Thứ Ba, 2 tháng 10, 2018

Waching daily Oct 2 2018

yo yo yo CPA strengtH here back with another accounting for beginners video

this happens to be number 102 and accounting for beginners playlist my

classic series all right look I got a whole other playlist a bunch of other

videos I have and this this video is gonna be y'all ready to have some fun

man come on let's get it in let's get it in

let's get it in come on this is gonna be a crude first cash basis basically we're

gonna talk about rules for just a couple of minutes now if you want to go through

my playlist I do have these are accruals touch on touches on adjusting adjusting

entries and I have videos I think 31 32 early 30s who don't my plan is to have a

bunch of videos on adjusting entries accruals deferrals I don't think I

specifically touched on a crude verse cash basis and what that is now bigger

and bigger huge and bigger companies is a followed by GAAP generally accepted

accounting principles I don't want to get in basically a lot of bigger

companies would do accruals would have accrued expenses accrued revenues and

smaller companies would have cash basis you would accrue accrue revenues and

expenses to do to use the matching principle to mean when in a crude

revenue you earned the revenue but you haven't been been paid to cash all been

paid the cash yet so you did the work you haven't been paid the cash so to

keep it maybe on a yearly income statement let's just say let's just go

by the end of the year you did the work for someone at Neuve in December okay

but you didn't get paid at the end of the year now you have to do your income

statement and balance sheet your financials for the end of the year

but you haven't got paid well when you have a big a big huge multi-million

dollar business you want to keep your it's called a mad matching principle you

want to match up your expenses and your revenues so you would do a journey you

would do a journal entry recording recording your revenue but not but not

the money you got yet you wouldn't record the money because you didn't get

the money so that's an accrued expense accrued is nope no cash ok Croods no

cash yet for the crude expense it's a service performed to pay later so you

would write down that someone did the work for you to record the expense but

then you would record the payment later I have journal entries and other videos

and stuff now let's get to the more easy the more cash basis you record you don't

do you don't do any journal entries or any recording until cash hits your

sticky little hands now I remember that from a class I took in in college I

always wrote out and the teacher said and the cash sticks when a cash gets

your little hands ok accrual accrual is a matching principle and revenue

recognition and all that the the cash basis is way more easier and then small

smaller businesses like service businesses and stuff can that's not

really going to mess up mess up everything too much you know how we're

going to mess up their books too much they don't have a multi-million dollar

business a lot of smaller businesses use cash the cash basis because it's easy

now you have to be consistent whether you're doing accrual or cash basis you

can't switch back and forth so you know accrual is one near is when you're

waiting you know waiting to record for whatever reason because of different

periods and you want to keep your periods straight and congruent like like

you know when you when you actually had the revenue come in or when

you had the expense go out you want to record the revenue or the expense and

the period happened just to keep some say oh we had a good month here or a bad

month here or a bad year good year now the cash basis doesn't really matter at

all that it just matters when the cash hits your sticky little hands or you

give your cash little sticky hands right you know and you can just go by like did

you get did you get cash yet did you pay cash for it if it's on cash basis you're

not you're not gonna you're not gonna record it yet

I think that's the biggest that's the biggest difference between the two and

yeah this is just a short little video a cruel burst cash basis all right a crude

revenue earned but not paid cash yet accrued expenses service performed by

paid later cash basis you record when the cash hits your sticky little hands

all right I was just a quick little video I hope everyone enjoyed it I will

see y'all next time all right CPI strength a time out doses

For more infomation >> ACCRUAL BASIS VS. CASH BASIS / ACCOUNTING FOR BEGINNERS #102 / ACCRUED + DEFERRED / CPA STRENGTH - Duration: 5:40.

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FUNKIER THAN EVER |The Funky Cat #08 - Duration: 6:22.

Okay guys, we just walked around the venue...

You'll probably recognize Gido from last time.

Hi!

So we just walked around the venue...

What are your first impressions?

Nice.

I have glitters.

Approved.

They messed up my face paint.

Talent.

It's time to dance!

We are having a great time, but we are hungry.

On our way to McDonalds.

"Maren-Kessel Tunnelrave!"

"Steeds maar weer!"

Hey, as you can see I'm almost back home.

I really, really had an awesome night.

It was a new location, which made me curious, as I have never been there.

It was a better location than the usual location, which is P60.

Don't get me wrong, P60 is awesome...

Firstly, this was more easily accessible: I parked my car in front of the entrance, which was nice.

Secondly, it was possible to walk directly from one hall to another, which is not possible at P60.

At P60 it looks awesome, but this is quite easier.

I heard lots of great sets.

Geck-o played 3 sets and I especially loved his first set, which was a two-hour solo set.

I also enjoyed his set with D00d.

This band called Na-...

Na...

Nava...

Naveya if I'm right.

If I'm not saying it right, I'll put the correct name here.

Their genre wasn't my cup of tea, but it was cool to see how they did it.

It was just cool to see that live.

In my opinion, this was an incredibly fun edition once again.

Don't forget to like this video, if you enjoyed it.

Next week I'm in Denmark, so I'll post a vlog on that.

I am also interviewing D00d, also known as Wavolizer, there for an episode of The Producer's Loft.

Stay tuned!

And now it's time to catch some sleep.

See you next time.

Like and subscribe.

Until next time...

Oh!

A downside was that there was no food at the location, but there was a McDonalds nearby.

Problem solved!

Funky Cat was a blast once again!

Superb!

Bye!

Subtitles: Rein van Sloun

For more infomation >> FUNKIER THAN EVER |The Funky Cat #08 - Duration: 6:22.

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5 Simple Employee Engagement Tips - Duration: 7:59.

Ever wonder what's in the water in those companies where it seems like the

employees will literally do anything to support their company in achieving their

goals? Well this video is going to help you make your company one of them

In today's powerful video I'm walking you through the difference between a

leader and a manager and how you can yield unparalleled results in record

time by becoming an inspirational leader. Watch this video until the end because

I'm gonna give you instant access to my leadership accelerator training bundle

it's gonna give you all the strategies you need to transform from a manager to

a visionary leader. Get your team performing at higher levels now and

creating better faster results right away. If you want to leverage your time

and scale your business faster be sure to hit subscribe and tap that Bell so

you never miss an episode I'm Kelly roach business growth coach and I help

entrepreneurs around the world make six and seven-figure leaps in their business

with the strategies that I teach including the one that you're about to

learn today so as promised today we're going to talk about two key

differentiators between managers and leaders and why the results are so

astoundingly different now truth be told there are countless differences between

the two but for today's purposes in today's video we're just gonna focus on

two of them the first key differentiator is that true visionary leaders that can

get extraordinary results from their team and get their team to go above and

beyond for them are focused on simplicity and clarity in the

expectations that they give to their team their team know and understand

inside-out frontwards and backwards with the mission vision and goals of the

company are and they really truly understand what their role in making

them happen actually is now that might sound obvious but let me tell you I have

helped dozens upon dozens of managers transform into leaders and almost all of

them initially struggled with actually giving their teams a clear roadmap for

the path to profitability and how they expected them to play a role in becoming

a leader in their own right as a part of that one of the key things you have to

remember is that if you don't know exactly play-by-play how to help

each one of your employees to 4X their income meaning that

whatever they cost the company they're bringing in at least four times that

each month and growing from there then how do you expect them to know that

chances are they're looking to you to put the bumpers on the bowling alley and

give them a straight and narrow path to get there so what I want to challenge

you to do today after watching this video is to look at your best performing

person or your newest performing person that you need to make the biggest

improvement with whichever is more relevant for you and I want you to ask

yourself have you clearly laid out hour by hour minute by minute what actions

they need to take and how they need to take them in order to accomplish the

highest most profitable outcome for you having them on the team what steps can

you take today to help them get more clear and develop a better more simple

plan to achieve them so that you can both win

together never underestimate the power of making someone feel successful in

their role if you want employees that are going to go above and beyond for you

that are gonna fight for the future of your company and help you achieve your

most important business goals you have to set them up for success help them to

feel confident and give them absolute clarity in how they can help you to get

there give me an unstoppable in the comments now if you are gonna simplify

the pathway to success for your team and help your team members to thrive ok

let's move on to the second big differentiator between a manager and a

leader managers dictate and delegate tasks leaders clearly and effectively

communicate strategies and they give their team clarity around the structure

and the step by step to get there now that doesn't mean you need to

micromanage your employees but it does mean that you need to have clear

effective communication and what do I mean by that if you are expecting to

lead a high performance winning team it's incredibly important that there's a

rhythm and cadence to the way that things are run this means you have set

weekly one-on-ones with your employees or your team members your structured and

scheduled sales meetings you have set company initiatives and timelines and

effective consistent follow-up on them what I find most often is that

inexperienced managers communicate things on the fly it's very chaotic

there's there's you know half-baked ideas and plans that are never really

followed through on versus visionary leaders who are in complete control and

no matter how complex the business is or how many different initiatives are

running they stick to a set cadence there's a pace there's a communication

timeline there's follow-up and accountability for each and everything

that's rolled out and it's done with extreme intention so I'm trying to paint

a picture for you of the difference between someone who haphazardly is

giving their team tasks to do and maybe or maybe not those tasks are being

completed but tasks do not equal more profit in

your business right strategy strategic thinking innovation and working on

actual things that matter things are gonna move the needle on the bottom line

in your business that's what you need from your team and if you want to grow

from being a tactical manager that delegates and dictates tasks into a

visionary leader that inspires greatness and a team that goes above and beyond

that serve the business with the best of themselves that think outside of the box

and really are willing to do whatever it takes not only do they need clarity and

simplicity but they need clear effective communication to help everyone move

together in unison towards the common company goal give me a yes in the

comments now if you've just discovered at least one thing that you can do

better or differently to help your business grow faster so in today's video

we really focused on two core areas that you can work on starting now to

transition from a manager to an effective leader so you can 10x the

results and productivity from your team but I don't want you to stop there as

promised when you text in big ROI that's all one word big ROI to four four two

two two you can get instant access to my leadership development accelerator

bundle this is a series of trainings that are gonna walk you

through exactly the steps that you need to take starting today to 10x the

results the productivity and the performance of your team I want to help

you get the results that you deserve I already know you're working hard enough

to get it done it might just be a little 10% shift in your focus and strategy all

you need to do is text in big ROI that's all one word to four four two two two

to get started today if you got value from today's video give it a thumbs up

and give me an unstoppable in the comments if you are excited to take your

team's performance to the next level as always I create these powerful videos

for you each and every week to help you scale faster and leverage your time and

if you want to keep growing your business quickly all you have to do is

hit subscribe and tap that Bell so you never miss an episode thanks so much for

watching and we'll see you next time

For more infomation >> 5 Simple Employee Engagement Tips - Duration: 7:59.

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Zzap!64 Annual 2019 | Nostalgia Nerd - Duration: 6:13.

Picture the scene.

It's a cold autumn night, you're just heading home from an arduous day at school.

In the distance you spy the glimmer of a shop light.

It's your local newsagent, and Sebastian is standing behind the warm counter to greet

you.

You look across to the magazine rack, and there it is, the latest copy of Zzap64, filled

to the brim with the lastest news, pokes and maps for your Commodore 64.

You slide your change across the counter and scurry home with your treasure to flick through

eagerly over dinner, before powering up those 64KB of goodness and loading the cover tape.

Good Times.

That's why it's great that Fusion Retro Books are bringing it back, with the Zzap64 Annual

2019.

I've intentionally blurred the cover to avoid spoilers, but if you hang around until the

end, you might get a sneaky little peek (pun intended).

Just like the Crash 2018 annual, for Speccy lovers, this is a Kickstarter project with

Chris Wilkins at the helm.

So you can expect the same colourful pages, superb Oliver Frey artwork, caustic sense

of humour and detailed analysis of anything that's been missed since the last issue of

Zzap way back in November 1992.

Interestingly, as the sister magazine to CRASH, it only lasted a few months longer in newsagents

before turning into Commodore Force, but given it also started later, had a slightly shorter

run than the Spectrum rag.

Being a Zzap annual, it's based almost exclusively around gaming.

I've only really scratched the surface of my annual so far.

It's one of those things which you can read a few times and find something new, but page

after page felt like a relentless surge of nostalgia, reminding me why these magazines

were so exciting back then, and why they still feel the best way to receive 8 bit news and

information.

We may have digital information at our finger tips, from a variety of sources, but nothing

beats the smell of fresh magazine print, the look of ink on paper, nor the relaxing bubble

created through simply turning page after page, from where-ever you happen to have landed

in the house.

It was also easier to get attached to these physical insights into our electronic world.

You felt connected with the writers and felt you could trust their review scores.

On paper, it just feels more authentic and thought out than electronic articles which

can often be a dime a dozen.

We've got reviews of a tonne of games the 64 has seen in the past couple of decades,

including some very special recent additions.

We've got pages of glorious Commodore artwork, which captivates the senses and feels like

it has the power to drag me into an alternate reality, and we have contributions high and

low from various members of the current retro scene.

It's a delight for the senses.

All the bits you remember, from the original magazine are there.

Hand drawn reviewers faces, speech bubbles, review score layouts, readers letters, Amiga

screenshots (from the days the magazine covered the Amiga), even the Sizzler badge.

Which I've also been sent in literal badge form, which is splendid.

Reading snippets about how Oli-Frey had to draw a metallic bra on Queen Gremia or how

Commando has been brought up to the level of game it deserved to be is always time well

spent.

As is reliving some of the best covertapes in Commodore history or getting the lo-down

on Pond software.

Marvellous stuff.

The only thing I would have like more of, is maps.

I loved seeing game maps, and it would have been nice to see one of the newer games mapped

out in all its glory.

But ahh well, we can't have everything.

I'm not going to spoil it by giving you a break down of each page, because that just

feels pointless.

You know what these magazines meant to you, and if you want that feeling again, I'm sure

you'll grab your own copy.

If you're more of a Spectrum fan, then the 2019 Crash annual only has a few more days

on Kickstarter.

Orrrrr....iIf you fancy something slightly more contemporary, then Chris was also kind

enough to send me a copy of Fusion, issue 2.

A monthly, A5 sized gaming magazine covering everything Retro, Current Gen, Indie, Tabletop

and even toys.

Well worth a read for £3.99 an issue.

They sell out fast though, so don't hang about too long.

As for the cover of Zzap, well, if you're not concerned about spoiling the experience,

then here it is.

Lovely stuff.

I think I'll get back to some reading, possibly near the fireplace, maybe with a pipe.

Thanks for watching.

For more infomation >> Zzap!64 Annual 2019 | Nostalgia Nerd - Duration: 6:13.

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Channel Update | Upcoming Changes to Our Posting Schedule - Duration: 2:23.

Hey, it's Ernest from Trip Astute. Today's video is a little bit different. I want

to talk about some changes in my life and how it's going to affect our channel.

(light chiming music)

As some of you might know, I left my full-time work earlier this year so I

could focus more time and energy into Trip Astute. I'm still doing part-time

freelance work, but I wanted to build out some of the foundational things with the

channel that I overlooked because I was always scrambling to get videos done

after working a full day. This includes things like the website and even

reaching out to brands for potential sponsorships and gear. While it's been an

amazing few months of experience, I've been re-evaluating how I spend my time

and energy. I love creating videos but I also realized I need to make Trip

Astute more sustainable. I know many of you have used our Amazon and credit card

links, and we really appreciate it. Every little bit counts and has helped

us with things like equipment upgrades and storage. I know some creators ask for

donations, but I don't want to go down that path. Instead, I've decided to focus

more energy into my consulting and video production work. I don't want to quit

Trip Astute, but I think it makes sense to shift to only one video a week instead

of two. Each video takes me about eight to ten hours from scripting all the way

to post-production. And even though I love it, it takes up a lot of time. Some

of you might not even realize that I do two videos a week. In that case, you

really shouldn't notice any changes on the channel. The only reason I'm even

telling you about it rather than just doing it is that I feel like we have a

real community here on YouTube. It might seem strange but I feel like I'm letting

people down by shifting to only one video a week. I hope you all know that

I'm not saying that I'm quitting the channel. I know I could put out more

videos that are shorter and have less editing and footage, but to be honest,

that wouldn't be me. I'm really proud of the quality in our videos and I'm hoping

that the content has been helpful to you as well. I always want people to feel

like they've gained some bit of knowledge from our videos even if

they're familiar with the topic discussed. That focus doesn't change as

we transition to one video a week. So starting next week, we'll be posting

videos once a week on Fridays. My goal with Trip Astute has always been to help

you all maximize your travel experience. That goal doesn't change. I just need to

find a way to make it more sustainable for me so I can spend less time doing

other work to pay the bills and more time doing the work that I love, which is

creating content for this audience. Until next time, travel safe and travel smart.

For more infomation >> Channel Update | Upcoming Changes to Our Posting Schedule - Duration: 2:23.

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How the FIRST ORDER Improved TIE FIGHTERS... - Duration: 4:05.

For more infomation >> How the FIRST ORDER Improved TIE FIGHTERS... - Duration: 4:05.

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Saganash gives Trudeau an 'F' | 22 Minutes - Duration: 6:19.

Cree NDP MP Romeo Saganash used unparliamentary language in the House to blast Justin Trudeau's

push to complete the Trans Mountain Expansion project despite concerns from many Indigenous groups. Take a look.

When a Prime Minister insists that this pipeline expansion will be done no matter what.

Why doesn't the Prime Minister just say the truth, and tell Indigenous peoples that he

doesn't give a [bleeped] about their rights.

The outspoken MP joins me now, Romeo Saganash good evening!

Hi, how are you?

Romeo, Romeo, swear for art thou Romeo!

Talk about a swearing in, now Romeo, the last time an MP was this upset about an F word

in the House was when Elizabeth May complained because Michelle Rempel said "fart," true story.

What made you decide to drop an F bomb?

Well first of all, let me say that our communications team advised me against it, against doing it,

and just because they said not to do it, I did it.

That's the way I am, so... so it came out.

Wow.

Well then Romeo, whatever you do, do not swear during this interview.

I'm ordering you.

Now, Justin Trudeau has given us plenty of rhetoric on Indigenous rights but little substantive policy.

When it comes to Indigenous issues, how would you grade his government?

Or actually, you already gave him an F didn't you, I forgot sorry.

Now that we've mentioned it.

That was an easy one, yeah.

You would agree, you'd give him an F?

Oh yeah.

Are you worried that the swearing is getting more attention that the important issue that

you were swearing about?

Yeah, that's a problem, I knew it was going to happen that way, it's unfortunate because the serious

side of that question is fundamentally important.

I'm saddened by the fact that everybody got hooked on the F word, but like I told my people,

and especially my seat mates because I have two women beside me, I apologized before doing

it, but I said there's no other word for what's going on.

There's no other word, I tried saying he doesn't give a hoot or...

Yeah that's not as strong, "YOU SIR DON'T GIVE A HOOT!"

"YOU'RE SO FULL, OH YOU'RE POPPYCOCK" It doesn't work, you have to... yeah.

Double down.

That was the only word that was fitting for the situation and that's what I used.

So it was planned, going into it, it was planned, because some people said, maybe he did it

in the moment, it was so emotional, but the Globe and Mail's Robert Fife was on CTV's Powerplay and he had this to say:

At first blush you think, this is a guy whose

fed up and frustrated and he let this word out.

But after the fact, when you see him apologize and sit down and then chuckle it up with his

colleagues you know darn well it was a scam.

Now he says it was, is this some kind of scam to get people to talk about Indigenous issues,

because if it is, I don't have a problem with that, as long as people are talking.

I have two things to say about that, first of all, when I sat down after my apology,

some Bloc Quebecois member said something funny so I turned to him and smiled, that's

one thing.

The other thing was that when my staff or communications people are unable to come up

with a question for me that day, they said, we don't know what question we could give you.

I said well, if that is the case I will write my own question.

And that's what I did and that's what happened.

That's the way I felt, and the only people that knew about the question, not even the

Whip that sits in front of me, knew about the question.

I bet you the Whip didn't know about the question.

I have no problem believing that.

Speaking of which, I did speak to your leader about this, here's what Jagmeet Singh had to say:

He continually hears this government say,

"The Indigenous community is the most important relationship" and then again and again that

relationship is violated.

I can see why he's frustrated.

So seems like he doesn't have a problem with it, so once again, feel free to swear away buddy.

Now we are losing a lot of Indigenous languages, do you think you missed out on an opportunity

to help by not swearing at the Prime Minister in Cree?

Well, yeah, obviously I was thinking about that, and there are a lot of swear words in Cree.

Like what?

Like, djadoohoom!

Hey whoa watch it!

Djidtts!

Y'know those are two words that are commonly used in our language.

The first one means, "You prick," the second one means, "You ass."

Well I'm glad I could do my part to help with reconciliation.

It will be fun to see if that gets past the censors on CBC.

You've announced that you're not running in the next election so can we expect more bad boy behaviour?

Are you just saying, I'm out of here soon so F it!

People that know me will tell you that that's how I am, but the F word I've never used really

before in public.

The only time I used it was back in 1985 this is a true story

I'm listening.

In 1985 there was this panel of lawyers including the one that represented the Cree in the James Bay

case in the early '70s and as he was speaking about Cree rights and Cree people and Cree

territory and Cree culture, Cree way of life, I said to myself, "F*** I can do that."

Romeo Saganash best of luck my friend, keep fighting the good fight.

For more infomation >> Saganash gives Trudeau an 'F' | 22 Minutes - Duration: 6:19.

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❤️Самое крутое поздравление на ДНЮХУ!❤️ С ДНЁМ РОЖДЕНИЯ❤️#Мирпоздравлений - Duration: 0:48.

For more infomation >> ❤️Самое крутое поздравление на ДНЮХУ!❤️ С ДНЁМ РОЖДЕНИЯ❤️#Мирпоздравлений - Duration: 0:48.

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Creating Great Cities, Space Stations and Settlements - World Building with World Anvil - Duration: 5:23.

hello and welcome to this World Anvil video today we're looking at the

template settlement anything from the tiniest of villages to the most bustling

of space whole gigantic space stations well there you go everything and

anything that has to do with settlements now settlements arguably are going to be

the hub around which a lot of your fiction a lot of your narrative is going

to center so it makes sense for you to focus on settlements but where do you

start what you focus on well of course world Anvil's templates have got all

sorts of wonderful things for you to add in such as the location type is at a

slum a military camp an outpost and arcology is the metropolis is at a

corner but it conurbation what are one of the word live is it a national

territory all sorts of fantastic fantastic words then you're gonna have

to go and look up the meaning of some of them I certainly had to myself and that

inspired me to start to create now hopefully you have started with a map

and on that map you have one by Town Village metropolis Space Station

whatever the case might be now you need to start filling it in and this is where

you're going to do it this template has got everything what are the inhabitants

call themselves inhabitants denim my favorite favorite favorite favorite

favorite discovered word of 2018 is a demonym what do they call themselves are

they Londoners are they New Yorkers are they derma Knights what do they call

themselves why is that important local flavor that's why it's important so

unlike all of the other templates where there's often a way to inspire yourself

here it's about filling in those details but what I usually do is I imagine

myself in that city I imagine what the streets look like what does it smell

like when I walk down that alleyway Tokyo smells very different from New

York which smells very different from Los Angeles which smells very different

from Johannesburg very different from Helsinki all of these cities have got a

very different feel to them and it's basically by closing your eyes walking

down those streets and thinking and hearing what sounds what sights do you

see and then of course filling in the details so another exercise that I like

to do is I like to look at why is that city there that city is at the con

of two rivers that cities on the edge of a nebula that city happens to be right

in the middle of a trading lane that runs from west to east and that's a

major way station because that's as far away from the next city as you can get

on horseback I look at the origins of that city and then I start to

extrapolate how did that City grow how did it evolve what technology was around

to allow it to change to adapt and to become what it is and then you start to

fill in the blanks these are pieces of information that you you literally walk

through the template is complete history why is it important to run through that

history well that's one of the places I start it grew up it didn't start as a

metropolis did it rome wasn't built in a day

so they say and with good reason it was built in two and a half days because the

contractors had a half-day vacation which had been built into the building

expectation beforehand except they hadn't bothered to tell

anyone and the plumbing pipes only arrived on Tuesday so beside that the

idea of this template is fairly straightforward to fill it in and once

you've filled it in you've now got this incredible resource that I suggest you

come back but the vignette of course is where you are going to walk down that

street describe everything that you can think of other streets cobbled like in

Helsinki where they're these wonderful round stones are they hard concrete like

they are in New York do they have a raised beveled strip down the middle as

they have in Tokyo what makes that space that much

different it doesn't have to be pages and pages and pages of documentation it

can be and I suggest it is only five or six five or six things that are

different that set it apart from somewhere else if it's an Elvish city

what makes it different from other elvish cities do they have to be

different yes they do they started for different reasons they grew up

differently they had different rulers who had their own footprints upon them

there are going to be differences architectural styles might be the same

but the layout might be different because there's a quarry in the middle

of one of the cities or because the city was built around the cusp of a very

large breathing area for space whales who knows you do anyway the

idea is five or six things within that vignette to just punctuate what makes

this settlement different from any other if you can add in your five senses what

does it smell like what does it sound like what does it feel like is it in a

cold crisp environment is there fresh bakery that can be smelled on the areas

that are large windmill over there milling out flour so there's a dusty

smell to the air tell me what does your city feel taste smell touch sense like

and you've got an absolute winner and this template really is where you should

start almost any journey within world anvil certainly from a location

perspective it's really powerful really really wonderful way to create a

wonderful starting point until next time light up the forge

For more infomation >> Creating Great Cities, Space Stations and Settlements - World Building with World Anvil - Duration: 5:23.

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Jennifer's NEW Phrasal Verb Challenge 👀Lesson 8: crowd around, stand back - Duration: 3:58.

Hi there! How are you all doing? This is Lesson 8 of Jennifer's Phrasal Verb Challenge.

Let's learn two new phrasal verbs.

Have you ever noticed that when there's trouble or some kind of emergency,

people tend to stop what they're doing and crowd around? They want to get a closer look and see what the matter is.

If medics come to the scene, they have to ask people to stand back and give them room to work.

"To crowd" around means to gather in one place or to move to that place in large numbers.

This phrasal verb can be used with or without an object.

Often we crowd around someone. For example,

family and friends may crowd around you to sing happy birthday and congratulate you.

"To stand back" is just the opposite. You're standing at a short distance.

You're giving someone or something some room.

"Stand back" doesn't take an object.

"Stand back" is different from "back away from."

Because when you stand back, you're not fully avoiding something. You're not leaving the place.

When you stand back, you're putting just enough distance between you and the object.

Consider these examples.

Why else might people crowd around someone?

Here's a second question for practice. How do the police handle crowd control at a large public event?

How do they get people to stand back and not crowd around?

Share your answers in the comments. I'll offer corrections as time allows.

Okay, that's all for now. I'll see you again soon for another lesson on phrasal verbs.

As always, thanks for watching and happy studies.

Become a member of my learning community. Click the JOIN button to become a member of my YouTube channel English with Jennifer.

You'll get a special badge, bonus posts, on-screen credit and a monthly live stream.

Note that YouTube channel memberships are not available in every country at this time.

Join me on my YouTube community tab for helpful posts each week.

If you haven't already, please subscribe to my channel. That way you'll get notification of every new video I upload to YouTube.

For more infomation >> Jennifer's NEW Phrasal Verb Challenge 👀Lesson 8: crowd around, stand back - Duration: 3:58.

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Army Of Darkness / Karanlığın Ordusu (1992) Türkçe Altyazılı 1. Fragman - Bruce Campbell, Sam Raimi - Duration: 0:31.

For more infomation >> Army Of Darkness / Karanlığın Ordusu (1992) Türkçe Altyazılı 1. Fragman - Bruce Campbell, Sam Raimi - Duration: 0:31.

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Арома-шопинг: кремы и бальзамы с iHerb - Duration: 5:06.

For more infomation >> Арома-шопинг: кремы и бальзамы с iHerb - Duration: 5:06.

-------------------------------------------

Creating the Softest T shirt — Soft Hand Screen Printing - Duration: 3:54.

Hey guys I'm Summer with BELLA+CANVAS in today's video is all about achieving the

ultimate soft hand print working with a water-based or soft hand ink is trickier

than your traditional plastisol but it's an art form worth mastering there's

nothing worse than a supersoft garment it's printed with a big plastisol print

that ruins the hand feel and the drape of a garment in this video we're going

to show you how to get a supersoft tee from start to finish from the fabric

down to the print

soft hand printing is like the ultimate retail printing effect we're actually

working with the garment instead of working against the garment we're not

just laying a patch of ink on top of the garment the print actually becomes part

of the garment so that's a basic idea behind soft hand printing the soft hand

printing technique should really complement the garment generally you'd

be looking for a softer fabric the lighter weight the fabric a better

effect that you're going to have it's just a compatible technique to the

garment so today we're gonna be working with both poly viscose flowy tee as well

as a tri-blend Raglan the ink of choice is a soft plastisol for both

designs soft hand is the obvious print method for that fabric it's really the

fabric that is determining the printing method to be a different Lifeguard print

it's really just a vintage graphic that we started with and I think it's the

perfect complement to the graphic to print with a soft hand technique

we can achieve soft hand printing through a few different print methods

all of which use low viscosity ink so whether that's water-based or what we

would call a soft hand plastisol ink the idea is that we're putting a very very

low viscosity ink down into the garment instead of printing on top of the

garment if you're not used to doing water-based ink it can be very

challenging because it tends to want to dry in the screen that's the most common

problem that people have if you're working with the discharge ink the biggest

challenge is making sure that the garments that you're working with both

fabric and the color are compatible with the discharge technique because we're

actually printing the ink down into the garment and removing the dye from the

garment so that it dyes and the inks have to be compatible we do testing on

generally you're looking for a hundred percent cotton shirt using reactive dye

but not all colors will discharge so we do testing on every garment that we're

going to print a discharge ink on to so when we're working with the soft hand

pastisol I like to use the analogy it's like painting with watercolors so

if you paint with watercolor on a white paper you're going to get a beautiful

result if you paint with watercolor on a black substrate you're not going to see

the paint at all so it's the same thing with soft plastisol ink if we're working

with soft plastisol we try to stick with whites neutrals if we have to print

a soft hand print on a darker garment that's when we would go to discharge

inks discharge inks obviously have an issue being compatible with the fabric

substrate and the color that you're printing on

we actually print water based and discharge ink very often through 225 mesh which is

somewhat unheard of for water-based printing when people typically would be

using like an 86 or 150 mesh it's definitely can be a little bit tricky

working with the highly detailed print high mesh counts with water-based ink

the number one issue is screen clogging or the ink drying in the screen so there

are certain techniques that you can do in a production run to keep the ink from

clogging obviously it's just keeping the press running but when the press stops

you have to immediately clean out the the screen with water to make sure that

thing does not dry in the screen that's a wrap for this video we'll see you next

week in the final video in our innovation series. Be Different

For more infomation >> Creating the Softest T shirt — Soft Hand Screen Printing - Duration: 3:54.

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Lennon Stella - Bad (Acoustic Cover) - Duration: 3:43.

For more infomation >> Lennon Stella - Bad (Acoustic Cover) - Duration: 3:43.

-------------------------------------------

Venom VS Assassin's Creed In Real Life (Parkour, Tricking) - Duration: 2:42.

Thank you so much for watching my flip battle video

Don't forget to comment down below to let me know who won

Also give it a like and let me know which two characters I should do next.

If you want to see more content like this, make sure you click the subscribe button right here.

If you want to see my latest video, you can click right over here.

If you want to see another cool video like this, you can click right over here.

And as usual, I'll catch you guys on the flip side.

For more infomation >> Venom VS Assassin's Creed In Real Life (Parkour, Tricking) - Duration: 2:42.

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Stretched Too Thin | Sweet Home Sextuplets - Duration: 2:10.

Saylor: OKAY, LET'S PLAY.

LET'S PLAY, MAMA!

Eric: SHE'S NOT GONNA LEAVE THE BABIES LAYING THERE SCREAMING,

SO JUST HANG THAT UP.

[ BABIES FUSSING, CRYING ]

TODAY, I WANTED TO LET IT BE ALL ABOUT THE BIG BOYS.

I WANTED IT TO BE A TIME THAT I COULD FOCUS ON THEM

AND LET THEM SEE THAT THINGS ARE GONNA BE JUST LIKE

IT WAS BEFORE THE BABIES, BUT IT'S JUST NOT WORKING OUT.

COME HERE, BOYS.

DAAH!

NOW, LISTEN, YOU KNOW IF ANYTIME,

ANYTHING EVER BOTHERS YOU WITH THE BABIES,

MAKE SURE YOU LET US KNOW, OKAY?

OKAY.

THE LAST THING I WANT IS TO FEEL LIKE

I'M NOT ABLE TO BE IN IT WITH THEM 100%.

BUT IT'S ALSO REALLY HARD, BECAUSE THERE IS SIX BABIES HERE

THAT THEY'RE OUR BABIES, TOO, AND, YOU KNOW,

I HAVE TO MAKE SURE THAT THEY HAVE ME

AS MUCH AS OUR THREE BOYS HAD ME WHEN THEY WERE THIS AGE.

MAMA, I'M ABOUT TO DIE.

-YOU'RE ABOUT TO DIE? -YEAH!

-WHAT'S WRONG? -HE'S READY TO PLAY.

YEAH.

Courtney: IT'S PROBABLY THE ONE THING THAT, LIKE,

MAKES ME THE MOST SAD IS NOT BEING ABLE

TO DO EVERYTHING FOR EVERYBODY.

OH, GOSH. IT'S GONNA MAKE ME CRY.

YOU KNOW, THE BIG BOYS ARE JUST REAL, LIKE,

"DO THIS WITH ME, MOMMY. COME HERE, MOMMY.

COME OUTSIDE WITH ME, MOMMY,"

AND JUST ALL DAY LONG, AND IT'S SO HARD.

'CAUSE I'M TRYING TO, AND I'M TRYING TO ALSO,

YOU KNOW, TAKE CARE OF THE BABIES

'CAUSE I STILL WANT TO TAKE CARE OF THEM, ALSO.

IT'S JUST SO HARD.

SO HARD.

♪♪

IT'S REALLY BEEN BOTHERING ME A LOT HERE LATELY.

THAT'S WHY I'M, LIKE, BREAKING DOWN ABOUT IT.

♪♪

For more infomation >> Stretched Too Thin | Sweet Home Sextuplets - Duration: 2:10.

-------------------------------------------

Renault | Auto Concepto | EZ-ULTIMO - Duration: 1:24.

For more infomation >> Renault | Auto Concepto | EZ-ULTIMO - Duration: 1:24.

-------------------------------------------

Before Sonic Mania, There Was Sonic Project Mettrix - Duration: 17:19.

In August 2017,

Sega unleashed Sonic Mania upon the world.

The game was a 2D platformer,

made to replicate the gameplay and feel

of the Sonic games from the early and mid 1990s.

Complete with remixed versions of old stages,

all new stages,

and even a new coat of paint for old characters,

upon release, Mania would go on to be

the most critically acclaimed Sonic title in over two decades.

Sega traditionally relied on

their in-house Sonic Team to develop Sonic titles,

especially major releases.

However, Mania was developed by a team not of industry veterans,

but rather of life-long Sonic fans,

who had cut their teeth by creating fan games and rom hacks in their spare time.

The two most famous of them, in the Sonic fan community at least:

Christian Whitehead and Simon Thomley.

Whithead rose to fame with the creation of his

Retro Engine, which could replicate the look and feel of

classic Sonic titles

along with his popular fan game, Retro Sonic.

He would begin working with Sega for official Sonic projects

beginning with the 2011 re-vamped re-release

of the 1993 game Sonic CD.

Thomley, or as he is known online, "Stealth",

was also a rather prominent member

of the Sonic rom hacking and fan game community.

Arguably he is one of the fathers of this

section of the Sonic fandom,

with his earliest attempts to create a Sonic game of his own

beginning in his youth.

In the early '90s,

after first experiencing the original Sonic the Hedgehog

on the Sega Genesis via a display at a local Sam's Club store,

he became obsessed with this franchise.

He was enamoured with the fast, momentum-based platforming of the title.

He would attempt to re-create Sonic's style of platforming himself,

first using his parents' old Apple II computer,

and later a PC running Microsoft DOS.

Today we're talking about a Sonic project

that began as one of Thomley's earliest:

Sonic the Hedgehog: Project Mettrix

is a fan title that Thomley

worked on from 1997 until 2016.

This is his story through this game.

Thomley's first game was called "Hunt".

A primitive title created by a 12-year-old Thomley in 1991,

this Apple II game featured a red rectangle,

which had to be moved through a variety of puzzles.

It was a rudimentary platformer

taking some obvious cues from Super Mario Bros.

The rectangle itself could not even jump,

but rather,

could only be moved vertically by crude, rectangular elevators.

As basic as "Hunt" was,

it was a start for Thomley,

who would initially become fascinated with programming as a child,

cutting his teeth on computers such as the Texas Instruments Ti-99/4a.

By 1996, his programming skills had grown exponentially.

He had become proficient in the programming language "C",

and had tried numerous times,

albeit unsuccessfully,

to create a Sonic game of his own with his friends.

He had become gripped by Sega's mascot,

however, unlike most,

it wasn't the character himself or Sega's "in-your-face" marketing tactics that had drawn Thomley in,

but rather, Sonic's gameplay.

Sonic the Hedgehog is a game

which relied not only on a player's mastery of level layouts,

but also on momentum and the physics of the game's world.

Also in 1996,

Thomley set up one of the early homes for the Sonic fan community online:

the Sonic Stuff Research Group, or SSRG.

This became a hub for ROM hackers to

share their resources, tools, and projects.

It was through his work on the SSRG that

Thomley would be among the first to experience

unreleased prototypes of Sonic games.

These were such as the Simon Wai Sonic the Hedgehog 2 prototype,

which included references to and playable sections of levels

that would not make it into the final release of the game.

Enter Ron Echidna,

or as she would later be known, "Aimee".

Much like Thomley,

she had a desire to bring the Sega Genesis Sonic experience to the PC.

However, she had run into some issues.

Her own project,

at the time titled "Sonic and the 7 Rings",

was being developed using a rudimentary game development tool from Clickteam

called "The Games Factory".

After encountering numerous issues, many of which were caused by the constraints of Clickteam's software,

Aimee searched out a programmer who was proficient in the "C" programming language

and who was also interested in creating a Sonic fan game.

In 1997, she stumbled upon Thomley.

He seemed like a perfect fit for her project.

What initially began as a project of just porting "7 Rings" from "The Games Factory" to "C"

instead became a much more involved project for Thomley.

Shortly after joining Aimee on development,

the game was retitled to "Sonic the Hedgehog: Project Mettrix",

mainly just due to that title sounding better to those involved.

At this point, a plot for the game had not been decided on.

Emphasis during development was put on gameplay above all else.

The main inspiration, gameplay-wise:

Sonic the Hedgehog 3 & Knuckles.

This had been the final, biggest, most grandiose

Sonic adventure on the Sega Genesis.

Thus a build of Mettrix was created

featuring Sonic the Hedgehog,

Tails the Fox,

and Knuckles the Echidna.

All three were playable and nearly identical to their Sonic 3 & Knuckles counterparts.

The small Mettrix team soon realized, however,

that they were, in fact, going to need some sort of story.

Even if it took a backseat for the majority of the adventure,

they felt the need for some sort of reasoning

for these characters to be going through the wide variety of

stages and situations.

A few different stories were drafted.

Though never intended as a Sonic the Hedgehog 4,

the plots all took place following the events of Sonic 3.

The earliest plot

featured the evil Dr. Eggman

discovering a machine which would grant

all of the planet Mobius' animals with super intelligence.

Somehow, through a means which was never agreed upon by Aimee or Thomley,

Eggman would build and re-engineer this machine

to instead turn the animals into robots.

The name of this nefarious contraption: "The Mettrix".

However, the plot that was ultimately settled upon

was more par for the course for a mid-90s Sonic game.

After somehow escaping unscathed at the end of Sonic 3 & Knuckles,

Dr. Eggman would once again build up a robotic army

and set off to the mysterious floating Angel Island,

home to both Knuckles the Echidna and the mysterious, yet powerful, Master Emerald.

Instead of wanting the emerald to power up his Star Wars inspired Death Egg like in Sonic 3,

Eggman instead hoped to build a machine of nearly unspeakable power,

capable not only of destroying Sonic and friends once and for all,

but perhaps destroying even the world itself.

The device was codenamed by the mad doctor

Project: Mettrix.

Like in many 2D platformers,

the plot here was rather simple.

As per the team's wishes,

it served merely as reasoning for why Sonic, Tails, and Knuckles

had to traverse through a variety of zones to defeat the evil scientist in question.

In addition, Mettrix expanded on the concept of

different characters taking different paths through the game

which had been introduced in Sonic 3 & Knuckles.

For example, the player would begin each adventure in Wood Zone,

an area based off a scrapped level from Sonic the Hedgehog 2,

which served as a glorified character select.

From there, if the player chose Sonic or Tails,

they would go through the lush Shining Island Zone.

However, if Knuckles was selected,

they would instead go through Guardian Castle Zone.

This was one of several points in the game where

different characters would experience their own, exclusive stages.

Despite being a DOS game,

the levels here have a very Genesis-esque look and feel.

Everything is vibrant and colourful,

and this is bolstered by a strong midi soundtrack from Andre Schroder.

Most importantly, especially in later builds,

characters control flawlessly.

Despite having some noticeable bugs,

Project Mettrix was debatably the best

fan-made Sonic experience out there in the late 90s.

In 2002, however,

development on the project would slow.

Around this time, Aimee mysteriously disappeared from the internet,

leading to most if not all development at this point

being handled by Thomley.

This would be further slowed by him taking on other fan projects in addition to Mettrix.

Around this time,

during an attempt at porting both the original

Sonic the Hedgehog and Sonic 2 to the Sega CD,

Thomley would learn of the Sonic romhack

Sonic the Hedgehog: Megamix,

which had began as a simple palette and level edit of Sonic 1.

He would join this project and co-found its development team, Team Megamix, in 2004.

From here, the project would shift to become more of a

complete overhaul of the 1991 title,

eventually featuring new graphics, music, and playable characters,

and eventually even itself being ported to the Sega CD.

Upon the departure of the original lead,

Thomley would find himself in the leading position here.

Megamix would soon begin to take up much of Thomley's free time,

though work did continue on Mettrix.

Aimee briefly returned online in late 2004 with

renewed interest in the project she had begun in 1996.

She would help create new levels,

mainly the prehistoric themed Bronze Lake Zone,

and even helped prepare a build of the game to be released for the

2005 Sonic Amateur Games Expo.

She would disappear again shortly afterwards.

This was the last of her involvement with Mettrix.

However, progress on Project Mettrix was continuing again.

However, Thomley was not completely satisfied.

He had decided in 2003

that the original DOS engine was not up to snuff for what he ultimately wanted to accomplish with the project.

Thus he began working on a new game engine

known as "E02" alongside the old version of Mettrix.

He re-christened the old versions of the game as "E01".

The final E01 version of Mettrix would be released in 2005.

It was the most stable and complete version of the game yet,

even if not everything Thomley had wanted.

All three characters were playable,

each with their own functional paths through the game,

and in addition to this,

the last E01 versions of Mettrix would finally

see ports to Microsoft Windows.

Despite this, due to the non-standard screen resolution of the title,

the game will not run properly, if at all, on modern versions of Windows.

Thus, the best way to experience E01 Mettrix in all of its glory

is by using a DOS emulator such as DOSBox.

From here, Thomley hoped to create an even bigger,

better version of the game using his E02 engine.

In 2006, the first demo of this new version of Mettrix

would be released for the Sonic Amateur Games Expo.

Consisting of only a few playable levels,

this build was meant to show off the power, stability, and versatility of E02 itself.

The Sonic community was impressed by this game engine,

especially once Thomley also released a Mega Man 7-style fan game demo titled

Mega Man: Triple Threat,

which also ran using E02.

The Mettrix E02 build would not change much in the coming years.

Consisting of a fully functional version of Shining Island Zone,

Act 1 of Bronze Lake,

a remake of Green Hill Zone from Sonic 1 and the Sonic 1 special stage,

plus a test zone, along with all three playable characters from previous versions of Mettrix,

Stealth would turn his attention away from porting the entirety of Mettrix to E02,

to instead porting E02 itself to a variety of systems.

By 2008, in addition to Windows,

E02 and Mettrix would have versions compatible with Mac OSX and Linux as well.

Soon after, homebrew versions were also made available for the Sony PSP and Nintendo Wii.

In 2009,

this E02 porting job would gain Thomley the attention of

Christian Whitehead.

Whitehead and Thomley had previously met in 1997

after Whitehead had discovered an earlier version of Mettrix.

They had since fallen out of contact,

though Whitehead had kept up to date with Thomley's work.

By 2009, Whitehead was working on an updated re-release of Sonic CD.

Whitehead wanted to make a demo version to pitch to Sega themselves.

However, versatile as his Retro Engine was,

he wanted Thomley's help in getting the demo to a point that he was comfortable with on smartphones.

In particular, he wanted help in getting the game's

pseudo-3D special stages faithful to their original versions.

This was in addition to other aspects, such as the Palmtree Panic Zone boss,

which was the first boss of the game.

An agreement was made and Thomley got to work.

Within a year, Whitehead's pitch had been made and accepted by Sega.

Upon the release of his version of Sonic CD in 2011,

it was met with critical acclaim.

Thomely, however, would not work on this project after the initial pitch demo.

Though he would initially try to join Whitehead in developing the port past this point,

Whitehead would decline,

citing lack of experiencing or existing relationship with Sega at the time.

This did not stop Thomley with coming up with his own idea to pitch to Sega.

In his free time,

he had created his own demo version of Sonic CD

which ran on the Nintendo DS.

Unfortunately, due to a variety of external factors,

he never got to make his own Sonic CD pitch.

Fortunately, Thomley would get a chance to work with Sega again a few years later.

Whitehead, after the critical and commercial success of his version of Sonic CD,

was going to make an updated port of the original Sonic the Hedgehog for iPhones and Android devices.

But - he wanted Thomley's help.

Thomley agreed.

Thomley had established his own game studio in 2011, named "Headcannon".

This was the name he would work under for this project.

This version of Sonic 1, released in 2013,

would also receive critical and commercial acclaim.

It would be followed later that year by a similarly styled port of Sonic the Hedgehog 2.

In a move that harkened back to Thomley's earlier work,

the smartphone version of Sonic 2 featured a fully playable version of the Hidden Palace Zone,

which had been playable in prototype versions of the game

but was scrapped from the final original release.

Throughout this time, work continued off and on on Project Mettrix.

With the registration of Headcannon in 2011,

the E02 engine itself was renamed to the "Headcannon Game Engine".

However, the final update to this engine,

which a download of was required to even play E02 Sonic Project Mettrix,

would occur in April 2016.

This was shortly after Thomley famously cancelled the Sonic Megamix project,

of which he was also the only development team member left on.

In his final post on the official Team Megamix blog,

he cited part of the reasoning for this cancellation as

involving various upcoming projects.

He also, however, did state that he would someday release the Megamix engine to the public,

after he had time to go back, clean it up, and improve it to a point he was satisfied with.

In July of that year, Sega officially announced Sonic Mania -

a new game which would serve as a celebration of the Sonic series itself.

It would feature new levels, old levels,

classic Sonic gameplay,

and even references to obscure and widely forgotten Sonic titles.

To put it bluntly,

it was equal parts a new Sonic game

and a celebration of the franchise as a whole.

This title would be successful enough to get an updated release,

titled Sonic Mania Plus, in July 2018.

One of the prominent members on the mania project was Thomley.

While Sonic Project Mettrix was never formally cancelled,

it can be assumed to be on an indefinite hiatus.

However, the game itself, both in the later E01 versions and E02 demos,

is a blast to play and is definitely worth your time.

As for Thomley himself,

his story shows what happens when you take something you're passionate about,

in this case Sonic the Hedgehog and game development,

and stick with it.

From a young age, he didn't just want to re-create the Sonic experience,

but actually contribute something to his favourite franchise.

With Sonic Mania he was finally able to do this.

He had gone from a Sonic fan to part of what is considered one of the best Sonic games of all time.

However, the work he would go on to do on Sonic Mania,

and indeed with Sega in general,

would not have been possible without the work that was set in motion by

Project Mettrix.

This is part of Thomley's story and the tale of an extraordinary fan game.

If you would like to learn more about Thomley and his work,

read the companion article to this video over on infinitefrontiers.org.uk.

Also tune into the Stuff We Say Podcast,

where Thomley and myself sat down to discuss his work,

fan games,

Sonic itself,

and more!

And, of course,

check out his own channel,

where he currently creates his own videos!

So with that,

thank you very much for watching,

subscribe and share this video if you found it interesting,

and I hope to see you...

next time!

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