Author: Admin

By Scott Lindsay

If you have never submitted articles to directories before, it can be an overpowering task in the beginning. You need to educate yourself on the process as a step-by-step tutorial, especially if you do not know the first thing about it. There are plenty of wrongs and rights to article marketing and getting them into the right hands of other people.

The majority of directories provide free article submission, however there are some that provide paid submissions. I suggest the free submission directory sites, as there are a plethora of reputable free ones available. Submitting your written articles is easily the most effective free marketing there is on the internet today.

A Step by Step Guide to Submitting Articles to Directories

1) The first step is making sure your article is unique, meaning the piece is written in your own words. Copying others is strictly forbidden and will get you into hot water, and perhaps banned from the directories you submit to.

2) Write each article for your readers. You need to figure out what your site’s visitors are looking for. What do you provide on your web page? For instance; if your market is web development, your readers are likely searching for tips on how to build and establish a website. Therefore, you must concentrate writing for that specific subject in order to get the ideal traffic. Getting a consistent flow of traffic for your business is the reason for writing in the first place.

[youtube]http://www.youtube.com/watch?v=6zzlEYrj-zw[/youtube]

3) Always read the directory’s terms and conditions. Some won’t allow links in the body of the article, and there are some that do. Also how many links are permitted in your author’s resource box? The important thing is to respect the directory and always stick to their writing guidelines and terms of service so that you can maintain a reputable online relationship between you and the directory site owner.

4) Proofreading is a must. Not only should you review it two or three times, but you also need to run it through a spell and grammar check. It’s also smart to get another pair of eyes to look over your article before you submit it.

5) Once you have completed and proofread your written work, you may want to lay it aside and revisit it the following day. You could possibly come up with better content and perhaps a better viewpoint by doing so. There’s always room for improvement.

6) Prior to submitting your masterpiece, you will need to give yourself a pen name (author name). It’s a good idea to use your real name for this. By doing so, this informs everybody you are a real and credible person.

7) When you are pleased with the final editing, you are ready to submit your article. You’ll need to create a title and keywords, try to use keywords and phrases in your title that individuals will be more inclined to type into the various search engines for maximum exposure.

8) Next you need to provide a brief summary or introduction. The perfect summary is two to three sentences. When copying your article into the body section, keep in mind that most directories do allow HTML. Generally, you will see tags that are used with the specific directory you’re uploading to towards the top of the submission box. Be aware of what tags your able to use.

9) The next thing you will need to do (and this one is important), is fill in your bio box. This is where you include a little something about yourself, or about your site, and also include a link to it. Being as professional as possible with this step is vital to the traffic you receive. Your bio box will either make or break your advertising success, which means you definitely want to make it your best to create a call to action here.

10) Now it’s time to proofread again and review before posting. Never publish before pressing the “preview” button first. Once previewed and you are happy with it, click on the “submit” button. It usually takes two to three days to get accepted, however, some have been known to be accept in the same day.

After you’ve done this several times, you’ll be a pro at it. Keep writing and submitting, this is very important to your internet marketing success. Submitting a few articles won’t cut it, as you will have to repeat all of these steps again and again with new ones. Consistency will pay off with this particular marketing method.

About the Author: Need help

Finding A Niche

for your website? Use Niche Ideas Finder to discover the most

profitable niches

that will make you big money. All your

niche market research

done for you!

Source:

isnare.com

Permanent Link:

isnare.com/?aid=598060&ca=Marketing

Tuesday, June 30, 2020

Recently, Finnish open-source video game developer Perttu Ahola discussed Minetest, his “longest ever project”, with Wikinews.

Started in October 2010, Minetest was an attempt by Ahola to create a sandbox game similar to Minecraft. Minecraft is a multi-platform commercial game, which was in alpha version when Ahola challenged himself to create something similar to it from scratch, he told Wikinews.

Minetest is an open-source game, which is free for anyone to download and play. It is written in the C++ programming language, and the source code is available on code-hosting site GitHub. According to Ahola, Minetest attempts to run on older hardware, with limited graphics, but to be accessible to more people: those who have outdated technology, and making it available for no cost. Minecraft, on the other hand, is a paid game, currently costing USD 26.95 for its computer version. Minecraft is currently owned by Microsoft, and performs poorly on older hardware.

A correspondent from French Wikinews contacted Perttu Ahola via Internet Relay Chat a few weeks ago, discussing Minecraft. This interview is built on top of the previous interview, as we take a deeper dive into knowing more about this free game which is about to turn ten years old in a few months.

Retrieved from “https://en.wikinews.org/w/index.php?title=Open_source_game_developer_Perttu_Ahola_talks_about_Minetest_with_Wikinews&oldid=4589743”

Tuesday, March 13, 2007

Pennsylvania governor Ed Rendell announced Tuesday morning that a deal had been struck between state and local officials and the Pittsburgh Penguins hockey franchise. The Penguins organization will formally announce the deal tonight, prior to the Penguins game against the Buffalo Sabres at the Mellon Arena. The deal will ensure that the Penguins will remain in the city with a 30 year lease on a new arena to be built in downtown Pittsburgh. The framework of the deal was constructed in an emergency meeting last Thursday in Philadelphia, when both government and franchise officials indicated that progress had been made, with the details laid out over the weekend. With the new deal, the Penguins organization would be expected to pay $3.8 million per year, as well as $7.5 million per year from both Don Barden, owner of Majestic Star Casino, and the state economic development fund. The Penguins organization has also been given the option of building a parking garage on property of the Pittsburgh Sports Authority between Centre and Fifth avenues, by contributing $500,000 per year.

The new arena is expected to cost approximately $290 million, and should be completed and ready to host hockey games by 2009. The Penguins will sign a temporary lease to keep the team at Mellon Arena until the new building is finished.

Retrieved from “https://en.wikinews.org/w/index.php?title=NHL:_Penguins_to_remain_in_Pittsburgh&oldid=4576314”

Friday, August 31, 2007

United States Senator Larry Craig (R-ID) is announcing on September 1 that he will resign his post, effective September 30. Craig was involved in a scandal where he allegedly propositioned another man for sex in a bathroom at a Minneapolis airport. Craig has previously claimed he was “in the bathroom for its intended purpose.” The senator said in a news conference that “I am not gay. I have never have been gay,” and that he “pleaded guilty to a lesser charge in the hopes that it would go away.” This comes just before the Republican National Convention would have called on Craig to resign.

Further developments to this story are available. See:
Republican leaders accused of double standard after Larry Craig’s resignation
Retrieved from “https://en.wikinews.org/w/index.php?title=U.S._Senator_Larry_Craig_to_resign&oldid=4597075”

A compilation of brief news reports for Wednesday, November 26, 2008.

 Contribute to Wikinews by expanding these briefs or add a new one.

Nick Clegg, the leader of the Liberal Democrats, a British political party, has expressed his concern over the lack of men in childcare. In a speech to the Daycare Trust, Clegg commented on the issue. “There is still a huge stigma attached to men wanting to work in childcare,” he said. “Even just for men who want to take a more hands-on role in providing care for their own children.”

“The Daycare Trust’s own research shows that one in four men would consider working in childcare,” he continued. “Sadly some worry that their motives would be viewed with suspicion.”

Sources

  • “Concern on lack of men in childcare” — The Press Association, November 25, 2008
  • Press Release: “Clegg: Lack of men in childcare denies young children role models” — Liberal Democrats, November 25, 2008

A Pakistani hacker group named the Pakistan Cyber Army has reportedly attacked the official website of an Indian public sector petroleum company called Oil and Natural Gas Corporation. The attack was in response to the attacking of the official website of Pakistan state corporation Oil and Gas Regulatory Authority by Indian hackers named HMG, who attacked the OGRA’s website on November 17, and left a message on front page of the website that they would hack any Pakistani website with poor security controls. However, OGRA’s spokesman said he has no information on the incident.

Sources

  • “Pakistani hackers hack Indian website” — The News International, November 25, 2008
  • Muhammad Ali Raza. “A Message from PCA (Pakistan Cyber Army)” — propakistani.com, November 24, 2008

Apple Inc. has been told by the British Advertising Standards Authority (ASA) to stop showing its advertisement, which describes the internet connection on the iPhone 3G as “really fast,” while pictures on the screen showed pages loading in less than a second.

ASA stated that the ad is likely to “lead viewers to believe that the device actually operated at or near to the speeds shown in the ad,” which, according to the organisation, it does not. As a result, the ASA ruled that the ad “must not appear again in its current form.”

Sources

  • “Apple made to drop iPhone advert” — BBC News Online, November 26, 2008
  • Press Release: “ASA Adjudications” — Advertising Standards Authority, November 26, 2008

This story has new developments.

Updated information can be found here.

1903 UTC According to local reports, 10 people were left dead and others injured in the Indian city of Mumbai after gunmen opened fire there.

The police say that it appears to be a terrorist attack.

Gunmen started shooting at seven locations, including a crowded restaurant and a train station. There were also reports of shooting at a hospital and two hotels, as well as two explosions, which are believed to be grenade attacks.

Sources

  • “Mumbai rocked by deadly shootings” — BBC News Online, November 26, 2008
  • “Terror attacks in Mumbai; 10 dead, several injured” — The Times of India, November 26, 2008

Nigeria’s food and drug agency has said that 25 children, aged from 3 months to 4 years, have died after consuming a contaminated teething syrup. Ten others are reported to have been hospitalised.

The National Agency for Food, Drug Administration and Control said that the syrup, which goes under the name of “My Pikin”, had been tainted with diethylene glycol, a substance that is usually used in antifreeze and engine coolant.

The agency added that it has shut down Barewa Pharmaceuticals, the Lagos-based manufacturer of the syrup.

Sources

  • “‘Bad syrup’ kills Nigerian babies” — BBC News Online, November 26, 2008
  • “Nigeria bans teething drug after 25 children die” — guardian.co.uk, November 26, 2008

Retrieved from “https://en.wikinews.org/w/index.php?title=Wikinews_Shorts:_November_26,_2008&oldid=1468021#Pakistani_hackers_attack_Indian_website”

By Jonathan Williams

If youre looking for a place thats rich with remnants of the recent past, then Germanys the place for you. As you may well know, Germany was a key player in the previous world wars. Thus, it filled Germany with monuments to the stories of our grandfathers about times long past but never forgotten.

1.) Berlin Wall

Theres no other place in Germany thats more suffused with charged up emotions than the Berlin Wall. You can just imagine the tears and the blood shed over this very wall. This remnant of the wars stands as one of the greatest monuments to democracy known to man a sign that freedom will always come out victorious.

2.) The Romantic Road

Driving through the Romantic road would be one of the most pleasant drives youll experience in your whole life. This road is flanked by scenic landscapes on both sides. Occasionally, youll pass through a picturesque town, a beautiful gothic church, and sometimes, a quaint countryside inn.

3.) Augsburg

Passing through the Romantic Road will lead you to Augsburg, a town founded by the Roman Legions and named after the esteemed Roman emperor, Augustus. This picturesque town contains such historical places as St. Annes Church, the place where Martin Luther took refuge, and Dom, a very unusual Cathedral. You can also find here the Renaissance Golden Room, a sight that will make you squint with its shine.

[youtube]http://www.youtube.com/watch?v=dQEmNG2elXw[/youtube]

4.) Neuschwanstein Castle

Did you know that Walt Disney used a castle found in Germany as his inspiration for the castle of Sleeping Beauty? Its true, those alabaster walls and those high towers and wide parapets were all based on the Neuschwanstein Castle. It is now hailed as one of the most popular tourist spots in Germany.

5.) The Castles of Fussen

Like most of Europe, several castles are littered throughout Germany. It contains the other two of Ludwigs castles, the first one being the Neuschwanstein Castle. This is a must-see for all those families who are traveling through Germany because the place literally looks like its been torn out of a storybook.

6.) Lake Constance

Lake Constance is both a tourist spot and an essential source of life for the Germans. Several areas in the country rely on this very lake for their drinking water, and this large lake is also a great place to swim and to go bird watching. Indeed, if youre one for beautiful natural sceneries, then Lake Constance is not to be ignored.

7.) The Black Forest

The name looks like it has been taken from one of the fairytales, doesnt it? The Black Forest it sounds like a place where evil witches reside and cursed trees grow, but dont let that deter you though. If anything, the Black Forest can hardly be related to its name as its a sunny forest with tall and sturdy firs. Its a great place to go hiking and a great place for picnics.

8.) Cologne

When you hear the word, Cologne, what comes into your mind? A beautiful fragrance, right? Well, meet the town thats called Cologne for a reason, and indeed, the town of Cologne has its own peculiar fragrance thats very pleasing to the nose. Also, there you will find a beautiful view of the River Rhine and the Cologne Cathedral.

9.) Dachau

Take a break from the fairytale castles and mystical forests and go to the place called Dachau. Dachau is a concentration camp a remnant of Germanys dark past where you can just imagine the horrors that took place in this very spot. However, you will also find there a statue bearing the inscription, Never Again, a solemn promise of the German people that they will never again commit such unspeakable acts another true victory for peace.

10.) Oktoberfest

The Oktoberfest technically, its not a place, but its just too good a festival to leave out of any top ten list that concerns tourism and Germany. This fun-filled festival in the town of Bavaria is guaranteed to leave you intoxicated and euphoric. You can spend days on end just drinking authentic German Ale and just letting yourself loose.

About the Author: Jonathan Williams is the travel writer for Destination Guide TV – the place to share

travel videos

. Visit

destinationguide.tv/germany

to view or share

Germany travel videos

.

Source:

isnare.com

Permanent Link:

isnare.com/?aid=225567&ca=Travel

Thursday, February 24, 2005

A paste containing synthetic tooth enamel can seal small cavities without drilling. Kazue Yamagishi and colleagues at the FAP Dental Institute in Tokyo say that the paste can repair small cavities in 15 minutes.

Currently, fillers don’t stick to such small cavities so dentists must drill bigger holes. Hydroxyapatite crystals, of which natural enamel is made, bond with teeth to repair tiny areas of damage.

Yamagishi and colleagues have tested their paste on a lower premolar tooth that showed early signs of decay. They found that the synthetic enamel merged with the natural enamel. The synthetic enamel also appears to make teeth stronger which will improve resistance to future decay. As with drilling, however, there is still the potential for pain: The paste is strongly acidic to encourage crystal growth and causes inflammation if it touches the gums.

The paste is reported in the journal Nature.

Retrieved from “https://en.wikinews.org/w/index.php?title=Toothpaste_fills_cavities_without_drilling&oldid=440078”

Thursday, June 1, 2006

If you’ve always wanted to live in a world populated by elves, dwarves and wizards, you don’t need to pay for a World of Warcraft subscription or buy the Special Extended DVD Trilogy Edition of The Lord of the Rings just yet. You could instead give Battle for Wesnoth a try — an open source turn-based strategy game in a fantasy setting. For the practically minded, “open-source” means that the code which the game is made of is available to anyone who wishes to use, redistribute or change it. It was created by volunteers and can be freely shared. Even the multiplayer online part of the game is free (no ads or spyware either).

But Wesnoth, as it is often abbreviated, is notable not only because it is free. While its graphics are simple by modern standards, the sheer number of units and scenarios that are available for the game is staggering. This is where the “open source” philosophy comes truly into play: anyone can contribute art or new campaigns. As of May 2006, the forum where users can share and discuss their own art contained over 25,000 messages. Most of this art is made available under the same open source terms as the game itself.

Battle for Wesnoth lets you command armies of units such as archers, swordmen, mages and gryphons during the course of a campaign consisting of multiple missions. Typically, your mission is to defeat an enemy leader, but some scenarios let you liberate a prisoner, find a lost artifact, traverse dangerous territories, and so on. Your best units can be taken from one mission to the next, “levelling up” in the process. Even units of the same type vary in their abilities, making the tactical use of the right unit at the right time very important.

The game is reminiscent of turn-based strategy classics such as Heroes of Might and Magic or Warlords. Throughout each campaign, the player is informed of the progress of the story. For instance, in the “Heir to the Throne” campaign, the player follows the story of Prince Konrad, who must reclaim the throne of Wesnoth from an evil queen.

The game was originally designed by David White, who is still the project’s lead developer. We exchanged e-mails with David about the state of open source gaming, the future of Wesnoth, and the collaborative aspects of game development.

David, thanks for taking our questions. Open source games suffer from the problem that very few people have all the abilities needed to make a good game: programming, graphics, story development, sound effects, music, and so on. When you started Battle for Wesnoth, how did you deal with this?

Not very well. 🙂

Version 0.1 of Wesnoth was developed entirely by me, and it was ugly. It had awful graphics, and no sound or music at all.

I think the best way to deal with the problem is to make an early version of the game which showcases the desired gameplay. Then, people with the appropriate skills who like the game will contribute. This worked out well with Wesnoth, anyhow, as I soon attracted a fine artist, Francisco Munoz, and once the graphics were decent, more people started wanting to help.

I noticed that the forum allows anyone to submit art for the game. How important have contributions from ordinary players been for development?

Well, as with almost any free software project, contributions from users have been very important. In the area of art, this is definitely so, though making a substantial contribution of art generally requires a reasonable amount of skill, so the number of people who can contribute art is somewhat limited.

This has meant that the number of people who contribute art is much smaller than, say, the number of people who contribute bug reports or feature requests. Still, there are plenty of good pixel artists out there, and we have had many good contributions from our community.

Also, within the game itself, it’s possible to directly download new campaigns from the Internet, many of which have been created by players. Do you think that, in essence, we are seeing the beginnings of applying “wiki” principles to game development?

On one hand, I see the ability to directly download new campaigns as a mild convenience — it wouldn’t be much more difficult for the user to, for instance, go to a web page and download campaigns.

On the other hand, it does blur the line between ‘developer created content’ and ‘user created content’ and so, like a Wiki, makes it much easier for any user to contribute to the game.

I think that for an Open Source game, making it as easy as possible for users to contribute content is a key way to help make the game succeed. We have tried hard to do this in Wesnoth. I don’t think that with something dynamic like a game, it’s quite as easy to make absolutely anyone be able to edit it or contribute as easily as they can in a Wiki, but we have tried to make it as easy as possible.

How do you moderate user-submitted content? Are there scenarios or graphics you have rejected because they crossed a line — sexual content, excessive violence, etc.?

Well, there are basically three levels of content acceptance:

  1. ‘Official’: content can be accepted into the game itself — the content will reside in our SVN repository, and will be in the tarballs released by developers.
  2. ‘Campaign Server’: Content can be allowed on the campaign server (the server which users can connect to in-game to download more content).
  3. ‘Disallowed’: Finally, content can be disallowed on the campaign server, which means that the creator could only distribute it using their own channels (for instance, having a web site people could download it from).

Content only makes it to (1) if the developers happen to like it very much. We don’t have any firm rules as to what is allowed and disallowed, and a campaign that has short-comings from the developer’s point of view might still be allowed if it is exceptional in other areas. As an example of this, the campaign ‘Under the Burning Suns’ contained explicit references to religion. To avoid controversy, we wanted to avoid references to religion in Wesnoth. However, recognizing the exceptional quality of the campaign, we decided to accept it into the official version of Wesnoth in spite of this one aspect we didn’t like.

Artwork containing nudity has also been a controversial point in the past, as has violence (particularly explicit depiction of blood). We generally take the point of view that we will review each item as it comes, rather than making blanket rules.

With regard to whether we allow things onto the campaign server, (2), our general policy is that to be allowed onto the campaign server, the content need only be licensed under the GPL. However, we reserve the right to remove content that we consider to be distasteful in any way. Fortunately, our content submitters are generally very reasonable, and we haven’t had to exercise this right.

Our aim is to keep Wesnoth appropriate for users of any age and background — of course, it contains some level of violence, but this is not depicted very explicitly, and only parents who do not want to expose their children to animated violence of any level need be concerned. For this reason, we also do not allow expletives on our forums or IRC channels.

How do you feel about games like “Second Life”, where players trade user-generated content for money?

I’ve never understood the appeal of games like that. I don’t enjoy cheating in games, and to me buying items with real money seems like cheating — except worse, since it actually costs money.

What changes to the game or gameplay do you anticipate in the coming months and years?

Well, we’ve avoided making many gameplay changes at all, since very early on in Wesnoth’s development. Wesnoth is meant to be a simple game, with simple gameplay, and ‘changing’ gameplay will probably lead to it being more complex. We want to keep it simple.

Changes will probably focus on improving existing features, and making the engine a little more customizable. Enhancing the multiplayer component is big on the list — we’ve progressively added more and more features on the server. We also want to add more graphical enhancement. For instance, a particle system to allow various combat effects.

If you had unlimited resources at your disposal to improve the game, what would you change about it?

Wesnoth was always designed to be a simple game, with simple goals. It has exceeded all the expectations I originally had for it. There is still some ‘polishing’ work going on, but really I don’t think there is too much I would dramatically change.

Probably the largest thing I can name is a much better AI than we currently have. I’m pretty happy with the AI developed for Wesnoth — I think it’s much better than AIs for most commercial games — but it could be better. That’s the only area of Wesnoth that I think could really be very dramatically improved.

I am pretty happy with our in-game graphics. Some people compare our graphics to modern commercial games, and think our graphics are laughably poor. We often get comments that our graphics are around the same quality as those seen in SNES or Genesis games, or PC games from a decade ago. (These people should try playing a strategy game on the SNES/Genesis/PC from this long ago; Wesnoth’s graphics are much better).

I am very happy with our graphics overall. I think our artists have done an excellent job of making the game look attractive without detracting from functionality. Adding 3D graphics, or changing the style of the 2D graphics would only be wasted effort in my mind — I think we’ve achieved a great balance of making the game easy and clear, while making it look good.

With unlimited resources, I would like some more storyline/cutscene images, and a nice new title screen, but these are relatively small concerns I think.

There are some enhancements to multiplayer I would like added — multiplayer campaigns is a long-time feature request. As are more options and features on the multiplayer server.

Overall though, if I had ‘unlimited resources’, I’d much rather develop an entirely new game. We don’t have enough good Open Source games — it’s a waste to pour all the resources we have into one. 🙂

Wesnoth has dwarves with guns, World of Warcraft has gnomes and goblins with explosives and flying machines — where do you, personally, define the limits of the fantasy genre? Are there scenarios playing in a steampunk world, or ones with modern technology? Would you allow those?

Actually we have Dwarves with ‘Thundersticks’ 🙂 — mysterious weapons that make a loud sound and do lots of damage, but are clumsy and unreliable. The developers do not comment on whether or not these ‘thundersticks’ are or are not like ‘guns’ on earth. We like to keep Wesnoth slightly mysterious, and leave some things up to the player’s interpretation, rather than spell it out.

We once used to have dragoons with pistols, and other weapons like that, but we made a very intentional decision to remove them.

I don’t like categorizing things into ‘genres’. Many people debate whether Wesnoth is an ‘RPG’, or ‘strategy game’, etc. I think the debate of what genre something is in is largely irrelevant.

We do have a vision for what the world of Wesnoth is like though — and Wesnoth is a world of ancient-era weaponry, with a little magic. Of Elves and Dwarves and Orcs. Very much inspired by Tolkien. I actually originally chose this setting because my focus was on technical excellence — writing a good, solid engine — not on creating a new fantasy world. I decided to stick with a very well-known, proven theme, figuring I couldn’t go wrong with it.

We probably wouldn’t allow anything that departs dramatically from the world we’ve made into the official version of the game, but we’d be happy to have it on our campaign server. The main attempt at a ‘total modification’ of Wesnoth is a project known as Spacenoth, which has a sci-fi/futuristic theme.

At this time though, there is no release of this project. I hope they do well though.

How do you feel about turn-based games like “Heroes of Might and Magic” with their massive army-building and resource management? Do you think there’s going to be an open source equivalent of this type of game soon?

I haven’t played Heroes of Might and Magic very much. The few times I have played it, I thought it was boring to be honest. I don’t like the type of game where one marches armies around a ‘large map’ and then must ‘zoom in’ to a different ‘battle field’ every time a battle takes place. I find games like that to take far too long, and tend to become tedious.

I would prefer a civilization or perhaps colonization type game. FreeCiv is nice, though it’s close to being a clone of Civilization II. I’d like an original game that had the same sort of theme as civilization, but with new and innovative rules.

Every online game and community is also a social space. Have you met interesting people through Wesnoth whom you would not have met otherwise? Are there other stories you can tell from the community — have there been real world meetups, chat rooms, etc.?

I’ve come into contact with lots of very interesting people through Wesnoth, and have learned a great deal from them. The Wesnoth developers — many of whom are from Europe — used the LSM conference in France in 2004 as an opportunity to meet each other. Nekeme, an organization dedicated to developing and promotion Free games was kind enough to sponsor two developers to go. Unfortunately, I was not able to attend, but the developers who did had a very nice time.

We have several IRC channels on irc.freenode.net, and the most popular ones — #wesnoth and #wesnoth-dev are usually fairly busy with both discussion about Wesnoth, and friendly discussion of other topics.

Also, the developers have tried to make a habit of playing “co-operative multiplayer” games against the AI. During these games, we use the in-game chat facility to get to know each other better, and discuss improvements to the game.

Are there other open source games that have personally impressed you, or that you enjoy playing?

I’m afraid I haven’t played many. I like RPGs, and I know lots of people love NetHack and similar games, but I much prefer party-based and generally more storyline-oriented RPGs.

FreeCiv is pretty well-done, though I am happy to play commercial games, and so I think Civilization 3 and Civilization 4 are both technically superior in virtually every regard. I think that’s an inevitable problem when you make an Open Source game a straight clone of a commercial game.

Probably the most promising Open Source game I’ve seen is GalaxyMage, but it still has a long way to go.

Honestly, I don’t play that many games. I like playing commercial RPGs, usually console-based, with my wife, and I occasionally like playing the commercial Civilization series. To play an Open Source game, it’d have to be very good, and appeal to my tastes, and I haven’t found any Open Source games like that, sadly.

Retrieved from “https://en.wikinews.org/w/index.php?title=In_the_land_of_the_open_source_elves:_Interview_with_%22Battle_for_Wesnoth%22_creator_David_White&oldid=4567684”

Wednesday, May 23, 2018

On Monday, San Jose, California, US-based software company Adobe Systems announced their plans to acquire California-based e-commerce handling web service Magento Commerce for 1.68 billion US dollars (USD). After Adobe made the announcement via their official website, Adobe’s stocks rose by around one percent, ending Monday extended trading at USD 238.10 per share.

Magento provides services for the creation of digital ads and handling of online transactions. Magento’s services are used by Nestlé, Coca-Cola, Warner Music, and Canon. The acquisition, which is expected to take place in the third fiscal quarter of this year, is to be an all-cash deal. Adobe is to acquire Magento from Permira equity firm. In 2015, Permira bought Magento from eBay, an eCommerce website. Adobe, in their official statement, said, “Magento Commerce Cloud will enable commerce to be seamlessly integrated into the Adobe Experience Cloud”.

Adobe also announced a buyback of shares worth USD eight billion by 2021. Magento’s CEO Mark Lavelle said, “Adobe and Magento share a vision for the future of digital experiences that brings together Adobe’s strength in content and data with Magento’s open commerce innovation […] We’re excited to join Adobe and believe this will be a great opportunity for our customers, partners and developer community”.

After the announcement, stocks of Magento’s competitors Shopify, Inc dropped by about 4.8%. They finished extended trading at USD 137.60 after the announcement.

Retrieved from “https://en.wikinews.org/w/index.php?title=Software_giant_Adobe_Systems_to_acquire_Magento_Commerce_for_US$1.68_billion&oldid=4556975”