr. Plant said Mr. Dix's successor should be unattached to any aspect of the past 20 years of NDP history so as to be able to dodge all the "junk" that gets thrown at the party, including fast ferries – "ideally, somebody who is not a threat to the business community – somebody who has a message about the economy of British Columbia that's credible."
Geoff Meggs
Geoff Meggs is a Vision Vancouver city councillor, long-time NDP activist and senior strategist for the province's previous elected NDP premier, Glen Clark.
"The next election is very winnable. It requires an unflinching willingness to look at the issues that face all British Columbians. The solution will be found in finding what is common in the values of British Columbians as opposed to continuing to draw sharp lines," he said, as happened in the pipeline debate during the past campaign. "A new leader will have to be innovative and creative in how they tackle that problem."
But he said party activists would have to accept a more dramatic level of change than many appear ready for.Report Typo/Error
Follow us on Twitter: @ianabailey, @justine_hunter


text: Ok... it\'s not really a ford mustang. I have no idea what kind of car it is (maybe a thunderbird?) - anyway, it is time for this moron to call the glass repair shop. This looked like a failed combo of bad Parkour meets Shawn Johnson dismounting the uneven bars.


text:
Santa Claus delivered special gifts to athletes across the state
Against all odds, it appears Santa did make his trip last night and he dropped packages under trees all over the world.
Kids got stuff, adults got stuff and there were all kinds of gifts for athletes and sports teams. Here's a small selection of what was found under various trees.
Barry Alvarez: As head coach of the Badgers for only one game, Alvarez wanted a new identity, other than that of Athletic Director. So Santa went to court and got Barry's name changed to "The Gipper." Alvarez also got a copy of the script of "Knute Rockne: All American" so when he delivers his pre-game speech he can beg his team to "win one for The Gipper."
Donald Driver: He got a chance to catch one last touchdown pass that wins the Super Bowl for the Packers before he walks away from football with the same grace and class he showed playing the game and winning "Dancing With the Stars."
Clay Matthews: A spot with the Chippendale Dancers, where his victory sack dance would be more appropriate.
Herb Kohl: Approval for an itty-bitty sales tax increase to fund a new arena as well as help develop a Downtown entertainment district. Kohl also gets a firm offer from somebody real rich to buy the team and a promise to keep it in Milwaukee.
Ryan Braun: A Triple Crown.
Brandon Jennings: A big long-term contract offer from the Bucks, which he decides to accept before getting into free agency. The offer is coupled with a trade of Monta Ellis that signals the Bucks' commitment to Jennings as their point guard for a long time.
Jerry Kramer: Election to the NFL Hall of Fame, thereby correcting one of the great injustices in the world of sports honors.
The Milwaukee Admirals: More fans, not because they all love hockey but because the fans admire the pluck of this team.
UWM athletic coaches: New jobs at some other college as the leaders at UWM realize the futility of having a big time athletic program and the folly of trying to build a new facility in the most jam-packed area of the city.
Wisconsin golfers: An LPGA tournament at Brown Deer Park in Milwaukee.
Bo Ryan: One great basketball player around whom he can, once again, build an entire team of winners.
Buzz Williams: A new contract that includes the services of a full time tailor.
Dan Needles and Drew Olson: They get a package of viewers so they get ratings points. I normally fall asleep when thinking about locally produced sports programs, but these two are smart and funny and their show on Saturday night on Channel 12 offers both enjoyment and insight. They deserve an audience.
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text:
I have two little girls that love Pizza. They could eat it for breakfast and dinner and still not get enough of it. Pizza, as you know, is not the most healthy thing for you so I have been looking for alternatives and found this recipe. My girls LOVED it! It is now called Noodle Pizza at our house.
Skinny Crock Pot Pizza Casserole
1 Box Spiral Pasta (uncooked but rinsed)- use whole wheat noodles to be even more healthy.
1 pound lean ground turkey
1 onion, chopped
2 cloves garlic, minced
1 green bell pepper, chopped
1 cup pepperoni
1/2 can of olives
16 ounces pizza sauce or pasta sauce
1/2 cup water
1 cup shredded lowfat mozzarella cheese
Spray crockpot with non-stick spray In a medium skillet over medium-high heat, brown the ground turkey with the onion, garlic and green bell pepper. Drain excess fat. Rinse pasta and place in the crock-pot with drained ground beef mix. Stir in olives and pepperoni. Pour Pasta sauce and 1/2 cup water over noodle mix. Stir again and make sure it is mixed well. Top with shredded Mozzarella. Cover and cook on low for 4-5 hours (no peeking)
Adapted from Mom's with Crockpots
Serve with a side salad


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Tucson police and sheriff's deputies are searching the desert north of Davis Monthan Air Force Base for anything of "evidentiary value" related to the Isabel Celis case.
The search team composed of around 25 officers and deputies and two K-9s have been scouring the area on the northern side of Golf Links Road for several hours and were expected to wrap up the search shortly, said Sgt. Maria Hawke, a Tucson police spokeswoman.
Police have searched the area before and have continued searches of different areas around town throughout the investigation, Hawke said.
"It's not anything out of the ordinary that they're doing," she said. "They have been consistently re-searching areas as information has developed."
Some areas have been searched as many as four or five times, she said.
"It's something we revisit consistently and we will continue to do so as we conduct the investigation," Hawke said.
She could not comment on specifically what information lead officers to this particular area again.
Isabel was abducted, police said
Isabel Mercedes Celis was taken from her midtown home by someone three weeks ago, said Police Chief Roberto Villaseñor — confirming for the first time that the case is an abduction.
"Someone played a part in her disappearance," Villaseñor said in an interview with the Star. "Some person is responsible for Isabel's disappearance. Isabel did not just wander off."
For weeks, police have labeled the case a "suspicious disappearance" and "possible" abduction.
The chief also said the 6-year-old's parents, Sergio and Becky Celis, have still not been ruled out as suspects.
Investigators are in daily contact with the parents, but the relationship has become "much more strained now," Villaseñor said. "They are frustrated."
The chief said the parents are being asked "very pointed questions now."
Also on Monday during a news briefing:
• Villaseñor said Sergio Celis voluntarily entered into an agreement with Child Protective Services to not make contact with his two sons, 14-year-old Sergio and 10-year-old Julian.
This happened after detectives developed information pertaining to the welfare of the boys and shared it with CPS. Villaseñor would not elaborate on the information developed by detectives.
CPS and investigators met with Isabel's parents on Thursday, and the decision for Sergio Celis to stay away from his sons was made Friday.
The boys are now staying with their mother, Villaseñor said.
CPS has been involved with the case since Isabel was reported missing on April 21, which is a common practice in missing-children cases, Villaseñor said.
• The audiotapes and transcripts of the 911 calls made the morning Isabel was reported missing were released.
In one recording, Sergio Celis tells a dispatcher he believes his daughter was abducted.
He says that he and his sons "looked everywhere in the house, and my oldest son noticed that her window was wide open and the screen was laying in the backyard."
The dispatcher asks Celis if Isabel's mother was home. "Uh, she had just left for work; I just called her and I told her to get her butt home," he replies, chuckling, according to the transcript.
The father remains calm as he tells the dispatcher that the family arrived home the night before at about 10:30.
"Everyone took their showers and they all went to bed. I even was in the living room watching, uh, the Diamondbacks game at midnight. ... And I fell asleep and I never heard anything weird. So I was like just on the ... other side of the wall from her."
In another recording in a 911 call made by a neighbor, the older son, also named Sergio, who began looking for his sister in the neighborhood, says that his sister's gone, and that "someone broke in and grabbed her."
When Isabel's mother, Becky Celis, arrives home, she tells 911, "She's only six, can you please hurry and get somebody over here."
She says her husband discovered the disappearance. "I went to work this morning at seven and um, I just, and I didn't even come and check on her. I should have come and checked on her."
She cries out "oh my God" several times during the call. The dispatcher asks her to take a deep breath, adding: "I do understand how hard that is. I just need you to calm down a little bit, okay?"
Later, in response to questions, the mother says, "Other than the window out, I can't see anything else. And the door is locked to outside, so they had to have jumped over the fence or, I don't know what they did, but oh my God ..."
• During an interview, Villaseñor told the Star:
"We have eliminated some family members as suspects, and we have eliminated a lot of the sex offenders in the area" of the family's home in the 5600 block of East 12th Street.
"We haven't gone down only one path in our investigation," Villaseñor said, explaining that detectives are looking at "external" leads that are away from the family, and "internal" leads - family members or people known to the family.
More than 1,000 leads have been reported to police, and at one point about 250 law enforcement officers from local, state and federal agencies were involved in Isabel's search.
Now, some 20 investigators and 30 support staff members are working the case daily, police said.
The cost on this case has topped $1 million, including $250,000 in overtime costs.
The 88-CRIME reward for information leading to an arrest in Isabel's disappearance has been increased to $50,500, of which $49,500 is from private donations.
Excerpt from father's 911 call
Here's an excerpt from the call to 911 by Sergio Celis reporting his daughter had disappeared:
Dispatcher: Tucson Police Department.
Sergio Celis: Hello, I need to report a uh, missing child. I believe she was abducted from my house.
D: Why do you think she was abducted?
SC: I have no idea. We woke up this morning and went to go get her up, start her baseball game and she's gone. I woke up my, my sons, I, we looked everywhere in the house, and my oldest son noticed that her window was wide open and the screen was laying in the backyard. We've looked all around the house, my son ...
After getting names and an address:
D: OK. Is mom there also?
SC: Uh, she had just left for work, I just called her and I told her to get her butt home (chuckles).
After getting a description of Isabel, the dispatcher asks Sergio about anything unusual happening.
D: Have you guys ... been having any weird phone calls, anything like that, somebody hanging around?
SC: No. We got home late from uh, my son's baseball game. You know, about 10:30 last night. Everyone took their showers and they all went to bed. I even was in the living room watching uh, the Diamondbacks game at midnight. ... And I fell asleep and I never heard anything weird. So I was like just on the ... other side of the wall from her.
Later, Sergio Celis is asked about the family situation, including if he and his wife are Isabel's biological parents:
D: OK. So no, no stepparents, any, any problems with any grandparents?
SC: No.
D: OK. So you are not having any family issues, anything like that?
SC: No.
D: OK. And you haven't noticed anybody hanging out in front of your house?
SC: No.
Source: Tucson Police Department
Contact reporters Carmen Duarte at 573-4104 or firstname.lastname@example.com or Veronica M. Cruz at email@example.com or 573-4224.


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Category:Memory Alpha pages needing attentionEdit
...and subcategories
- Category:Memory Alpha inaccurate articles
- Category:Memory Alpha incomplete articles
- Category:Memory Alpha unformatted articles.
Maintenance categories listing all pages that need attention, pages are included via a template. Please comment on Memory Alpha talk:Find or fix a stub. -- Cid Highwind 13:47, 2005 Jan 17 (CET)
This does not need to be here Edit
Memory Alpha:Message templates because it just has examples--Tribble 1771561 14:28, 27 May 2008 (UTC)
- I removed the category. Not sure what it was doing there... rather odd. Good catch. --From Andoria with Love 14:55, 27 May 2008 (UTC)
- Likely an accidental leftover from when the templates were SUBST'd. -- Sulfur 15:08, 27 May 2008 (UTC)


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Druva Simplifies End-of-XP MigrationWith Persona Backup feature
This is a Press Release edited by StorageNewsletter.com on 2013.05.27
Druva, Inc. introduced a settings backup capability for its inSync endpoint data protection platform that will save hundreds of hours of IT overhead for enterprises confronting the task of upgrading corporate PCs when Windows XP is sunsetted in April 2014.
inSync's Persona Backup feature enables system and application settings to be saved and restored with a click by end users themselves. Combining the new feature with inSync's core endpoint backup/restore abilities slashes migration downtime and also allows end users to perform their own device migrations without IT intervention.
With Windows XP expected to power over 30% of all Windows PCs when Microsoft issues its final security update for the 12-year-old OS next year, inSync will provide a migration path to Windows 7/8 that eliminates manual transfer of data and settings. The inSync platform can also streamline any other OS, device or hardware platform migration scenario - including moving data and settings from laptop to laptop, laptop to tablet, and Windows to Mac - as well as simplify the process of rebuilding damaged hardware and replacing lost or stolen devices.
The Persona Backup feature facilitates these tasks by:
- Enabling automatic backup of system and application settings ranging from wireless network, email and desktop settings to browser bookmarks, home pages and shortcuts for each user profile, at the administrator's discretion
- Allowing end users to restore their backed-up settings simply by logging into the inSync client and selecting 'replace an existing device' after an OS migration, post-crash OS and app restore, or hardware change
- Complementing the restore capabilities of inSync's endpoint backup, which automatically backups files and folders on end user devices while also enabling remote data access from any device without moving files from one device to another or into a consumer file sharing service
"We built our Persona Backup feature to reduce the overall migration workload caused by rapid endpoint diversification, frequent OS iterations, and rampant loss and theft of mobile devices, but we also recognized that it would help meet a surge in OS migration demand created by the imminent demise of Windows XP," said Jaspreet Singh, CEO of Druva. "The crunch is already on, with analysts warning that companies still running XP need to put a migration plan in place immediately or risk compliance problems. inSync can now help even the largest organizations fast-track the migration process by streamlining data restore and settings configuration."
The Persona Backup feature is part of the new 5.2 release of inSync, an integrated suite of backup, file sharing, data loss prevention and analytics solutions designed to protect and govern data on any mix of endpoint devices including full support for mobile data protection.
Free 30-day trial with iSync 5.2 (registration needed)


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Healing Hands Community Chiropractic
Wellness for all! Sliding fee chiropractic care.
Our Mission
Our mission at Healing Hands Community Chiropractic Portsmouth, NH is to promote and support the overall health, well-being and highest quality of life of all individuals and families in our community through affordable chiropractic care.Read More
Our Difference
Inspired from the social-business model of People's Organization of Community Acupuncture (POCA); Healing Hands Community Chiropractic is a health care model intended to increase access to chiropractic care by offering adjustments in an open setting and fees on an affordable sliding-scale, without income verification. By doing so, we offer...Read More
About Us
Healing Hands Community Chiropractic is owned and operated by Dr. Jessica L. Caruso and her husband, Brian Caruso. We specialize in women's health, prenatal care, postpartum care, pediatrics and family wellness. Our doctors are certified in the Webster pregnancy technique and we are proud members of the Holistic Pediatric Alliance,...Read More
What To Expect
In order to allow chiropractic care at an affordable rate, we need to keep our overhead low. Therefore, we ask that you book your appointments online via our website or Facebook page and use our Invisible Receptionist for your payments. The doctor will instruct you how to use our Invisible Receptionist at your first visit and instructions will be...Read More
Our Mission
Our mission at Healing Hands Community...
Our Difference
Inspired from the social-business model of...
About Us
Healing Hands Community Chiropractic is...
What To Expect
In order to allow chiropractic care at an...


text: The most comprehensive listing of vinyl from the Motor City, Detroit's leading soul label. Includes Tamla, Motown, VIP, Miracle, Soul, Gordy labels and much more. Artists inc the greats like Marvin Gaye, Stevie Wonder, Temptations, Four Tops, Diana Ross, Supremes, Isley Brothers, Bobby Taylor, Brenda Holloway, Kim Weston, Tammi Terrell, Contours, Frank Wilson plus all the other artists who ever recorded for Tamla Motown.


text:
ATLANTA - Would-be gubernatorial candidate Ray Boyd has thrown his support behind Republican Jeff Chapman.
In an e-mail sent to supporters on Tuesday, the millionaire businessman from Rutledge said he's donated $6,100 to Chapman's bid for the state's top job. He encouraged supporters to do the same.
A state senator from Brunswick, Chapman is considered a long shot in the seven-person race for governor.
Boyd burst on the political scene earlier this year when he pledged to spend $2 million of his own cash to win the Republican nomination for governor. But his refusal to sign a GOP loyalty oath kept him from qualifying to run on the Republican line. He abandoned plans to run as an independent after concluding he couldn't gather the more than 50,000 needed signatures.
© 2017. All Rights Reserved. | Contact Us


text:
Sauteed Mushrooms/Vegetables
Be the first to review
READY IN: 15mins
Recipe by birdie 3 andrea
I like to use this simple recipe for mushrooms, patty pan squash, and zucchini. You can have a mixture of vegetables like, onions, sweet peppers, green beans or asparagus, and/or water chestnuts.
See Discussion:
Ingredients Nutrition
- 10 ounces portabella mushrooms
- 2 tablespoons butter
- 2 tablespoons balsamic vinegar
- 1 dash garlic powder
- 1 dash pepper
- 1 dash salt
Directions See How It's Made
- Melt butter in pan.
- Add mushrooms or whatever vegetable you would like to sauté.
- About halfway into cooking add balsamic vinegar, garlic powder, and pepper.
- Mix in a light sprinkle of salt when it is done cooking.


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Fans of the Tim and Eric Awesome Show, Great Job! are in for a treat come November 4th, as the titular duo have teamed up with Volition and THQ to …Continue reading →
Tim and Eric team up with THQ and Volition to bring you 'Professor Genki's Super Ethical Reality Climax'
This week's podcast has a devil on one shoulder and an angel on the other- Mike talks about his time with the game Saints Row The Third and interviews Steve …Continue reading →
If we haven't blasted your eyes enough with the sheer awesomeness of our Saints Row coverage, here are seven awesome new screenshots of the game, showing off the new faction …Continue reading →
That's right- we've got more Saints Row The Third coverage for you! This time we're talking to Scott Phillips, the Lead Designer of the game about everything from differences between …Continue reading →
Last week we got to sit down with the latest build of the upcoming release from THQ and Volition Games- Saints Row the Third. Once again you're the leader of a gang …Continue reading →
If you're dealing with the problems in Steelport between the Syndicate and the Saints, you call upon the forces of STAG, the Special Tactical Anti-Gang unit. Launching from their flying …Continue reading →
Tuesday's release of Gears of War 3 marks the true beginning of this fall's holiday gaming rush, and oh, what a rush it is! Uncharted 3, Batman: Arkham City, Diablo …Continue reading →
Saints Row: The Third is just around the corner, and today we have in introduction to another faction - The Deckers. Stepping further away from reality and further into the …Continue reading →
If you're a big enough fan of the Saints Row series to be interested in the collector's edition of Saints Row: The Third, then you should know that you get …Continue reading →
Welcome to Steelport, the new city of Sin. Just so we are clear and up front, my preview is going to contain some unsavory language. You've been warned. You couldn't …Continue reading →
THQ has announced that the winner of their "Win a Rim Job" contest will have his prize shown off this Thursday at E3. Horrified? Don't be - here's the low-down. …Continue reading →
As we wait for the Sony event to start we are immediately reminded to put on our 3D glasses. Clearly Sony has some 3D effects planned for us this evening. …Continue reading →


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Happy Chanukah
The Chanukah Match Game
Click on a card to turn it over and reveal a picture. Continue clicking on the cards until you find all the matching pictures. When you've matched all the cards, click on the hidden image to see all of it and to start the game again. Enjoy!
Having fun?
BlackDog's Chanukah Celebration


text:
- Category: Video » Mature Audiences » Adult Audience, General
- Format: DVD Learn more about the DVD format using Tower WIKI.
- Region:
Region 2 (Japan, Europe, South Africa, the Middle East)
This DVD will not play on most DVD players sold in the US or Canada [Region 1]. Learn more about Region formats.
- Number of Discs: 1
- WAPI (Tower ID): 107075390
- Studio: EXPLICIT
- Release Date: April 18, 2001
- Average Customer Review: There are no customer reviews yet. Be the first to write a review!


text:
Tears and Trolls
A/N: I cannot be sure that this fits exactly with canon since the only copy I have right now is in French, (which means I'm remembering more what I read before than actually comprehending the language itself,) so some of it is based on what I vaguely remember and more of it is based on the movie. Canon or not, J.K. Rowling owns it all.
This has been revised and added to after receiving readers' comments. Thanks for your input and remember your reviews do matter!
The dust settled even as the stench of troll and terror lingered. The girl's bathroom lay destroyed, splinters of wood that had once been stalls laid in piles on the ground and water spouted from the broken sinks before anyone had the presence of mind to wave their wand and fix the problem. It really was too bad that Filch was a squib, cleaning this mess up would take time and it would be left to a teacher to do it, teachers who had more pressing matters to attend to.
Professor Snape surveyed the three students before him. Potter was eyeing him suspiciously as if it were him that had committed some wrong rather than the other way around. With one fluid movement he moved his robes to cover the spot where that blasted dog had bitten him.
Weasley stood next to him, looking happy just to be alive though a look of dismay crossed his face when Minerva deducted house points.
But what truly caught his interest was Miss Granger. She had glanced over at Potter and Weasley before answering Minerva's question. She had hesitated and in that moment he sensed her scrambling for something other than the truth. As a master of deception he knew a lie when he saw it, and he could see that Miss Granger clearly was not experienced in the art of dishonesty.
What interested him was why she chose this moment to lie. Her story didn't make much sense when he thought about it. Why not just admit that she had slipped out to use the toilet? Why choose to make herself look foolish by telling them she had thought she could handle the troll on her own?
She was just as arrogant and overconfident as Potter, he decided. Watching her nearly fall out of her chair the first day of class, he had dreaded the thought of seven more years of snapping at her to sit down and shut up. It didn't help that Minerva felt the need to reward them for their stupidity, awarding the two boys points for "sheer dumb luck." He tried hard to suppress a scowl, wondering why people were so critical of him for favoring the students in his house. He certainly wasn't the only one who did so.
Glancing back at Miss Granger, he saw something that had escaped his notice before. She still looked nervous, trembling slightly either from her recent encounter with the troll, from having lied, or both, but he noticed that her eyes were somewhat red. He looked at her pointedly and she returned his gaze for only seconds before looking abashed and staring at the floor.
But it was long enough. His suspicions proved, he could see that she had indeed lied about why she had been missing from the feast. She was smart enough to know to avoid trolls, but she hadn't even known there was a troll loose in the castle. She had been crying.
He looked back at Potter and Weasley who were now beaming at the points Minerva had awarded them. Harry was the image of his father, both in visage and in behavior. And Weasley was a red-haired version of Sirius Black, taunting the poor girl simply because she happened to be smarter than her peers.
She might have died because they had driven her to spend the afternoon in the bathroom crying. She only survived because of their last minute guilt. And now she had lied to save them from trouble and more importantly, he thought, because she didn't want to admit that they had such power over her, especially not to teachers she so desperately tried to impress on a daily basis.
He felt a sudden stab of sympathy for the girl that he quickly suppressed. But as the three first years filed out of the bathroom, headed for their dormitory, he briefly wondered if he had lied to save Potter and Black from punishment if they would have treated him better…might they even have become friends? He pushed the thought away almost as quickly as it had come.
He had nothing in common with a mudblood Gryffindor and friend of Potter.


text:
This content has been marked as final. Show 3 replies
1. Re: Garbled URL parameters?handat Sep 19, 2012 7:31 AM (in response to user10536719)I am not sure what you are asking for. This appears to be the correct behaviour. The URL decoded value is Pædagog which is correctly converted to P\ufffddagog using ISO-8859-1. If you want to force it to use UTF-8 instead of the default encoding, you could try adding -Dfile.encoding=UTF-8
2. Re: Garbled URL parameters?user10536719 Sep 19, 2012 9:52 AM (in response to handat)The problem is that it is NOT decoded as Pædagog. \ufffd is a replacement character (either shown as a square or a questionmark), i.e. it does not show the 'æ' character.
The link is generated in another application that then calls the IdM. As I understand it, the URL is ISO-8859-1 encoded and Glassfish and / or IdM uses UTF-8 to decode it which results in the incorrect decoding. I have tried D-file.encoding=ISO-8859-1 as well as requestEncoding in both web.xml and sun-web.xml.
Strange thing is that if I copy idm.war and deploys it on a Tomcat server (pointing to the same IdM backend database), it shows the characters correctly. But the customer wishes to stay on Glassfish, so I have to find a solution.
So my basic problem is that the URL parameter gets decoded in the wrong way, but I don't know how to change that.
3. Re: Garbled URL parameters?814094 Sep 19, 2012 10:12 PM (in response to user10536719)I have not done this in a long time since I only use UTF-8 whenever possible. Using UTF-8 for URI encoding is also recommend by some RFC.
But AFAIK you have to change URI encoding and encoding of the parameters for Glassfish in two different places. I don't remember where but I just googled it and came up with this Wiki page for Glassfish:


text:
Release Date: 2006
DVD Release Date: April 15th, 2008
Not Yet Rated|1 hr 20 min
Plot Summary
James (Jeff Garlin), a struggling actor, lives with his mother (Mina Kolb) and binges on junk food. Though usually unlucky in love, he begins a tentative relationship with a music-loving schoolteacher (Bonnie Hunt), but what really gives him a new sense of purpose is the revelation that his favorite film, "Marty," is being remade.
Cast: Jeff Garlin, Sarah Silverman, Bonnie Hunt, David Pasquesi, Mina Kolb, Dan Castellaneta, Richard Kind, Paul Mazursky
Director: Jeff Garlin
Genres: Comedy


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— iPhone-toting Xbox fans will be pleased to hear that the Xbox Live app has gotten an update that allows for media playback controls. Sometimes you just don't feel like walking that 10 feet to grab a controller.
Xbox iPhone app gets remote control update
Current Status: Blessed (1)
Wed Jun 13, 2012 5:11 PM
keyboard shortcuts: V vote up article J next comment K previous comment


text:
Health and MedicalSustainable, Efficient, and Socially Responsible Services for the Medical Setting
Bringing all of your services under one roof will help your industrial facility save money, while also streamlining communications and increasing safety. We'll close the service loop making sure you get great results from the start while also improving service quality on a daily basis.
Whether you are a large medical complex or a small clinic, Beneficial can improve service quality, increase accountability, and save you money.
Low turnover combined with a strong work ethic and the best support services in the industry ensures you will have terrific team members at your facility. The entire Beneficial team is linked closely through our employee development programs and in-house promotion policies. We will be a model of consistency and dependability at your space.
The right process synergize with staffing excellence. All employees are taught standardized, environmentally preferred cleaning methodology (LEED compliant), which they are then tested on. They must implement the process in the field and pass a field examination. Regular process reinforcement and examination maintains a high level of accuracy, efficiency, and accountability in daily operations.
Regular performance evaluations are conducted by independent monitors to ensure quality standards are being met and all safety protocol is followed. Monthly and quarterly goals are set with building management to target improved building appearance, increased efficiency, and reduced operating cost.
We can help you in numerous areas including:
Give us a call or send us an email to see how we can make a difference at your facility today!


text:
Improve your workout efficiency when cycling with this Schwinn 17-function bike computer. Designed to attach securely to your handlebar, the computer tracks such info as speed, distance, time, and calories burned, helping you develop an effective workout routine with each ride. The computer is easy to install and includes a backlit screen for crisp viewing. About Schwinn Founded in 1895, Schwinn is an American icon that has been synonymous with quality and innovation. They have built some of the best-known and best loved bikes of numerous generations–Aerocycle, Paramount, Phantom, Varsity, Sting-Ray, Krate and Homegrown. Today, Schwinn continues to be a leader in the industry with innovative bikes such as the new Sting-Ray, Rocket mountain bikes, and Fastback road bikes. With a continued dedication to quality, forever synonymous with the Schwinn name, America's most famous bicycle brand looks forward to providing another century of innovation, freedom and performance to people of all ages.
List Price:$19.99
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