Microsoft has made a new Xbox, just it's not by any means new. The X Box 1 S is a 0.5 upgrade to the current Xbox One, instead of its successor. Be that as it may, do not be tricked into intuition it's a similar support, since this one has a lot of things previous one did not.
While the Xbox One S is in fact the same console that Microsoft release in 2013, there have been no changes. It's far slicker and prettier, altering a number of the previous ones style issues. It additionally includes 4K and high dynamic range (HDR), which shows your games and videos can benefit as much as possible from the most recent TVs.
It does not offer an awful change on the graphics side. Nor does it profit by the major horse power boost of the next-gen Xbox, codenamed Project Scorpio. Be that as it may, what it has may make it the smash hit gaming console of 2016: it's the most affordable UHD Blu-ray player available. The Xbox One S is the only console to play 4K Blu-ray.
This could make the Xbox One S an astonish hit with movie fans on a financial plan, who are searching for a modest approach to enjoy 4K content. It could rocket 4K Blu-ray sales as well, just like the Sony PS3 did with standard Blu-ray. Beside, really a not too bad UHD Blu-ray player.Design:At long last, there is the design of the Xbox One S. We cherish it with not very many imperfections worth discussing. Above all else, this new support is reduced without doubt, with a 40% smaller form that certainly works better with regards to device position and inside heat evacuation. However what's really shocking about this much smaller new form is the way that Microsoft not just shrank the Xbox with the One S version, additionally figured out how to pack both an internal power supply and a 2TB hard drive into that little space.
This is a significant accomplishment clearly and the other smaller plan components like a more compact fan, sides with pores for easier heat escape, all help the new look cool in spite of these compact features in its design.
Also, the outer body of the One S is something we like. There are now two physical buttons for the both the power and eject function of the new One S. These are certainly superior to their capacitive touch version in the previous Xbox One, mainly in light of the fact that they're a great deal more resistant to accidentally touching them while using the console. Beside, the new Xbox One S companies an IR blaster along its front, which takes into account remotely interfacing and afterward turning on or off other external devices like your 4K TV, AV collector or satellite box.
- Smaller than Xbox One
- 4K game upscaling
- It's a cheap UHD Blu-ray player
- HDR compatible
- Improved, grippy controller
Not native 4K in games
Source by Chris Owe
Many people and many different game systems will give many different opinions as to what makes a successful Game Master. In the world of pen and dice RPG's Game Masters or GM's at their core are story tellers, referees, and character actors all rolled into one. When one considers the how-to's and why for a game mastering one must understand what a role play game truly is at its core. RPG's at their essence are made up of a group of players who under the guidance of a Game Master go on a quest while depicting people of a heroic nature in a land of fantasy.
The GM has the twofold purpose of presiding over the game system rules and maintaining the illusion of the game world in which the game takes place. The game master provides the essence of the game world and is the source of its physical realities, situations, and possibilities through the art of descriptive narration and character acting. There are a myriad of tools designed by a myriad of game companies, hobbyist groups, and individuals to aid the game master in his creation of the player universe. These tools run the gambit from reference books to complete scripted and mapped out adventure scenarios. However the experienced GM knows these are only tools to aid in presenting the individual game adventure and feel of the game world.
As a game master you utilize the rules or game system texts of whatever game world you're playing as the source for the physical realities of that world. In these texts you will find the "nuts and bolts" that make the game playable. You will also find descriptive history or back stories to assist you in introducing the world setting of the game as intended by its creators. These books should however not be used as step by step guides such as those written for board games. Rather they serve the dual purpose of providing the mechanisms by which game elements such as combat, movement, and achievement are regulated and imp an all encompassing vision of the game world. Grasping the rules systems of die rolls, reference tables, and items usage is essential to being a GM as it is obviously necessary for game play. Although of equal importance and possibly greater scope is being the story teller presenting the game world and all its features, physical laws, situations, and characters. The latter portion of being a GM is often more elusive as it requires one to use their imagination and narrative skills to take the players verbally into a fantasy world.
It is important to remember that there is no scenario that is set in concrete even if it is intricately scripted with many optional variations. Effective GM'ing that will be enjoyable for both the players and the GM involve using a little imagination and flexibility. As each player will perceive the game world according to his or her point of view the game play will never go exactly as the scenario outlines: this is where imagination comes in.
There is always room for drift in the story and as a GM you can add your own "spin" on the scenario tweaking its structure and intended event sequence to fit the flow of the game. By making the story your own you avoid possible and sometimes tedious step by step "A" to "B" feeling of a restrictively scripted scenario. By allowing the scenario to become a free flowing adventure the GM interacts with the players, using their ideas and perceptions to create an interactive story that everyone is part of.
Essentially, it's OK if the player characters want to deviate from the scenario and run off to get drunk or go shopping for new weapons. These diversions can be added to the scenario or are even provided for by the presence of locations like towns and cities designed for such purposes. This affords the GM the opportunity to be more creative in their interpretation of the game script while allowing the players to experience their own "spin" on the game setting.
Returning the players to the scenario objective can be as simple as involving them in a bar brawl, or having them accused of cheating a merchant. Any number of Non player characters designed for the GM to use in the quest settings can be inserted or even invented by game masters to guide players back on track when needed. It often becomes necessary to manipulate player actions if they get too far out of story line. By the same token the game sometimes becomes more fun if they game master allows the story to precede in a direction of its own reserved for a time by the players actions.
NPC's or non player characters are any creatures from simple monster to helpful ally played by the game master and often described or scripted in adventure stories that give depth and interaction to an adventure. NPC's played by the game master are not intended solely as scripted automatons used to supplement combat or appear in one place doing one thing as they do in many video games. Rather they can be in-depth and flexible as is needed within the limits of their abilities as described in scenario textbooks or rule books. Non player characters are one of the primary means by which the GM guides and steers the players and the game setting through their placement, intent, and quest knowledge. For example: A player decides to deviate from the scenario script to go get drunk.
The GM can use an NPC as a drinking buddy, the antagonist who starts a bar brawl, or the person who bails the player out of jail thereby leading them back to the scenario objective. NPC's are essential to any role play game and invaluable tools for the GM's use as they are the costars, bit players and filler that provide the interactive aspect of the game world. Since you as the game master act out the NPC's you can use them to retard or enhance player progress through the adventure. They are a very good way of giving hints to lost players who become stuck or miss important clues to reaching quest goals. In the case of Monster NPC's you are the direct adversary to the players as you make all the monsters attack die rolls and attempt to harm players.
Other than playing the part of hostile NPC's game masters should not see their role as adversarial as an RPG is not a competition between players and the GM. Rather it is theatrically presented challenge to the players with both danger and reward presented in the context of a theme or loosely scripted story. While the game master is (usually) the only one to see maps and descriptions which may include the location of traps and hazards this still does not need to create an adversarial situation between GM's and players. GM's who play to "kill" player characters often lose players and do not run enjoyable games. In a sense the game master is analogous to god of the game world since they have all the fore knowledge of every bad situation and great reward the players are likely to face it would be far too easy to manipulate them into hazard. There is really no challenge or enjoyment in this style of game mastering and is not considered to be in the spirit of the RPG genre. That having been said there are many times where the game master will not reveal the presence of unseen or lurking danger as the flow of the story or player actions do not warrant warning.
Role Play Games are very much "real world" in terms of the players actions or lack thereof determining the outcome of any given situation. There are many instances where players may simply forget to use that magic danger sensing ability or simply not look before they leap. In these cases GM's are never considered adversarial if they do not tell players about things they could not have seen or known about. This may at times cause disputes and this is when your knowledge of game mechanics or rules processes comes into its own. If players run afoul of some hazard or lose a battle or fall into a trap they may often ask if there is a die they can roll or a chart they can look on to see if they can escape or win. In most cases the appearance of danger or challenging situations automatically invokes some die roll.
However it is up to the GM to decide what rolls and when and and who makes them for any given situation. All this knowledge is included in various game texts produced by the creators of the various adventures or systems that they are designed to be used under. The sometimes tricky part comes about due to the "free form" nature of RPG's that creates situations that are sometimes in the gray areas of the rules and do not directly invoke a specific die roll or rule driven decision. Game masters in this situation must decide which die rolls apply and sometimes either make up a die roll or a justification call in the spirit of the rules system being used. By possessing a good working knowledge of the rules, the game world, and the general idea behind how the whole thing is supposedly to work GM's can make these sentences calls on the fly quite easily and fairly.
The bottom line for good GM'ing is that you the GM are the creator of the illusion and administrator of the natural laws of the game world. It is your adventure and you run it with the hope of giving players an immersive fantasy adventure that gives their characters ample opportunity for personal gain and glory while providing sufficient peril and challenge to make it exciting to play.
Source by John L Arnold
Using Underbelly Cone with Slots Facing Up On a Helicopter to Increase Payload and Liftoff Force. Picture a helicopter model sitting on top of a funnel. The edges of the bottom of the funnel on the table has an additional lip on it which raps around the edges with a little space between it. At the rotor blades force air under the helicopter into the ground cushion below they are forces into the inside of the cone. As the pressure build under it, it forces all that energy to the helicopters CG (Center of gravity). This continues as the helicopter lifts up.
It will cost us about $ 10,000 to build a prototype of this concept. Using a RC helicopter like one of these. Which will be a smaller model of an existing helicopter. We also plan to use some of the most recent micro helicopter technology as practice versions. We figure a micro version will cost us about $ 15,000 or less to perfect. RC Type Prototype platform to start tests prior to wind tunnel to prove concept:
Micro-MAV Helicopter Platform starting point:
Unfolded Cone Wing Shape:
Once the aircraft is off the ground, which requires a lot of thrust, the cone unhooks itself and spreads out into the shape of a wing similar shape to a bat. To show you the shape of the wing. Do this: Take a piece of paper and make a circle on it, six inches in diameter. Now cut that circle out. Then pick the center and make a dot, then make one cut into the center. Now fold the circle into itself to make a Yarmulke. Now fold it into a cone. This is the cone we will use. Now unfold it to the original circle. Now make another cut to the center exactly opposite of the first cut. But do not cut it all the way through, leave half and inch to keep the circle from becoming two halves. Now fold the circle the other way but keep it flat, this is the shape the cone will become in flight. A bat shaped wing. With a little anterior bowed into the leading edge as it sits under the helicopter.
The manufactured shape of the underbelly cone will actually be the shape of a wing, but hydraulics will fold it into the shape of a cone after landing. The wing will be used to slow decent and also to help with softer landings by adding to the ground cushion while landing.
The cone can pivot at the CG, which can also help as the transition is made from hover to forward moment as the collective is dropped up. Since the top of the cone pivots on the bottom of the helicopter the angle of attack in the wing configuration will also be adjustable. During rapid decent the inherent manufactured material will also be somewhat folded so the wings will curl down and will mimic wing tips of a "Swift" bird for high-speed dives. The swift can dive at up to 217 mph.
Now then as it comes in for landing the wing is used as a barrier to trap air underneath for an air cushion, for trouble free landings.
The micro helicopter could be enough to transport a hamster or mouse, even with the small six-inch rotor blades and six-inch wing when extended. We are currently making pictures, artist renderings and a design. There are many uses for this micro helicopter concept for MAV style surveillance and nano or insect size MAVs.
On the larger model helicopters and actual full size human version units, the cusp of the cones slats will act like slots or slats do on Short Take Off and Landing STOL Aircraft. This concept makes a lot of sense for many reasons, we still are working through the types of materials to be used, strengths and manufactured material concepts to provide for rigid shape while flying, but bendable for cone structure yet, strong enough to support the weight of the helicopter. Luckily the vertical strength of the cone can be manufactured as the primary objective, yet the unbent material can be flexible for the wing configuration. Many choice to look at.
Source by Lance Winslow
Whether you play games on your smartphone or not, you may have heard about the popular MMO game called Clash of Clans. Available for iOS and Android, Clash of Clans is one of the longest running, most popular game for smartphones. Initially released in USA and Canada in 2012, Clash of Clans is now played by millions of active users worldwide. So how did they become so popular amid thousands of available games in this saturated market of smartphone apps?
The key to their success is user satisfaction. The game is utterly satisfying to play. And it’s not just the good ratings it received from critics during its launch, but it’s also the options and features it offered its players.
The game can be played in both single player and multiplayer mode. And there’s a key point to notice. Unlike other games out there, this game is not focused on one part only. It simultaneously supports both single player and multiplayer. You can choose not to play any of the two gameplay modes. This gives users flexibility and choice. Something people always want, even when playing a MMO game. For those who don’t know, MMO refers to Massive Multiplayer Online, which is the type of game Clash of Clans is.
You may have heard of Dota 2? It’s a worldwide sensation for gamers. It’s so big that every year million dollar tournaments are held, referred to as e-sports. But Clash of Clans is limited to your smartphones only. But it’s a huge game. The creators of the game, Supercell, bring in millions of dollars in cash just from this game, although it’s a free-to-play game.
So, if it’s a free-to-play game, how does it bring in millions of dollars? The answer is flexibility. The game gives users the flexibility to play it for free, but there is also a paid option, which is not mandatory. If you want to get ahead of the game, you can buy in game currency, referred to as ‘gems’. These ‘gems’ act as boosts.
Another key point to consider is simplicity. When you start playing, you’ll see how simple the interface is. You can easily buy into the game. Although almost everything is self-explanatory, there are tutorials to guide you through. This gives players the ease of use they need to get comfortable with the game. Once you’re settled in, you actively keep on playing the game. That’s basically the formula to creating an addictive game – concentrate on what your consumers need and keep things simple. Well, at least, it worked for them and many others.
It often feels uncanny how big a simple mobile app can be, and how much revenue it can pull in return for the developers. Consider other popular apps like Angry Birds and Talking Tom, they provide something fun, simple and user friendly. Similar to what we have just discussed. They all have something in common, they have created a product that’s suitable for the consumers, nothing too complicated.
And that is how Clash of Clans stands out from other MMO games available. It’s true, they advertise a lot, but it’s really the intuitive gameplay that keeps players coming back to it.
Source by Andrew Rodwell
Online gaming nowadays is indeed very popular especially to the youth of today’s generation. Thousands of online games are now wide spread at the circles of the World Wide Web. An online game only requires a computer network, which is the internet, through a personal computer or a video game console that can be linked into other players on the web. This proves that typically, online gaming is a means for linking players together instead of the usual pattern of playing games. As what have stated, one of the benefits that online gaming offers is to connect to multiplayer games.
Multiplayer games are games played by more than one person by means of a computer and an internet connection which allows players to play in similar game setting at the same time. It serves as an avenue for players to benefit from interactions with another person by either as forming of a joint venture or competition. This also allows them to have a form of social communication.
Advantages of Multiplier Online Games
· Promotes Association
Multiplayer games allow players to build their own networks of alliance. This promotes interaction within the players since they need to support each other in order to win the game. This will also allow players to build teamwork in order to attain victory.
· Boost Self Reliance
Multiplayer online games will also contribute in boosting one’s self confidence since this type of gaming not only limited for forming groups or teams but as well as in developing competition within each player. This will entice each to do better as reward points are still given individually to those players who show off throughout the game.
· Improves Social Interaction Capacity
Since this permits alliances and competition, this will surely improve a player’s social interaction capacity as it allows supervision of co-players activity, resources and skills. Players will also be required to communicate with one another in order to achieve a common goal or have a good fight.
· Most exciting game experience
Multiplayer gaming will promise you to practice a more exciting game experience since you are now dealing or fighting with other individual unlike in a typical one-player game which only put up a fight between you and the computer. Having an alive competitor or partner will entice you think of strategies and techniques to achieve your goal.
Disadvantages of Multiplier Online Games
· Requires long hours of playing
Since you are playing with multiple other players, you cannot just stop from playing because this will affect the network. Typically, this will require you to play in long hours depending also o your co-players playing the game.
· Incurs health hazards
Due to the long hours of playing, numerous health problems may be acquired such as eye or carpel tunnel syndrome, poor postures and severe stress on joints and nerves. Everybody should be aware that there are real health hazards involve in spending too much time in front of the computer.
The modern technology truly makes twists on typical online games which are, as what can be observed, widely accepted by this generation. With the advantages and disadvantages stated above, it is now for you to decide whether you would like to engage in or practice multiplayer games.
Source by Julius Daviz Galvez