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We should want to grow our hobby with more enthusiasts than ever. But who would want to spend a lot of money to join a crowd like this or deal with companies as they are described?
Can we not be positive? Further to what you said above: Most of the people who post in these threads are photo snobs with high disposable income.
We are talking about an affluent demographic who seek all things modern and comfy to remain happy. AverageUser - I totally agree, but it would be much easier to read your post if you split it into paragraphs Better to tell it how it is.
The d is ill conceived, over priced and out of date before it hit the shops. Some kind of weird cacophony of random specifications taken from more sensible cameras already in Nikon's line up.
The d is a great camera. D is a great camera but the which is basically a d is ill conceived. I gotta laugh at that.
Besides two card slots it lacks nothing. Weird release but not completely unexpected. They tried to be a little more competitive on video but they had to scale back on stills.
It seems nikon has painted itself in a corner with no new CPU and tracking in video. Now I expect the next D will have the D4 sensor making even that camera significantly worse.
No it won't as much as I would like it to. The 16mp D4 sensor brilliant, high enough resolution for a great amount of detail and the ability to crop a fair bit.
This should be great if they do it as it would mean that it would truely be the replacement of the D putting the flagship D5 sensor into a small body.
And is a camera I would buy to replace my D It would have great low-light and image quality just in a slower body; they might put the same AF, although I think it would make it too close to the D5.
I think it would; however they might cripple the camera by giving it the old 51 point AF system or low frame rate so that people still buy the D5.
If they were to do the same as they did with the D3 and D it would mean that no one would buy the D5 the same as what happened with the release of the D While the D currently has one of the best performing sensors on the market when it comes to DR.
If a future D does indeed inherit the D5 sensor for cost reasons probably, like the D's D one it would be a step backwards IMO.
Great camera in principle. I suspect Nikon wanted to drive down the cost per chip so that they could make more money with the D, leaving the 24 MP chip for the mid range market that is really sensitive to megapixels even if most don't actually need it.
Very glad that Nikon has decided to put a tilting screen on I guess that's a reason: Burst depth, ie the rate at which the frame rate can be sustained is affected by the file size but really 50 frames instead of 42?
Something else I think. If in doubt follow the money. However SUSTAINED burst rate is affected, as the buffer fills more rapidly when the sensor is larger given similar file types , and this seems to affect the processing of the shutter actuation signals.
In fact, in the case of some Canon cameras, even enabling features like digital lens optimisation has a very dramatic affect on burst rates - something that I hope they will eventually fix with a firmware update!
I own a D I saw no reason to upgrade to a D and I certainly see no reason to upgrade to a D! For most people, if they have a D or better, or even a D90, there really is very little to be gained from upgrading.
Cameras have been very good for a very long time; the market has matured. I'm in the same boat. D is aimed mainly at newcomers to DSLR photography.
Newcomers tend to be more impressed by having the "latest" although it might not necessarily be the "greatest".
As you say, not much point in "upgrading" if you already own aD7xxx series camera. Newcomers are looking at D3xx or D5xx. D is geared towards and purchased mostly by enthusiasts.
Ones who want more functionality and great features like automatic autofocus fine tune. They gave it the wrong number but I understand why.
They had to go with a D7XXX number due to the unexpected increase in cost and therefore, price. The D is not going anywhere. The other reason for the D is that too many D sensors were made relative to the demand.
No reason for most photographers to purchase the D since better options are available. We are still waiting for Nikon's anniversary camera most likely coming out in June, or thereabouts.
So it's a D5X00 series with an AF drive pin, twin dials, larger viewfinder all features usually reserved for D7X00 series.
Not a D7X00 series with only a single second slot and no battery grip to make way for the previously absent D?
All in all, the D strikes me as a Canon 77D or Pentax K-P competitor that should be selling at a lower price point, considering the considerable regression in features.
For the record, I don't count the Snapbridge app as a "selling point," as the app has only a 2. Nikon has been on a losing streak lately and the D is not a turnaround product.
But the truth is I rarely do, and I'll bet Most people don't either. Especially since it's apsc. If I had something really special like a 58mm Noct, an 8mm f2.
Lens then I'd want an FF sensor anyway. Base ISO performance is worse than the D? The lack of vertical grip shouldn't bother most buyers as is designed for tge consumer market as a more of a lightweight DSLR 3rd party ones will be availible if 'needed'; however I am rarely in a situation where I 'need' a vertical grip pther than for greater fps woth my D, which the D wouldn't have.
It is such a small percentage difference that you wouldn't notice it. I use a 6d 20mp and a D 24mp often and there is no difference really! The lower resolution screen, they are useless anyway!
I cannot tell if an image is better on the D's something pixels to my D's k. I only use them to check framing and focus to an extent.
Why is this a better option for landscape photographers if the megapixels when down from 24 on the D to 21 on the D?
The D is actually a worse performer for landscape photographers due to the sacrifice of base ISO performance.
Landscape photographers are more likely to use manual focus lenses than most any other category. Stop down metering will be a huge inconvenience.
The megapixels count for nothing, base ISO is improved over the D Wait for DXO to do the comparison and we'll see how it performs.
Everyone is assuming that the sensor in the D given its firmware will perform identically to the sensor in the D given its firmware and thus are making judgements based on existing DXO data.
Gee, if only there were a way to convert Nikon AI lenses to meter properly with all Nikon digital cameras that is cheaper than dumping my Nikon gear and switching to mirrorless and some kind of adaptor SDs can go bad or break.
So, as I have often said,. I will wait for the next in the D range D? And if it doesn't add to the features, but cuts back, I will be satisfied with the lousy old D for a few hundred less than the current price and probably cheaper than the D Bypass the D, it isn't intended as an upgrade.
It's intended as a replacement, with features designed to appeal to newcomers to DSLR photography. The most sensible upgrade from a D or D is a D, which is without doubt currently the best crop sensor DSLR on the market unless you shoot video or want to use live view, in which case the Canon 80D is a better choice.
I'm still shooting a D At this point I might go for a D at a bargain price and pick up a Nikon grip for it while I can. That's what I did with the D when the D came out.
I was all in for the D but spent the money on a instead. Now the budget is much tighter surgery and tax. There's no way my finance minister will go for a D I shoot landscape and D is fine for that.
But as I recently found some interest in shooting birds, looks like D is the way to go. Wish it had the group AF, but you cannot have everything.
After using D for 6 years, I do not feel comfortable with single card slot. I agree and what really bothered me, although a very samll point was that, I looked at a D last month and saw that Nikon's concept of keeping things the same through the line, that the SDs have to be put in, in an other direction as my D I've been shooting a D for 5 years now, and while I like the 2nd card slot for separating my NEFs and jpegs, I haven't had a single card failure in 10 years of shooting with this camera and the D80 before it.
I don't see what all the commotion is about the single card slot. It's hardly a deal breaker to me. Possibly more so based on the price. I think Nikons mid to top end line up is excelent at least for stills.
This camera makes no sense. Remove support for legacy glass, remove a sd card, remove 4 megapixels. It's obvious who not me and what it is for. This d is a random cacophony of specs thrown together and intentionally crippled for the sake of differentiation.
Given the price difference I doubt that most people will benefit from the advantages of the D I'd imagine it's not much of a loss for Nikon really.
Heck, they may make more leaving the hardware off the camera than what they'd make in grip sales. If you've ever owned a 3rd party grip then you know that no matter how inexpensive they are, they are still overpriced.
They are junk and I wouldn't attach one to my camera if it was free. I have had both oem and 3rd party. I had no issues with 3rd party grips. I owned 1 first party grip only because Nikon was giving them away with the D I like the Nikon grip with the f2.
I also like the magnesium body panels. The plastic aftermarket grips don't cut it. At this point I don't think I'd buy a camera body that doesn't take a grip.
Like my D and as well D, but my Samsung NX1 is the crop killer and give most life like images. Who cares they're no longer in the camera business and there's no longer any lenses made for them.
They made a great camera but Sony marketed themselves better and killed them. This goes to decisions by Nikon Management. This looks like lets get more money for less functionality by branding, marketing and trying to fool the public!
I give them the video and processing. The rest is largely a remade D5XXX. The branding to get money for less functionality less battery???? Nikon management is less than stellar.
Its telling in a year when we got lots of great products from Nikon; the zoom, D5, D etc. Seems like a sensible decision to me.
Nikon are obviously not selling enough D cameras, so they needed to replace it with something "new" to attract buyers.
The specs of the D are perfect for the market it is aimed at. More "serious" photographers if they have enough money will buy the much sturdier and professionally specified D Entry level buyers will go for the D or D, but Nikon would be wise to rationalise further by dropping both of these and replacing them with a single model halfway between the two.
Three crop format cameras should be more than enough choice to satisfy all users, and will enable Nikon do reduce manufacturing and design costs..
So the new camera has superior performance in virtually every category. It offers 4K video that everyone insists they need and probably seldom use.
Better sensor, massive improvement in the buffer, better AF, higher frame rate, carbon fiber construction - which I feel is better compared to part metal and part plastic construction.
It's lighter everyone complains about weight. It has a very useful tilting screen especially useful for video, live view to avoid neck strain and reflections and make low angle shot framing much easier or possible at all.
A very useful touch screen. And for all this the price is virtually the SAME as the camera it replaces. Losing base ISO performance is a major regression, especially since DX bodies are more likely to be used outdoors, in daylight, than FX bodies.
That one cost cutting move makes it impossible for me to upgrade to the D, since I'm a very serious use of non-cpu manual focus glass.
Nikon's deletion of the second SD card slot is inexcusable but another clue as to the cost cutting. They even downgraded the lugs for the neck strap.
You know I would love to have the D, but the price - ouch. It's a hobby, this is a want not a need. If my camera was my livelihood you can believe I'd have the best and most appropriate tools available.
The D offers most of the features of the D in a cheaper and stripped down body, simplified. If there another camera for that kind of money with comparable AF?
People here are actually complaining about the strap lugs - they're different because the body contains no metal.
And they have little to do with actually capturing images. And if you're really interested in landscape photography why are you using a DX camera?
Get a D, it's a bargain. It's just astonishing how these poor executives produced a camera like the D Just lucky I guess. You have pretty much listed all the improvements of the D over the D in your post.
But there are a few things that I would like to point out. There are some pluses with the new sensor, but also some minuses. Calling it a better sensor is arguable.
There are only two upgrades. The pixel RGB sensor should help with subject recognition and tracking.
But by how much? No one knows until we see the reviews. True, everyone complains about weight. But g vs g is hardly a major weight reduction.
I wonder if this is even noticeable. There are better cameras out there on the market for videographers. I doubt any videographer would pick up a D for video.
This, in my opinion, nullifies the usefulness of the tilting screen for video. For stills, Nikon's live view AF performance has always been poor.
Again, nullifies the usefulness of the tilting screen for stills. I personally almost never use live view. The poor AF is an absolute pain.
It's also very battery draining. Besides, tilting screen or articulating screen are more prone to failure when compared to fixed screen.
Calling this an improvement is arguable. Let's wait for actual usages and reviews before we come to this conclusion.
I disagree strongly about no one buying battery grip. With the battery grip, I find the camera much more stable when shooting hand-held vertically.
Give me a camera that has a square sensor, then I won't get a grip ;. I learned my lesson when I broke an SD card with pictures in it.
Better be safe than sorry with dual slots. Another cost cutting move. But I won't argue with this one because I don't use it either.
Overall, I have to disagree that the D has superior performance in virtually every single category when compared to the D I personally find the D a much better value proposition.
All very good points Ken, but Nikon's problem is that they need to sell cameras, and buyers tend to avoid cameras that are perceived as being old D released March - they want the "latest", and Nikon has produced something "new".
Personally I'd much rather have a camera that has been on the market for at least several months, so that the bugs have been patched, the camera has been proven, and the price has dropped, but that's just me Nikon could have made it much easier for them: Name it Ds - and it would have been the perfect successor.
Pricing a bit over the ordinary D Done, The Userbase would be happy. Nikon did the same, smallish upgrade from the D from to the Ds into The D looks too much compromised.
I don't think that D should be compared with D Actually, if you look at the Nikon EU site, you'll see that their new line-up positioning goes as follows: D, D, D, D That explains some downgrades.
What does not make any sense is the price. I don't think this is at all to do with the D line, rather a simple continuation of the D90 line.
As you see, the D line had to carry the burden of replacing the D, hence the overly spec'd for-the-money D to D days. It's quite simple, Nikon needed to put highly professional features into their mid-level camera to make it a viable choice for D users.
Now that a D exists, any meaninful succession to the d would be, well a D Include inflation and and the D is cheaper than D80, D90, What is the purpose of D?
I mean, can somebody tell, what Nikon had in mind if that is possible to know or guess , for issuing one more same sewing machine?
Playtested the game a bunch at a party last night. Honestly this game is not meant for parties, but still picked up some interesting things.
People are really confused that the 2s and the "gold" card are the same color. Maybe the gold card should be Hmmm maybe leave the chain out of 96's animations and we can do actual physics on it as it gets swiped around: D I've already concluded that we're going to have to manually lay out all the different cards in editor so having certain cards be special should be cake.
I think that is still not quite the same level of quality as the rest. It's nice that we're down to ONE though!
The hands are kinda creeping me out. Maybe if we want to transition into the cards having things sticking out we could do majestic horns or something?
I love love love 's antlers. Very concerned about the wings, though. Imagine having two 's next to each other. How would that layer?
Maybe the wings just expand when he gets formed and then fold back to the side? Similar concerns with Okay I feel like I'm flailing around because tasks are piling up and I'm not sure in what order to tackle them.
So here's a rough schedule just for the sake of writing it down and itemizing what needs to be done. Obviously I'm forgetting stuff and obviously things will take longer than I expect, but it's looking like there's a small chance we'll be done with core features by mid-december!
I could put together some mockup slides if that'd be helpful. Okay if you want to get ahead of schedule then I might have to shuffle some tasks around so that you're supported ASAP.
I imagine you'll be laying out the faces and arting the new tutorial etc etc. Still figuring out the challenge interface.
The idea is still fresh, which means it's pretty clunky. But basically challenges show up 1 When a game finishes 2 in the "challenges" menu.
Currently the challengeable records are: A bunch of problems with this. I don't like that it adds another step, because I think we're already pushing how long it takes to restart.
It'd be nice if we could make it an overlay like in team fortress. This part should also take care of the task of "Congratulations, you beat that challenge that [username] challenged you at!
The challenge menu is a list of all the records you're currently qualified for, which is mostly based on what tile you've reached.
Every record should have your current progress on it. Tapping on the record will open a "Challenge" screen and will list out all your friends applicable to challenge.
Anyone who is Whew. I think I finally understand why no one's done challenges right. This looks like a bunch of work.
But I think it'll be worth it for a lot of reasons: Regarding the music I hear what you're saying. It seems in line with "Tiny Game" to keep everything about the game as minimal and out-of-your-face as possible.
The nice thing about Threes right now is that it adapts to many different kinds of play styles: And everyone in between. The music is there for the long-players, the people who want to lose themselves in the game.
Tons of people will play with the game entirely muted because they leave their phones muted. Some people will play with their own music instead.
But for the people who load up their iPad at night and turn on the game in the quiet of their home I want it to feel rich.
The music takes care of that. The music is way too intense as is, but that's just how Jimmy works. Do you remember the first track he submitted for Puzzlejuice?
It was like flying through cyberspace in the 51st century. It's just gonna get more mellow with time. Oh man Asset Server is x better than Perforce for our needs.
Got it working in no time flat and we won't have to deal with the messy checkout process. Go ahead and delete Perforce. You might have to delete your Unity folder too?
Sorry if you lost any changes: Gonna be setting up the scenes today to let you play around in them. Don't make any changes yet because I don't know how good the merging process is yet.
At this point, Jimmy is working closely with Asher, who passes Jimmy this feedback from Greg. Please read Jimmy's post regarding the inner-workings of his process here , and while it doesn't include all the emails, it definitely includes important commentary about his feelings on making the Threes music and stepping outside of his comfort zone.
It's also how most apple menus are laid out, which helps us. I've totally been hitting the "retry" button every time I mean to go back to the main menu.
Also in the current layout to exit the current game you tap the "out" corner twice, which makes sense to me. Anyway that's my two cents.
The appleishness of the current layout is the most convincing thing for me. But if you want to switch we'll switch.
Hmmm this feels super Threesy: And you are at the point where you are about to give it all up…. I always appear in one form or another.
Sometimes I appear in the form of a solution, or a good idea. At other times, at a crucial moment, I make it easier for things to happen.
GREG how about we try leaving the walls up all the time? And then only lower the wall when a new dude spawns in. Fleshing out the tutorial Gonna try it out.
I think it makes more sense to be able to look at the game without touching and get a sense of what will happen.
Too many things are invisible in the game atm. Mapped out a first half of tutorial. Gonna throw it in and see how it works.
Added some subtle language tweaks and reinforcing of some super core concepts. Still struggling to figure out how to effectively teach the merge rules.
I've seen too many people sort of half learn the rules "okay 1's and 1's won't add together I like the colors in the first progression you posted, but it sort of screws with the 3Dness of it all.
But honestly I'm not too concerned about the progression? And then when the horns show up it's a super delightful surprise. Ahaha "grows on you" kinda gives the same impression as "acquired taste.
I am totally in favor of not having an "ultimate" piece so that it seems like the game could really go forever. Spent the day figuring out the layout and wording and flow and pacing and priming and whew.
Gonna implement tomorrow so I can playtest this week. My plan today is to actually spend some time on some polish we're sorely needing specifically: Maybe some better menu transitions?
And then post lunch I want to see if challenges actually still make any sense. I'm not going to lie: I am super super happy with how the current implementation is working.
I haven't tested it on many people yet 3 , but one of them never plays games and the other two play games a lot.
They all finished the tutorial in Gave the tutorial this morning to one of my gamer friends who had never played Threes.
He breezed through the tutorial FAST, but at every teaching moment I saw his eyes light up and he kept saying "ohhhh cool. I've written this email over a bunch in the interest of handling this delicately, but here's the gist I've settled on: I strongly believe that "show don't tell" is the wrong approach for teaching.
All players learn differently. We want to show AND tell. There's definitely the crowd who we could hand this game to without instructions and they would figure it out.
In my head I'm calling them the Puzzlescript crowd. And then there's people who won't know what to do unless you tell them and give them explicit goals.
And THEN there's the people who will blindly follow directions, but not understand what they're doing and be confused later. So we want players to do three things: The merge sections of the tutorial have all three of those things.
You have to merge the things together. You clearly see the results of your actions. So that combined with how quick the tutorial is makes me want to table this discussion for a while.
I am much more interested in moving forward right now than going backwards. I propose that we sit on this and collect more data and get closer to a finished game.
I was thinking about music and sound effects today and about how fun it would be to make the little noises that these guys will make.
But then I thought: Recruit a bunch of our indie friends to make silly noises and then use those as sound effects for all the different dudes.
This sounds super fun and might build some good-will. Basically get twelve people to sign up-- they each pick a different creature, probably based on the pitch of their voice.
And then we give them a bunch of basic sounds to make "excited" "sad" "crazy" and then have some fun with it: On a related note: Do full sprite sheets make sense for the creatures any more?
If we animate their mouths separately we can have a lot more freedom with when they actually make noises. Zelda tutorials and "Nintendoization" takes this to the Nth degree.
That's kinda the direction i was hoping to run with this continuous field of play, adding pieces when appropriate, learning as you go through plain text and player action, sort of a hybrid.
Whew good I'm glad we got that out of the way because we definitely would be at an impasse: I refuse to let people fall through the cracks in a game this small: Hmm I think the gold mockup is a little too misleading, unfortunately.
The happy eyes are a good solution. Feel free to mess with ThreesAtlas, which is where all the menu stuff lives.
All of the source files are in the "CompleteAtlas" folder in argoyle. If you replace those and follow the instructions above then everything should go smoothly.
You should do the same. You're going to have to go through the xcode setup stuff again, sadly. Moved the animation layouts into their own scene.
They were taking up a lot of memory we weren't using which means Much more threesy and also has natural stopping points for loading stuff. Okay I seriously want to put my brain on challenges tomorrow.
Partially because I want a "challenges" button to replace the "Undo" button. Oh did I mention I want to kill undos.
I don't think anyone will use them or care about them and it adds that ugly "Includes In-App Purchases" banner to our game. I'm going to add a simple "Tweet Score" button on the recap screen.
I guess it'll replace the GC button. How do you feel about tweeting an image to go along with it? It could be a glamour shot of your highest Number.
And the images can be nice and big and we don't have to atlas them. Theoretically it could also be your final board layout, but honestly I don't think people will care about that.
It occurs to me that reaching a new rank in the game IE: It'll be nice when we've have the hugging stuff in, but we're going to need some extra oomphf on top of that.
It needs some thinking about. We kind of already have one? We're exporting from illustrator at ppi and then TexturePacker is scaling it down to half.
Super easy to export a full size atlas in parallel. I suggest exporting your flash animations at ppi so we can do the same thing with them.
But oh man does it feel close? I think we're finally climbing the "oh hey it's fun again" ladder to release! We talked on Skype and Greg offered to code some version of the tutorial changes he was thinking about.
Over the next week or so we do a lot of technical things, rework animations with the new faces and figure out how to setup the final game.
Eventually, Greg gets the tutorial somewhat pieced together with his horrible coding skills and a lot of help from Asher. So my plan has been to strip out the "Drag to see the future" slide and replace it with just a "Make 24" puzzle, but it occurs to me that you're kind of building that puzzle now.
I think a hybrid between our tutorials makes sense The awkward bit is that at some point we do need to clearly articulate the goal of the game.
Not sure where that goes. I think we should consider, after giving them 4 2s, adding a "Make a 24" at the top as a new step. So I was like "oh man sound is great!
Let's see how much sound I can get in tonight! And then, after doing four different voices, I realized that I hate doing voiceover.
Let's do that thing I was talking about instead where we ask gamedevs to do it instead! Sorry to email you out of the blue, but I had a fun idea and I was curious if you would be interested in helping out with a tiny game I'm working on.
Greg and I are wrapping up work on our latest game Threes. The pitch is that it's a tiny puzzle game you can play forever.
It looks something like this. The game is pretty much done, but there's one piece of the game that Greg and I just can't accomplish on our lonesome: Every number in the game is a tiny little character with its own personality dopey, sleepy, wears headphones, is a pirate, is a spider, etc.
There's twelve characters total and I would like it if they all didn't sound like the two white guys who made the game!
Let me know if saying silly things into your microphone sounds at all like a fun time and I'll send you a list of possible characters for you to play.
The lines are tiny sensing a theme? On average each line is about 1. I also have a bunch of just normal non-gamedev friends I can ask especially if we need more girls.
I don't know how that would manifest in this game, but i think the game needs a reason for players to make a counter-intuitive play in the long-term development of a winning strategy Tetris'ing in Tetris is another good example.
Not necessary, risky, but scores big points OK OK i just brushed my teeth and had this idea. I was wondering about a variation where you simply collect stars, rather than introducing a new tile type, but i think that has its own issues and definitely fails at 2 anyways Like say you pushed a 3 next to a 3, it would suck up the 3 automatically.
The "newest" number to arrive would always be the "winner", i. On the other hand, it might totally make everything else devolve into a lot more randomness.
As for the other suggestions, the more I think about this, the more I realize that if the corner strat is infinite, than a carrot will not work to fix it.
All it would do is sort of hide the corner strat a little bit, but no carrot is going to be as good as an infinite strategy.
Here are a few sticks that essentially sequence break your game and prevent the corner strategy:. Processing all this, but one note: Maybe that's worth trying.
I am suspicious that might be enough. The thing about cornering is I think it is sort of fragile.
If you just push back against it a little it might just fall apart or so I hope!! Also I'm considering the arrow tile again.
It's just a tile that would point in a random direction and you have to get it off the board in that direction. This would make players vary up their swipes.
Weirdly, now I am sorting wishing for a carrot because corner worked pretty amazing until I got to 96s, and then still pretty well.
On the other hand. That might be totally fine. The beginnings of puzzle games are pretty easy usually. Here's one small suggestion-. In the early game, occasionally add a single higher tile than are on the board to the bag if the player has unlocked a higher tile in a precious game.
You could even have those tiles specifically show their number in the next box, since they're extra important and weirdly special.
They could be both a carrot and a stick, and speed you through to the part of the game that you've already mastered.
And the discussion continues into some avenues we ended up not exploring, but thanks to Adam breaking the game we were able to patch it really quickly.
Now, less than two months from release and even sooner until we eventually submit our final build to Apple, we have a lot of polishing and promotional stuff to do.
The website design isn't completely finished but we're happy with where it's heading. Though we're not sure what to do for screenshots of our very still, very turn-based and unilaterally colored game, we think hope to settle that next.
There are a lot of questions and worries remaining, but after we hurdled this huge design flaw with the help from Zach and Adam especially, a lot of the battles had been fought, some multiple times by now.
Oh yeah I think yellow arms are definitely the way to go. Much more readable and closer to being understandable.
But, bare with me I have to talk this out I think there's some fundamental problems with the hugging idea. I'm not really sure that there's a way for us to actually make this look like hugging.
Taking a step back and forgetting that the orange pipes are arms, when I look at this: It looks like a bandana and then also a hanging chad. I think it has to work in stills.
I think a lot of it has to do with the fact that these guys' anatomy is really kind of baffling. I don't know how their arms work or where they come from.
Here's me trying to figure out where their shoulders are: Anyway those are my thoughts. OH OH maybe we could have them jumping up and down slightly offset so you can see both of them.
Maybe some tilt when they're about to merge? And then when you let go they settle down, overlap, and flip. Very simple and works with their current body shape.
A couple weeks go by, both Greg and Asher are away on vacation visiting either for the holidays. WHEW okay caught up on email. Tiny deers are unfortunately in the Argentina part of Patagonia, not the Chilean part.
Had to befriend some giant llamas instead. My first order of business is going to be the merge animations.
Still wobbly feeling on the hugging, but we can talk that out later. But yeah dude after you finish up the animations and we figure out a final mergelook, I think you can go on low-alert for a little while.
I was thinking about Rami's comment and our original IGF trailer and I really really like the idea of selling Threes as a part-of-life.
Threes is not an immersive digital world to get lost in, it's a tiny game you carry with you and play on the train or while you're waiting for a friend or about to go to bed.
I sort of like the idea of a trailer that's similar to our original IGF one, but maybe cutting between a few different locations.
And okay here's a controversial statement that I might disagree with later re: I'm starting to think that it's not a priority of the marketing to teach the game.
I know we want to avoid the problem of asking people to buy a game before they know what it is, but I think what the game is and how it works are two different things.
The game is a 1 small 2 ever-challenging 3 card-sliding game 4 with numbers in it. I think the gif still has a place on the webpage and something to be handed around, but I think a trailer will be more effective at straight-up exciting people.
Yea i saw that tweet as well, and i have a lot of feelings about it. It's not a bad idea, we've had it ourselves.
Showing the game played in all manner of spaces and how it fits into your life. Initially, I thought about how this would go and it all seemed so universal.
Not on my computer, so this'll be brief but I think you're totally right on all fronts. Loving the sound of the direction of the new gif.
This is looking great. I can totally imagine it speeding up and cutting through all these environments. This is definitely the right way to go On vacation my mom and sister kept fighting over my phone to play Threes.
Also on the trip I was pretty scarce on power outlets outlets, so I had to restrict how much Threes was played because the game absolutely murders battery.
Maybe we should have a "low-battery" option that drops the framerate down to 30?? Or is that an inelegant solution on our part?
Over the next couple weeks we iron out bugs, implement GameCenter, Achievements, Challenges and other miscellaneous things like that.
You know, the easy parts that take up the majority of cloner's time If you read this whole thing. If you scrolled down here and skimmed it or just wanted to see if there was a prize at the end, well, you're here.
It's about the journey, man. Hopefully this post points to what we're getting at when we say that making these tiny games is littered with hard and painful times that are full of uncertainty and self-doubt.
You never know if something is really going to work. But cloning or ripping off a design in a week, that's a bit different isn't it? That old chess-nut… And it all happened so fast.
The Threes Emails All told, we sent emails in this email thread. Greg to Asher - An hour later. Greg to Asher - Next afternoon ok so the atoms one is bs, don't even know why i'm showing you.
Asher to Greg - A little later Awesome! I really like the tiles. Very solid and they definitely look merge-able. I'll let you know if I have any other thoughts.
For links to certain points, check the list of links with dates below: From Greg alright i hear you. From Asher At work so not verbose but: From Greg fuck yes.
From Greg ok, phew. From Greg ok way better monster mouth idea, after seeing spacejam midnight showing. From Greg i gotta say, the holes are awesome, they make total sense.
From Asher Okay whew sorry for not responding sooner, but I've been trying to drown myself in the design and figure out what'll give this game legs.
From Greg - A bit later From Greg - A little later From Greg - Later still From Greg - Even later From Asher Yeah I hear you, dude.
I was kind of thinking the same thing. From Greg updated argoyle and introducing poundstooth, a bit rough and from the hip but he's here.
From Asher Blah sorry for the radio silence. In fact I'm going to list them all right here: Okay and now feedback stuff: And if the player can find out by half-swiping, then the optimal tactic would be to half-swipe in every direction before taking a critical move, which doesn't sound fun Super dig the blocks spawning in through those bars.
Hmmm Digging the new Argoyle design. From Greg haha argoyle socks would be so fucking cool dude. It's tight and going to be tricky, but I think it might actually be doable: Technical stuff patterns, game center, IAP, twitter,etc This week I want to complete the entire game flow, which means getting all of the menus working and out of the way.
You'll probably recognize a few of them from Puzzlejuice: Enjoy release week, buddyyyy! From Greg thanks dude! From Asher Duuude if you're down the help with integration then I'm all for it!!
From Greg rad rad rad! From Asher Dude no worries at all. From Asher Ahhh shoot sorry sorry for being quiet so long. I think it might actually be more clear if we reverse the way you have it set up in that last mockup, where we have an argyle on either side of the monster like so: From Asher Yeah I was just testing it out.
From Asher Built sent! No idea if it's fun. Too tired to know much of anything. Alas I see no icon. D I didn't send the email because the contents seemed kind of heavy and I don't trust myself to make such weighty statements so late at night.
From Asher I've been trying to wrap my head around this From Greg aw shitty, forgot you were sick. From Asher Development stufff: When all the board is filled up, you lose.
From Greg ok, this felt pretty good opening round http: From Greg i'm on afuckin route!!!! From Greg accidentally ate my big boy: From Greg i kept up with that one, kinda got reckless to see how well i could manage things once they got stickier, didn't do too terribly: From Greg so hey.
From Asher Okay so I spent the entirety of last night making the grid system super robust and able to support all kinds of logic.
D I can throw Zach on the TF, but it's just going to be the old version for a while. From Asher Okay so I made one prototype. Gonna try again tomorrow.
It's only been what, three months? My high score is From Asher Okay better version ho! From Asher My high score is 96 in this version.
But I feel like I'm improving: D Okay so further reflection shows that the "Overfed" thing is way too convoluted. I just made it so you can't eat anything when you're maxed at 10 and it has the same effect on the game.
Gotta run, so no time to upload a revision today D: Agh sorry for flood your email. Just suddenly excited for this game again!! From Asher ah ok, well i'll play this one for now.
Buuuuuuuuuuuut I really still love the idea of the Argoyle. I dunno, just spitballing. If you have any issue with this game please write us to info vegasslotsonline.
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