You want to say things like you know what we can or cannot afford, or what we need to do, but here's the thing: You have no clue what we can afford, you don't work for the company, you have no idea what we can or cannot do. The fact that you seem to believe slandering and insults are going to somehow make it happen sooner just shows that you might not be anywhere near as genuine as you believe you are. We've already made it clear we're still working on it. So can we get a REAL E.T.A on the spade classic/time attack mode? Hell i'm even willing to pay for those "extra characters" (dead serious, i even purchased the OST through steam) I'm pretty sure you can afford it, and hell, you can re-use some of the assets to FP 2Īnd yes, 1.5 years is a huge time to develop, hell i've seen tons of fans and fan-art of FP, it's a fan-favorite, and i wonder why such a fan-favorite refuses to keep producing content? If there is only a single developer, why don't you hire/ask for someone to help? serious question, how much money did you make out of FP? ![]() I urge you to go look up this information for yourself because it looks like, despite being the backer you claim to be, you haven't paid attention to any of the channels of communication we actively use to tell backers what we're doing. What was unlocked was basically their sprites with half finished attacks. Those cracks weren't even remotely the finished versions and have zero to do with their stage balancing. When you have a single programmer doing the work and you're dealing with large projects like injecting almost the same amount of content you put into the original work, that tends to take time. So I'd appreciate a change to your tone.Īnd yes, "we're working on it for 1.5 years" is pretty accurate. I myself don't actually even get paid for this. Originally posted by Quickshooter:you took 1.5 years to make the DLC which was a kickstarter goal, which was the only kickstarter that i ever backed, but nope, "we're working on it for 1.5 years"įirst of all, I'm not sure where you get your information, but we're not exactly swimming in money, in fact, quite the opposite, it costs money to pay people to continually develop new resources and we're pretty much sinking everything that's left after that into the sequel. It's just a little unpolished, why aren't you release them at least, for classic mode? Sure nice excuse, now that your have your big hit you can lay back and watch the money pourĪnd i've seen people crack the the game/unlocking spade and torque about half a year ago :/ you took 1.5 years to make the DLC which was a kickstarter goal, which was the only kickstarter that i ever backed, but nope, "we're working on it for 1.5 years" don't really appreciate being called lazy or liars while we're working hard to deliver it. You can look forward to this 100% free content in future updates. ![]() Spade's story is vastly different from the other characters and thus developing his Adventure Mode is a much bigger progress than the others. You need to consider what you know about the game. Milla's Adventure Mode has been added to the game but Torque has proven to add new bugs and issues into the game we're ironing out before handing over to the customers.ģ. Where did you hear we finished the DLC? We've certainly never said so. This sort of stuff actually takes time and we're still working on it. If you've presumed a certain length of time I'm afraid your disappointment is entirely self inflicted. I thought they finally finished the DLC, what the ♥♥♥♥ happened? they said after Wii U release but it's just another lazy lieġ. Originally posted by Magical Purple Man:Firstly Spade isn't playable right now at all.įor Torque you have to opt into the beta, and he's only available in time attack mode.
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![]() Please note: Musical instruments are subject to a 65 point inspection prior to shipping which adds one full business day to delivery timeline. If this should occur, an equivalent value replacement will be offered or credit on account. Final Sale conditions apply to this product and it may not be returned for any reason unless defective upon arrival. ![]() Product is factory sealed and has full manufacturer warranty, unless otherwise noted. This item has been discontinued by the manufacturer and we have limited stock remaining. In-Stock - Clearance: Get it fast! Item is available for immediate pickup or shipment - same day shipping and pickup for most items.Please note: Musical instruments are subject to a 65 point inspection prior to shipping or pickup which adds one full business day to delivery timeline. In-Stock: Get it fast! Item is available for immediate pickup or shipment - same day shipping and pickup for most items.Intel 1.6 GHz Core Duo/Intel i3, i5, and i7 Coreĭiscontinued, B-stock and otherwise refurbished items have a limited warranty. Intel 2.0 GHz Core Duo/Intel i3, i5, and i7 Core Materials and audio circuitry ensures durabilityĨ.1/Windows 8/Windows 7 with Service Pack 1 Soundcard lets the controller connect straight to your speakers or Information to external devices and can also be used as a MIDIĪnd quickly connect to your computer via the provided USB You to manipulate volume and bass with one handĪssignable MIDI functionality via USB can transmit most control Pad Trans beat effect allows you to cut the volume in time with theįade button adds two high pass filters to the crossfader, allows Volume, and Pad Trans beat effects will uplift your DJ skills in noįilter on every channel, to manipulate tracks input from either the Plus a trim knob and level meters to master the input The DDJ-SB controller has been upgraded with 4-deckĬontrol and dedicated buttons to switch between channelsĮffortlessly. The decks has never been easier and more intuitive - even forįirst-time DJs. ![]() He has built both forward rendering path and deferred rendering path pipelines for the lights as well as soft shadow support. We took inspiration from several sources but Felipe coded it all from scratch to best fit in with the v3 API. And I'm glad to say they're back and better than ever before. Ever since the original renderer tests we did with Pete way back in the mists of 2015 we had lights in there. Lights are something I've personally wanted in v3 for a long time. After concluding his tests and evaluating the features we decided to merge it into the core API and last week a brand new Game Object arrived called the Light Layer. Introducing the Light Layerįor the past couple of weeks, while I've been busy preparing the Alpha, Felipe has been working on a new v3 renderer feature in isolation from the rest of the API. In the right hands, you can make some really neat effects using this feature including effects such as 'knock out' or source-atop quite easily. This allows you to specify both the source and destination alpha as well as color, allowing for more complex blending. There is also an updated version using the blend separate function. Use the drop-down menus to alter the src and destination mix: Here's an example re-creating the classic Mr. The blend mode can use either 2 or 4 values along with the equation. All you do is call renderer.addBlendMode and pass it the mix values and the blend equation to use and it will return a blend mode index you can apply to any Game Object that supports blend modes. This is a WebGL only feature but a damned powerful one and allows you to create your own blend modes within the renderer. Here's an example of the Difference blend mode running in canvas:Īs a result of working in this part of the API I also knocked off a few tasks from our trello board including the addition of custom blend modes. So I debugged it and resolved the issue, enabling all of the canvas blend modes again. Amazingly they worked fine in WebGL, but not canvas (usually it's the other way around!). ![]() Custom Blend ModesĪs part of my tidying-up work last week I noticed that the blend modes weren't working in Canvas. It will be great to get docs added, even if only for the more stable and fixed classes as it will help you all test a lot more when it comes to the first Beta release at the end of August. I need to spend some more time evaluating them both before deciding but I spent a day cleaning up the v3 source code in preparation for this. Right now I'm trying to decide between using Sphinx JS, which is a JavaScript port of the absolutely fantastic Sphinx documentation system from the Python world, or documentation.js which looks like it will give us far more control over the output of the docs. However, when it comes to generating the actual docs from that we've far more choices than ever before. After a couple of days doing research and testing it looks as if jsdoc is still the standard way to mark-up the source. However, the tooling itself has evolved a lot. I was never very happy with the templated used in v2 but choices were limited and indeed they still are. Last week I spent some time looking at how we're going to handle documentation for v3. ![]() ![]() So please, keep the ideas and observations coming! Thanks to your feedback in the forum we've already acted upon some suggestions and v3 is definitely growing stronger as a result. From animated gifs on twitter to forum posts, it's great that even without documentation yet you're still able to pick it up and make something. On 7th August 2017 by Richard Davey Custom blend modes and the new Light Layer.Īfter releasing Phaser 3 Alpha last Monday it has been encouraging to see some of you already starting to use it. ![]() By using any materials, you acknowledge that other members may be acting under similar permissions and creating similar materials.Ģ.8. This would offer you a limited non-exclusive license to use abcteach materials within the scope of the separate agreement such permission being terminable at any time by abcteach in our sole discretion you agree that you will immediately cease the use, or offering for sale, or sale, of any such educational materials in the event we take such action. 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The names "abcteach" and "abctools" are registered trademarks. The website is owned and operated by ABCTEACH LLC, a Michigan limited liability company. The public and membership websites have been in operation since about 2000, providing access to downloadable materials for educators and parents.ġ.2. The Associated Press reported that the signing bonus totals $10.25 million, paid annually over 11 years, with an additional bonus if he became eligible for salary arbitration in 2012 or 2013. On January 10, 2010, Chapman signed a six-year contract with the Cincinnati Reds worth $30.25 million. Cincinnati Reds Ĭhapman pitching for the Cincinnati Reds in 2010 spring training Chapman eventually established residency in Andorra and petitioned MLB to be granted free agent status. Gerardo Concepción defected from the Cuban national team in the same tournament. Ĭhapman successfully defected from Cuba while in Rotterdam, Netherlands where the Cuban national team was participating in the World Port Tournament on JChapman walked out the front door of the team hotel and entered into an automobile driven by an acquaintance. Ĭhapman was part of the Cuban national team at the 2007 Pan American Games and the 2009 World Baseball Classic.Īmerican career Defection Īfter a failed attempt to defect in the spring of 2008, Chapman reported to Havana to meet with Cuban president Raúl Castro who gave him a conditional reprieve, suspending him for the remainder of the National Series season and also keeping him off Cuba's national team for the 2008 Summer Olympics but allowing him to return to the National Series and play in the WBC in 2009. He was used mainly as a starting pitcher, although he made 11 relief appearances in the 2007 season. In 327 2⁄ 3 career innings, Chapman compiled a 24–19 win–loss record, a 3.74 earned run average (ERA), and 365 strikeouts. ( December 2009)Ĭhapman joined the Holguín Sabuesos of the Cuban National Series League in 2006. He began playing as a first baseman until the coach noticed that Chapman could throw well enough to become a pitcher, which Chapman began in 2003. Ī friend of Chapman invited him to join a local baseball team at the age of 15. The Chapmans, whose last name can be traced to English settlers in Jamaica in the late 1600s, were not a prominent family. Chapman's paternal grandparents had emigrated from Jamaica to Cuba in order to get a better education. His mother did not work outside the home. Chapman's father was a boxing trainer and then later worked for the city. ![]() He lived in a three-room house with his parents and two sisters. Early life Ĭhapman was born in Holguín, Cuba, on February 28, 1988. Chapman currently has the record for the fastest recorded pitch speed in MLB history, at 105.1 miles per hour (169.1 km/h), as well as the Guinness World Record for fastest baseball pitch. Chapman's streak began on August 21, 2013, and lasted 49 consecutive games over two seasons, with the 49th and final game being on August 13, 2014. On July 11, 2014, Chapman broke the record, previously held by Bruce Sutter, for the most consecutive relief appearances with a strikeout, having struck out at least one batter in 40 consecutive appearances. He signed with the Yankees after the 2016 season. With the Cubs, Chapman won Game 7 of the 2016 World Series. The Reds traded Chapman to the Yankees after the 2015 season, and the Yankees traded Chapman to the Cubs during the 2016 season. He won the MLB Delivery Man of the Month Award as the best relief pitcher for July 2012, was named to four straight National League All-Star teams from 2012 to 2015. He defected from Cuba in 2009 and signed a contract with the Reds in 2010. Chapman bats and throws left-handed, and is nicknamed the " Cuban Missile" or the " Cuban Flame Thrower".Ĭhapman pitched for Holguín domestically and internationally for the Cuban national baseball team. He has previously played in MLB for the Cincinnati Reds, New York Yankees, and Chicago Cubs, and in the Cuban National Series for Holguín. ![]() Albertín Aroldis Chapman de la Cruz ( Spanish: born Febru) is a Cuban-born American professional baseball relief pitcher for the Kansas City Royals of Major League Baseball (MLB). Areas of expertise: brand management, brand narrative, brand strategy. Or maybe you just need control of a couple of pages but not the whole site, well we can help you out with that too. In their own words, Happy Cog is the graphic design studio which will help you. 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