Tuesday, September 22, 2020

Download Prince Of Persia Two Thrones

Download Prince Of Persia Two Thrones


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How To Install Prince Of Persia Two Thrones without Errors and Problems







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Prince of Persia: The Two Thrones System Requirements (Minimum)

  • CPU: Intel Pentium III or AMD Athlon
  • CPU SPEED: 1 GHz
  • RAM: 256 MB
  • OS: Windows 2000/XP (only)
  • VIDEO CARD: 32 MB DirectX 9.0c compliant video card (NVIDIA GeForce3+ / ATI Radeon 7500+)
  • TOTAL VIDEO RAM: 32 MB
  • 3D: Yes
  • HARDWARE T&L: Yes
  • DIRECTX VERSION: DirectX 9.0c (included on disk)
  • SOUND CARD: Yes
  • FREE DISK SPACE: 1.5 GB

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Prince Of Persia Two Thrones :- 


1- Prince Of Persia Two Thrownes Part 1 (650MB):-
DOWNLOAD


2- Prince Of Persia Two Thrownes Part 2 (650MB):-
DOWNLOAD


3- Prince Of Persia Two Thrownes Part 3 (272MB):-

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Please Install "7-zip and WINRAR" to extract the files.

πŸ’˜ Download Winrar :-
🌹  (32bit PC)
🌹  (64bit PC)

πŸ’˜ Visual C++ Redistributable 2012 :-
🌹 Download

If your PC has no net framework then, you can
download net framework from here :-

πŸ’˜ net framework 4.6
🌹 Download

πŸ’˜ IMPORTANT πŸ’˜:-
🌹 ALWAYS DISABLE YOUR ANTIVIRUS BEFORE EXTRACTING THE FILES.
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Monday, September 21, 2020

Spotlight: Alex Gleason From Vegan On A Desert Island


For this month's interview we sat down with Alex Gleason, creator and developer of Vegan on a Desert Island, an upcoming libre action/puzzle RPG. The game follows the story of Rachel, a vegan girl who shipwrecks on an island, and becomes embroiled in a quest to uphold her own conflicted values against the interests of the island's many talking animals.

A newcomer on the scene, we spoke with Alex on what inspired him to create this project, along with his views on activism, software freedom, game development, and of course, life.

FG: Tell us a bit about yourself and your project to begin with.

Alex: My name is Alex Gleason and I'm making a game called Vegan on a Desert Island (VOADI). It's a puzzle-adventure game with emphasis on art, music, and storytelling. The game is about Rachel's journey, which I modeled after some events in my life involving animal rights activism I organized in real life, including all its conflict and turmoil. It's a linear story meant to be experienced once and leave a lasting impression.

FG: At a first glance, a vegan stranded on a desert island seems like an unusual concept to make a game about. Could you elaborate on how your experience in activism motivated you to create this project?

Alex: In conversations about veganism people often ask if we'd eat animals under dire circumstances, such as being stranded on a desert island. It's a ridiculous question that deserves a ridiculous answer, which is why I decided to develop VOADI.

The true answer is coconuts. In The Real Castaway, a woman in real life was stranded on an island for 9 months and survived entirely off of coconuts. To answer to the deeper question, it's the same question as if you'd be fine eating another human on a desert island. I believe that animals are people and there is fundamentally no difference. It's impossible to know what you'd really do, but it's not a black-and-white situation. It's okay to not have all the answers.

While developing the game I started to feel like a "vegan on a desert island" in a different way. The animal rights organization I founded collapsed on me. They took my home and crushed my dreams. I was the villain in their story and they were the villains in mine. This inspired me to create a more meaningful story in VOADI, reflecting what happened to me.

I redefined the character of Greybeard from being a classic evil-doer to an ambiguous villain. You're never sure whether he's really good or bad. Good vs evil is a false dichotomy that doesn't exist in real life and I wanted to reflect that in VOADI.

FG: Why did you decide to translate this particular experience of yours into a video game?

Alex: Unlike books or movies, video games force you to experience something yourself. I want players to take a step in my shoes for a minute. The downside is that I cannot guarantee they will actually enjoy it. Successful games make people feel happy, but a lot of VOADI is about misery. Some gameplay elements are even intentionally antagonizing to the player. I think this is balanced a bit by CosmicGem's cheery music and Siltocyn's meticulous pixel art. At the very least, I hope players will always be wondering what's coming next.

The game conflates serious ethical topics with ironic humor

FG: What you just mentioned highlights a certain tendency in the video games industry to reward and empower players in a way they will feel good about themselves, which is a bit contradictory to the idea of art as a form of self-expression. Based on that, do you think there's enough interest or room for dissemination for this type of project?

Alex: VOADI is not a game for everyone, but a few people will deeply resonate with it. If that happens I'll consider the project a success.

FG: For such a personal background, so far the game has been presented as having a cheeky and humorous façade, with an ironic twist to it. Could you elaborate on the role of humor and how it has shaped the game so far?

Alex: I think humor itself is antagonistic. It's about subverting expectations, meaning there is a conflict between what your mind expects and what's really there. "Vegan on a desert island" is a ridiculous premise met with a sarcastic answer. The game is funny precisely because it's antagonistic. Part of that antagonism is in the way the game is presented: a cutesy colorful game about talking animals where very serious things happen.

FG: The project itself has been openly publicized as being a Free Software and Creative Commons endeavor. How did you first became familiar with both of these movements and how have they affected the development of VOADI?

Alex: Software freedom is a boycott, much like veganism. There's a lot of overlap between the communities because it's people who understand the concept of sacrificing something for the greater good. I still use copyleft licenses for all my works. It's a deep conviction I'll never change, and you can be sure everything we put out there will free culture approved.

Linux was a groundbreaking discovery because it defied everything I knew about people's incentives to create things. I thought software freedom didn't go far enough. Later I discovered Nina Paley, a copyright abolitionist, and her view that "copying is not theft" really resonated me. She is a personal hero of mine and an inspiration. In some ways I am quite literally following in her footsteps.

In terms of project impact, being Free software helped VOADI garner more widespread support. Daniel Molina is an amazing volunteer who joined the project to advance software freedom for gaming. I've received support from the sidelines as well, with people donating money and others doing small but important tasks like updating wiki pages and mirroring assets. It's pretty incredible how much people will help you without being asked if you put yourself out there and are willing to give back.


FG: Eventually this has taken you to present your project at LibrePlanet last March. How did that come to be?

Alex: I've been a member of the LibrePlanet community for years but never gave a talk. Last March the stars aligned. I didn't intend to give the talk originally, but I felt empowered by the people there. Lightning talks seem like a low-pressure way to showcase something you've been working on, and VOADI was received very well! Lightning talks at LibrePlanet are open to anyone on a first-come-first-serve basis after the conference starts. All you have to do is add your name to a list.

FG: Switching to more technical matters: You have been using the Solarus engine as a main development platform. How did you first hear about it and how has it helped making VOADI a reality?

Alex: Solarus has a map editor GUI making it a great tool for beginners. The Solarus community is vibrant and generous, always eager to help. It was developed by Christopho as a reimplementation of the game engine from Zelda: A Link to the Past, a game I was already very familiar with. I highly suggest Solarus to anyone new to the free gaming scene, looking to create their own games!

I used to love Zelda, especially the Game Boy Color titles. Nintendo is notorious for cease-and-desisting fan created works, which I think is unjust and counterproductive to a healthy society. I struggle to enjoy the games from my childhood because I'm too distracted by the fact that society would punish someone for deriving or extending works that they care deeply about. I see Solarus as a stepping stone towards creating a new ecosystem of free games that can hopefully touch people's hearts in a way that they'll want to extend and remix the game, and they'll be allowed to do so.

FG: VOADI notoriously bases most of its graphics style on a Creative Commons tileset (Zoria), but it also features original additions of its own, as well as original music. How did you go about sourcing an adequate free tileset, along with finding artists to fill in for the remaining necessities of the artwork pipeline?

Alex: Zoria tileset was found on OpenGameArt. I had been trying to make my own tileset, but knew I couldn't match that level of quality on my own.

Later I commissioned our tileset artist, Siltocyn, through an ad I posted on the /r/gameDevClassifieds subreddit. CosmicGem, our chiptune musician, was found through Fiverr. This has worked out really well for VOADI. It's amazing how much you can do with a small amount of money.

In both cases we switched to free platforms (email and Matrix) for communication. Reddit was the most effective at garnering attention for our gigs.

Originally I planned to make all contributors sign a waiver similar to the Apache contributor agreement, transferring their copyright to me. But the freelancers wanted to maintain their privacy (they didn't want to sign their name and address). So instead now there's a policy where all contributors must put the license on the deliverable file itself, or distribute it in a ZIP with the license.

For graphics we created these stamps that say stuff like "Siltocyn CC BY-SA 4.0" in a tiny font in the corner of the files

A glimpse into the development process

FG: When are you planning to release the game, and in which formats will it be released?

Alex: I'm planning for a 2020 release for Linux, MacOS, and Windows. We'll consider more platforms depending on the reception (although anyone will be free to port it if they have the skills).

I'm planning to distribute the game on some proprietary platforms like Steam, Humble Bundle, etc. Those versions will have a price associated with it. I think of it as a "proprietary tax." Users in the free world will play the game gratis.

I'm also planning for a limited physical release on CD, which I'll cobble together at home using LightScribe disks, booklets I print myself, and used jewel cases from eBay. I mostly just want something to hold in my hands.

FG: Any tips for other Free Software or independent developers out there?

Alex:
  1. Put yourself out there.
  2. Good art and music goes a long way.
  3. Start it and don't stop.

FG: Alright, thank you very much for your time Alex.

Alex: Thanks so much for the opportunity!

Vegan on a Desert Island is set to be released in 2020. The project's code is licensed under the GPLv3, and al of the art assets are being released under CC-BY-Sa 4.0. If you would like to contribute to the project you can join development talks at VOADI's Riot channel or check their repository at Gitlab. You can also donate via the project's Patreon or Liberapay.

All of the images on this article are courtesy of Vegan on a Desert Island, released under CC-BY-SA 4.0.

Got any comments? Post them on our forum thread.

Saturday, September 12, 2020

Download Just Dance 2019 For SWITCH

Download Just Dance 2019 For SWITCH

NSP | Update v1.0.1 | HACKED


Dance to your own beat with Just Dance® 2019, the ultimate dance game featuring 40 hot tracks from chart-topping hits to family favorites, including "Havana" by Camila Cabello, "Bang Bang Bang" by BIGBANG, "No Tears Left To Cry" by Ariana Grande, and many more! With a one-month trial of Just Dance Unlimited included, dance to more than 400 songs!
Your Just Dance experience is now personalized as the game learns your dancing habits and suggests content!
Experience eight exclusive choreographies created with the help of kids' development experts to encourage healthy movement.
Featuring seasonal and special-event content for an even more dynamic experience on a new curated homepage.
Platform
 
Nintendo Switch
Release Date
 
Oct 23, 2018
No. of Players
 
up to 6 players
Category
 
Music, Party, Training, Simulation
Publisher
 
Ubisoft
Developer
 
Ubisoft Paris / Ubisoft Pune / Ubisoft Shanghai




 DOWNLOAD LINKS

 DOWNLOAD NSP JUST DANCE: 

 
 
 
 Download-Part-4

 GAME SIZE: 7.4 GB
Password: After 10$ payment is done

All's Well As Ends Well

 A couple of years ago....ok..ok.. possibly a couple of couple of years ago, I painted some miniatures for a friend. Somehow, one set of them went awol from my desk. I searched high, I searched low, I searched and researched, I looked in the most unlikely places I could think of and then some I hadn't thought of, but no joy, they were AWOL! 

Time passed..... last week I was doing some housekeeping, going through a drawer full of obsolete cables, chargers for long gone devices, adapters, and so on and getting rid of the ones that had no hope of ever being useful again. Amongst them were a couple of tiny boxes with  meaningless codes marked on them. I opened the first one...empty! I opened the second one .. "Hello! You lot are under arrest for desertion!!" Looking at the code closer, it was WRxxx, ah Wars of the Roses.. still, I have no idea how they escaped and hid in there, or how they evaded the various searches! 

25mm medieval pioneers made by Somebodyorother, a stray handgunner by Someone Else and a few ladies who had hoped to make their fortunes at King's Landing.


Still, they have joined 3 other laggards who weren't ready when I handed over the main body and they will all, finally, be handed  over tomorrow.


Thursday, September 3, 2020

XCOM - The Long War Files

I recently became obsessed with XCOM: Enemy Unknown and decided to try out the player made overhaul known as "Long War" which expands the base game to be exceptionally difficult and in most regards more like an actual war. I decided to blog the exploits of my team in a yet unnamed project. I'd like each post in the series to be a stand-alone short story about the experiences of those involved - with some scattered pictures of the mission highlights. One of the greatest parts of the XCOM series is the stories it generates about these characters and their ordeals. I hope to capture some of that and share it here in this writing project.



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