So I have decided to updated this side with a hole lof of new tech. Mostly because for some reason people are posting on this site a lot. So because of that I need to provide better user support. Meaning better posting features and much more.
I was messing around on the web and I finally go the system work. Got some free time on setting up Minecraft overview and creating minecraft server. This new tech is really cool it uses python C and ruby on rails. All of this place together creates a website that generates a Minecraft google map all into one.
it does have some down sides and needs some work but really this tech is almost there. The long term I want to mak this be able to place people server information and create maps for every one. However I don’t have the room yet and still have to setup some cloud. Seeing how most files are 512 in size and up in size it is hard to find a good way to create the links. Also some times the load time on the map is very slow. Not total something I can fix but I could help by making my file access a lot faster.
I also created this site using minecraftoverviewer
Great work I love how it runs. Thanks guys for all the cool features. I am going to see what I can do to improve this software.
This came to me when watching Firefly and the heroes are getting to the part of the story when they see the cow in the jar. The carny or what ever they call them in the future say see a real live alien. It hit me right then and there. They and by they I mean every one in firefly has abandoned earth and colonized other planets and still have not seen an alien.
I mean I want to find other life but I would think after a amount of time we would find some sort of sign of other life. What if we are the first. What if we are the alien invaders in the future. What if we are the first super smart alien race.
We keep saying aliens are going to come here but what if we go there. There has been a few movies on this but not really any movie I consider a really good. The best I have seen is a CGI called The battle for Terra.
Really I I would love to see this movie and I would love to see what people come up with it. I am sure I am forgetting another movie but I can’t remember any other move.
We loved you. We still do – that’s why we’re upset. Please come back. The following is one player’s plea.
Love at First Sight
The first Diablo 3 teaser video I saw showcased the barbarian in what appears to be an early rendition of the Cathedral outside New Tristram. Something was said within the first few minutes, “There’s no such thing as too much power…” Granted, the rest of the sentence was something akin to “as long as you know how to use it,” but that’s irrelevant in this post, because only the first part stuck.
“There’s no such thing as too much power.”
Those words, coupled with the following footage of a near-naked barbarian destroying monsters in unrivaled awesomeness is what hooked me. A lightning enchanted weapon threw chunks of meat all over the screen, tethered by flickering blue arcs. A frost weapon froze and shattered enemies. This wasn’t some contrived hack-n-slash medieval game. This was fun incarnate. And I’m glad to see you kept the effects.
In one scene, a single chest dropped a full set of armor. I know… I know… you told us up front that wouldn’t happen in game. This was all for show. But I promise you, everyone who saw that scene immediately gasped. That’s the reaction you’ve been wanting from us all along.
And yes, I realize test monsters with 1 HP explode no matter what attack you use. But again, this is what we saw, and this is what we fell in love with. If my barbarian charged across a bridge, blew apart 50 monsters, and all the resulting carnage and gore being rendered crashed my computer, I’d laugh maniacally and reboot just to do it all again. Why? Because it’s fun.
The Deluded Fantasy
Fun is a subjective thing. I’ve never cared about competing. And I know many people who live for it. I’m fine with that. But this was my sanctuary. The sports-lovers played Starcraft. The gear-mongers played WoW. Diablo was never a sport, it wasn’t about “progression” in a rigid structured sense. Diablo existed for 1 reason… to beat monsters until they exploded like blood-filled loot pinatas. That’s all. And if you should so happen to set foot outside town, and look at someone the wrong way… maybe you’d be the blood-filled pinata. But in the time I played D2, it never happened unprovoked.
There’s another forum warcry. And the Mephisto Runners roared, “Loot Pinata!”
The video I saw those few years ago led me to believe this was still the case. That integrity remained. I’ve always thought of Diablo as the more loveable step-sibling of the three. Starcraft was for sport. It had balance and individual perfection at its forefront. Warcraft was for raiding and posturing, with balance for pvp and arenas, and group perfection for raids at its forefront. Diablo was… for macabre mexican party games.
Diablo didn’t care about balance. There was no competition. Who was going to challenge something like that? You paid for the game, you played it. There was no sanctioned pvp, there was no monthly fee, there was no intended way for anyone to benefit in any way from this game beyond the point of sale. As long as the players bought it, and liked it, Blizzard would build a legacy.
Again, it’s my dead horse, and when I beat it, the hollow thumps play the rhythm to the world’s saddest song… but this preview movie reminded us why we loved that red-headed gothic step-child.
The forums bleed hatred every day because the things that the fan base called “fun” were taken.
By all means, make the game challenging. But don’t squelch the loopholes players find. Legitimate players enjoy finding “exploits”. And you will never stamp out the plague that is gold-farmers. If you burn the fields because of the weeds, you’ll lose your crops in the blaze. As it stands, there’s little to no reason to bother breaking a pot. Breaking a pot isn’t fun. Never at Blizzcon has someone taken a mic to ask, “When will we be allowed to smash empty things?” Breaking 20 pots, and seeing gold fly out is fun. Pinata.
By all means, randomize the loot, make us hunt for it. But don’t put in filler stats to hinder and hurt us. Nobody is excited to find a rare item with Wizard only stats and Strengh instead of Intellect. Likewise, Damage to Life scales terribly in later acts, and Chance on Hit effects have such a low chance to proc that they serve only as filler and variety. (I did, however, read some exciting posts on WD’s Snake to the Face and stacking Chance to Stun + IAS… but that is no more.)
We were told all builds would be viable. We understand that you can’t put 4 mantras in your keybound slots and 2 heals on your mouse and expect to win. But if something is well thought out, and played accordingly, it can work. However, the Wizard Force Armor / Regen build was quickly crushed. Snake to the Face / Stun / IAS has been broken. I even lament the loss of the Boon of Protection Spam build for Monk. I’ll admit, I originally stopped playing my Monk in protest until Boon of Prot was “fixed”, because the whole idea tasted of cheese. But in retrospect, it was the beginning of the end of innovation and playing the game. Not just playing the game, but truly cunningly… playing… the game.
And don’t forget. “There is no such thing as too much power.”
With every patch, the little shiny things are broken. The game is “balanced” more and more inspite of the repercussions. Inspite of the fact that Diablo was never meant to be balanced. Inspite of how it ruins players’ enjoyment.
I’m finding it hard to keep writing and, at the same time, hold back the bitterness. I’ll forego the itemized list of griefs, and instead push forward.
Treasure Goblins are, in my eyes, the last glimmering hope. In the middle of all this, there’s a nasty little psychological gimmick. How great is my greed? And with child-like glee, and mindless recklessness, I plunge headlong into a group of monsters to chase down a goblin with a bag of goodies, so I can beat him mercilessly to death. The most innocent and innocuous of monsters. He counts his gold, and runs away, because he doesn’t want to fight. Yet we slaughter them amid laughter and cheers. This, my friends, is Diablo.
We don’t want balance. We don’t want to be held by the hand and shown how to play. We don’t want safe secure new ways to burn real money. We want to be unleashed on a world full of evil, demonic, hellish-looking sacks of blood, guts, and gold… and we want to be encouraged to play it exactly as we want and find fun for ourselves. We want to feel this intangible, non-existing “too much power.” We want the Blizzard and the Diablo we know and love back.
Edited by FluffyMuffin#1303 on 6/21/12 3:43 AM (PDT)
I have been watch Top gear and the episode were they ran the Buquttie car again. The episode I’m referencing to is Season 15 Episode 5 of the Top gear (U.K.)
If you watch that episode I think you will really understanding the difference between US and U.K. versions of the show. Sad to say US just does not stand a chance.
I love this stage. It feels like we are one step closer to getting a transformer. One day Optimus Prime will be a reality. Hope some day more cool tech like this will be around the world more often. One day it will
I feel the need to give credit to Ray on this one. He did a good job making his point. If you have not seen this video check it out. After that check all his old videos out to see what he means. If you are still not convinced. I don’t know what to say sorry you just don’t like pop culture.
Image Of the day. I kinda was wondering however does that gun have any ammunition in it. I think it does not. Mostly because when the last round leaves the gun it will look something like this picture.
I ran into a problem with android patterned protected phone. it was a very simple thing to figure out if you know what you are looking for. I could not figure out what was wrong with my phone and why I could not login. I figured it out finally. So here are the many solutions and brake down of why it would not work.
How it works
This is the first basic thing on how it works. It is or should ask you to input your email and password for the phone. If you don’t have a gmail account set up with your phone then I hate to say it but you are going to have a problem. Some people says that you can try typing “null” into the password field but I don’t know if this will work. However if you do have account and you know your email address then just type it into username(email) field. The password that you use on your gmail account is the same one that your phone is asking for. If you don’t know your password just do a google password reset. If you can login to your gmail account then you just use the same info to get past the lockout.
When I ran into this problem it was because I could not get past the two step system. Basically what that is is a second login system to makes sure applications don’t get access to your google account information. What you have to do in order to get past that is you need to create/generate a new password that is long 16 digit phrase that looks something like this lucq ahqc oqnl jliq. You need to type this phrase into the password field. No other password will work.
If you can’t get into your phone after this point it could be your account is locked. So try this . If it still does not work then you are going to have to do a full reset. Now for this fix it is kinda out side the field of this blog. Plus reset a phone is different for each one. I would at this point take it into my phone provider to have them fix it for you. They should be able to save your contacts and pictures and get you into your phone.
If you have any questions just leave a comment and I will respond with more information.
Dick Figures – Kung Fu Winners
In my head I fight like I am read but in reality I get my ass kicked like blue.
TFS Abridged Parody Episode 27
It sums up the hole show in just a short amount of time.
Wow. We just won.
From the Associated Press:
Senate Majority Leader Harry Reid, D-Nev., said he was postponing a test vote set for Tuesday “in light of recent events.”
So, in other words, because of all of us. Absolutely amazing.
Demand Progress has been fighting this legislation for more than a year — having grown from nothing to over one million members during that period.
We rely on those members to fund our (2-person) operation — are you able to help out?
Even the Motion Picture Association’s Chris Dodd is awed by what just happened. Here’s what he said yesterday:
“This is altogether a new effect,” Mr. Dodd said, comparing the online movement to the Arab Spring. He could not remember seeing “an effort that was moving with this degree of support change this dramatically” in the last four decades, he added.
Thanks so much for your work on this. Will you consider a donation to Demand Progress so we can keep up the fight the next time the Internet comes under attack?
Paid for by Demand Progress (DemandProgress.org) and not authorized by any candidate or candidate’s committee. Contributions are not deductible as charitable contributions for federal income tax purposes.
Me and David have been crating a new card game and we are now official in the alpha stage of game development. Me and Dave are not read to show the site that has all the game data on it but it should be soon. Still a lot of work to do but we hope. The Game(TO BE NAMED) is going to be great.
I will post a link to the site some time in the future.
The video above discusses the Senate version of the PROTECT IP Act, but the House bill that was introduced TODAY is much much worse.
It’ll give the government new powers to block Americans’ access websites that corporations don’t like. The bill would criminalize posting all sorts of standard web content — music playing in the background of videos, footage of people dancing, kids playing video games, and posting video of people playing cover songs.
This legislation will stifle free speech and innovation, and even threaten popular web services like Twitter, YouTube, and Facebook.
The bill was just introduced: We need to act now to let our lawmakers know just how terrible it is. Will you fill out the form above to ask your lawmakers to oppose the legislation?
PROTECT IP Act Breaks the Internet Click this link for the official site and how to help fight this.
This is a step by step for how I changed my system over from Rails 3.0.9 to Rails 3.1.0. Because of the difficulty and the amount of reading I had to do, I thought this would help a lot of people.
There are three gems you are going to need for compiling assets in the new Rails 3.1.0
gem ‘rails’, ‘3.1.0’
gem ‘sass-rails’, " ~> 3.1.0"
gem ‘coffee-rails’, “~> 3.1.0”
Your gem file should look something like this.
The gems located above are are what you need to use rails 3.1.0. sass-rails it’s a compile language. It compiles and it is a mark up language, so really if you use the Sass extension language, then you’ll love it, but if you don’t use it… you won’t notice the difference, and you can get by without it.
Last gem is the uglifier This gem is nice. What it is is a JS compressor. You don’t need to know much about this gem but if you do know a lot about it it will help so do read the github inforation information on this so it can learn more.
You need to then install the new gems now for the upgrade to work correctly so run this command.
Last and final thing that you need to do is run this last and final command
bundle update rails
with that your system will have been upgraded and should now have a assets folder. If you have a bug or questions leave a comment below. You can do that or check out this web page it will give a more details on what exactly you are doing. mamykin.com/switching-to-assets-pipeline-from-jammit manykin.com/ mamykin.com/upgrading-to-rails31-rc4
This is another game update, blah blah let’s get down to business.
As it stands, enemies and monsters come into play in front of specific players. For example, you may draw an event card designed to play out like an ambush where the player that drew it would place a monster in front of himself and the next two players according to turn order (now known as player’s A, B, and C). For typical monsters, their attacks are resolved at the end of the player’s turn whom they’re currently in front of. So at the end of Player A’s turn, the monster placed in front of him would attack (unless it had been killed first). The attack is resolved, and the monster either stays in play or is returned to the bank, depending on what type of monster it is. “Raider” monsters would hit-and-run, taking treasure or something else with them. Most other monsters remain in play to attack on each subsequent round. On Player B’s turn, the monster in front of him attacks, and the same for Player C.
Boss monsters function differently. They’re harder to kill than their fodder counterparts, and their attacks are much more devastating. Bosses are placed in the center of the table rather than in front of a particular player (of course I may make exceptions in the interest of unique boss monsters who like to prey upon an individual player before moving onto the next) and either attack once per round or on each player’s turn. It’s all really up to how I want to craft each individual boss. While normal monsters may inflict minimal damage to the ship, steal an item, or mess with player decks in a minor way, bosses can inflict massive damage, inflict persisting “status” effects, or outright kill a player.
Now that we understand the basics of monsters, how do we kill ‘em? Initially, I’d planned on having players draw into weapon cards from their decks to use them against the various hordes and beasts that came up throughout a game. The problem in that is, obviously, massive inconsistency. In a game where you started out with one or two weapons per player in a deck of twenty or so cards to start, you could lose weapons from your deck, be forced to shuffle your discard pile into your draw deck, and could be ambushed by massive numbers of enemies, there’s no way you could rely on drawing weapons when you needed them. Also, weapons originally functioned by allowing you to make attack rolls with a normal 6-sided die. If the number on the die was greater than or equal to the monster’s health, you succeeded. Bosses would require multiple successes of a higher number to take down. So now even if you had a weapon card, you could still fail when using it.
I opted, at one point, to drop the die rolls in favor of making it purely a card game with no other devices needed. Still had the same inconsistency problems, now coupled with combat being a boring “I have this cannon card, so I beat that monster” drag. Everyone has a couple 6-sided dice laying around the house, so it really wouldn’t inconvenience anyone to ask that they be used (and if the game was ever sold, packaging a couple dice with it is no problem). In my experience, the excitement of dice rolls that you can “power up” with additional dice or by adding numbers to the rolls far outweighs the irritation of having to raid that game of Yahtzee in the attic for more precious white cubes. I actually got my girlfriend and my roommate-at-the-time’s girlfriend hooked on Arkham Horror purely for the excitement of rolling dice and blowing away Lovecraftian creatures. So the dice are here to stay…
…and so are the weapon cards. What I eventually settled on was this, “If I don’t have a weapon, there’s no reason I can’t punch it in the face.” So, at the end of each player’s turn, they can make an attack roll. Pick what monster you wanna fight and roll a die. Same mechanics. If you roll greater than or equal to it’s health, you kill it. However, you can’t punch a boat to death, so we have the weapon cards. Each weapon card adds a number to your roll and/or adds additional dice to your roll. A simple Rat would have 2 health (only rolling a 1 on a weaponless attack could fail to defeat it) and an armed-to-the-teeth Royal battleship would have 11/11/11 health, meaning 3 successful rolls of 11 or greater. Rolls against multi-health enemies don’t have to be made by the same player or on the same turn or anything. Just X successful rolls of Y before it’s defeated. The high 11 health requires you to use cannons or other high powered weapons to take it down.
Many boardgame players will recognize this sort of combat system from games like Arkham Horror or even the Munchkin card game (sort of). But, to my knowledge, it hasn’t been blended like this across a Killer Bunnies-style table layout. So, I guess this post is more about revealing mechanics and asking what you guys think than theory or background. I’m still intentionally leaving out massive amounts of detail, but the core of it all is: “How do you feel about rolling dice against monsters, and how do you like being able to play cards to boost those rolls? Is it a tried and true recipe for fun, or is it old stale and weak?” Looking forward to comments. Post away!
In response to the Unknown User posts under Brandt’s “Turn Based Strategy Ideas” blog…
A lot of development has gone into the TBS game, but it’s been an on-off project for a long time. Brandt and I have gone back and forth on it extensively, building it in bursts as the inspiration and drive comes, but it’s continually set on the back burner in favor of other more critical projects. For now, it’s resumed it’s position on the back burner, but isn’t lost.
I’m not sure the story is concrete enough to be released in any form, though. However, I will say another person was brought on board because of his extreme love of story/game lore specifically for the purpose of fleshing out and detailing the story so it would be something we were proud of. And not simply a tacked on blurb of text to justify player actions. Every piece of the game from classes to items to locations and events were tied directly to the story and the history of the world. My sort of flagship word through the whole project has been “Flavor”. And by that I mean deeply rooting the world and every aspect of it into something fulfilling and exciting, blending what would otherwise be a boiling pot of mixed vegetables and various meats into an aromatic stew. More explanation to come.
However, I do have good news. While these various other projects are underway and the TBS is on hold, I’ve been working by myself on something that I’ve just now told Brandt about. So you’re all getting word of this almost as soon as he is. Because Brandt’s attention and time is heavily focused on programming, web-development, and various other coding things that I’ve decided are neither my true passion nor my forte, I’ve been resurrecting my own project that requires no coding. Unfortunately (or maybe fortunately), this means it’s not a computer game, but rather a card game.
A year or so back, I designed a card game based on the Seven Deadly sins, where you would play as a race of animals, each one embodying a separate deadly sin. All these animals lived in one giant city (much like the Guildpact/Ravnica blocks in Magic the Gathering) and would war against eachother for control. Each race’s playstyle tied directly to their designated sin, and players were rewarded for playing according to that sin. The pigs represented Gluttony and had a pension for consuming everything in sight, including eachother. There were specific locations that could be put into play like The Greasy Cauldron, which was the diner (for lack of a better term) owned by Winifred Slaughtersow. Having the Greasy Cauldron in play would unlock a certain play aspect unique to the pigs. Having Winifred in play would further expound upon that aspect, additional items belonging directly to Winifred would… again… enhance that Gluttonous combo. In reference to “flavor” the pigs had cards with titles like “A Taste for Rare Meats” where a target non-pig creature on the field would be marked for death, and the player that killed it would be allowed to Consume it. There was also “Kill and Grill” where you could instantly Consume all creatures that had died on that turn. With all this death and destruction going on (even eating your own creatures), the circle of life was completed with Locations like the Butcher Shop where creatures that would be placed in your discard pile (through death or being Consumed) would be placed on the bottom of your deck instead, and the Fertilizer Factory would let you place any cards that would be removed from the game into your discard pile instead. So if you had those two locations together, no matter what happened, they would chain and any creatures you lost would find their way back into your deck for endless feeding fun. That’s just a small sliver of what was eventually scrapped because in playtesting, it was all too random. Rather than spend extensive amounts of time further developing, tweaking, and fleshing out what I had, I dropped the project due to lack of interest coming from any other potential playtesters. It was a beautiful idea on paper, but ended up a disasterous first time attempt at what I ultimately wanted. If you really want anymore information on that project I can give you more. But no sense droning on in this post beyond what’s necessary.
With that in mind, the current game is unsimilar to the Seven Deadly Sins game, but I’m still taking what I learned there and putting it to use here. My current card game is a cooperative adventure sort of game where each player is a pirate aboard this tiny ship and they set out to gather as much treasure as they can. Very simple idea, but behind it is something I’ve yet to see any card games truly tackle. What I tried to achieve in the Sins game was a world that felt like it had its own story and characters and places that pre-existed and persisted as you played. I wanted it to feel like a story more than a card game. With a simple back and forth fighting style like Magic the Gathering has, that’s very difficult to accomplish. And I give major props to Wizards of the Coast for blending in as much flavor and story as they have in each of their decks and for even running persisting threads through their entire universe as a whole, but it’s still not quite what I’m looking for. And without massive amounts of flavor text and backstory dumped onto webpages or into books, there’s just not a feasible way of going about it. So I’ve turned to games I love that have accomplished my vision in their own ways.
The Arkham Horror boardgame has done an incredible job of bringing Lovecraft’s world to life in an hour to two hour tabletop game. And you could argue that Lovecraft’s writings are a massive base to work off of and it can’t truly be said that the game is what achieves this pre-existing/persisting story, but I’m not sure that matters. From the group of friends who I would regularly play Arkham Horror with, I was the only one who’d read any of Lovecraft’s stories, and the other players were drawn in as deeply as I was. While I could read a card and know where it came from in the story, they could read the cards and then tell me what the story was. It’s detailed so deeply and explained so well that it doesn’t require anyone to have foreknowledge in order to get into the story. I found myself staying up late at night reading through every card in the box just for the thrill of seeing exactly how much detailed had been poured into this game. Also, non-player characters are recurring and permeate the entire game rather than being locked up in one tiny blurb of text. And the game is dynamic in that the same card can be used in multiple completely separate instances. For example, when traveling to another world, one event card has multiple separate things that can happen based on where you are. This may sound like a silly thing for me to go on about, but it allowed you to play what you drew rather than sort through an entire deck of cards looking for one that was pertinent to your current situation.
I keep derailing myself here, but my point is, these are the things I’m using right now. Locations with objectives to accomplish, Non-player characters who’s history is evident and persist throughout the game as it’s played, items directly tied to known characters, dynamic cards that can be used in multiple instances and change based on the players’ current situation, miniature events that have to be passed and scale in mechanics and difficulty based on where the players are in this vast ocean world, etc. And of course, second from the top is “flavor”, just beneath fun. After all, Sins was scrapped because in the end… it just wasn’t that fun.
So having said all that, my highschool English teacher told me that if you ever have to use the word “very” before an adverb, you’re using the wrong verb. “Very quickly ran” should be “sprinted” or “dashed”, because they’re more accurately descriptive and use fewer words. Yes, I’ve written “very” a few times in this post, but that’s my game philosophy here. That’s what I mean by Flavor. I shouldn’t have to explain or describe some aspect of this world in boring text, it should be evident through gameplay. In the end, Unknown User, I suppose what I love about a game is the story too. So hopefully my little card game of pirates and monsters, islands and war ships, treasure and treachery can be boiled down and distilled into something that’s a blast to play and still unfolds a beautiful world like I’ve envisioned in my head.
I know… after all that, I didn’t reveal much about the new game. But I want you to know where I’m coming from first, and if you’re still interested, I’ll keep posting more information about the game itself.
I have been working on rails 3.1 and love Assets. They are this cool little peace of tech that compiles all the data(Images, JS, CSS) into a nice little sort of bundle. It is not total a bundle like in gems but still kinda like one. Anyway rails 3.1 has been great, it has some problems with Servers in deploy area but that is not rails problem that is the servers still trying to get up to data.
Anyway that is not the reason for this post. It has to do with the hole problem with the build method with active record. The build method has been around seance rails 2.0 and has really not help the hole quick build sites. I have used it a few times and for the most part run into more bugs with it dew to rails upgrades and other stupid things. I love the idea. It is sound but sadly it just does not work. if you or any one else can give a example of how to use this then I would love if you could give me some examples using PASTIE or github gists
Turn Based Strategy Feed back.
Hey put a comment down here if you have a idea of what you believe is a good Turn Based Strategy game. This is for a video game me and my roommate are building. Anything you think might be cool just put it below. I hope to see some art work from David soon YEAH go Dave. We can call him Mr. Art Man.
This information was sent to me in a email. Because it showed no notice that I could not share this information I thought I would put it here.
Also does anyone know what SRC: 1578.0.US.en-US means I could not find anything.
I messed up. I owe you an explanation.
It is clear from the feedback over the past two months that many members felt we lacked respect and humility in the way we announced the separation of DVD and streaming and the price changes. That was certainly not our intent, and I offer my sincere apology. Let me explain what we are doing.
For the past five years, my greatest fear at Netflix has been that we wouldn’t make the leap from success in DVDs to success in streaming. Most companies that are great at something – like AOL dialup or Borders bookstores – do not become great at new things people want (streaming for us). So we moved quickly into streaming, but I should have personally given you a full explanation of why we are splitting the services and thereby increasing prices. It wouldn’t have changed the price increase, but it would have been the right thing to do.
So here is what we are doing and why.
Many members love our DVD service, as I do, because nearly every movie ever made is published on DVD. DVD is a great option for those who want the huge and comprehensive selection of movies.
I also love our streaming service because it is integrated into my TV, and I can watch anytime I want. The benefits of our streaming service are really quite different from the benefits of DVD by mail. We need to focus on rapid improvement as streaming technology and the market evolves, without maintaining compatibility with our DVD by mail service.
So we realized that streaming and DVD by mail are really becoming two different businesses, with very different cost structures, that need to be marketed differently, and we need to let each grow and operate independently.
It’s hard to write this after over 10 years of mailing DVDs with pride, but we think it is necessary: In a few weeks, we will rename our DVD by mail service to “Qwikster”. We chose the name Qwikster because it refers to quick delivery. We will keep the name “Netflix” for streaming.
Qwikster will be the same website and DVD service that everyone is used to. It is just a new name, and DVD members will go to qwikster.com to access their DVD queues and choose movies. One improvement we will make at launch is to add a video games upgrade option, similar to our upgrade option for Blu-ray, for those who want to rent Wii, PS3 and Xbox 360 games. Members have been asking for video games for many years, but now that DVD by mail has its own team, we are finally getting it done. Other improvements will follow. A negative of the renaming and separation is that the Qwikster.com and Netflix.com websites will not be integrated.
There are no pricing changes (we’re done with that!). If you subscribe to both services you will have two entries on your credit card statement, one for Qwikster and one for Netflix. The total will be the same as your current charges. We will let you know in a few weeks when the Qwikster.com website is up and ready.
For me the Netflix red envelope has always been a source of joy. The new envelope is still that lovely red, but now it will have a Qwikster logo. I know that logo will grow on me over time, but still, it is hard. I imagine it will be similar for many of you.
I want to acknowledge and thank you for sticking with us, and to apologize again to those members, both current and former, who felt we treated them thoughtlessly.
Both the Qwikster and Netflix teams will work hard to regain your trust. We know it will not be overnight. Actions speak louder than words. But words help people to understand actions.
-Reed Hastings, Co-Founder and CEO, Netflix
p.s. I have a slightly longer explanation along with a video posted on our blog, where you can also post comments.
I am a huge film critic. I am not this out of choose but out of interest in the idea. I believe people back in 1980 had a very good idea. Create something that was intelligent and the people of the world would follow. Star trek was a great example.
A list I am think right now.
With this small list I can show you a great list of animation that would rock the world. I do believe that if we are going to the next step you have to look at Avatar it is the best animation of the age. It combines the complexities of actors and there facile expressions. Most people would say that Avatar is a very big step in CGI and they would be right. I know a lot more movies will be coming out that use CGI will rock are worlds. Not like Toy Story but something that you as a viewer can see and almost mistake as real. Something that is so close to realty that is considered a illation rather then truly creation. I know very little about CGI but what I do know is very complicated. I am a programmer and know that creating something complicated that anyone can use is probably the most complicated thing I have ever done. To understand is on think to implement is another. So I this has inspired you to look into CGI more as a Viable Mean so creating movies or really anything that is considered great then I would consider it. Even if the animation is simple the story can still be great with the tech you have available to you.
I am a huge syfy fan and I spend hours on thinking about things that only crazy people would consider important. With that I have solidified that the idea that people could mistake the idea of ghost with energy disagrees. Energy is real and we can prove it in many ways. However learning about energy requires a lot of understating of math and bio chemistry. Say a ghost want to go threw a wall. You would think it would be simple if you were small correct. That is basically how ghosts move threw objects but rather then growing smaller they would probably spread out there molecules or energy pattern. This would make in object related space the object in front of you smaller making it go threw you rather then the other way around. Kinda stupid thought but still interesting if you are into this sort of thing. This is also why it makes it very difficult to move threw things. Also few other things as well. However I don’t think you care. I thought of this by watching Being Human
I have been using Github for a very long time and I have to say with all the years I have been using it I have never once thought Man I should really think about using some other web/version control service. They for some reason provide a lot of good things for almost free. You can do things like post gist so that you have a easy way to share your code with out spending hours writing a program to display your code correctly in another person post. Here is a quick example.
These two films are great. I mean for very simple idea he really knows what he is going. I figured even if no one reads this I believe people should know about his work.
Man vs. Katamari
Medal of Honor Cat
So yeah if you like this guys stuff then checkout him out here
I love this code but one problem I have ran into is PNG’s don’t upload. Had to make white list to make sure they don’t get a error page when they try to upload the image. I have not looked into this error but I believe it has something to do with the re-sizing system. Should look into it if any one knows why this happening maybe they Leave a comment.
The game rendering for the equals7 game project has become something very amazing. Thanks to the buying of the white board it is now much simpler for me to come up with new ideas for how the system should work. Who would of thought that building a game would require so much work.
Anyway posted some pictures below showing the new map and how it will look.
…or, rather, it can’t sleep.
This is my first post on our site. And as time goes on, this will most likely become the dump location for concept art, various ramblings, and whatever else Brandt deems releasable.
Equals7 is, indeed, taking off in a different direction, the code is growing at a staggering rate and is currently capable of handling far more than we have created in finality as far as graphics, unit types, etc.
Hopefully within the next couple days, some concept art will creep up here, but I need sleep in the meantime.
There is soon going to be new features available on the r3dux website. Can not wait. I keep changing the code daily to fix all the little bugs that happen that I did not think about. Things like the text not display correctly and peaces not looking right.
One of the features I am looking forward to is adding in RSS feeds to the site. This will include as well subscriptions if some one feels so inclined to do so.
There will also be the subsciptions page which will let me send you emails on new things that I am doing. This will be things like “Brandt is taking a pee right now and is conserned with the smell.” Just kidding but could you imagion if someone posted something like that.
Also I put a little you-tube video down at the bottom to test out the Embed ability of my site.
New Pogo Video
If you have not seen the first one here is the link. Basically it is music made only using audio from the Disney land movies. Kinda cool so check it out.
My Access Level System
I build this along time ago and keep on modifying the code. But really the core of the design code is well the best any one could do with the rails frame work. I know that sounds argent but it has been 3 years now sense I have build the system and it has yet to be changed in a large way by any programmer I have talked with. Also this is sort of testing out the use of gist in my web site so lets see how it works.
Current View Helper
Also here is a cool way to tell your view files if the view the user is on is the current view. It is almost infinity salable and has a lot of flexibly so the uses are almost endless.
I thought I would put my thoughts down about PHP versus Ruby on Rails. A subject that can sometimes be touchy depending on which language you know better. If you are a lover of PHP and never want to do anything with Rails I would recommend you reconsider. My recommendation for reconsideration is based on this one simple thought. If Rails is so bad why are so many big companies using it?
PHP is a great language and it is much faster then Ruby. If I had to go with speed PHP would be my choice. However I am not building a video game and for the most part the internet is not that fast so as for which one loads 1 nano sec faster I don’t really see much of a point of arguing. Speed is important but not as important as making sure you have no down time. I could have the slowest site in the world but if it has something people want they will wait. However if you can get both speed with no down time you should shot for that. Basically my point for this paragraph is this. The speed is not as important as what your giving your users.
Second point is this. PHP has the potential of costing more in the long run then Rails does. The big draw back is it does not a have a frame work built right into the system. This could be a problem considering a lot of sites like Facebook and Twitter have very centralized ideas on how a site should be built. This means you would like to keep your sites code as closely or a similar to the code of a site you are trying to connect to.
I don’t hate PHP and I don’t think Rails should be the way or the highway ether. All I am saying is that companies that build there hole business around web site design should not bite there thumbs at the idea that one language is better then any other programing languages. You would not try to build a Windows Application using PHP or Ruby. You would us C++ or some other language based on what you were trying to get done. So to put it as softly as I can. Would people stop arguing about which one is better because it is a waste of time and that time would be better put towards combining the ups and downs of both into something that makes web development that much better.