fabiochiu/medium-articles huggingface dataset:
Game Dev in Progress… Day 30
By: Cristian Aspacio
Tags: Unity, Game Design, Coding, Game Development, Intern

Photo by Marvin Meyer on Unsplash

Hello and welcome to Day 30 of my journey into becoming a fully fledged game developer/software engineer. Today is Day 1 and the start of the our team project. We have about 15 days to complete a full fleshed out 2.5D game. The game is going to be a Space Themed 2D Shooter where you can control a space ship and defeat at total of 12 waves of the enemies. There will also be a mid boss as well a final boss that needs to be defeated in order to win the game. For today, we had to pick what type of aesthetics we wanted to go for and as well as some housekeeping to get started on the game. We had a ton of meetings today where we talked about a lot of different aspects as well as how were going to develop the game itself. This includes figuring out the game rules and mechanics as well as its design. We were kindly given starting assets developed by Al Heck and will be mainly using those to develop our game.

Most of the day was spent on meetings. Our first meeting was figuring out what type of game we wanted and were given 4 different options. These options were relatively the same except they are different aesthetics. A and C are military shooters where you control a jet fighter and a helicopter respectively with different enemies as well. B and D are taking place in space as a space shooter game that is similar to the 2D shooter except its a horizontal view rather then top down.

After we did that, we had another meeting where Al talked about the different features we had to implement and explained the game design. This design was a list of features in order to reach the minimum features that is required for it to be considered a game.

The next meeting involved us interns talking about the different features and how were going to divide up the work. My role is going to be working on the wave system, the mid level boss fight and the overall audio of the game. We picked about 4 of the features that were priority features that needed to be implemented first before any of the other features. I’m going to be working on the mid-level boss before working on the audio and wave system.

The last thing we did was have a meeting to setup our Github and local Git repos. These repos will be how we are going to version control our game so that way we can revert back any mistakes and also collaborate by pushing and pulling code. I volunteered as maintain the backup repo for our main working repo. This way if we somehow lose our main repo or it becomes unusable, we will have mine to work with. We are still currently working on getting this setup but hopefully by tomorrow have everything working.

Overall, I’m super excited in developing a real video game that we can actually publish online. I’m also glad for the opportunity to work on a team in a professional environment. This is going to be a good learning experience since I’ve never worked on coding with a team professionally. I hope to make this an good and exciting game!

_

Cristian Aspacio
Day 8– Phase One nearing completion!
By: Mark Bohuslav
Tags: Unity, Game Design, C Sharp Programming, Game Development

Aloha everybody. Today I worked on adding Two new Powerups. One for Health and one for AMMO. The Health Powerup increases the players life by 1 and the Ammo powerup replenishes the player Ammo to full. In addition to the Ammo powerup I also created an ammo regeneration system for the lasers to slowly increase over time so the player wasn’t just reliant on Powerups. I used Time.time + a regeneration rate of 1 ammo every 2 seconds and it works pretty well. I also decided to change how my Shield powerup works. Instead of the strength increasing by 1 each time I get a Shield powerup with visual changes graduating to the higher level each time I collect more. I decided to have the shields start at full power ( brightest shield) upon collection and lose power as you get hit. The shield gets darker and more blue and is destroyed after 3 hits unless another powerup is collected.

I spent some more time in GIMP; I played around with some of my sprites and created new ones. I guess its the same thing as Blender and I will probably check out BLENDER as well since that is the one people seem to use the most. I was able to make some simple animations for the Ammo and Health Powerups. I also modified the thruster engine Sprite and used it in my UI under my lives to indicate my thruster fuel level. I stretched the image using the transform in the inspector and then in my UI script I used recTransform.LocalScale to reduce the length of the sprite using my depletionRate * Time.deltaTime whenever I held the LeftShift key. (see below code) I also added a very very slow recharge rate when the thrusters are not being used and also a 5 second cooldown if the thrusters hit zero. After the cooldown the thrusters recharge very quickly to full. It looks great and is very fluid on screen. I also controlled and sent instructions to the Player script from the UI to let the Player know when the thrusters should be active so it slows down when the sprite image x-axis hits 0. This way my UI image and the player actions all sync up nicely.

In addition to that I added a visual effect for when the thrusters are in use. Basically made the thruster flame longer when the Shift key is pressed or the SPEED Powerup is picked up. It looks cool and was fairly simple to do using the transform. All I had to do was make a copy of the thruster sprites in explorer, renamed them and put them in a new sprite folder and voila.

Overall was a very productive day. Tomorrow I will focus on the Camera Shake and the Special Weapon powerup and maybe add a sound effect when the Thrusters recharge after the cooldown. if I have time I might take a crack at Phase 2 depending how things go. Overall very happy with my progress, I have learned a lot in such a short period of time and the game is looking better every day!
Your device isn’t compatible with this version fau-g game
Tags: New Game, Game Design, Faug Game, Games, Faug

Your device isn’t compatible with this version fau-g game

So today we are gonna talk about this game named fau-g

They have released there game on play store.

Problems

first problem is in this pre-regeneration fau-g game people can’t find the size of the game.

Second problem is that developers of this game haven’t made this game compatible with all low end mobile phones in fact the mobile containing 6gb ram aren’t able to register.

Cause of this problem

The game is not made for low end mobile and the term low end is for those mobile which are containing low quality of processors after all every AA or AAA game uses processing power only however ram support a lil bit but not that level.

How to Fix this problem in fau-g

You can wait till developers of the game make this game for every kind of mobile users if you liked this then you can follow us on Instagram.

Thank you
Conspiracy: Jumpstart #08: Daretti
By: Bradley Rose
Tags: Magic, Nagademon, Game Design, Magic The Gathering, Conspiracyjumpstart

Conspiracy: Jumpstart is a National Game Design Month project, where a game (or, in this case, a Magic: The Gathering product) is designed in one month, during November 2020.

Previous Devlog Updates:

Product Updates

Game over. I lost. I didn’t create all ten character packs before December 1st.

I’ll still want to finish the remaining two sometime. But now that I know I’ve lost, I can catch my breath after this 11th hour crunch, before continuing.

Daretti

Daretti’s mechanical theme is “artifact cards put into the graveyard from anywhere”. This sets him apart from Muzzio, who prefers his artifact creatures on the battlefield. And also different from Grenzo, who only focuses on tokens but ones that leave the battlefield, at that.
Day 7 — God rested on the 7th day of Creation……Not I!
By: Mark Bohuslav
Tags: Unity, Game Design, C Sharp Programming, Game Development

Wow, what a long day lol, my brain is definitely a bit fried but I accomplished my goals of completing my Shield Visualizer for all 3 shield strengths. The shields now will gain in strength, change color as the player collects more powerups and then lose 1 strength each time the player is hit. Had some challenges early on. I knew I could easily change the color through the script but I was trying to figure out how I could pull the colors from a Color Library I created in the editor and it just wasn’t working. I also had more trouble than I realized setting up my logic to do what I wanted. Sometimes things in C# don’t seem to be that intuitive to me until I go through a lot of trial and error and figure it out. I guess that’s the process of learning the language. I ended up falling back on code and just creating 2 more shields which I placed as Children under the player, giving him 3 shields with 3 different colors. I then used a couple Switch statements in the player script: one that increased the strength of the shield and determined which Shield should be active as the player collected power ups and one that reduced the shield strength as the player got damaged.

I also created the AMMO system and added a visual effect to show the 15 ammo slowly depreciate until it hits zero. When out of ammo, the player can’t shoot and a Buzzing sound is played as well. Worked out pretty good. I just have to create a replenishment system now. I think I will try to have ammo slowly replenish over time and also add the Ammo Power Up.

Throughout this process today I had to pick up a couple new applications that came in handy. GIMP is a great graphic/Sprite editor and I used it to create my Ammo Sprites. Was a little hard for me to figure out at first but I got the hang of it after a little bit. Seems very powerful but I just did some basic sprite images for my ammo visualizer. I basically used the LASER sprite in the game and played with it. I guess I could have downloaded assets from FileBase but I really wanted to mess around with creating images. I also downloaded WavePad Sound Editor to help trim a Wave file of the Buzzing sound effect I used for the Zero Ammo sound. I couldn’t figure out how to do it in Unity and this program was very straightforward.

Keeping my article a bit shorter today because its so late……it is time I Rest too!

Mahalo
How to Play Yogsgiving, a Yogscast Tribute Game
By: Lightrail Studio
Tags: Multiplayer Online Game, Guides And Tutorials, Html5 Games, The Yogscast, Game Design

Yogsgiving is a totally free, no download required, online two player PvP Real-Time Card Battler game about giving gifts to your opponent.

Creating and Joining Lobbies

After navigating to Yogsgiving.com, you’ll be prompted to give yourself a name. This name will be used as the name of your game lobby in the event you make a lobby. You have up to four options to take from the matchmaking lobby. Existing public lobbies can be joined with a click of a button. Private lobbies can be joined by entering the lobby’s password. You can also create your own public or private lobby for someone else to join.

In order to create a public lobby. Simply click the ‘Create’ button while Public is selected.

Creating private lobbies requires a passcode to be entered that you will have to share with an opponent. With Private? selected, enter a new passcode then click the ‘Create’ button.

Joining or creating a lobby will take you to the Ready screen.

As soon as there are two players in the lobby, you will both need to click the ‘Ready.’ button in order to start the game. Once you are ready, a brief video will play to cover the basics of the interface and game rules. You may skip the video but the match won’t kick-off until both players watch or skip it.

Playing the Game

Yogsgiving is super simple to learn yet loaded with plenty of complex strategic possibilities! Each player starts with the exact same deck of ten cards. Cards cost Energy—a limited resource, and spawn either Giver or Stopper units when played. There are five of each type of card. The Givers are called Committed, Brood-Mother, Garbage Man, Runners and Jolly Roger. The Stoppers are Hole Digger, Pusher, Transporter, Humbirder and Scientist.

Check out “Breaking Down the Cards in Yogsgiving, a Yogscast Tribute Game” on Medium for an in-depth walkthrough of all ten cards.

The Transporter and Scientist units have Area of Effect auras.

Energy recharges slowly at a constant rate. All cards spawn units when played. Not all units move around. Some can fly. Some have aura effects. Others spawn or create additional units.

All units have a weight property that effects which other units they can push around. They also all have a value property which determines how much the unit is worth in the event it successfully gives its gifts at the opponent’s goal. Unit value can range from 1 to 50, and is represented by various gem icons above units. When a player gives enough gifts to cause their opponent’s goal’s lid to pop off, the game ends.

Most gems range in value between 1 and 10.
How to get help with the Pattern Library website
By: Chris Barney
Tags: Pattern Language, Game Design, Pattern Library, Game Development, Videogames

PATTERN LANGUAGE FOR GAME DESIGN

How to get help with the Pattern Library website

The Pattern Library website is intended to be a robust resource for the readers of the book Pattern Language for Game Design and for game developers and game development students in general. Everyone is welcome to use the site to record and share their patterns.

The site is developed solely by the author, Christopher Barney. That’s me! I am a professor at Northeastern University where I have been teaching game design for the past 5 years. Before that, I worked in the game industry, most notably as a developer on Poptropica.

I have been alpha and beta testing the Pattern Library site for the 3 months before the launch of the book. I believe that it is functional and stable… however, an influx of new users and higher loads on the servers may cause problems.

Given that I am the only developer on the site, and also am teaching and writing, I have a limited ability to provide support. Please read the help articles at the bottom of this page and see if they answer your questions before you reach out. But please do reach out! If you are running into a problem then it is likely that others are as well and I want to make using the site an easy, useful, and enjoyable ecxperience.

For more help contact: chris.a.barney@gmail.com

Order a copy of Pattern Language for Game Design from:

Below you will see links to other articles talking about how to use other features of the site:
Conspiracy: Jumpstart #03: Muzzio
By: Bradley Rose
Tags: Magic, Nagademon, Game Design, Magic The Gathering, Conspiracyjumpstart

Conspiracy: Jumpstart is a National Game Design Month project, where a game (or, in this case, a Magic: The Gathering product) is designed in one month, during November 2020.

Previous Devlog Updates:

Product Updates

Mechanic Revision: Sway of the City

Couple updates since the revision shown in the Selvala blog post: simplification and correcting unintended gameplay design.

Simplification: I’ve now removed the last ability where sway of the city goes away if you hadn’t gained sway of the city that turn. It’s a negative reinforcement to encourage you to keep up triggering gaining sway of the city. The thing is, you already have a positive reinforcement in the form of drawing cards the first time you gain sway of the city in a turn. Thus, only need one of them. Drawing cards is the point of the mechanic for game design reasons, so the negative reinforcement was removed.

Unintended gameplay: Previously, the ability for giving +1/+1 was given only to creatures attacking your opponents. The problem is that once combat is over, those same creatures won’t get the buff but will have taken combat damage. In some cases, a creature may end up dying right after attacks due to state-based effects checking for lethal. Now, we give the buff until end of turn, making it a trigger upon attack.

Card Designs: Mana Cost Pips

I hadn’t thought about this until I was designing Selvala’s pack. I found I was designing a high ratio of cards that wanted two or more colored mana pips. I prefer to keep these mana pips to a low percentage, like they usually are in actual sets. I figured 25% (3 out of 12 cards) is a good number for indicating “low percentage” of color-dense-costed cards.

Pack Contents: 1 Reprint

Most Magic products come with reprints. Sometimes, a reprint is excited just because of the secondary market. That’s a moot point for this product. But one aspect that’s appealing to me is seeing old game pieces in interesting new contexts. I’ll aim for having 11 new designs and 1 reprint, going forward.

Templating Update: “…that isn’t one of your opponents…”

Minor update to ensure templating is consistent with existing cards that key off of opponents. This is seen on the City Connections land each pack has as well as in Muzzio’s pack below.

Muzzio

Muzzio’s mechanical theme is artifact creatures. Since I’ve coded Constructs in Conspiracy: Jumpstart as having modal ETB effects, non-Construct artifact creatures debut with this pack.

Like Selvala, Muzzio has a low Citizen count in favor of his cogwork creations. Unlike Selvala, he also has just the one conspire card, supporting that he’s the only monocolored character in the product.

UPDATE: Some cards have been updated after feedback on Beacon of Creation Discord server, from perryk and Juliet.
Тимлид в аутсорс студии: 
Чем он занимается?
By: Trace Studio
Tags: Game Design, Games, Management, Game Development

Art content for world-class video games. Experts in 3D, 2D, animation, and UI. https://www.artstation.com/trace_studio
Day 3 — Video games foster the mindset that allows creativity to grow
By: Mark Bohuslav
Tags: Unity, Game Design, C Sharp Programming, Game Development

Big day overall, I started off strong, breezed through Prototype to Production and then went through all 3 Powerups ( Triple Shot, Shields and Speed Boost). I was able to complete most of the challenges and even jumped ahead on Shields and Speed Boost while I was still in the Triple Shot Module.

While what I did was functional it was not ideal. I had used If, Else for the OnTriggerEnter2d Collisions instead of using Switch statements which is what I learned about afterwards from watching Jon’s execution in the Challenge Review. I should have known this since I watched the Switch Module from the C# Survival Guide the day before! I had also created an INT variable for PowerUpID, used an IEnumerator Coroutine to randomize the value and IF/ELSE statements to determine spawning and instantiation of the respective powerup based on the PowerupID value. Again while functional Jon’s method of using an Array was much cleaner ( less verbose) and more functional since you can see the list of powerups in the Inspector. Arrays are Awesome!

I did have one gripe with the current PowerUp system as implemented. Because of how yield return new WaitForSeconds suspends the Coroutine for the predetermined time, when you collect another PowerUp during this time frame it does not reset the clock. So for example if you collect another identical PowerUp right before the end of the timer, the PowerUP effect will still end when WaitForSeconds completes its count. I spent a little while trying to figure out how to instead reset the timer when an identical powerup is collected during the count but had no luck as of yet to figure out an easy implementation. I didn’t want to get side tracked too much so I decided to skip this concern for later when I am done with the 2D coursework and have time to polish the game elements.

Overall another great day!
What really happens in a design interview in the video games industry
By: John, Thewingless
Tags: Game Design, Design, UX, UI, Interview

The Frontliner

If your application sparks any interest, you’ll first receive an email from what I’m going to playfully call a Frontliner. The Frontliner can be anyone from a recruiter, a producer, hiring manager or even the Art Director themselves. To be blunt, their job is to vet if you’re crazy, a liar or generally unviable to work with at a very early stage. The Frontliner will also ask you questions that orbit around your career, your past and your comfort-level(s).

Although the conversation will be sedate, the Frontliner may ask you the most hot-seat question of the entire process: what’s your salary range? Salary negotiations are monumental conversations in and of themselves, but in lieu of the answer you should definitely have an answer. Uncomfortable assigning yourself a dollar-value? Start with the wise words of a former coworker of mine: they’re all made-up numbers.

You may have signed an NDA (non-disclosure agreement) at this point, likely because the game you’ll be working on if it’s still under wraps. The Frontliner will be the first one to lift the veil and tell you what the game is. If you didn’t sign an NDA, the Frontliner will, in very oblique terms, clarify if this is an opportunity you really want, or if you should do some light calisthenics for a graceful bow-out.

Real Questions Said By Real Frontliners during Interviews

So tell us a little about your career history

Are you comfortable / have you ever made UI UX Designs on the _________ platform / SKU?

Are you comfortable within the _________ genre?

Are you familiar with our Company’s games and history?

Have you ever worked with a team remotely before?

Are you familiar with any implementation tools like Flash, Animate CC, Unity or Unreal?

What made you want to work with our Company?

What’s your salary range / expectations?

What’s your hourly rate?

What’s your per-diem rate? (I was caught so flat-footed the first time I heard this question, I threw out some stupefying Dr. Evil-esque price-quote and lost the gig instantly)

This is only a remote contract for now, will you be willing to relocate once “everything blows over”? (they are absolutely not hiring remotely if they’re asking this at all)

— If you’re Junior or making the jump, expect these questions as well
Day 1 — The Hero’s Journey begins
By: Mark Bohuslav
Tags: Unity, Game Design, Game Development, Heros Journey, C Sharp Programming

What lies ahead!

So it is that I take the first steps towards departing my old world and embarking on a new grand adventure, full of knowledge, excitement and discovery. Like Neo in the Matrix, I headed the call, took the Red Pill and peeled back the veil over reality and began my initiation into Video Game Creation.

For the first time seeing the inner workings of the games I so cherished my whole life. For better or worse I am now beginning to understand the mechanics, the programming code, the challenges and struggles that create these incredibly immersive worlds. There is no going back; now when I play games I will always view it through the lens of a Video Game Programmer…….and it’s AWESOME!

While I may be a fledgling programmer right now, deep down I sense my potential and after just a short time I know that Jonathan and GameDevHQ are the ultimate resources to learn such an amazing profession. The lessons are clear, concise and riddled with just enough challenge to make you think. I like the emphasis on no hand holding and teaching you to find the information on your own and understanding what you are doing instead of copying & pasting.

Give a man a fish, you feed him for a day. Teach a man to fish, and you feed him for a lifetime. ~Lao-Tzu

Today I completed the Project Setup from 2D Development, Variables and If-Then Logic sections from the C# Survival Guide before moving on to complete Create the Player in 2D Development. This was the recommended order and it really does make a big difference to follow this order. By the time I got to Creating the player I felt comfortable with the logic and syntax and breezed through the challenges.

My biggest challenges where familiarizing myself with the syntax and a couple times I had the wrong toggles selected in Unity:

I tried making changes to the inspector when in PLAY mode and not understanding why the values were not saving. I somehow inadvertently unselected the LOG toggle in the CONSOLE and couldn’t understand why any of my DEBUG.LOG messages where not being displayed. This one took me 40 minutes as I kept checking my code over and over again and comparing it to Jonathan’s; I either thought that Unity/VS was buggy or I was losing my mind. Thankfully GOOGLE sorted me out!

At the end of the day seeing my little blue CUBE move back and forth and loop around was very exciting and made all those frustrations worth while. Overall a great first day and looking forward to tomorrow!

Mark
The STRATEGIC newsletter #0 is out, and #1 drops tomorrow!
By: David Negrin
Tags: Game Design, Creative Process, Writing Tips, Vr Experiences, Filmmaking

The STRATEGIC newsletter #0 is out, and #1 drops tomorrow! Sign Up Now! The newsletter about creative process. For any artist, in any medium, from any background. Filled with examples and explanations of process, craft, and ritual to help you create more often and finish sooner.

http://blog.DavidNegrin.com

#creativeprocess #writingadvice #filmmaking #gamedesign #vrexperience #creativity #designthinking #art #animation #actorslife #writersofinstagram #immersive
Conspiracy: Jumpstart #02: Selvala
By: Bradley Rose
Tags: Magic, Nagademon, Game Design, Magic The Gathering, Conspiracyjumpstart

Conspiracy: Jumpstart is a National Game Design Month project, where a game (or, in this case, a Magic: The Gathering product) is designed in one month, during November 2020.

Previous Devlog Updates:

Product Updates

Thanks to djemba, perryk, Phi, & Juliet for their feedback. Here are some notable changes:

Star Format

Something that came up when receiving feedback for the previous post regards the nature of your allies. Are they opponents or not for the purposes of card effects?

There are both flavors of star format where the neighboring players are considered your opponents. Because of how keying off of “players to your left or right” breaks down once an ally is eliminated, referring to “players that aren’t your opponents” was the next best solution. Thus, to facilitate that word, your allies are not your opponents in Conspiracy: Jumpstart.

Mechanic Revision: Sway of the City

After some feedback, here’s the updated sway of the city functionality:

This gets away from the complex wording of one of the abilities in the previous version by doing away with it. The card draw is streamlined, but now it’s tougher to hold onto sway of the city.

Character Pack Revision: Brago

A few of the cards in the Brago pack have been revised. One card has been replaced in Brago’s pack with a reprint. Selvala’s pack below has a reprint, too; and I might adopt this for future packs.

Selvala

Selvala’s theme is creatures with exactly one creature type. The mechanical part of this doesn’t show up except on Selvala herself. Without Selvala, you can still get a sense of how creature-oriented this pack is.

Most character packs will have Constructs, but not Selvala’s. However, all Constructs in this product only have one creature type. Furthermore, Citizen tokens only have one creature type. So, Selvala’s theme plays nicely with all the wild animals in her pack but also, incidentally, with Citizen tokens and Constructs that may appear more prevalently in

UPDATE: Some cards have been tweaked or reworded. Thanks, perryk, for feedback on a couple of these.
How to use the Game Reference to find and learn about games
By: Chris Barney
Tags: Pattern Language, Christopher Alexander, Game Design, Pattern Library, Game Development

PATTERN LANGUAGE FOR GAME DESIGN

How to use the Game Reference to find and learn about games

The Games Reference on the Pattern Language for Game Design site contains all of the games referenced by patterns on the site in their Example Games sections. There are two ways to access games in the reference. First, you can click on the Game Reference tab in the top navigation of the site. This will take you to the first page of games. Currently, the Games Reference is alphabetical, and you must navigate to the game you are interested in by paging through the list of games. Robust search functionality will be added as soon as possible!
What is the Pattern Library?
By: Chris Barney
Tags: Christopher Alexander, Game Design, Pattern Library, Games Industry, Game Development

Pattern Language For Game Design

What is the Pattern Library?

The website patternlanguageforgamedesign.com is a Pattern Library. It holds the game design patterns from the book Pattern Language for Game Design. It also contains patterns that students and game designers have created, using the techniques discussed in that book. The patterns in this library are not object-oriented programming patterns as discussed in the well-known Design Patterns: Elements of Reusable Object-Oriented Software. These patterns are broader, and cover all aspects of game design. Based directly on the ideas of Christopher Alexander, they are focused on helping designers create better games.

The patterns in this library are deeply interconnected through keywords, the design problems they address, and explicit parent and child relationships. Any developer can come to this library and build a collection of patterns, forming a Pattern Language that will help them shape a game that addresses specific design problems.

This site is partly a resource for viewing great design patterns proposed by others, but perhaps more importantly, it’s a place where any developer can record the patterns they develop using the techniques described in the book. Even if a developer never makes any of their patterns public, this site will allow them to record and connect their patterns, building out a personal framework for understanding game design.

When developers do decide to share their patterns, they can make them public so that the whole internet can access them, or they can post them solely for review by the groups they’re a member of. Using this group functionality, a class or a studio can build a private pattern language for their game projects.

In addition to housing the Pattern Library, this site hosts a Games Reference. This reference contains basic information about all of the games that are used as examples in the Pattern Library. Using this reference, any developer can read a pattern, then click through to the details about an example game they are not familiar with. Each reference contains a description of the game, links for further information, links where you can buy or download the game if available, and trailers and playthroughs of the game on YouTube.

Order a copy of Pattern Language for Game Design from:

Below are links to other short articles giving the details of different aspects of the site that are coming soon!
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By: Master Victor
Tags: Fame, Money, Connection, Protection, Powers

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By: Master Victor
Tags: Fame, Money, Connection, Protection, Powers

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Tags: Fame, Money, Power, Connection, Protection

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The Virus, Day 287, Dimondale, Michigan
By: Sexy Hermit
Tags: Life, Politics, Power, Social Media, Michigan

Some regurged comments from FB earlier. Its all I got today . . .

If #Trump made a #movie it would be the shittiest one ever. I can’t even imagine the content but the credits would last longer then the actual feature. They would be just his name slowly scrolling for three and a half hours with an end bit that he clearly and horribly improvises but still takes too long doing it.

Home Alone 2. Meh, if you’re into it.

Actually, #trump being #putinsbitch may be the only thing saving the world right now. He would have surely pushed the button otherwise. Anything to feel good about himself again. But his unpatriotic ties to the even BIGGER #mobboss have forced him to become a global #loser. A #baby. The biggest laughing stock in #politics ever, whose incompetence has even made us forget W.

I will gladly give cred to who ever made this. Brilliant on so many fascist levels. Oh, here we go . . . https://www.oregonlive.com/history/2019/09/exploding-donald-trump-baby-image-blows-up-online-even-if-not-everyone-gets-the-historical-reference.html

Oh, wow! I did say this today. Oh well. Let it roll!

Who else is looking fwd to #trumpers “fighting to the death” on Jan 6? As long as they follow through on the #death part, SURE!

“FFFFFFFFFFFFFFFFFFREEEEEEDUUUUUUUUMB!” I don’t know who took this but I hope they had a FFFFFFFucking mask.

I said some stuff about crypto going crazy and buying now is dumb. I’ve only seen any return in the last 5 months after being in for 3 years way down. Wait until it falls again before buying, but I am not an expert. Do your own research!

#Trump is punishing #ThePeople for him being a #loser. Expect no #stimulus until he is out. He’s going to #veto it all.

Yeah, many agreed with this.

Be well!
- Adeeba khan
By: Adeeba Khan
Tags: Education, Imagination, Power, Fantasy, Love

Imagination is the only weapon in the war against reality
MARRIAGE, GENDER AND POWER
By: Ayesha Akbar Sharief
Tags: Dominance, Power, Marriage, Couples, Love

MARRIAGE, GENDER AND POWER

When two people join their lives together, how do they decide on a single direction? What if one has habits or tastes that annoy the other? What if their priorities are different? Most marriages have no clear answer to these questions. Generally, compromising could be useful in some situations, but is often problematic.

Some decisions won't allow for compromise. Suppose a couple does not agree in which area of town to live. If they compromise, they may end up living in an area they both hate.

This is why, in real life we find that the more powerful partner usually compels the weaker to comply with his or her agenda. Powerless partners have to decide how much they are prepared to take. The choice seems to be either slavery, perpetual power struggles or flight. Other couples don't have a clearly more powerful spouse, and may engage in constant wrangling over even the smallest things.

Dominance is a common issue that affects marriages and children in a negative manner. The first thing we need to understand about dominance is that it is always destructive in a marriage. The presence of a dominating spouse means there is also a spouse being dominated. Both men and women can be dominating.

I believe that God has designed marriage in such a way that you cannot reach your potential without your spouses. Therefore, dominance curses both the individuals. If you are the dominated spouse, you need to lovingly stand up and refuse to be dominated. Without angry words or threats, simply tell your spouse that you are violated by his or her behavior and want to be treated as an equal in the relationship. Dont be intimidated by the response or believe that being silent will serve any positive function. Speak the truth in love, and then pray and trust God for the results.
The power of publishing scheduled content daily on Medium
By: Barry Gipson
Tags: Goals, Power, Médium, Veterans, Writing

Have you written down your writing goals for 2021?

A Story A Day Keeps The Depression Away

Veterans need a purpose in order to maintain some balance in our lives. During our time in uniform the mission was the purpose. Every day down to the minute was already planned for us.

Once we depart the ranks however this is where it gets tricky for many of us. When its hard to find employment both before, and now especially after the pandemic. That don't help.

As news comes out of a second stimulus of $600 to digitally hit banks before years end, is this really enough to survive for veterans? A combined $1800 over 9 months? Many vetrans are both broke and hungry this dark winter.

The first step to develop a Bullet Proof mind state is to find your purpose. This is why I encourage you to follow me here with 12 months of active duty left. You can count on me to be here every day until December of 2021.

The power of creating content for an audience of those who are built like minded is an honor. With great power comes great responsibility. I found my purpose as a write here for veterans. Writing daily helps my mental health.

I chose the Medium platform because I have zero Twitter presence. When you set goals incorporate your weakness in order to make serious gains. Since beginning late November I have not missed a day yet.

The power of scheduling your content to publish in advance is a new level of the game on Medium. Historically I only wrote when motivated. Now here I must read more in order to create more. This is the benefit of following me.

I know this platform has it’s popular crowd setting trends and how to become known here. Who is who within the zoo. But, I’m built different. My goal here is to create with my audience in mind first.

Once I committed to that year goal I know that when I provide enough value over time the law of momentum will manifest itself as a result.

I will share post’s like these to not only provide a new form of content to share with you, but also in hopes of inspiring you to set new goals for 2021. What are you willing to sacrifice in order to attain the goals?

A goal without a written down plan is just a dream. There is no power in dreaming without taking massive action. That’s my plan here. Writing a story a day help keeps the depression away. My sacrifice is to write to stay alive.

There is power within words. Check out “Weekly Smoke”

“My goal for 2021 is to create content for veterans on Medium daily.”

Whats one writing goal you have written down for 2021?
Black Kings
By: Diara Jackson
Tags: Poem, Blm, Power, Strong, Poetry

I have feelings, but I have to stay strong

Be fearless, be humble, just play dumb

The system is trash,

Can’t get ahead…if I was born in last

My skin color makes me different

Im made to be me, I’m made for number 1

But the system is corrupt,

i’m scared to wear hoodies

i’m scared to drive at night

i don’t know if i’m gonna make it home tonight

I tired of fearing for my life

I’m scared to die, I just wanna be able to cry

I don’t wanna wonder if i will live or die

I will continue to fight

for my equal rights

i don’t want my kids, to live this foolish life

All my black kings say you wanna fight

~Diara L. Jackson
Submarine Power Cable Market Development Opportunities Accelerate in 2023
By: Prathmesh Patil
Tags: Power Cable, Offshore, Power, Submarine, Offshore Wind

The submarine power cable market is expected to grow from an estimated market size of USD 8.12 Billion in 2018 to USD 16.56 Billion by 2023, at a CAGR of 15.32%, from 2018 to 2023.

The overall market is set to witness significant growth because of the increasing offshore wind installations, growing demand for inter-country and island connection, and demand from offshore oil & gas sector. Increasing demand for HVDC connections is one of the major opportunities for the submarine power cable market.

Download PDF Brochure — https://www.marketsandmarkets.com/pdfdownloadNew.asp?id=160046356

The offshore wind power generation segment is expected to hold the largest share of the submarine power cable market during the forecast period. Growing investment in the renewable sector and technology advancements along with government initiatives are the major factors driving the submarine power cable market in Europe. New offshore wind generation capacity is under development in countries in Asia Pacific, especially China. These factors have resulted in the highest market share of the offshore wind power generation segment in the submarine power cable market.
Affirmations From Heaven
Tags: Sacred, Power, Belief, Affirmations, Sayings

Full time College Student. Full time writer. love to read and write. I have spina bifida. I am mexican. Studying psychology
𝐃𝐨 𝐘𝐨𝐮 𝐅𝐞𝐞𝐥 𝐒𝐨𝐫𝐫𝐲 𝐅𝐨𝐫 𝐁𝐞𝐢𝐧𝐠 𝐃𝐢𝐟𝐟𝐞𝐫𝐞𝐧𝐭?
By: Owulo Jonah
Tags: Courage, Originality, Power, Mind Edifice, Owulo Jonah

𝐃𝐨 𝐘𝐨𝐮 𝐅𝐞𝐞𝐥 𝐒𝐨𝐫𝐫𝐲 𝐅𝐨𝐫 𝐁𝐞𝐢𝐧𝐠 𝐃𝐢𝐟𝐟𝐞𝐫𝐞𝐧𝐭?

How many times have you felt self pity just because you are not doing exactly what others around you are doing, you felt like a loser because your decisions and priorities do not fit-in.

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How did you felt when Erima, Dooshima and Bola your three besties reached you with the timely news, "we've all had our change of wardrobe because it's December",

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" Unfortunately", they won't be a change of wardrobe for you this Christmas because you invested all your money😟; are you not 𝙞𝙣𝙛𝙚𝙧𝙞𝙤𝙧?

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Clueless you listened as your friends had a recap of the fun from last weekend’s party which you could not attend because you were too busy trying to pitch your brand; are you not a 𝙡𝙤𝙨𝙚𝙧?

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You obviously do not fit-in, your decisions and priorities are "unconventional", you mostly say a solid " no, thank you" when others say "yes";

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Does any of these make you a loser or even inferior?🤔

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𝐓𝐡𝐢𝐬 𝐬𝐡𝐨𝐮𝐥𝐝 𝐩𝐫𝐨𝐛𝐚𝐛𝐥𝐲 𝐡𝐞𝐥𝐩 𝐬𝐨𝐦𝐞𝐨𝐧𝐞 𝐰𝐫𝐞𝐬𝐭𝐥𝐞 𝐭𝐡𝐞 𝐝𝐢𝐫𝐭 𝐨𝐟 𝐢𝐧𝐟𝐞𝐫𝐢𝐨𝐭𝐲 𝐨𝐟𝐟 𝐭𝐡𝐞𝐢𝐫 𝐩𝐞𝐜𝐞𝐩𝐭𝐢𝐨𝐧; 𝐛𝐞𝐢𝐧𝐠 𝐭𝐡𝐞 𝐞𝐚𝐠𝐥𝐞 𝐚𝐦𝐨𝐧𝐠 𝐛𝐢𝐫𝐝𝐬 𝐢𝐬 𝐧𝐨𝐭 𝐥𝐨𝐬𝐢𝐧𝐠 𝐨𝐫 𝐢𝐧𝐟𝐞𝐫𝐢𝐨𝐫𝐢𝐭𝐲, 𝐢𝐭'𝐬 𝐜𝐚𝐥𝐥𝐞𝐝 𝐛𝐞𝐢𝐧𝐠 𝐝𝐢𝐟𝐟𝐞𝐫𝐞𝐧𝐭, 𝐥𝐨𝐬𝐢𝐧𝐠 𝐢𝐬 𝐚𝐜𝐭𝐮𝐚𝐥𝐥𝐲 𝐰𝐡𝐞𝐧 𝐚𝐧 𝐞𝐚𝐠𝐥𝐞 𝐞𝐧𝐝 𝐮𝐩 𝐚𝐬 𝐚 𝐜𝐡𝐢𝐜𝐤𝐞𝐧.

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Are you worried about your pace? The elephant takes way longer than a dog to put to birth. Your personality, decisions and priorities are yours to own with pride and style😇 and that without apology.

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Maybe you've already started losing your originality to the undignified contention for approval, your sincere priorities are gradually fading away in the fight to feel among🤐;

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every " progress" you make in this direction takes farther away from power, beauty, relevance, dignity and fulfilment.

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𝒀𝒐𝒖𝒓 𝒕𝒓𝒖𝒆 𝒑𝒐𝒘𝒆𝒓 𝒂𝒄𝒕𝒖𝒂𝒍𝒍𝒚 𝒃𝒆𝒈𝒊𝒏𝒔 𝒕𝒐 𝒃𝒖𝒊𝒍𝒅 𝒕𝒉𝒆 𝒎𝒐𝒎𝒆𝒏𝒕 𝒚𝒐𝒖 𝒃𝒆𝒄𝒐𝒎𝒆 𝒄𝒐𝒖𝒓𝒂𝒈𝒆𝒐𝒖𝒔 𝒆𝒏𝒐𝒖𝒈𝒉 𝒕𝒐 𝒊𝒅𝒆𝒏𝒕𝒊𝒇𝒚, 𝒆𝒎𝒃𝒓𝒂𝒄𝒆 𝒂𝒏𝒅 𝒂𝒅𝒗𝒂𝒏𝒄𝒆 𝒚𝒐𝒖𝒓 𝒑𝒆𝒄𝒖𝒍𝒊𝒂𝒓𝒊𝒕𝒊𝒆𝒔, 𝒕𝒉𝒐𝒔𝒆 𝒕𝒉𝒊𝒏𝒈𝒔 𝒕𝒉𝒂𝒕 𝒎𝒂𝒌𝒆𝒔 𝒚𝒐𝒖 𝒅𝒊𝒇𝒇𝒆𝒓𝒆𝒏𝒕 𝒇𝒓𝒐𝒎 𝒆𝒗𝒆𝒓𝒚 𝒐𝒕𝒉𝒆𝒓 𝒑𝒆𝒓𝒔𝒐𝒏.

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𝐒𝐭𝐨𝐩 𝐟𝐞𝐞𝐥𝐢𝐧𝐠 𝐬𝐨𝐫𝐫𝐲 𝐟𝐨𝐫 𝐛𝐞𝐢𝐧𝐠 𝐨𝐫𝐢𝐠𝐢𝐧𝐚𝐥; 𝐛𝐞 𝐬𝐨𝐫𝐫𝐲 𝐟𝐨𝐫 𝐥𝐨𝐬𝐢𝐧𝐠 𝐲𝐨𝐮𝐫 𝐨𝐫𝐢𝐠𝐢𝐧𝐚𝐥𝐢𝐭𝐲 𝐭𝐨 𝐭𝐡𝐞 𝐮𝐧𝐝𝐢𝐠𝐧𝐢𝐟𝐢𝐞𝐝 𝐜𝐨𝐧𝐭𝐞𝐧𝐭𝐢𝐨𝐧 𝐭𝐨 𝐟𝐢𝐭-𝐢𝐧.

© 𝐎𝐰𝐮𝐥𝐨 𝐉𝐨𝐧𝐚𝐡
We are a Brotherhood of individuals just like you who got tired of mediocrity and decided to go…
Tags: Fame, Money, Power, Connection, Protection

We are a Brotherhood of individuals just like you who got tired of mediocrity and decided to go for the change they require in life who are now rich and successful because they joined us.Together we are the GREAT OZUMBA brotherhood+2347014053743 masterjohn ·Dec 21, 2020

I WANT TO BE A MILLIONAIRE IS THE QUESTION PEOPLE ALWAYS ASKS,BUT WHY WASTE ALL YOUR LIFE COMPLAINING WHILE THE OPPORTUNITY OF BEING AMONG THE RICH,FAMOUS,GREAT,SUCCESSFUL,WEALTHY,POWERFUL AND STRONG PEOPLE IN THE SOCIETY IS HERE AT YOUR DOOR STEP,CALL THE WISE ONE TODAY ON THIS NUMBER +2347014053743 OR EMAIL US ON occultozumba1291@gmail.com. AND HAVE THE TESTIMONY TO SHARE ALL YOUR LIFE.
Flower Power
By: Terry Mansfield
Tags: Poem, Beauty, Flowers, Power, Poetry

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Why a CHAIR? Fixing stuff around yourself
By: Danish Aziz Awan
Tags: Power, Chairs, Politics

Before (A bachelors room)

Welcome to my safe haven, a place where things get done. You might notice I have a lot DIY things going on here, from my custom sound system to mirror frame and a white board to keep me aligned.

After analysing my room, my mind is stuck on that chair and I began thinking about the importance of this one object in our life. Let me ask you, “What does a chair really mean to all of us?”

Chair (everyone fights for a chair)

When you think about it, we are all looking for a chair. Be it a politician, a business person, a student or someone who is aspiring to become a great writer. This object remains that one constant we all have. For example a politician without a National Assembly Chair is powerless right? For a writer if they are not sitting in a comfortable position, they might get annoyed or tired but if their chair is comfortable, everything around them will make them feel more connected.

After ( Still a bachelors’ room but with a clean KURSI(chair))

After clearing my chair, I have realised the significance of this one object. If it were not for this object, I would definitely be sleeping and getting too comfortable in my bed. We all know that getting too comfortable is not very productive. Most of all, I believe that a chair gives you, “DISCIPLINE,” this one word can mean so many things. Every success story we hear, we can relate it with discipline. So yes, our conclusion is that, “CHAIR MATTERS!”

Regardless of this activity, I do use my chair as both my working space and part time cupboard. So I would have definitely cleaned it up. To me this activity made me think how we can be leaders for ourselves first. If we can make ourselves do multiple tasks, then we can surely get others to get things done as well.