Thursday, September 30, 2010

after school Reflection

This course is designed to provide students really learn from learning how to talk about clothing, but also learn a simple ad design and advertising language, enrich student life to improve their aesthetic, but also a real experience. Of course, \concept. I believe that education is not fixed, teaching and the law. In fact, we just used a task-based approach, but rather a combination of the strengths of each teaching a comprehensive approach. I believe that this requirement Students prepare their own learning materials, classroom teachers to use students in a variety of information organized into language teaching activities, which both teachers are teaching students to increase understanding, improve teaching targeted, but also increase the student's language practice, and promote their active participation in the teaching activities.

Monday, September 27, 2010

Know your diet pitfalls

Know your diet pitfalls. To improve your eating habits, you first have to know what's wrong with them. know that your diet pitfalls. To improve your eating habits, you first must know what they are wrong. Write down everything you eat for three days. Write down everything you eat for 3 days. Then check your list according to the rest of these tips. Then check your list according to these tips to rest. Do you add a lot of butter, creamy sauces or salad dressings? Rather than eliminating these foods, just cut back your portions. You add a lot of butter, cream sauce or salad dressing? Rather than eliminating these foods, as long as you cut parts. Are you getting enough fruits and vegetables? If not, you may be missing out on vital nutrients. You get if there is not enough fruits and vegetables? , You may miss important nutrients.

CN Wower Still Play TBC

NetEase on the "World of Warcraft" expansion pack "Wrath of the Lich King," the publication of the applications have been submitted to the Press and Publication Administration, the cheap wow gold outcome is expected to be made within a month.As for the rumored Wrath of the Lich King was beaten back regarding the approval of the relevant parties to be a denial.
"Wrath of the Lich King" from the end of the approval has been getting closer.Close to people familiar with the matter said on Sina science and technology, "Wrath of the Lich King," The application has been sent to the Press and Publication Administration, and is expected to approve the final results will be made soon.Although no clear timetable for approval, but "about a month there will be results."
The situation also means, "Wrath of the Lich King" has been approved by the Shanghai Copyright Bureau.From the official website of the cheap wow gold sources, starting from February 23, the Shanghai Copyright Bureau in dealing with the "Wrath of the Lich King," the vetting of applications.And internal sources, the actual time sent for screening even earlier than this.
According to relevant regulations, the import license approval online game requires 20 working days; In addition, the contents of the review of the game time is 60 working days.Counting from February 23, "Wrath of the Lich King," the approval of at least the past 40 days.

Saturday, September 25, 2010

The Ugg story

The Ugg Australia story began in 1978 when a mbt MBT shoes shox MBT shoessurfer by the name of Brian Smith needed a way to keep his feet warm between waves and the Ugg Classic was bornwhich is what is emulated when wearing mbt shoes. Crafted from Merino grade A sheepskin, the classic surf boot is lightweight and perfect mbt MBT shoes shox MBT shoesfor walking on sandmbt shoeshuman upright posture and lack of joint and back problems are attributed to walking on uneven. The idea caught on and today Ugg Boots have become a phenomenonnatural surfaces.

Tuesday, September 21, 2010

Writings

To Become One of Them Many people play games and some indeed have peculiar way of thinking, but just a few are well-qualified for game design. Why. Playing games is not enough, you have to learn skills. And before that, you also need to have some basic idea about classification of designers. There are five kinds of designers in general: numerical designer, level designer, story designer, system designer, and executive designer. Nobody is a born good designer. People usually starts from a small position. The core of a designer team is numerical designer, esp. for MMORPG. They are in charge of creating numerical functions for items, weapons, skills, and properties, etc.. It requires great patient. Maybe you have to adjust some thousands of numbers in one or two month. If you have a good command of mathematics and modeling, besides a keen sense of numbers, you may try it. The main role a level designer plays is to bring interesting gameplay to players. In a certain long period, level design might be looked down upon. But, as the rise of WOW, more and more people realize the importance of level design. So what's a level designer? He/she is a magician of deploying mysterious maps, and bringing the best from arts resource database. When players meet frustrations at various levels, they can be rewarded properly. So, before you become a level designer, you need a creative mind, and a sensitive feeling for gameplay. Not all games need a full-time story designer whose responsibilities lie in enriching game contents, composing appropriate words and events for players.To produce vivid feelings, they quickly make plots to suit the game's subject. The key requirement for the position is a good command of writing and imagination. As a game develops with more and more functions, game systems naturally expose themselves. A system designers' main job is to put into system frames with some small or big fun and functions like in-game mail, shop, trade, etc. Usually, a good system designer builds appropriate details into the big game environment and spend a big part of their time in UI adjustment, and typeset. Executive designer esp. needs great executive and creative power. Its role centers on facilitating project development and making it more proper and healthier. Mainly two parts are involved. First, trace each game systems, summarize and fix various game development problems. Second, analyse game rivals, and gather useful info. Who can do this? Guys with strong sense of responsibility and good communicative skills. Now we have acquired an overall idea about classification of game designers. Sometimes, players tend to complain that designers never play games made by others. It鈥檚 far from being the truth. Usually, a good designer have to spend much time in studying comprehensive knowledge rather than games alone, and only after he/she gains a wider knowledge, can he/she achieve better in game making. The biggest difference between a designer with a year's experience and five is the previous finds originality in games while the latter seeks it in life. No matter which kind of designer you want to become, it's better you get some basic skills to knock the door of jack-of-all-trades. A good designer almost knows everything. He/she knows what a programmer knows, not that deep though. Also, he/she is proficient in fine arts, and music, program, etc. Heshen said, people should be well-read rather than specialize in one aspect. It's true. You may have got some professional skills, but it's hard to manage them smartly unless you have a wide range of knowledge. When apply the rule to game making, it's become a designer's essential qualification. Exceptions have it that sometimes designer and programmer are all in one, such as John Carmack, and Romero. History. While people talk, two topics are often involved, geography or history. Good designers read history. It's called people who have a good knowledge in general history have a good judgement for everything. From world view, items, NPC, to music and skills, all have some taint of history. Blind design produces bad feelings on players who may think you are too absent minded. For example, JX3. In a whole, it possess tightly structured tasks. But, there is this chilli, a plant not exist in Tang Dynasty. Absurd design, isn't it? Players love Castle as it is a perfect design. The big historical background encompassed famous section of Chinese history. The world view thus formed is absolutely first class. Moreover, Xuanyuan Sword. Without the history and story, players might hardly remember it. In reality, face to face communication also involves a great deal of historical matter. The more you know, easier you will get along with people. Geography. People well traveled are usually put into important positions.Just think about that people are from all directions of the country. Once they meet, they talk about hometowns. If you know more, you deal them easily whatever comes to you. Music. Game music also counts. Maybe you do not possess a sweet voice. Don't worry, it's not a big impact on you as long as you know how to identify the sound of each instrument. Music is often made by game music studio. They consider a lot for you. Once I had to chance talking to Mr. Luo Xiaoyin, he said: before making music, we have to know the background, and atmosphere of the game. So we demanded game materials and pictures from game companies, and then made music better fit the game. Arts. Is it important for designers? Not necessarily. Is it unimportant for designers? No. it isn't. Rather contradicted, aren't they? Shigeru Miyamoto says game scene is of minor importance, while hideo kojima insists that only with a movie screen can game become a real game. As there exists an essential divergence, it's hard to say who is right or who is wrong. However, if you were a player, you feel disgusted from the first sight of the game,will you go on playing? I guess not. With aesthetic ability, designers know how to check their own demand with the pictures submitted by artists, and also how to make better orders, use map editors, deploy NPCs, arrange UI, etc.. Also, designers should figure out how to make good use of resources within a reasonable range. Logic.Important it is. Sometimes, a designer may need to acquire better logic than programmers, as he/she has to figure out reasons from results, and to verify functions if there is any logic defect. Game designers' logic abilities are usually at an average level since they are born skills, not easily acquired simply by attention. As project develops, designers have less and less time to consider and improve themselves in this aspect. A designer with rigorous logic has all matter considered from the very beginning drafting a development plan, expanding possible relationships for all systems, and thus reducing problems that might occur in other cases. Game industry is a world of miracles. If you do not have an open mind, you are susceptible to various lose. Some people are flippant, and some people are proud. Usually they brag too much after making a single project. It's not good. Let me list an example here. Shang'jing, CEO of 70yx, is a very special talent. At first, he was not well-known. Why? He did not produce a successful product then. While people talking about him, it's usually not good, as if he was indeed a failure, having made several projects but never patient enough to wait them complete. However, when he launched Genghis Khan, people suddenly changed their mind. All turn into favorable compliments. As one of the second generation producers, he has acute feeling for market trend, and fellowship for his fellows. So, do not feel you are a masterhand already. Be modest and communicate with your friends and players to enhance yourself. The legend of game industry is that you may never know when a masterpiece comes, and when a real talent emerges.