Short.am
Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.Linkrex.net
Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.- The payout for 1000 views-$14
- Minimum payout-$5
- Referral commission-25%
- Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
- Payment time-daily
Bc.vc
Bc.vc is another great URL Shortener Site. It provides you an opportunity to earn $4 to $10 per 1000 visits on your Shortened URL. The minimum withdrawal is $10, and the payment method used PayPal or Payoneer.
Payments are made automatically on every seven days for earnings higher than $10.00. It also runs a referral system wherein the rate of referral earning is 10%.- The payout for 1000 views-$10
- Minimum payout -$10
- Referral commission-10%
- Payment method -Paypal
- Payment time-daily
Linkbucks
Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.- The payout for 1000 views-$3-9
- Minimum payout-$10
- Referral commission-20%
- Payment options-PayPal,Payza,and Payoneer
- Payment-on the daily basis
LINK.TL
LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.- Payout for 1000 views-$16
- Minimum payout-$5
- Referral commission-10%
- Payout methods-Paypal, Payza, and Skrill
- Payment time-daily basis
Clk.sh
Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.- Payout for 1000 Views: Upto $8
- Minimum Withdrawal: $5
- Referral Commission: 30%
- Payment Methods: PayPal, Payza, Skrill etc.
- Payment Time: Daily
Oke.io
Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.- The payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-20%
- Payout options-PayPal, Payza, Bitcoin and Skrill
- Payment time-daily
Adf.ly
Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.Short.pe
Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.- The payout for 1000 views-$5
- Minimum payout-$1
- Referral commission-20% for lifetime
- Payment methods-Paypal, Payza, and Payoneer
- Payment time-on daily basis
Cut-win
Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.- The payout for 1000 views-$10
- Minimum payout-$1
- Referral commission-22%
- Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
- Payment time-daily
Dwindly
Dwindly is one of the best URL Shorten to earn money online. It offers the opportunity to earn money for every person that views links you have created.
Its working is simple. You need to create an account and then shorten any URLs with a click of a button. Go on to share your shortened URLs on the internet, including social media, YouTube, blogs, and websites. And finally, earn when any person clicks on your shortened URL.
They offer the best environment to you for earning money from home. They have even come up with a referral system where you can invite people to Dwindly and earn as much as 20% of their income.
It has built-in a unique system wherein you get the opportunity to increase your daily profits when you analyze your top traffic sources and detailed stats.
Best of all, you get the highest payout rates. The scripts and the APIs allow you to earn through your websites efficiently.
Last but not the least you get payments on time within four days.BIT-URL
It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.- The payout for 1000 views-$8.10
- Minimum payout-$3
- Referral commission-20%
- Payment methods- Paypal, Payza, and Payeer
- Payment time-daily
CPMlink
CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.- The payout for 1000 views-$5
- Minimum payout-$5
- Referral commission-10%
- Payment methods-Paypal, Payza, and Skrill
- Payment time-daily
Al.ly
Al.ly is another very popular URL Shortening Service for earning money on short links without investing any single $. Al.ly will pay from $1 to $10 per 1000 views depending upon the different regions. Minimum withdrawal is only $1, and it pays through PayPal, Payoneer, or Payza. So, you have to earn only $1.00 to become eligible to get paid using Al.ly URL Shortening Service.
Besides the short links, Al.ly also runs a referral program wherein you can earn 20% commission on referrals for a lifetime. The referral program is one of the best ways to earn even more money with your short links. Al.ly offers three different account subscriptions, including free option as well as premium options with advanced features.Shrinkearn.com
Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.- The payout for 1000 views- up to $20
- Minimum payout-$1
- Referral commission-25%
- Payment methods-PayPal
- Payment date-10th day of every month
Fas.li
Although Fas.li is relatively new URL Shortener Service, it has made its name and is regarded as one of the most trusted URL Shortener Company. It provides a wonderful opportunity for earning money online without spending even a single $. You can expect to earn up to $15 per 1000 views through Fas.li.
You can start by registering a free account on Fas.li, shrink your important URLs, and share it with your fans and friends in blogs, forums, social media, etc. The minimum payout is $5, and the payment is made through PayPal or Payza on 1st or 15th of each month.
Fas.li also run a referral program wherein you can earn a flat commission of 20% by referring for a lifetime. Moreover, Fas.li is not banned in anywhere so you can earn from those places where other URL Shortening Services are banned.Ouo.io
Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.- Payout for every 1000 views-$5
- Minimum payout-$5
- Referral commission-20%
- Payout time-1st and 15th date of the month
- Payout options-PayPal and Payza
Wi.cr
Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.- Payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-10%
- Payout method-Paypal
- Payout time-daily
Friday, March 29, 2019
Top 18 Highest Paying URL Shortener to Earn Money Online 2019
Scrambled Words
Test your vocabulary with our Scrambled Words game! Rearrange the letters to make a word. To play you must choose a topic (animals, colours, days of the week, months, parts of the body, numbers, city places and buildings, family members...).
It's About Time...
Doctor Who: Time of the Daleks is essentially a re-themed Elder Sign, but I think I'm okay with that. Thematically, Elder Sign is a game about tweedy academics solving problems intellectually rather than with brute force, and that is absolutely what a Doctor Who game should be about.
Like Elder Sign, the core gameplay in Time of the Daleks involves rolling dice and matching their symbols in order to complete tasks. Each player plays as a particular Doctor, with assistants and gadgets that allow him to manipulate the roll of the dice in order to get the right combination of symbols. Each successfully completed task moves that player closer to winning the game.
Also like Elder Sign, there is a villain at work, essentially trying to outrace the players and prevent them from winning. In this case it's the Daleks, and their presence is felt in the game in several ways. Failing at a task will generally move the Dalek saucer forward on the scoring track, and of course they win if they beat all the players to the end. Additionally, any failure will also result in a Dalek figure being placed on the board, where they reduce the number of dice the players get to roll. Too many Daleks on the board will also lose the game for the players.
There are a few ways in which Time of the Daleks differs from Elder Sign (enough to keep Reiner Knizia's lawyers at bay, anyway). The dice-rolling tasks that players must accomplish are determined by a combination of two different tiles on the board: a location and a dilemma (usually a villain from the TV series' long history). This makes for a great deal of mix-and-match variety, as Silurians may threaten the planet Karn in one game, and the Time Meddler in another.
Combine that with a randomly shuffled deck of companions, and the game can tell a multitude of what if stories as Leela teams up with Sarah Jane Smith and the 11th Doctor to stop the Cybermen from invading Clara's apartment, or the First Doctor and Nardole foil the Master's Trap at the Bank of Karabraxos.
Another way in which it differs from Elder Sign is that it is only partially co-operative. Players are in competition with each other to get to the end of the score track first, but they all lose if the Daleks get there first. If a player is having a tough time solving a dilemma, he can ask one of the other players for help, which they may be inclined to do if it will slow down the Daleks. Additionally, the assisting player shares in the reward for completing the dilemma. It reminds me a lot of the multi-Doctor stories where they fight and bicker but end up cooperating for the greater good.
If you read the online chatter about this game, the main complaint about it seems to be that the announced expansions for the game have not yet materialized, a year after the game's release. Part of this frustration no doubt comes from the fact that the game was originally intended to feature six Doctors rather than four, and was scaled back in order to get the asking price down. The game's coverage of the world of Doctor Who does feel a little thin here and there -- clearly there is room for a lot more content.
Nevertheless, it's a solidly designed game with some beautifully designed components (The Expanse Board Game could learn a lesson here). Most importantly, it feels like Doctor Who, which is something no other board game in the show's 55 year history has quite managed to do.
Rating: 4 (out of 5) A good game that could be a great one. It captures the feel of Doctor Who, but not quite the depth.
- Doctor Who: Time of the Daleks official website
- Doctor Who: Time of the Daleks on BoardGameGeek
Dreamfields – Fantasy Farm
Welcome to the 3D Wonder World where your dream comes true. Dreamfields is a social multiplayer online game in which you can play and have fun with many friends. Just by a mouse click, several cute imaginary creatures show up in front of your eyes such as pigs, dragons, jam-eating bears, etc.
There will be different tasks for you to overcome in order to finish the mission which is to wake to Custodian. Try to learn magic, interact with your lovely friends and get help from them. Are you ready to build your own amazing farm? Interesting things awaits you ahead. No doubt. Just go for it! Enjoy with games online 2018!
How to play: Use the mouse to interact with the computer.
Dreamfields – Fantasy farm |
There will be different tasks for you to overcome in order to finish the mission which is to wake to Custodian. Try to learn magic, interact with your lovely friends and get help from them. Are you ready to build your own amazing farm? Interesting things awaits you ahead. No doubt. Just go for it! Enjoy with games online 2018!
How to play: Use the mouse to interact with the computer.
Thursday, March 28, 2019
15 Smart Hacks to Give Your Old Junk a Second Chance
People are neverending Earth consumers. We're used to throwing items away and buying new ones as soon as they lose their neat looks or need a repair. However, there's a solution that helps us give back to the place we've taken things from.
Another Year Gone. One More Conspiracy.
2018 is coming to a close. Man, feels like it's been a long one hasn't it?
I know I've been absent for two months, and really that's due to Chris not uploading anything to "Chris Neo". I won't declare the series dead yet. Chris recently posted on Facebook that he's looking for a musician for something coming next year. I don't know if it's for Chris Neo or something else, but it's something. Wonder if he's one of those "For Exposure" jackasses.
So like last year, I'm foregoing the Year End List, I just felt there wasn't enough to talk about. Chris Neo was a big pile of boring, with not very many awful things other than a couple lies, clickbait, and sponsored content.
The majority of Chris' dumb moments came from Facebook, whether it's freaking out over "Illuminati symbols" on Nickelodeon or claiming the reason his sites were down was due to hackers. In fact, Chris started to showcase a lot more paranoia.
And it's only getting worse.
On December 19th, he posted this on Facebook.
Boy there's a lot to parse here.
It's linking to an article from ValueWalk (never heard of them either) about the teacher that criticized PewDiePie, and one of his students recorded it and posted it online causing all of Felix's fans to go after him, even finding pictures of his daughter and spreading them around. Charming people aren't they?
Chris is claiming this is the "fallout" of Felix not wanting to join Disney or "other platforms". That is not remotely close to what happened. Felix posted a video where he talked about Fiverr, and in it he paid a couple guys to hold up a sign that said "DEATH TO ALL JEWS" and laughed about it. Advertisers saw the video and freaked out, pulling their support. Maker Studios, who are owned by Disney and had been supporting Felix for years, proceeded to fire him. All this starting a chain of events leading to the Ad-pocalypse. So no Chris, he didn't reject Disney, they rejected him. I get the feeling that Chris didn't do his research, merely saw a headline that said "Disney fires PewDiePie" and since this happened a while ago, he forgot the details and just remembers two of those keywords.
And then Chris enters liar mode, you can tell because he uses certain phrases that he always uses when he lies like "I didn't want to bring it up before" and "I couldn't understand it" and "I saw the writing on the wall". He is a really bad con artist.
He claims back in 2012, Machinima wanted him to join their network. He said no because "it wasn't for him" and then claims they somehow affected his views and ad revenue. *sniff sniff* I'm smelling horseshit.
So 2012 huh, what happened then? A lot of nothing for one. He did his reviews of Silver Surfer and X-Men, he tried the whole "IG Shorts" concept, some awful IG Neo reviews including that Sonic Generations one where he didn't even play the game and just stole footage, the E-Begging spoof where he attempted to dunk on James Rolfe (and failed), oh and... Skylanders. Well, I don't think deluge started until 2013 so I can't pin it on that. Perhaps the lack of activity had something to do with it? Reading through my past posts, I note that Chris took a long time to do things. It's very likely your lack of views and ad revenue have more to do with you barely putting out content and it's not some "conspiracy" against you.
Also, what do you mean when you say "it wasn't for you"? I'd ask if he saw that Machinima gave out bad contracts, but I doubt Chris is smart enough to read through those.
And another thing, if this happened, why didn't you bring it up in your Opening Up video? Surely you could have used that to keep the crocodile tears flowing instead of blaming James Rolfe for everything.
"I was forced to retire" In 2012? Nooo you were still making videos. You kept going for a while after that. Who are you trying to fool? Your first known "retirement" was around the end of 2014, then you ended up joining a network after all (hence your uptick in content in 2015), before slowing down and announcing a second retirement in 2017. But now you're back as Chris Neo... sort of.
See this is why telling the truth is so much better, you don't have to keep track of all the stories you made up.
So we can see the moment it happened? Let's see...checking Socialblade... unfortunately I can't seem to view statistics older than January 2016, but I did notice a substantial drop around October and November 2016. What happened here? *checks* Oh that's right, you deleted a ton of your videos! When you delete your videos, the overall view count goes down, and thus your channel loses notability with advertisers. But this happened in 2016, you're talking about something that happened in 2012. Wait, are you getting your dates mixed up again? Even so, Machinima had nothing to do with those views dropping, you did it yourself. You pulled the trigger and that's why there's a bullet in your foot.
Then he acts all shocked that... Machinima is a part of YouTube! DUN DUN DUUUUUUUUN! Oh wait, anyone with a brain could figure that out.
"It was very eye opening" Another one of his usual liar phrases.
Then he tries to warn us that there's some secret YouTube cabals that are keeping the gamer down and unable to "flurish". Keeping gamers down? I know what must be done! We must post pictures of the Joker and yell "GAMERS RISE UP!" No wait that's fucking stupid.
Also, it's spelled "flourish".
I just realized, what does any of this have to do with the teacher that criticized PewDiePie? Chris is such a narcissist, somehow making it all about himself.
Oh wait, but there's more. An old friend of Chris decided to contribute to the conversation.
For those that don't remember, Nick Huggett is SWAGshow. One of the only YouTube producers willing to work with Chris. How's his YouTube career? *looks* ... Yeah I think it's just a hobby for him now.
You're surprised that Machinma can monetize trailers? You realize they're essentially a corporation and thus they have a little more leeway when it comes to that. They're not the only ones that do it either. IGN, GameXplain, GameSpot, official Nintendo, Playstation, Xbox channels, they can all monetize trailers. The "little guy" can't because they don't own the content. They're just reposting a trailer. Now if they were to, say, do a trailer analysis or (god forbid) a reaction, then they could attempt to monetize. That puts it in the realm of transformative work, which really needs an overhaul in the age of the internet.
EDIT: Yes I know those channels don't own the trailers either but there's a difference between companies and the little guy.
What really gets me are Chris' next two comments.
"I could write a book about this" Please do! I want to see this shit, to see how badly you explain and mishandle everything. If it's anything like Ghost Hunting 2.0, it's going to be a glorious disaster.
Now this I don't get. He claims people were using E3 as a "cashcow" in 2010 and 11. ... What? Pretty sure people have been using E3 as a "cashcow" since *checks notes* 1995. You know, when it began. What are you talking about?
Exclusives? Pretty sure E3 was quite open then, and it's more open now.
Below that, he states he could do a mini-series about all of this, but he would be "burning bridges". You still have bridges? Fuck off with this Chris, if anything you sound more and more like Alex Jones, at least you have still have YouTube.
Really though, it's clear you still need it. Minecraft Puppet Steve now has over 450k subscribers, though the views aren't doing too hot lately. Still better than the views on Chris Neo. After two months, your latest video hasn't reached 15k views.
It sounds like Chris is just getting more and more paranoid. Like he's adopting the idea that his lack of success on YouTube isn't his fault, but someone else. We've seen this before too.
I'm sorry to end the year with a post like this. Hopefully 2019 brings us better material to work with. Maybe Chris will realize the Neo content is boring and go back to being terrible as opposed to dull. Happy New Year everyone.
I know I've been absent for two months, and really that's due to Chris not uploading anything to "Chris Neo". I won't declare the series dead yet. Chris recently posted on Facebook that he's looking for a musician for something coming next year. I don't know if it's for Chris Neo or something else, but it's something. Wonder if he's one of those "For Exposure" jackasses.
So like last year, I'm foregoing the Year End List, I just felt there wasn't enough to talk about. Chris Neo was a big pile of boring, with not very many awful things other than a couple lies, clickbait, and sponsored content.
The majority of Chris' dumb moments came from Facebook, whether it's freaking out over "Illuminati symbols" on Nickelodeon or claiming the reason his sites were down was due to hackers. In fact, Chris started to showcase a lot more paranoia.
And it's only getting worse.
On December 19th, he posted this on Facebook.
Boy there's a lot to parse here.
It's linking to an article from ValueWalk (never heard of them either) about the teacher that criticized PewDiePie, and one of his students recorded it and posted it online causing all of Felix's fans to go after him, even finding pictures of his daughter and spreading them around. Charming people aren't they?
Chris is claiming this is the "fallout" of Felix not wanting to join Disney or "other platforms". That is not remotely close to what happened. Felix posted a video where he talked about Fiverr, and in it he paid a couple guys to hold up a sign that said "DEATH TO ALL JEWS" and laughed about it. Advertisers saw the video and freaked out, pulling their support. Maker Studios, who are owned by Disney and had been supporting Felix for years, proceeded to fire him. All this starting a chain of events leading to the Ad-pocalypse. So no Chris, he didn't reject Disney, they rejected him. I get the feeling that Chris didn't do his research, merely saw a headline that said "Disney fires PewDiePie" and since this happened a while ago, he forgot the details and just remembers two of those keywords.
And then Chris enters liar mode, you can tell because he uses certain phrases that he always uses when he lies like "I didn't want to bring it up before" and "I couldn't understand it" and "I saw the writing on the wall". He is a really bad con artist.
He claims back in 2012, Machinima wanted him to join their network. He said no because "it wasn't for him" and then claims they somehow affected his views and ad revenue. *sniff sniff* I'm smelling horseshit.
So 2012 huh, what happened then? A lot of nothing for one. He did his reviews of Silver Surfer and X-Men, he tried the whole "IG Shorts" concept, some awful IG Neo reviews including that Sonic Generations one where he didn't even play the game and just stole footage, the E-Begging spoof where he attempted to dunk on James Rolfe (and failed), oh and... Skylanders. Well, I don't think deluge started until 2013 so I can't pin it on that. Perhaps the lack of activity had something to do with it? Reading through my past posts, I note that Chris took a long time to do things. It's very likely your lack of views and ad revenue have more to do with you barely putting out content and it's not some "conspiracy" against you.
Also, what do you mean when you say "it wasn't for you"? I'd ask if he saw that Machinima gave out bad contracts, but I doubt Chris is smart enough to read through those.
And another thing, if this happened, why didn't you bring it up in your Opening Up video? Surely you could have used that to keep the crocodile tears flowing instead of blaming James Rolfe for everything.
"I was forced to retire" In 2012? Nooo you were still making videos. You kept going for a while after that. Who are you trying to fool? Your first known "retirement" was around the end of 2014, then you ended up joining a network after all (hence your uptick in content in 2015), before slowing down and announcing a second retirement in 2017. But now you're back as Chris Neo... sort of.
See this is why telling the truth is so much better, you don't have to keep track of all the stories you made up.
So we can see the moment it happened? Let's see...checking Socialblade... unfortunately I can't seem to view statistics older than January 2016, but I did notice a substantial drop around October and November 2016. What happened here? *checks* Oh that's right, you deleted a ton of your videos! When you delete your videos, the overall view count goes down, and thus your channel loses notability with advertisers. But this happened in 2016, you're talking about something that happened in 2012. Wait, are you getting your dates mixed up again? Even so, Machinima had nothing to do with those views dropping, you did it yourself. You pulled the trigger and that's why there's a bullet in your foot.
Then he acts all shocked that... Machinima is a part of YouTube! DUN DUN DUUUUUUUUN! Oh wait, anyone with a brain could figure that out.
"It was very eye opening" Another one of his usual liar phrases.
Then he tries to warn us that there's some secret YouTube cabals that are keeping the gamer down and unable to "flurish". Keeping gamers down? I know what must be done! We must post pictures of the Joker and yell "GAMERS RISE UP!" No wait that's fucking stupid.
Also, it's spelled "flourish".
I just realized, what does any of this have to do with the teacher that criticized PewDiePie? Chris is such a narcissist, somehow making it all about himself.
Oh wait, but there's more. An old friend of Chris decided to contribute to the conversation.
For those that don't remember, Nick Huggett is SWAGshow. One of the only YouTube producers willing to work with Chris. How's his YouTube career? *looks* ... Yeah I think it's just a hobby for him now.
You're surprised that Machinma can monetize trailers? You realize they're essentially a corporation and thus they have a little more leeway when it comes to that. They're not the only ones that do it either. IGN, GameXplain, GameSpot, official Nintendo, Playstation, Xbox channels, they can all monetize trailers. The "little guy" can't because they don't own the content. They're just reposting a trailer. Now if they were to, say, do a trailer analysis or (god forbid) a reaction, then they could attempt to monetize. That puts it in the realm of transformative work, which really needs an overhaul in the age of the internet.
EDIT: Yes I know those channels don't own the trailers either but there's a difference between companies and the little guy.
What really gets me are Chris' next two comments.
"I could write a book about this" Please do! I want to see this shit, to see how badly you explain and mishandle everything. If it's anything like Ghost Hunting 2.0, it's going to be a glorious disaster.
Now this I don't get. He claims people were using E3 as a "cashcow" in 2010 and 11. ... What? Pretty sure people have been using E3 as a "cashcow" since *checks notes* 1995. You know, when it began. What are you talking about?
Exclusives? Pretty sure E3 was quite open then, and it's more open now.
Below that, he states he could do a mini-series about all of this, but he would be "burning bridges". You still have bridges? Fuck off with this Chris, if anything you sound more and more like Alex Jones, at least you have still have YouTube.
Really though, it's clear you still need it. Minecraft Puppet Steve now has over 450k subscribers, though the views aren't doing too hot lately. Still better than the views on Chris Neo. After two months, your latest video hasn't reached 15k views.
It sounds like Chris is just getting more and more paranoid. Like he's adopting the idea that his lack of success on YouTube isn't his fault, but someone else. We've seen this before too.
I'm sorry to end the year with a post like this. Hopefully 2019 brings us better material to work with. Maybe Chris will realize the Neo content is boring and go back to being terrible as opposed to dull. Happy New Year everyone.
Path To Cosmoids TD Prototype
Hello again,
With Cosmoids TD I want to return to writing weekly blog post to give you a glimpse of the development process. So here we go.
The first step of making a game is to choose a genre or multiple genres that you want your game to be. For Cosmoids TD that genre is obviously Tower Defense with a mix of "Pokemon" which is a Role Playing Game.
This provides a sort of guideline for building your game. After you have figured this out you can have a good idea of what are the different components that your game will need. These components will be a part of your first prototype.
Your first prototype should give you an early glimpse of how your game will play. At this point you shouldn't care too much about graphics since you are still figuring out the controls and feel that you want.
So here are the first items I have for the Cosmoid TD Prototype and my progress on them:
With Cosmoids TD I want to return to writing weekly blog post to give you a glimpse of the development process. So here we go.
The first step of making a game is to choose a genre or multiple genres that you want your game to be. For Cosmoids TD that genre is obviously Tower Defense with a mix of "Pokemon" which is a Role Playing Game.
This provides a sort of guideline for building your game. After you have figured this out you can have a good idea of what are the different components that your game will need. These components will be a part of your first prototype.
Your first prototype should give you an early glimpse of how your game will play. At this point you shouldn't care too much about graphics since you are still figuring out the controls and feel that you want.
Prototype Work In Progress |
So here are the first items I have for the Cosmoid TD Prototype and my progress on them:
- Create new project in Unity (100% Completed)
- Create Player Avatar Graphic (100% Completed)
- Put Player Avatar on Level (100% Completed)
- Player Avatar must be able to move to different spots on the map (100% Completed)
- Create Cosmoid Starter Graphic (100% Completed)
- Put Cosmoid Unit on Level (100% Completed)
- Enemy Units must be able to travel down a path (100% Completed)
- Create UI for showing the player's Cosmoids (100% Completed)
- Be able to place your Cosmoids into a spot in the map (100% Completed)
- Add a basic Attack (100% Completed)
- Enemy units can take damage and have a life bar (100% Completed)
- Be able to change a units spot on the map (See next blog for more progress)
- Be able to capture a weak enemy unit (See next blog for more progress)
As I work on the game I will update this page, on my next blog post I will post about some ideas I have that will make Cosmoids TD different from Pokemon Tower Defense.
Thanks for reading and playing my games! See you next time! As always, let me know what you think!
Wednesday, March 27, 2019
Tuesday, March 26, 2019
The Purge
Want to get the Shiny Starters? Shiny Zorua? Shiny legendary dogs? Shiny Mew? or any other shiny pokemon in the game? Adopt them today using SnD coins! Click here for more info.
Visit the PTD: Pokemon Center - a place to trade pokemon, get your Daily Code, adopt Pokemon, view your items and change your avatar!
Welcome to the Sam and Dan Games Developer Blog!
So let's talk about what you get:
The Purge
Why can't I play the game? What is this purge that Sam keeps talking about in Twitter? Is my account going to be purged? Will you purge my account? Those are the questions on everybody's mind.
I'm here to answer. For years now the PTD1 and 2 database (where all the user accounts, pokemon, trading information are stored) has been pilling up without any sort of maintenance done on them. The result is databases FULL of data that is no longer used and all it does is slow everything down.
A week ago the servers just couldn't handle it anymore and strange problems started occurring in the game. After talking to my webhost's support team. They told me the problem resided in my side, it was not a hardware issue, and so the PURGE started.
Over 6 months ago I created a code that will write down everybody who logged in ptd2 and stored it in a list. The purpose was that after 6 months we would purge out any other inactive accounts. After talking it over with Dan we decided to also save accounts that had bought the trainer pass or had snd coins (even if they hadn't played for 6 months.)
This would ensure that players that are active can have an even faster experience and all server problems can be resolved a lot quicker.
However one does not simply purge millions upon millions of pokemon in one day. It is a process that takes planning and more importantly TIME.
So I set about creating a script that would automate the whole process. My first attempt could only delete 10 accounts every 20 seconds. We have 7 million account! Lets do the math!
First lets figure out how many attempts it would take if you only do 10 at a time. So 7million divided by 10 = 700,000. That's 700,000 attempts at 20 seconds per attempt. How many seconds is that?
700,000 times 20 = 14,000,000 seconds! Now how many days is that? 14,000,000 seconds / 60 (seconds per minute) /60 (minutes per hour)/24 (hours per day) = about 162 days!
So at that rate the whole purge would take about 162 days!!!!!!
So I worked on making the whole thing faster, instead of deleting a whole account at once I would go thru each database and delete each one individually. This turned out to be a much faster method (can handle over 3000 entries per 10 seconds and many times even more!), but it will still take some time.
So what I will do is update you on how many databases are left to purge that way we can keep track and see how close we are getting. Please not that some databases are smaller than others so some will go a lot faster, some might take a whole day.
So please bare with me and give a moment of silence to all the purge pokemon. Thank you!
Until then I will be working on Designing Champions TD, that means figuring the game out so that we have a clear idea of how long it will take to finish. My hope is that we can finish Champions in 6 months! What do you think?
PTD 2 - Trainer VS Complete!
(Most PTD2 Data is finished, except for trading data which will be last and shouldn't take very long, because all data is held at one server I can't re enable PTD2 until everything is done.)
Complete PTD1 Pokemon Storage Database 5 - about 25 million entries
Complete PTD1 Pokemon Storage Database 6
Complete PTD1 Pokemon Storage Database 7
Complete PTD1 Pokemon Storage Database 8
Complete PTD1 Pokemon Storage Database 9
Complete PTD1 Player's Items Database
Complete PTD1 Player's Achievements Database - about 200k entries
Complete PTD1 Player's Game Corner Database - about 546k entries
Complete PTD1 Player's Daily Codes Database - about 549k entries
Complete PTD1 Player's Pokedex Database - about 4 million entries
Complete PTD Player Account's Database - about 7 million entries
Complete PTD1 Trading Center Database - about 211k entries
Complete PTD2 Trading Center Database - about 600k entries
I'll be updating this during the day as the process moves from database to database. Thank you for your support!
Welcome to the Sam and Dan Games Developer Blog!
PTD2 Trainer Pass! Get it today!
A great way to support us while getting amazing rewards!So let's talk about what you get:
- Increased chance for Shiny/Shadow pokemon to appear in the wild
- No ads while you play the game
- Get a copy of shiny giveaway pokemon automatically every week
- Faster Breeding - Breed with only one visit instead of 2, essentially breed something everyday!
- Faster Leveling - Get twice the experience on every battle!
- Giveaways for pass holders only
The Purge
Why can't I play the game? What is this purge that Sam keeps talking about in Twitter? Is my account going to be purged? Will you purge my account? Those are the questions on everybody's mind.
I'm here to answer. For years now the PTD1 and 2 database (where all the user accounts, pokemon, trading information are stored) has been pilling up without any sort of maintenance done on them. The result is databases FULL of data that is no longer used and all it does is slow everything down.
A week ago the servers just couldn't handle it anymore and strange problems started occurring in the game. After talking to my webhost's support team. They told me the problem resided in my side, it was not a hardware issue, and so the PURGE started.
Over 6 months ago I created a code that will write down everybody who logged in ptd2 and stored it in a list. The purpose was that after 6 months we would purge out any other inactive accounts. After talking it over with Dan we decided to also save accounts that had bought the trainer pass or had snd coins (even if they hadn't played for 6 months.)
This would ensure that players that are active can have an even faster experience and all server problems can be resolved a lot quicker.
However one does not simply purge millions upon millions of pokemon in one day. It is a process that takes planning and more importantly TIME.
So I set about creating a script that would automate the whole process. My first attempt could only delete 10 accounts every 20 seconds. We have 7 million account! Lets do the math!
First lets figure out how many attempts it would take if you only do 10 at a time. So 7million divided by 10 = 700,000. That's 700,000 attempts at 20 seconds per attempt. How many seconds is that?
700,000 times 20 = 14,000,000 seconds! Now how many days is that? 14,000,000 seconds / 60 (seconds per minute) /60 (minutes per hour)/24 (hours per day) = about 162 days!
So at that rate the whole purge would take about 162 days!!!!!!
So I worked on making the whole thing faster, instead of deleting a whole account at once I would go thru each database and delete each one individually. This turned out to be a much faster method (can handle over 3000 entries per 10 seconds and many times even more!), but it will still take some time.
So what I will do is update you on how many databases are left to purge that way we can keep track and see how close we are getting. Please not that some databases are smaller than others so some will go a lot faster, some might take a whole day.
So please bare with me and give a moment of silence to all the purge pokemon. Thank you!
Until then I will be working on Designing Champions TD, that means figuring the game out so that we have a clear idea of how long it will take to finish. My hope is that we can finish Champions in 6 months! What do you think?
PTD 2 - Trainer VS Complete!
- Pick your avatar (100%) - from the ones you have unlocked
- See more opponent info (100%) - See their wins and their trainer ID
- Win Streak Mechanic (100%) - Win 7 battles before losing 3 to win a random TM from 10!
- Win Streak TM Rewards (100%) - Win one of the following Hone Claws, Dragon Claw, Psyshock, Calm Mind, Toxic, Bulk Up, Venoshock, Sunny Day, Rain Dance, Earthquake
(Most PTD2 Data is finished, except for trading data which will be last and shouldn't take very long, because all data is held at one server I can't re enable PTD2 until everything is done.)
Complete PTD1 Pokemon Storage Database 5 - about 25 million entries
Complete PTD1 Pokemon Storage Database 6
Complete PTD1 Pokemon Storage Database 7
Complete PTD1 Pokemon Storage Database 8
Complete PTD1 Pokemon Storage Database 9
Complete PTD1 Player's Items Database
Complete PTD1 Player's Achievements Database - about 200k entries
Complete PTD1 Player's Game Corner Database - about 546k entries
Complete PTD1 Player's Daily Codes Database - about 549k entries
Complete PTD1 Player's Pokedex Database - about 4 million entries
Complete PTD Player Account's Database - about 7 million entries
Complete PTD1 Trading Center Database - about 211k entries
Complete PTD2 Trading Center Database - about 600k entries
I'll be updating this during the day as the process moves from database to database. Thank you for your support!
Trollblood Hooch Hauler Model Review
The Hooch Hauler. Personally for me this is a tale of woe and triumph.
Saturday night I returned to my project, this time armed with a healthy pour of some fine Canadian rye whiskey.
To my surprise I was able to push through another three hours of pinning, cleaning, and gluing and was able to complete the model.
Suffice it to say this thing is HUGE! I wanted to see if I could possibly get it even temporarily into the foam for my other 120mm based models and did a group shot for size comparison.
I was incredibly excited by the CID rules, and when I saw the rules stayed as is and we saw the final render I was ready to buy this model day 1.
Then the price hit and while I wasn't expecting to pay so much, I did because I love Trolls and the rules seem like they have a lot of synergy and makes a neat package that slots into almost any caster in the faction. Luckily I had just about the cost of the Hauler left over from selling some of my old GW models and while I expected that to go further in financing new hobby purchases, I took the plunge day 1.
And then the agonizing wait began.
Then finally it arrived....and sat in my house for two weeks in its box.
Basically work was pushing me into a lot of overtime and we had a lot going on with the family that by the time I got my daughters in bed at night (the only time I can dedicate to actually building a model), I was so exhausted that I didn't have the will to start building what is literally the largest and most complex model Privateer Press has ever produced.
This weekend I finally dedicated the time to build it, and it was an adventure.
Friday night I started assembly with a porter at my side. I figured some alcohol would be thematic and help me get through this monster of a model.
I'm not kidding when I say this model is a monster. The modelers at PP did an utterly incredible job so that when it came to where the injection points for the molds on the various pieces went, every single part had the extra flash in places where you would not see it once the model was assembled.
Clearly there was a lot of thought put into the design in terms of model assembly goes. This was absolutely necessary actually, because when it came to extra flash/resin on parts of the model there is an absolute ton of it.
This is what my work area looked like when I called it quits later Friday night, and that's with a good round of initial cleaning already wiped away!
Saturday night I returned to my project, this time armed with a healthy pour of some fine Canadian rye whiskey.
To my surprise I was able to push through another three hours of pinning, cleaning, and gluing and was able to complete the model.
Suffice it to say this thing is HUGE! I wanted to see if I could possibly get it even temporarily into the foam for my other 120mm based models and did a group shot for size comparison.
Model Quality
The quality on the Hooch Hauler is frankly outstanding. I'm not sure if it's because it's a small production run done as part of the new Black Anchor Heavy Industries (ie. produced in house at PP in Washington), or if it's because this is the first production run using the molds - but the details are really good.
The parts of the model you'll see are really well detailed and...absolutely clean, there weren't any mold lines to remove whatsoever. As stated there was a lot of flash and resin to chop off with clippers and a fresh exacto blade, but none of it impacts the model in a aesthetic way. The mold designers at PP deserve a lot of credit, they really did their homework with this.
Assembly
This thing was a monster to get through, very intimidating at over 40 pieces and some parts that definitely want pinning.
That said, I pin a lot of my models because I want to ensure they hold up, but I had to do far less of that with this than I initially thought I would. The designers here really did a fantastic job with almost all of it so that things generally fit together in a tab-in-slot kind of way that didn't necessitate pinning. And they fit! So often things don't line up easily, or you have to pin anyway - but everything came together shockingly well for a model of this size and complexity.
That said there are some pieces where I paused to wonder if it was a necessary trade off or an intense pathological hatred that drove part of the assembly. The drivers seat was definitely a challenge, I ended up pinning into the cushion the driver sits on and then pinning that deeply into the barrel. And then there are the torches at the top. They have a pretty deep slot/tab design, but the bases of them weren't big enough to be able to drill into to attempt to pin them in. What's worse is that they're a necessity so that you can put in the cloth between them, which then serves as the mount/glue point for the troll up top jumping on the catapult to launch the primary gun.
To PP's credit however that part went together far easier than I thought it would. I was anticipating a lot of greenstuff to hold that cloth in place - but it was surprisingly easy. The troll also glued on shockingly well onto the cloth so it went very quickly to get the last bits assembled.
Finally the instructions were very detailed, probably because they had to be for a model like this, but it was greatly appreciated. Overall when I was assembling it, I was generally impressed by how much thought went into making the assembly as easy as it could be for a model this complex.
If this is what Black Anchor Heavy Industries is going to produce quality wise, then they've really hit it out of the park on that front. You certainly have to pay a pretty penny for this model, but the quality you're getting is spot on.
Other Factors
I am hoping that Battle Foam will quickly have a foam tray designed for this model, but it's going to have to be as tall as the Gargantuan foam trays as you can tell from the last picture. If one isn't coming soon I'll probably create something myself for it using some plasticard and foam. Transporting it is going to be a bit nerve wracking until then.
While I think the model is gorgeous, part of me kind of wishes it was a bit more modest. It's huge, and it's detailed, and it's complicated - which is all built into why it's so incredibly expensive. This definitely feels like a project that PP turned over to their artists and just let them push themselves as far as they could go. It's definitely an achievement in terms of design and production, but it comes with such a high cost.
While that sounds awesome, as an engineer I've been around long enough to know the value of having a project manager come in and say "this is great, but you might want to tone it back some to keep costs down."
No one did that at Privateer Press when it came to the Hooch Hauler. They stopped at "it's great" and decided to take a risk selling it as the premium product it is.
Gaming
I should get my first games with the Hauler this week. As it is a Hooch Hauler + Northkin Raiders + Full Krielstone + CA is 45 points, which in Storm of the North is 2 free solos and 15 points away from maximizing your free points allotment. In fact it does the same thing in Kriel Company, once the Hauler is officially added to that theme - but KC is such a terrible theme because of the limitation on "ranged only beasts" that I generally don't want to go down that route list wise. This is a shame because it's the only other theme we have to play our first Battle Engine in, but as it is, I'm not sure what I can get in there to make it work.
I'm very intrigued to play the list with Grissel1 using the package above plus some Long Riders, a Mauler, and a Brawler. Calamity and her fell calls would work very well with the Raiders gun wise or the old yo-yo'ing Long Riders. Beyond that, I think there's a place for this in either Grim, though I'm struggling to pick out exactly what I want in each of those lists.
Conclusions
The Hooch Hauler is definitely worth it if you care about model quality and aesthetics, though the price point is way higher than what I expected to pay for a single model in WMHD. You definitely get your money's worth in the final product, the only thing is questioning whether or not the model should have been made to this size and complexity.
As a product it feels like PP has taken a big risk here. I hope they do well because I love what the company is doing, but I guess we will see if this kind of product is successful for them.
Get Your Apps Ready For The 64-Bit Requirement
Posted by Vlad Radu, Product Manager, Play and Diana Wong, Product Manager, Android
64-bit CPUs deliver faster, richer experiences for your users. Adding a 64-bit version of your app provides performance improvements, makes way for future innovation, and sets you up for devices with 64-bit only hardware.
We want to help you get ready and know you need time to plan. We've supported 64-bit CPUs since Android 5.0 Lollipop and in 2017 we first announced that apps using native code must provide a 64-bit version (in addition to the 32-bit version). Today we're providing more detailed information and timelines to make it as easy as possible to transition in 2019.
The 64-bit requirement: what it means for developers
Starting August 1, 2019:- All new apps and app updates that include native code are required to provide 64-bit versions in addition to 32-bit versions when publishing to Google Play.
- Extension: Google Play will continue to accept 32-bit only updates to existing games that use Unity 5.6.6 or older until August 2021.
- Google Play will stop serving apps without 64-bit versions on 64-bit capable devices, meaning they will no longer be available in the Play Store on those devices.
- This will include games built with Unity 5.6.6 or older.
- APKs or app bundles explicitly targeting Wear OS or Android TV, which are form factors that do not currently support 64-bit code.
- APKs or app bundles that are not distributed to devices running Android 9 Pie or later.
Preparing for the 64-bit requirement
We anticipate that for most developers, the move to 64-bit should be straightforward. Many apps are written entirely in non-native code (e.g. the Java programming language or Kotlin) and do not need code changes.All developers: Here is an overview of the steps you will need to take in order to become 64-bit compliant. For a more detailed outline of this process refer to our in-depth documentation.
- Inspect your APK or app bundle for native code. You can check for .so files using APK Analyzer. Identify whether they are built from your own code or are imported by an SDK or library that you are using. If you do not have any .so files in your APK, you are already 64-bit compliant.
- Enable 64-bit architectures and rebuild native code (.so files) imported by your own code. See the documentation for more details.
- Upgrade any SDKs and libraries to 64-bit compliant versions, if needed. Reach out to the SDK or library owner if one is not available. We're working with top library owners on their 64-bit compatibility.
- Test for issues locally once you've rebuilt your app.
- Rollout to your testers using testing tracks for thorough testing.
Since Unity only recently began providing 64-bit support in versions 2017.4 and 2018.2, we are granting an automatic extension to existing games using versions 5.6 or older until August 2021. Unity provides guides that can help you through the process of upgrading to a 64-bit compliant version.
SDK and library owners: Update for 64-bit compliance as soon as possible to give app developers time to adapt, and let your developers know. Sign up and register your SDK to receive updates about the latest tools and information that can help you serve your customers.
Going forward
For those that already support 64-bit - thank you and great work! If you haven't yet, we encourage you to begin any work for the 64-bit requirement as soon as possible. As we move closer to the deadline, we'll be updating our developer documentation with more information on how to check if your app is compliant.We're excited about the future that 64-bit CPUs bring in areas such as artificial intelligence, machine learning, and immersive mobile. Supporting 64-bit prepares the ecosystem for the innovation enabled by the advanced compute capabilities of 64-bit devices, and for future Android devices that only support 64-bit code.
★ ★ ★ ★ ★
Saturday, March 23, 2019
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