google 熱門關鍵字

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迅雷客戶端軟體雖然可以直接下載快傳的檔案
但是速度並不是很優

如果已經是迅雷的付費會員

可以用離線下載的功能再用客戶端軟體下載檔案會快很多

以下使用Chrome瀏覽器示範

首先是這段程式碼

/*
 * This is a JavaScript Scratchpad.
 *
 * Enter some JavaScript, then Right Click or choose from the Execute Menu:
 * 1. Run to evaluate the selected text,
 * 2. Inspect to bring up an Object Inspector on the result, or,
 * 3. Display to insert the result in a comment after the selection.
 * 4. Author: Dndx (idndx.com)
 */

var urls = ''

$('a.file_name').each(function(){

    urls += $(this).attr('href') + '\n';

});

$('<textarea>' + urls + '</textarea>').appendTo('body');

我們以這個資源為例  http://kuai.xunlei.com/d/ugRlCQJBfgDSP5BR481

用Chrome打開網址(有2X個檔案,一個一個手動添加很累的)

滑鼠右鍵選擇檢查元素

找到Console標籤

xl003  

把程式碼貼上之後按下Enter

xl004  

網頁下方應該會跑出一欄文字

xl005  

將文字欄的內容複製到迅雷離線任務,後面就不在贅述

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剛從XP轉跳到Win 7
少了MangaMeeyaCE怎行呢?

MangaMeeyaCE 2.4 (我從綠色工廠找的,需要的朋友自行前往)
以下正文開始,本篇說明皆參考微軟官網 技術支援文章

  1. 按【Win 視窗鍵】+【R】,出現【執行】視窗,輸入 regedit 按 Enter 鍵。
  2. 如果出現【使用者帳戶控制】視窗,請按【是】。
  3. 在左邊窗格切換至 HKEY_CLASSES_ROOT\folder\shell ,在右邊窗格按滑鼠右鍵,選擇【新增】,【機碼】,機碼名稱為 MangaMeeyaCE 。
  4. 新增 MangaMeeyaCE 機碼後,點選該機碼,在右邊窗格按滑鼠右鍵,選擇【新增】,【字串值】。
  5. 新增兩個字串值:
    1. 數值名稱:Icon,數值資料:%ProgramFiles%\Windows Defender\EppManifest.dll
      (此處可省略因為我不知道MangaMeeyaCE的Icon圖檔放在哪...歡迎高手補充)
    2. 數值名稱:MUIVerb,數值資料:以 MangaMeeyaCE開啟
      (此處的數值資料可以自行更改成喜歡的字串)
  6. 新增兩個字串值完成後,按滑鼠右鍵,選擇【新增】,【機碼】,名稱為【Command】。
  7. 新增機碼後,在右邊窗格用滑鼠左鍵按兩下編輯【(預設值)】。
  8. 在【數值資料】輸入 "C:\Program Files (x86)\MangaMeeyaCE 2.4\MangaMeeyaCE.exe"  %1 完成後按【確定】。
    (此處路徑位置請使用者自行修改,例如我的MangaMeeyaCE是放在 C:\Program Files (x86) 裡面)
    (後面要加上%1,否則只會打開MangaMeeyaCE卻不會載入該資料夾)
  9. 修改完成,關閉【登錄編輯程式】。

以上大功告成,如有文字敘述看不懂想看圖片說明,可以參考微軟官網技術支援文章

 

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[Steam] HumbleBundle 禮物包啟動教學 Gift link

請先確認您得到的是[禮物連結]還是[啟動連結]

得到[禮物連結],該如何兌換

得到[啟動連結],該如何啟動

HumbleBundle是一個透過賣遊戲募款的慈善網站

每週推出的遊戲包裹都有一定的品質,因此累積了大量人氣

現在HB不只每週出新的包,他還推出HB商店,每天都有遊戲特價

而有時候搶到的遊戲不一定是自用,很多好遊戲會讓人想推朋友入坑

而要如何把遊戲送給朋友呢?朋友又該如何收禮物呢?

下面為您解說

首先,如果購買前就已經決定要送給朋友,那麼結帳時他會問你是不是要包成禮物(Gift Purchase?)

把那個選項打勾,那麼結帳後就會收到[禮物連結],可以直接送給朋友,讓他自行兌換

其次,HB常常一個包有接近10個遊戲,有時想將其中幾個遊戲送給朋友,HB幫我們想好了

以前HB都很阿殺力直接給一堆序號,多累積個幾包,一堆序號,哪些用過可能都忘了

(一個包平均算6個遊戲就好,10個包可能就有60組序號...真的會亂掉)

因此HB改版後就沒出現過序號了,取而代之的是[禮物連結]以及[啟動連結]

下面示範如何將一個包裡其中一個遊戲贈送給朋友

 

首先打開你購買的HB包連結,選擇要送出的遊戲,在對應遊戲名稱右邊的禮物圖示點一下
humble01.PNG

點擊後他會問你是否確定要打包成禮物(如下圖),點擊[Create Gift Link]

humble02.PNG

點擊[Create Gift Link]後會發現左邊的Steam圖示變成綠色,後面的字有一個超連結[this link]

 

  humble03.PNG

滑鼠右鍵複製這個[禮物連結],告訴朋友這個連結,他就可以接著後面步驟,自己兌換遊戲了

humble04.PNG

收到禮物連結的朋友兌換遊戲的步驟

在瀏覽器打開所得到的[禮物連結](如下圖)

humble05.PNG

會出現要填寫名稱及信箱的畫面

名稱可以隨意填

下面兩格則是填寫信箱用(下面兩格必須填寫同一個信箱)

信箱千萬要仔細檢查,打錯了很麻煩(要找客服,可能要好幾天)

填寫完畢後按下[Redeem]按鈕

humble06.PNG 

沒意外的話會出現如下圖的畫面,表示系統已將[啟動連結]寄到你的信箱

humble08.PNG

接著到信箱去收信

 

humble09.PNG humble10.PNG

打開得到的[啟動連結],如下圖

按一下灰色的[Steam]按鈕

humble11.PNG

灰色[Steam]按鈕會變成綠色Steam圖示,後面會出現[connect to Steam]超連結

humble12.PNG

點擊[connect to Steam]超連結,會轉跳到Steam登入頁面

humble13.PNG

登入你的Steam帳號

如果沒有Steam帳號,可以馬上申請

humble14.PNG

登入成功後,他會徵求你的Steam帳號連結到Humble Bundle的權限

選擇[允許]

humble15.PNG

轉跳頁面,大功告成!!!!!!!!!

humble16.PNG

遊戲已經在你的Steam收藏庫囉

打開電腦的Steam,登入後到收藏庫,選擇該遊戲,點擊[安裝]

後面就不贅述了

humble17.PNG

結語

[禮物連結]會綁定信箱

任何人拿到[啟動連結],只要該連結還沒被用過,他就能啟動

所以假設A將[禮物連結]給B,B綁定信箱後得到[啟動連結],B把[啟動連結]給C,C可以啟動遊戲

 

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[Steam] 歐洲模擬卡車2 Euro Truck Simulator 2 官網免費領取1個DLC


消息網址 http://steamcn.com/t104541-1-1

歐卡官網 https://worldoftrucks.com/en/

免費領取The Metallic Paint Jobs DLC

用STEAM帳號連結網站後創建網站帳號

之後到信箱收信確認帳號啟用

登入歐卡官網,在EVENT頁面即可看到序號

詳細說明如下

首先要知道的是,您必須擁有 歐洲模擬卡車2 Euro Truck Simulator 2 遊戲本體(或稱主程式)才能參加這個活動

下面提供Steam歐卡2擁有者的領取說明

首先打開歐卡官網,選擇[Join Now],然後點擊畫面上綠色[Steam]按鈕

未命名.PNG

 

轉跳登入畫面,登入您的Steam帳號

 

未命名2.PNG

網站會驗證您的Steam帳號是否擁有歐卡2,驗證完畢如下圖

需要填寫一些資料創建歐卡官網的帳號,帳號只接受英文字母及底線,長度3到16

未命名3.PNG

 

接著是信箱,兩個框框,各打一次,請再三確認,別打錯

密碼設定,長度8到20,須包含一個大小字母以及一個數字

然後同意網站服務條款框框打勾

填寫完成,右下角創帳號按鈕按一下,資料都沒問題,會跳一個對話框提醒

未命名4.PNG

過幾分鐘後可以到信箱接收帳號啟用信,打開裡面的連結,啟用帳號

如果過很久都沒收到,可能是帳號創建失敗,請按照上面步驟檢查看看

帳號啟用後回到官網登入

未命名5.PNG

登入後在EVENTS頁面看到禮物的圖示,表示成功領到DLC的序號

序號在右邊,圖的下面,序號到Steam上啟用,即可添加到您的帳號裡

未命名6.PNG

 

 

 

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hichannel 目前僅限 IE 的使用者專用,對於其他的使用者非常不方便,使用 FIREFOX 有其他的方法可以使用,就是使用鼎鼎大名的 IE TAB,先去下載IE TAB 的插件,重新啟動瀏覽器,第二步是直接將 「http://hichannel.hinet.net/ 」 加入篩選清單,以後開啟該網址他就會以 IE TAB 打開,非常方便。



如果使用以上方法還是不能看請到 MS 的網站上升級數位媒體的認證,認證完再重新開啟 FIREFOX 即可。

quote from [http://piggyworld.net/%E5%A6%82%E4%BD%95%E7%94%A8-firefox-%E7%9C%8B-hichannel/]


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[Hichannel 網路直播 廣告播完之後不會動]
最近想看比賽轉播,但是HiChannel播完廣告後卻不會動
之前都能看,大概是某個更新,或是安裝某個軟體造成Windows Media Player設定跑掉

以下參考Hichannel官網

打開[Windows Media Player] ,按下功能表上的「工具」>>「選項」>>「網路」內 [串流處理通訊協定] 區域,
請將「多點傳送(M)」/「UDP(U)」/「TCP(T)」/「HTTP(H)」等選項勾選,
並按下對話盒下方「確定」鍵後(讓設定變更生效),再次重新播放媒體即可。

其他注意事項
hichannel僅支援IE瀏覽器
要使用Chrome觀看須搭配IE tab之類的外掛

Windows Media Player須安裝最新版

其他資訊可參考http://faq.media.hinet.net/PlayCheck.aspx


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官方繁體中文版遊戲(可能有疏漏,歡迎補充指正)

魔界戰記 攜帶版
戰鼓啪打碰 3
超傑交融
天地之門
天地之門 2 武雙傳
劍舞者~千年之約定
捉猴啦 嗶波猴戰記
蘭島物語 少女的約定
小小大星球 攜帶版
戰神:奧林帕斯之鏈
戰神:斯巴達的鬼魂
胖公主 蛋糕一把抓
DISSIDIA 012FINAL FANTASY
蒼翼默示錄 攜帶版
蒼翼默示錄 連續變換 2
BLEACH 死神 ~炙熱之魂7~
東方雀神
LocoRoco 樂克樂克
LocoRoco 樂克樂克 2
樂克樂克:午夜嘉年華
嗶波猴學苑2~親親猜拳玩猴戲
全民都爽快
摩登大賽車 PSP
跑車浪漫旅 攜帶版
全民網球 攜帶版
行星突襲 攜帶版
DISSIDIA duodecim Prologus FINAL FANTASY
Numblast 製品版
Final Fantasy III
Pipe Madness瘋狂管道
勇者實在太囂張 or2
無雙OROCHI蛇魔再臨增值版
洛克人洛克人
PATAPON2 戰鼓啪打碰2
Blood The Last Vampire
無雙 OROCHI 蛇魔
真.三國無雙 2nd Evolution
真.三國無雙5 Special
真.三國無雙 MULTI RAID 2
真.三國無雙 MULTI RAID
三國志V
三國志VI
魔窟的皇帝
BLAZBLUE Portable 製品版
WORLD SOCCER Winning Eleven 2011 製品版
echochrome 無限回廊
PATAPON 戰鼓啪打碰
密域奇魂 ─伊底亞傳承─
MyStylist
BLEACH(死神) 靈魂嘉年華
Sonic Rivals™ 1 + 2 Bundle
invizimals 隱形寶貝
Star Strike™ Partable
BLEACH~靈魂嘉年華2~
星戰傭兵 Bounty Hounds
劍舞者 千年之約定
回轉逆轉變色龍
演活戲劇 攜帶版 雙重角色 Double Cast
Talkman 歐洲語言版

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暴風城堡守衛 Stormy Castle
一款風格類似Kingdom Rush的逆TD遊戲
除了要守住自己的城門還要想辦法摧毀敵人的城門
推薦度:★★★★★

除了畫風、音樂很像Kingdom Rush
AI方面我認為更勝KR,例如兩條路線出不同的兵種,AI會見招拆招
有時出相剋兵種、有時用數量取勝、有時用高級兵種,同一關每次玩可能不一樣
另外AI也會使用地圖技能,也會使用新科技,
因為科技配置與玩家不一定相同,有時候剋到玩家所選的科技,這時可能就會卡關了
加上這款遊戲的科技買了之後無法反悔,種種原因使得難度大大提高

目前遊戲屬於半成品,只做到第10關,科技也尚未全解鎖
每關都有一般模式、Boss模式、困難模式、無盡模式(後面兩個模式尚未解鎖)
儘管遊戲尚未製作完成,但是我非常推薦這個遊戲
(遊戲內都沒看到作者資訊?????)

遊戲連結:http://www.more.game.tw/games_20234.html

若有卡關卡很久可以參考一下我的簡易攻略
後面幾關可以用法師起手,也就是先蓋圖書館,如果有兩條路
先把法師塔蓋在路徑較短那邊,在蓋個50元箭塔
這時錢不夠蓋兩邊的話,可以把第二隻或第三隻法師配到沒蓋法師塔那邊(在產出前點法師塔,再選城門)
(通常敵方第一波劍士很快就被我方法師秒殺了,但是法師如果遇到弓兵也會被秒殺,還好箭塔可以秒殺弓兵)
接著趕緊把空地都蓋滿(一樣路徑短的那邊先蓋)
留一個位置蓋弩砲車(等我方能攻到敵人家再蓋即可)
接著努力升級科技....


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最近想把Chrome Portable裡的Default資料夾搬到Chrome安裝版
(之前把安裝版的搬到Portable)
結果出現檔案或資料夾名稱太長無法刪除...
目前有兩個解決方案
A.用Unlocker,試驗結果:順利『移動』,無法像一般右鍵「複製」貼上,原始位置的Default移動之後就沒了(也就是「剪下」貼上)...

B.用7-Zip把資料夾整個壓縮,移動到想要的地方,解壓縮,完成(不得不稱讚一下7-Zip對資料夾及檔案名稱的支援度,比起其他壓縮軟體如WinRAR強大太多了)

=========================分格線==================================
免安裝版的設定檔位於「GoogleChromePortable\Data\profile\Default
讓電腦顯示隱藏的資料夾,以便搬移設定檔,按【組合管理】→【資料夾和搜尋選項】。
在「資料夾選項」視窗中點選「檢視」分頁點選「隱藏檔案和資料夾」下面的「顯示隱藏的檔案、資料夾及磁碟機」,完成後按〔確定〕。
刪除安裝版的設定檔,到「C:\Users\使用者\AppData\Local\Google\Chrome\User Data\」下點選「Default」資料夾,再按【組合管理】→【刪除】將資料刪除。
※附註:Windows XP 的路徑為「C:\Documents and Settings\使用者\Local Settings\Application Data\Google\Chrome\User Data\Default」


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Ironhide Studio Talks Kingdom Rush 2, World Conquest, And The Dark Side Of Mobile

Late last year I wrote a short review on an addictive little flash game that was consuming large portions of my workday web-surfing regimen.  Since then, Kingdom Rush has accelerated, building a following as one of the most enjoyable tower-defense experiences in a sea of mediocre iterations.  For Ironhide Game Studio, the Uruguayan-based development team, it started out as a learning experience – and another step towards world conquest.

The Ironhide team is comprised of Co-Founders/Developers: Alvaro Azofra, Pablo Realini, Gonzalo Sande and the newest member, Developer Juan Andres Nin.  We caught up with the minds behind Kingdom Rush to discuss their whirlwind year, their thoughts on the future and how they turned a passion into a profession.

Geeksweat: Last year was a pretty big year for you guys; first and foremost, congratulations are in order.  With the release of Kingdom Rush your team has seen a lot of success in a very short time.  How do you guys feel knowing that millions of people out there are enjoying a game that you created? What’s the biggest change for you from, say, this this time last year?

Alvaro Azofra: Thank you very much! Knowing that millions of people really enjoy and are having fun with our game is a great feeling and it is the biggest reward of making a it.

2011 was a year of many changes and it is hard to say what’s the biggest one because everything feels big. We started the year being almost unknown working from a very small room with a half made unnamed defense game and it ended with us moving to a new place, winning our national videogame contest, having the highest rated game on ArmorGames and Kongregate, 187,000 followers on Facebook and 35,000 on Twitter and among other things our very first game on iOS that’s receiving great reviews… so you see, everything was a big change for us. What didn’t change was the way we work, when we are focused working it still feels like being in the small room from where we started off, except with a nicer view.

Your biography page states you’re just three friends with a passion for gaming thatdecided to give it a shot; in addition to a nice Spaceballs reference – Yogurt would be proud!  What did you guys do before forming Ironhide and what made you finally decide to take that leap?

Pablo and I worked in the web industry for several years, he is a programmer and I’m a web designer among other things, while Gonzalo is an artist that’s been drawing all his life and was the only one that had some experience working in a game company.

We took the leap because we always wanted to work on games and flash was a very accessible platform to start with so we decided to try and make one game to see how it goes; so we made Clash of the Olympians which did pretty well and with that Ironhide Game Studio was born.

To date you have developed three games: Clash of the Olympians, Soccer Challenge World Cup Edition 2010 and most recently, Kingdom Rush.  It’s an interesting progression from the point-and-click style of Clash, followed by a trivia game in Soccer Challenge and then tower defense.  Can you tell us a little bit about the evolution of your development and what made you decide to tackle a new genre with each new title?

I guess we took each genre by whim, we just wanted to do them at the time, and there are still lots of genres we want to try our hand on, i don’t know if we will be able to do them all but I’m confident we will try a few.

Clash of the Olympians was our first game, there we took a very simple concept and tried to improve upon it. The game came out well with some design flaws but for being the first game we are very proud of it and it was the game that allowed us to continue working on the other ones.

Soccer Challenge was made because of the World Cup, I guess the World Cup fever caught us and we also wanted to test how a Facebook game performed.  So we decided to make a trivia game for soccer fans. It had a very short development time of a month and a half so we went for it.  Sadly the game was finished a bit too close to the World Cup and we couldn’t sponsor it, but it still had a good reception on Facebook and it allowed us to test the social platform a bit.

Kingdom Rush was a bit of a crazy choice at the moment, we were looking at several options and someone said, how bout a defense game?  A genre we all loved but were a bit afraid of, so we started some brainstorming, we had some pretty good ideas but the defining factor I guess was when Gonzalo came out with some concepts on how the game could look and we all fell in love with them immediately, so we just went ahead with it.

Talk to me a little bit about that – your art style. It’s a great mix of vibrant colors, whimsical personality and just a bit of absurdity, which makes it fun and really easy on the eyes. How did you come up with the style and were there any influences that helped it along?

Gonzalo Sande: The art style is very similar to the one used in our previous games, its cartoon like and simplistic with some comical elements. We wanted the player to feel they where defending real locations of the kingdom, that’s why we put so much effort in the little details like the sheep, houses and landscape elements that helped give personality to each stage. The real challenge was to capture all these things in a really small sized proportion, finding the way to make each enemy and soldier feel unique with their own attitude and style was crucial.

As for the inspiration, a lot of indie games use a similar art style, I believe the most recognizable of all would be Castle Crashers, but many great studios like Mika Mobile, Juicy Beast, Berzerk Studio, etc, tend to use similar vector graphics.

You announced the sequel to Kingdom Rush less than a month after the game was officially released. When did you realize that you had a hit on your hands and that hit games need hit sequels?

Alvaro Azofra: Right after open beta we noticed people were liking the game a lot since all the comments were very favorable, we included a form for beta testers to give us feedback and almost everyone rated it 9 or 10 out of 10 in several areas. After release the game quickly became the best rated game at AG [ArmorGames] and everyone was asking for more levels. We planned for a level pack but instead thought that making a stand alone game would be much better and would give us the room to add all the stuff that we left out of Kingdom Rush.

Speaking of Kingdom Rush, it hasn’t all been fun and games.  While you were working on the iPad version, a developer by the name of “my Yayi” created a knock off port for the iOS platform.  Unfortunately it’s a common practice, but what was that experience like and how did your fiercely loyal fan base take the news?

That wasn’t the first time someone stole our assets. Clash of the Olympians was also a victim of theft so there was our first encounter with the dark side of mobile gaming. It is a very frustrating thing to happen to a small dev, specially since you feel defenseless against that.

At first we weren’t sure what to do, we contacted the guys at Half-bot who had their game stolen too and gave us great advice on how to proceed, we emailed apple, filed copyright infringement notices and went public immediately. The community really supported us then, the author from the game music (Shannon Mason’s husband) really helped expose the situation and even got us coverage at Kotaku. Apple after a while removed the app and all was good again.

The second time we didn’t want to go public, we thought we could resolve it by emailing apple through the right channels and file copyright infringement notices very early, we caught the stolen version just a day after its release so we thought our timing was awesome. Sadly these guys really know how to work the system and delayed the process (I think) so we went public again. The community was fierce about it, Toucharcade made an article almost instantly (they are awesome), we even set up a template email for users to send to Apple. So on the first day of going public we got an answer from Apple saying they are looking into it and a few days later the game was removed. We removed the template but it is funny now once in a while we get a copy of someone sending that email to Apple.

In conclusion Apple really responds to copyright infringement, but it is always a good idea to go public with it, even if some people will go and buy the stolen product most will wait for the legit version and review sites will refrain from covering a game that’s made on stolen assets.

Your version, the real version, of Kingdom Rush was released on the iPad just before Christmas last year to thousands of five-star reviews. Did you always know that this was a title you wanted to bring to other platforms? Is mobile development something you’ve wanted to do or was it just the right venue for a game like Kingdom Rush?

Yes, when creating Kingdom Rush we always had the iPad in mind, we made all the interface very friendly for touch devices so we wouldn’t run into any big problems when taking it to the other platform.

We always wanted to get into mobile as we do want to get into other platforms like Xbox arcade or Steam, but started with flash because it was the tool we knew how to use, I hope in the future we can create games for all these other platforms.

Since you announced the sequel to Kingdom Rush you’ve developed several additional premium content packages including new levels, challenges, cosmetics and characters.  Do you plan to continue supporting the original with content?

We plan to support the original for a while, in fact we are now working a new stage with a few more extras that we hope people will really love.

Speaking of the sequel – I know you get bombarded on your forums every day for information.  What can you tell us about it?

At this point i can tell you it will be a new game with 3 new terrains , all new enemies , 4 new specialist towers , boss fights , new story and it will improve on the original while maintaining the classic aspects of the game. The story will pick up a few years later from the events on Kingdom Rush , and the game will take place south of the Kingdom in the frontier with the Azsare Desert.

Have you targeted a time frame for release or is it more of an “it’s ready when it’s ready” process?

We have no time frame yet, things have been crazy the last few months so for the moment “it will be ready when its ready”.

A lot of independent developers have good ideas that just don’t necessarily translate into great games. Was there ever a time when you guys thought that you might not make it? That you might have to close up shop and go back to the grind?

Not really, I mean, we never thought of closing shop in fact we were prepared for the possibility that Kingdom Rush do badly, if that were the case we would just keep trying and learn from our mistakes, but wouldn’t close up shop just yet.

So after “Kingdom Rush 2” is wrapped up – what’s next for Ironhide? Native mobile development, maybe a few more team members and a bigger office? World conquest?

World conquest is our long term aim, but right now it is very hard to know what will happen after the sequel. We have a few ideas of games we want to make and we also would like to get into more platforms but only time will tell which direction we will go.

Any advice for those interested in developing their ideas into games?

Yes a few we learned: Stay focused and trust in your work and your ideas but do not be afraid to make mistakes, if you are making something that feels fun it probably is and if it doesn’t chances are it isn’t, so go and change it. Friends never tell you your game sucks. Make sure the game is easy to learn and if its complex make a smooth learning curve. Be aware of the details, an easy to use interface, good sound fx, easter eggs, etc. They really add to the user experience.

Well thanks for taking the time to talk; I’m really excited to check out what’s in storefor us from Ironhide Game Studio. Any parting words for your fans?

Thank you for interviewing us, we are also very exited to see how some of the stuff we have in mind comes out and if the players will like them. We really love when fans give us feedback and tell us how much they like our game, it really fuels us to try and be better and bring more fun stuff into our games, as I said on the first answer it is the best reward of all.

If you haven’t already, check out Ironhide Game Studio to learn more about them.

原文網址 http://geeksweat.com/2012/02/ironhide-game-studio-talks-kingdom-rush-2-world-conquest-and-the-dark-side-of-mobile/

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測試文件下載處:http://www.jcku.com/patch/20110821/37218.html

手動更改後分流:http://pan.baidu.com/share/link?shareid=1037399132&uk=2352434353 提取碼:a8lg

Steam(正版)使用說明
將Fonts、CurrentLanguage兩個資料夾放在
Program Files\Steam\steamapps\common\Tropico 3\
將English.hpk放入Program Files\Steam\steamapps\common\Tropico 3\Local\


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The Process

  1. Navigate to the video you wish to download. You can only download videos that are not currently live and are public or you have access to.
  2. Open the Inspect Element Tool by right clicking somewhere on the page and going to "Inspect Element" or by pressing F12. In this window make sure you go to the "Network" tab.
  3. Reload the webpage with the video so the network tab updates to show you the video address we can download from. You may have to wait for the video to start playing after any advertisements.
  4. Under "Name / Path" look for "live_user_[username]". There might be one or two of these, both of them will work. Once you find it, Right Click and "Open Link in New Tab" to start downloading. In older version of Chrome you may have to "Copy Link Address" and paste it in a new tab.
  5. Since this only downloads 30 minute segments, you will have to repeat step 4 after moving the video time up 30 minutes each time. You will get another network element that you need to navigate to.

Quote from http://www.geekthis.net/blog/64/download-twitch-tv-videos-with-google-chrome

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Faster Than Light (簡稱FTL)是一款獨立製作的小品遊戲
前幾天在Steam平台看到特價,而且風評不錯,就刷下來了,果然是一款好遊戲

這款遊戲把宇宙戰艦的對戰系統進行簡化,但同時不失變化性,除了各種武器和裝備的選擇搭配
另外還有六個不同種族的船員,再加上各種突發事件全部加起來非常豐富

遊戲心得
一開始的敵人較弱,盡量在前兩關多找幾個靶子賺資源或武器
另外飛彈很貴,除非遇到護盾很厚的敵人(飛彈可穿過護盾),否則要省著點用

艙內系統最重要的首推武器室,要儘快讓船員把等級練上去
(可以的話放Rockman,不怕火燒,不怕單挑,移動慢,再加個Engi修理速度飛快)

為了迎擊Boss
以下為建議的武器
原本的兩個武器飛彈及雷射三連發都是不錯的
但是打Boss肯定不夠
建議再加個雷射三連發(商店有時遇不到這貨)
再加一個Ion可干擾敵人電子設備
四個武器建議

飛彈+雷射三連發+雷射三連發+雷射三連發
電力(1+2+2+2)(35+50+75+90)(由於電力吃緊,有三個雷射槍,衛星裝置可以考慮不用裝)

買不到的話可以
燃燒彈+雷射三連發+雷射三連發+ion
或者
飛彈+ion飛彈+雷射三連發+雷射三連發




另外
隱形裝置一定要趕緊買、趕緊升級

護盾至少提升到2級

駕駛艙升級可提昇迴避

第一關Boss
要打兩次
第一次有隱形裝置升級滿的話應該很好打
第二次Boss會呼叫一大堆衛星來攻擊,等他呼叫再隱形






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有時候在veryCD找到了資源,但是網站上顯示:「該內容尚未提供權利證明,無法提供下載。」遇到這種問題也不難解決,正規的方法是註冊成會員後,當會員等級升為「銅盤2」時就可以看到下載網址了。另外還有一種方法是安裝chrome的「verycdfetch.crx」插件,也可以強制顯示下載網址。

然而這兩種方法都稍嫌麻煩,最簡單的方法就是到simplecd網站(點此連結),simplecd是veryCD的「鏡像站點」,簡單的來說,就是備份站的意思,所以到該網站後搜尋相同的名稱,就可以找到資源並下載了。

不曉得這個備份站哪一天會掛掉,即使掛了也無須緊張,反正就是把veryCD上的資源名稱拿去google一下就可以找到好多類似的備份站了。



Quote from http://okplaymayday.pixnet.net/blog/post/31459615

測試結果:有效


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