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first_imgWilmington, Oh. — The National Weather Service says sustained south to southwest winds from 15 to 25-miles-per-hour, with gusts up to 35-miles-per-hour, are expected from late morning through the end of the day.Because of a lack of green vegetation, the winds will lead to an increasedthreat of fire growth and spread. Outside burning is notrecommended. There’s more information online.last_img

first_imgIt is understood that former Nigerian junior international Iheanacho is one of the players whose fitness Guardiola has questioned.The player, who impressed under former coach Manuel Pellegrini, scoring 14 goals in all competitions last season, weighs 79kg which the coach considers to be excessive for a professional footballer and should be reduced.French defender Gael Clichy says he is fully behind Guardiola’s approach.“For my part, it’s the first time any manager has really done it,” added the 31-year-old. “And we have a few players who are not training with the team yet.“If your weight is too high, you’re not training with the team. You have to know that if your weight is 60 kilos and you are on 70 kilos, then you cannot play football.“Some people think that’s normal but, in truth, it’s not always like this. I know because I’ve been playing football for a long time. It’s really refreshing and very exciting,” Clichy said.It would be recalled that Guardiola, who left Bayern Munich at the end of last season, initially left out Iheanacho from Man City’s squad of 32 players that left for China on July 19 for reasons that were not specified.Share this:FacebookRedditTwitterPrintPinterestEmailWhatsAppSkypeLinkedInTumblrPocketTelegram From Olawale Ajimotokan in AbujaSuper Eagles striker Kelechi Iheanacho has been embargoed by coach Pep Guardiola from training with the Manchester City first team until he reduces his weight to an approved threshold.Reports out of England yesterday said that some of City’s top players on pre season tour of China were outlawed by Guadiola from the first team because of they were not fit.According to the BBC, Guardiola gave order to the players to avoid pizza, some juice and certain “heavy food”.“They are not overweight, but I want my players fit,” said the new City boss.“The weight is so important. When you are not fit, danger is coming. You’re not fast enough or quick enough in the head. That’s why you need to be fit.” Guardiola said.Man City will meet Borussia Dortmund Thursday in the International Champions Cup in Shenzhen, China.last_img read more

first_img Trade In Your Nintendo Switch For a Better Battery (With a Catch)Get Used to ‘Fortnite’s’ Powerful Mech Suits Before even attempting to make your own game in Dreams you should try playing the included story mode. Using the DualShock 4’s motion sensor you glide a little imp around the screen like a cursor interacting with various objects in whimsical ways. Manually unlock doors. Pick up and pour oil cans to loosen up rusty robots. One gothic section had us leading a man away from skeletons like a casual point-and-click adventure. You can also possess certain characters like a cube with legs or a little fox with an eyepatch and projectile attack for sections that play more like traditional 3D platformers, with physics that felt much snappier than LittleBigPlanet ever did.The real purpose of the story mode in Dreams though is to show just what is possible with the game’s comically robust creation tools. Granted, it’s made by professional game developers deeply familiar with their own engine but everything from the levels to the puzzles to the assets to even the cutscenes and music can be made within the game itself. Wrapping your head around how to do all that though is definitely going to take some time, way more time than my whirlwind of a demo.I didn’t personally see how props are made, but I know you can make them with either the DualShock or the PlayStation Move controllers. The game’s gorgeous colorful painterly art style, full of shifting brushstrokes, pairs well with digitally crafted items sculpted by flowing your arm in 3D space. Of course, you can make more realistic items with realistic textures, too. Some sample games I played even had convincingly flat 2D animated visual styles.With your props library filled you can then start arranging them to create your level. Once you’ve got the various shortcuts memorized (which is isn’t too tough as they correspond nicely with the accessible regular game controls) you can quickly start plopping down and modifying objects. In just a few minutes we had a stage where the fox had to jump onto a moving platform across a treacherous waterfall to reach the end marked with torches.But to get to that point we also had to add programming logic along with the objects. Getting the platform to smoothly move back in forth involved setting it on a ping-ponging animation loop complete with keyframes. The only way I was even able to follow that step was because of my Flash animation background. We also linked the animation to an if-then “trigger zone” on the bridge, so it would only activate once our character stepped onto the platform. Otherwise we would render our level unplayable if the platform got stuck over the waterfall.Before I could process all that had went into making this incredibly basic game, while also looking at the bevy of editing options we weren’t even touching, the Media Molecule artist opened up the included music making tool that’s basically a full-fledged digital audio workstations. Pick different MIDI sounds like smooth synth pipes, lay down a tune with buttons, edit on the track to get the timing and rhythm right. It’s just like FL Studio or something, it’s wild. And to top things off, we adjusted the resolution of the visuals to complete the faux-PlayStation 1 platformer look.I honestly think the breadth and depth of the tools in Dreams are going to be too much for some people. Already, designing a 3D game is exponentially more complicated than designing a 2D one like the fan creations of Super Mario Maker. But this is like if Super Mario Maker let you recreate not just Super Mario 64 but also every other Nintendo 64 game, and then let you make changes just one step above of modifying the actual code. Sticking with the Nintendo analogy, the artist and I also compared the game’s massive eclectic collection of short user-made works to the fantastic WarioWare D.I.Y. back on Nintendo DS.Fortunately, the robust sharing system sounds like it’ll make it easier for creators to communally share knowledge. You won’t be burdened with making your games entirely from scratch. You can earn new items from the story mode as well as remix individual levels or packaged groups of levels from other users. The original user always gets credits for their source material but you’ll get credit for your remix, too.I absolutely can’t wait to see and play what passionate users dream up in Dreams. It’s so powerful. However, that power may also make it more inaccessible than the developers seem to realize. Maybe I’m wrong. Maybe a generation of kids raised on Minecraft will take to complex game design as easily as riding a bike. But to me this really does have more in common with Final Cut and Photoshop, programs that take a real commitment and time investment to successfully learn, than even a creativity-focused game like LittleBigPlanet. We’ll see when the Dreams beta launches on PlayStation 4 later this year followed by a full launch.Let us know what you like about Geek by taking our survey. Stay on targetcenter_img The Dreams beta is available now on PS4. Here’s what we thought the last time we played Sony’s wildly ambitious game making software.I remember a decade ago when Media Molecule first hit the scene with LittleBigPlanet. Folks were blown away with the tools the game provided you for building your own video game levels. It had the potential to make game design itself a far more democratic process, a huge win for art and education in our medium. LittleBigPlanet definitely became a strong franchise, with follow-ups and spin-offs starring Sackboy in the gang. But I feel the eventual consensus was that its promise was undercut by less-than-stellar core platforming gameplay and creation tools that had their admirable ambition undone by their overwhelming complexity.Well Dreams is LittleBigPlanet on steroids. Actually, considering the game’s love of hazy blissed-out gentle surrealism it’s probably on a different drug. But Media Molecule’s next game for PlayStation 4 takes LBP’s game-making philosophy and wildly expands it out until it’s essentially a piece of advanced art software. What we played was a much stronger, more varied game, but also an even more potentially overwhelming tool.AdChoices广告last_img read more