quinta-feira, 23 de maio de 2019

Armageddon Dimes By Aaron Michael Ritchey, Book Review


In 2053, Mariposa Hernandez sacrifices everything to get home from the Sino-American War. It's the first of many mistakes. Bored of civilian life, haunted by the war, Mariposa is invited by a long lost friend on a treasure hunt into the wastelands of Denver. Can Mariposa reclaim a fortune in abandoned dimes before the ghosts of her past consume her?

This description comes from the book and it provides a great basis for what the reader can expect.

Armageddon Dimesis a free novella prequel to the Juniper Wars Series.

Setting

The world made it through another war that left scars across the landscape. The Sino-American War took a toll on the people of the United States who fought in Asia. And the land wet through upheavals from the Chinese nuking the Yellowstone Caldera.

The ensuing eruption led to the general area of the Rocky Mountain States being pushed back in time as the geological formation of a permanent electro-magnetic field. The area, now called The Juniper, has no electricity and the inhabitants have embraced their heritage in making The Juniper a modern Wild West.

Along with the loss of modern technology in the area of the Juniper mankind is dealing with the results of the Sterility Epidemic. The war took many lives and many men died early on. Women became the main fighting force until the conclusion of the fighting. Now women outnumber men and in many ways are the dominate gender.

Overall

Armageddon Dimes was a fun read. The story is told from the point of view of Mariposa, and we get a post war tale dealing with the post-traumatic stress disorder (PTSD) she is suffering from. For those who have dealt with PTSD, personally or through someone they know, the description of the issues deal with the issues well without getting too deep.

The backstory of Mariposa's experiences are well crafted into the story to provide foreshadowing and a completeness to the story. Even recognizing what is probably in store, there is a desire to see how it unfolds.

The setting of Armageddon Dimes is a combination of elements that give it an original twist. The mythical old west, post-apocalypse, and steampunk combines to present a location clearly ripe for plucking stories out of. The setup and setting is intriguing. I already have the first book of the Juniper Wars Series, Dandelion Iron, in my queue for review and I am looking forward to when it makes the top of the stack.

I give Armegeddon Dimes 5 out of 5.

The Author (from the book)

Aaron Michael Ritchey is the author of The Never Prayer, Long Live the Suicide King, and Elizabeth's Midnight. In 2016, the first book in the epic Juniper Wars Series, Dandelion Iron, will be published by Kevin J. Anderson's WordFire Press. Aaron was born on a cold and snowy September day in Denver, Colorado. While he's lived ad traveled all over the world, he's a child of the American West—sagebrush makes him homesick. He lives in Colorado with his cactus flower of a wife and two stormy daughters.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Facebookand Twitter(@GuildMstrGmng).




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Continue Reading »

Yearning For More Blog Posts

Gosh that tumbleweed is clogging up the blog!

I logged into github today and saw this highly active project in my feed called The Yearning


A hybrid singleplayer / multiplayer game about spider drones and the meaning of life.

If that doesn't mean too much to you (it didn't to me!) then fortunately you can check out this gif of some gameplay. 


Lots of other projects continue on strongly. Then there's others that need a bit of TLC. Somebody is having a bit of a go with reviving Open City, which could hopefully lead to making it a bigger project with more contributors later down the line. Then there's somebody reviving Lips of Suna. That's the great thing about open source - there's always a chance somebody is interested enough to take on the mantle should the original developer move on to other things.

100 Item Challenge (Tradecraft)

I recently read the ebook Smarter Inventory Drives Sales. It was a standard inventory approach with a lot of complex terminology to describe simple things, but one thing stood out. Inventory accuracy reality and perception were vastly different. The article quoted an Auburn University study in which back in 2005, before many retailers had an online presence, most thought their inventory accuracy was far higher than it actually was:
Nearly all retailers truly believed that they were at 95% plus Inventory Accuracy, and why wouldn't they? Online customer visibility was in its infancy and the term omnichannel was barely invented.
Why mention online sales? It's a painful process to sell online only to give back money because a product doesn't exist on the shelf. Stores upped their inventory game tremendously when they began selling online. My store is in that situation a little bit with our Magic singles, Our singles inventory is weak, because we have weak tools and weak processes. The metrics associated with failure are hard. We regularly bribe customers when our inventory is off. Although we're at 99.4% positive feedback, we were told we couldn't sell internationally because the standard is 99.5%. Rather than the soft metrics of back peddling with a brick and mortar customer, when you're out online, it results in bad feedback and less sales in a more direct manner.

For those of us, like me, who don't do significant online sales, we're back in that pre 2005 study territory, thinking we have a high degree of accuracy (95%+) when in reality, the study finds, accuracy is much lower:
Accuracy is somewhere in the 65-75% range. A few still cling to the decade old belief that they have 85% or higher exact match Inventory Accuracy.
This means the value of a retail store should be considered lower by at least a third. If you were to buy a store or put yours up for sale, the assumption of inventory value would immediately start at 65% of whatever you think is there. I think adding even a modest online component may increase the value of the business, if for no other reason than it denotes a higher inventory accuracy of around a third. This assumes this is all understood by a buyer or broker. In any case, if I were buying a business, I would assume 35% of the stores stated inventory is smoke and mirrors.

Rather than claim high accuracy, test this yourself. Do an actual inventory with no excuses. Don't do a regular inventory, do a random check. There are a lot of excuses when you get down to business on why things are wrong. You may have known they were wrong in the back of your mind, like many things in a store that are out of place. It's just a database after all, why sweat accuracy? But remember, you pay taxes based on the accuracy of that data and customer satisfaction is tied to product availability.

Inventory 100 random items. Do a spot inventory. The way I did this was dumping my inventory from my POS to an Excel spreadsheet. In the column next to each item, generate a random number and copy that cell down through your entire inventory. This is the only way to really check, as a standard inventory process is too subjective. Here's an article on how to generate that random number. Now sort your inventory based on the random number column and inventory the first 100 items.



What did I get? Well, how do we measure? If we measure missing items, it's one number. If we measure incorrect entries, it's another. Both were pretty close for me at 85%. I was certainly in the camp claiming 95%+ accuracy before doing this. I already had what I thought was a robust inventory process in place, but I reiterated the need to get this work done to managers and staff and put a monthly 100 random item check reminder on my personal calendar.

This measurement of progress should help improve performance. Doing a regular inventory is clearly not good enough. Give it a try and let us know what you found. There's no shame in admitting you have a problem if you're going to fix it.

quarta-feira, 3 de abril de 2019

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terça-feira, 2 de abril de 2019

Some Recent Painting

   Just a few quick snaps to show some of what I have been working on these last few weeks. I am almost "done" with my Flames of War Afrika Korps forces for v4. I just want to finish a trio of Panzer IVs, five stands of infantry and support weapons, and get some AA trucks (Sdkfz 250/4, I think...).

A Great Pillar to Great Cthulhu
For Frostgrave or just for fun...

3 PaK-38 5cm AT Guns for Afrika Korps in Flames of War

Afrika Korps infantry and support weapons

Better shot of the 2.8cm AT gun

DAK 8cm mortar

Closeup of the Phone Box for VBCW (28mm)

Police Box, Phone Box, and Post Box, all 28mm for VBCW

Pair of JU-87 Stukas for FOW v4 in Africa

segunda-feira, 1 de abril de 2019

Summer Internship Opportunity

Please let me know if you are interested:

This is a summer paid internship position.

The intern will be the main Unity developer for an educational program that is being designed. Unity dev skills with C# coding skills are both required. 2D dev experience, mobile development experience, and HTML5 experience would be great, but is not required.

The project will be a mobile and desktop game, built in a 2D environment.

sexta-feira, 29 de março de 2019

Top 11 Highest Paying URL Shortener 2019: Best URL Shortener to Earn Money

  1. Ouo.io

    Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  2. CPMlink

    CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  3. Clk.sh

    Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  4. Adf.ly

    Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  5. Linkbucks

    Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  6. BIT-URL

    It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

  7. Short.am

    Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  8. LINK.TL

    LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
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    • Payment time-daily basis

  9. Cut-win

    Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  10. Short.pe

    Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
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    • Payment time-on daily basis

  11. Wi.cr

    Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
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Mapgen4: Bug Fixes

The past week has been troubleshooting. The biggest problem was water pouring out of my house's electrical panel, but that's not what this blog post is about. I've been working on bugs in the map generator. There are some bugs I've been putting off because I didn't understand them.

The first problem was that rivers haven't been reaching the ocean. This has been a problem for a while, but I didn't want to fix it until I stopped changing the algorithm. I'm mostly happy with the river algorithm now so I decided to investigate. One thing that the Game AI Summit at GDC emphasizes is building debug visualizations; I'm a fan of that technique and tried it here:

Debugging coastal and river triangles

This uncovered several bugs.

The algorithm uses Dijkstra's Algorithm to search the land for places to put rivers. I had originally started the algorithm on the boundaries of the map. It explored the oceans and then crawled up onto land until it reached the mountain peaks. The problem with this is that if there are disconnected oceans, it would force a path between them. I changed this to start from the coastal triangles. That fixed the spurious ocean connections, but it introduced a new problem: the rivers didn't reach the ocean. This is because the way the rivers are rendered, I draw rivers on each Delaunay triangle. Each triangle connects the inflows to the outflows. By starting at the coastal triangles, there was no outflow, so there was no river rendered.

I need to special case the coastal triangle river rendering. However, for now, I put in a workaround: I start the algorithm on all ocean triangles. That way they will climb through the coastal triangles, and set an outflow direction.

While investigating this I also found that my graphics buffers for river triangles weren't big enough to handle every case. Oops! I was also drawing the entire buffer instead of only the triangles I needed to draw. Oops again!

I also found occasional coastal triangles where they shouldn't have been. The painted input elevations are on a grid. To map this to a Delaunay triangle mesh, I use bilinear interpolation on the grid's pixels. Occasionally the interpolated value would be zero, and there would be a coastal triangle that wasn't generated by my coastal triangle algorithm. I fixed this by forcing all painted elevations to be either land (>0) or ocean (<0), never exactly 0.

Rivers look much better when they reach the ocean!

Rivers coming from mountains

After fixing several bugs I decided I should continue working on bugs. I decided to work on a mountain painting mystery. There are places where no mountains would show up. You could paint repeatedly in that area and there would still be gaps:

Mountain peak locations: random

It didn't take long to understand why. I choose mountain peaks at program startup. The paint operation doesn't create the mountain peaks; it activates the ones already there by mixing them into the elevation. The problem is that the initial peak locations aren't evenly distributed. I picked points on the mesh randomly, which inevitably leads to clumps and gaps. It would be better to pick evenly distributed points, but I didn't have a nice way to do that on a mesh.

I often find that I can solve problems better by approaching them from a different angle. In this case, the problem was that I didn't have a good way to pick evenly distributed points after I had a mesh. So I worked backwards. I picked evenly distributed points and then built a mesh that included those points. That way, I was sure that the mountain peak locations were actually on the mesh!

This was great in theory. When I sat down to implement it, I realized it was slightly more complicated. I actually have a dual mesh. There's a Voronoi polygon mesh and a Delaunay triangle mesh. The mountain peaks need to be on the Delaunay mesh, and the rest of the points need to be on the Voronoi mesh. I ended up picking all the points on the Voronoi mesh, then picking an arbitrary nearby point on the Delaunay mesh when I needed a mountain point. It's good enough for now.

While reworking this part of the code, I also found another bug: there are triangles with zero area. That should never happen! It turns out I had messed up the calculation of the lengths of the sides of triangles, which I then used to calculate the areas using Heron's Formula. I had needed the edge lengths for another part of the code, and ended up reusing them for the triangles. The problem is that every edge in the dual mesh actually corresponds to two line segments in the geometry. One is the sides of the Voronoi polygons; the other is the sides of the Delaunay triangles. I had been calculated the Voronoi side lengths, and then ended up using them in a place where I needed the Delaunay side lengths. This caused the rivers to vary in width more than I expected. I hadn't understood that bug, and I had planned to work on it next, so I was happy to have found and fixed it while trying to fix mountains.

With the new mountain peak locations, no matter where you paint mountains, you'll get some:

Mountain peak locations: blue noise

Great! But there are some larger consequences to this. First, the blue noise calculation is expensive. I decided to precompute these and save them to a file. Then I load the file on the page and use it to build the mesh. This would've worked better if I had cleaner code, but I have tons of global variables and many of them depended on the mesh to already be there. To keep the code working I embedded the data in a giant string. However that string was way too big so I spent some time refactoring the code to make it not depend on the mesh at startup, and now the code can wait until the file has been read in before it constructs all the global data.

The other big consequence of switching from a jittered grid to a blue noise mesh is that the mesh is far more "regular". The polygon sizes are fairly uniform, which means the river meandering and the mountain appearance is nowhere near as random looking as before. You can see it in the above screenshot but it's much more obvious with a higher mesh resolution:

Mountain peaks are too regular

This is a problem to fix another day. I plan to allocate a week for improving visuals, and will work on this then.

I didn't get a lot of work last week, but it was much needed work. I normally like to fix bugs as I work on the features, but sometimes there's something deeper going on that requires stepping back and looking at the bigger picture.

Note about this blog post: I've been using the original full resolution PNG screenshots, but by reducing their palette to 8 bits, shrinking them to one quarter size, switching from PNG to JPG, and optimizing them, these screenshots are around 6% the original size, from 13.2MB to 0.8MB. Click on them to see the full sized image. I should do this to all my blog posts in the future.

A Day In The Life Of A Local Reporter

Manny Ramos with Report for America shares a typical day reporting for the Chicago Sun-Times.

Piczle Colors Mini Review (NSW)

Written by Anthony L. Cuaycong


Title: Piczle Colors
Developer: Score Studios
Publisher: Rainy Frog
Genre: Puzzle, Training, Action
Price: $12.00



Piczle Colors - If you love Nonograms, look no further. An aggregate 300 puzzles sporting up to 15x10 dimensions await you as you try to correct your mistake and bring back color to the world. As with other games in the Picross genre, you use the numbers on the side of a given grid as clues to determine which blocks need to be left blank and which need to be shaded. There are twists, though: You are likewise required to know what colors to use in the process, and in what order they are applied.




You're right to think you have your work cut out for you with Piczle Colors. In a nutshell: It's hard. Hints are available, but if you're a completionist, the only way you get to unlock all the collectibles is to stay away from in-game help. Under the circumstances, the bright visuals and catchy music tracks are decided pluses. Ditto with the interface, which makes full use of touchscreen functions. On the whole, though, the obstacles can lead to frustration and hinder your enjoyment of an otherwise-competent compilation of picture logic puzzles.



THE GOOD
  • Stellar number and variety of puzzles
  • Can be enjoyed in spurts
  • Touchscreen interface adds to convenience
  • Unlockables incentivize no-hint completion of puzzles

THE BAD
  • Clues aren't always presented well
  • Can be difficult to the point of frustration


RATING: 7/10





 

Sleeping Dog Limtited Edtion Free Download

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Screenshots



Player can do many things such as running swiming and jumping.Player has got variety of weapons and he can use them in many situation.Player can use martial arts to fight with enemies.

Sleeping Dog Limited Edition Features

Open world action, adventure  video game
No strict rules
Single player game
Player can do many things 
Variety of weapons
Many girl for dating
Upgrade and cusomisze his clothes and cars

Sleeping dog minimum system requriment

Operating system:win.7,8,.8.1 

CPU: Core 2 Duo

RAM: 4 GB

Hard Disk: 15 GB

Sleeping Dog Limited Edition Free Download

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Thanks for download the game


                   Popular for GTA 5 Money 

             Glitcheshttps://youtu.be/SlZvVwnUxeQ

Speaking Of Plagiarizing Slimeballs...

Ladies and gentlemen, I give you ... 6waves. Remember that name, and don't ever buy anything from them again. Ever.

Here's why:

This is Triple Town, by Spry Fox:


And this is Yeti Town, by the aforementioned Slimeballs Inc.

See! They added snow!

And 6waves developed the game under the pretense of negotiating with Spry Fox to publish Triple Town:
6waves was in confidential (under NDA) negotiations with us to publish Triple Town at the exact same time that they were actively copying Triple Town. We gave 6waves private access to Triple Town when it was still in closed beta, months before the public was exposed to the game. We believed those negotiations were ongoing, and we continued to give private information to 6waves, until 6waves' Executive Director of Business Development sent us a message via Facebook on the day Yeti Town was published in which he suddenly broke off negotiations and apologized for the nasty situation. His message can be found in its entirety in the body of our legal complaint.
It's bad enough to rip off another company. To do so while you are pumping them for private information (first, our game design ideas, and later, after the game was launched on Facebook, our private revenue and retention numbers) is profoundly unethical by any measure.
So tell me: did Generation Napster have every last trace of scruples removed in between watching  Digimon and playing Syphon Filter?

Previous story: Zynga Chief: Stealing is Okay Cause Everybody Does It 

quinta-feira, 28 de março de 2019

Nibbles & Kiwi

The early days in Kanto were tough. I didn't have enough money to survive on my own for long. What little money I did have I spent on food, lodging and a meager collection of Pokéballs. Aside from my companion, Rascal, that's all I had. Even though I had a Pokédex on loan from Professor Oak, I was still a long way off from building the Sanctuary and filling it with Pokémon from all over the world. I remained in good spirits, but I had to make some tough financial decisions. I knew that Pokémon trainers dealt primarily in PokéDollars which were universally accepted, but in order to earn some I'd need to find other trainers interested in competitive battling for prize money. Losing was not an option, because the risk of losing money to another trainer would doom the entire adventure. Winning a competitive match certainly meant bolstering my team, so while I waited patiently for the Viridian Pokémon Gym to reopen its doors to the public, I set out to capture new companions.
Rascal was really thriving due to our training. He had grown much stronger from our first encounter in the fields beyond Pallet. His progress filled me with confidence. West of Viridian City in the foothills of the Indigo Plateau, we encountered an aggressive, little Nidoran. As absurd as it may seem, I think the Nidoran was weaker than Rascal when Professor Oak and I first caught him. He was puny and feeble, but he made up for it in sheer enthusiasm. I named that little fellow Nibbles and we began training as soon as he was rested. Nibbles was always eager to train and never shied from a challenge.
Now, I do recall the Pokédex made the distinction that Nibbles was male. I remember clearly because I pondered this several times throughout my journey in Kanto. Pokémon gender at the time was nothing more than hypothetical conjecture. There was no definitive study on the subject, and Professor Oak's Pokédex entry on the Nidoran species compiled by me and other contemporary Pallet Town trainers would spark a more conclusive investigation in the near future. I used the computer in the Viridian Pokémon Center to email Professor Oak several times about Nibble and the Pokédex entry. He requested I find a female variant of the species, but in all my searching of Kanto that year, I was never able to capture one. The closest I came to a female Nidoran was in trainer battles which collected a good amount of data, but unfortunately not as much as I'd be collecting on Pokémon directly in my care.


Training Nibbles was a lot of work. In those early days, he was pretty useless in a battle. We relied heavily on Rascal to teach him how to handle himself and get him ready for competitive battling in the future. Some days we were out in the south training against wild Rattata and Pidgey. On other days we made our way into the shadow of Indigo Plateau to the west and were fighting Rattata and other Nidoran. Eventually, Nibble's aggressive and enthusiastic nature paid off and he was able to protect me from all the wild Pokémon we encountered. He was ready, but unfortunately the gym was still closed. So we ventured to the north side of Viridian City for the first time to see what we could find, capture and study there.
On Route 2, Nibbles pinned down a Pidgey which I expertly captured. Kiwi was a welcome addition to the team. Kiwi was the strongest wild Pokémon we'd subdued so far, possibly stronger than both Rascal and Nibbles combined when I first met them. This made him a lot easier to train. He was able to steadily hold his own against wild Pokémon right away. The four of us continued to train around Viridian City until my two weeks worth of paid lodging expired. At that point, it was time to move on. There were no trainers to fight in Viridian City and I had given up on the gym reopening in time to rescue me from my financial crisis. I would have to take the team north through the forest to Pewter City and hope the competitive Pokémon scene was better.
I packed my meager supplies into my backpack and headed out the north gate. I would have been well on my way down Route 2 toward the Viridian Forest, except I had happened to overhear a conversation between two children. They noticed the Pokéballs holstered to my backpack and began excitedly chatting. They found it coincidental that I happened to be leaving just as a new trainer was arriving. I casually approached the children, trying to pretend I wasn't eavesdropping, but soon was crouched down beside them. With wide and eager eyes and perhaps a hint of desperation in my tone, I asked them where I could find this new trainer in town.
They began jumping up and down in excitement, asking if we were going to battle. Laughing, I told them it would be up to the other trainer, but I was hoping to challenge him. The next thing I remember, all three of us were rushing through the city streets toward Route 22. My heart was pumping at the thought of my first trainer battle. My finances were completely forgotten, too. My brain was a complete blur. The only thing I could think about was the challenge and the thrill. Despite building and training my team for two weeks, I really wasn't prepared for what we would find on the road to Indigo Plateau.

Current Team:
Attacks in Blue are recently learned.

Quando eu te falei em amor

Quando os meus olhos te tocaram
Eu senti que encontrara
A outra, metade de mim
Tive medo de acordar
Como se vivesse um sonho
Que não pensei em realizar
E a força do desejo
Faz me chegar perto de ti

Quando eu te falei em amor
Tu sorriste para mim
E o mundo ficou bem melhor
Quando eu te falei em amor
Nos sentimos os dois
Que o amanha vem depois
E não no fim

Estas linhas que hoje escrevo
São do livro da memória
Do que eu sinto por ti
E tudo o que tu me das
É parte da história que eu ainda não vivi
E a força do desejo
Faz me chegar de ti

Quando eu te falei em amor
Tu sorriste para mim
E o mundo ficou bem melhor
Quando eu te falei em amor
Nos sentimos os dois
Que o amanha vem depois e não no fim

André Sardet

Collide

The dawn is breaking
A light shining through
You're barely waking
And I'm tangled up in you
Yeah

But I'm open, you're closed
Where I follow, you'll go
I worry I won't see your face
Light up again

Even the best fall down sometimes
Even the wrong words seem to rhyme
Out of the doubt that fills my mind
I somehow find, you and I collide

I'm quiet, you know
You make a first impression
I've found I'm scared to know
I'm always on your mind

Even the best fall down sometimes
Even the stars refuse to shine
Out of the back you fall in time
I somehow find, you and I collide

Don't stop here
I've lost my place
I'm close behind

Even the best fall down sometimes
Even the wrong words seem to rhyme
Out of the doubt that fills your mind

You finally find, you and I collide
You finally find You and I collide
You finally findYou and I collide

Howie Day


Everything

You're a falling star, You're the get away
car.

You're the line in the sand when I go too
far.

You're the swimming pool, on an August day.
And You're the perfect thing to see.

And you play it coy, but it's kinda cute.
Ah, When you smile at me you know exactly what you
do.

Baby don't pretend, that you don't know it's
true.

Cause you can see it when I look at you.

And in this crazy life, and through these crazy
times

It's you, it's you, You make me sing.
You're every line, you're every word, you're
everything.


You're a carousel, you're a wishing well,
And you light me up, when you ring my bell.
You're a mystery, you're from outer space,
You're every minute of my everyday.

And I can't believe, uh that I'm your man,
And I get to kiss you baby just because I
can.

Whatever comes our way, ah we'll see it
through,

And you know that's what our love can do.

And in this crazy life, and through these crazy
times

It's you, it's you, You make me sing
You're every line, you're every word, you're
everything.


So, La, La, La, La, La, La, La
So, La, La, La, La, La, La, La

And in this crazy life, and through these crazy
times

It's you, it's you, You make me sing.
You're every line, you're every word, you're
everything.

You're every song, and I sing along.
Cause you're my everything.
yeah, yeah

So, La, La, La, La, La, La, La
So, La, La, La, La, La, La, La

Michael Bublé