fredag 21 februari 2020

Download Tekken 6 Full Version For Pc

Download Tekken 6 Full Version For pc

Tekken 6 Full Review

Welcome to Tekken 6 is one of the best fighting game especially for fighting lovers that has been developed  and published by Bandai Namco Games.This game was released on 26th November 2007.


Screenshot



System Requirements of Tekken 6 For Windows PC

  • Operating System: Windows XP/Vista/ Windows 7 ( 64 Bit )
  • CPU: Intel Pentium 4 or later.
  • Setup Size: 700 MB
  • RAM: 1GB
  • Hard Disk Space: 1GB




torsdag 20 februari 2020

Download Diablo III Eternal Collection For SWITCH

Download Diablo III Eternal Collection For SWITCH

NSP | ENG | 

Raise Some Hell
Ages ago, angels and demons birthed your world in a forbidden union. Now they've come to claim it. Stand tall among Sanctuary's meek and wicked to battle walking corpses, horrifying cultists, fallen seraphs, and the Lords of Hell. When the High Heavens and the Burning Hells war, humanity must be its own salvation.
Unholy Trinity
The Diablo III game, the Reaper of Souls expansion, and the Rise of the Necromancer pack are all part of the Eternal Collection: 7 classes, 5 acts, and seasons' worth of demon-smashing.
Nintendo Switch™ Exclusives
Discover pieces of Zelda's world in Sanctuary. The Eternal Collection on Switch™ includes the Cucco companion pet, a Triforce portrait frame, and an exclusive transmogrification set that will let your heroes sport Ganondorf's iconic armor. You'll also receive unique cosmetic wings.


DOWNLOAD

 NSP GAME  Diablo III Eternal Collection :















 Download-Part-8


 GAME SIZE: 14 GB
Password: After 10$ payment is done


Open-World Action RPG Title Genshin Impact Opens Its Gates For Next Beta Registration



Global Interactive entertainment developer & publisher - miHoYo announced today that the next Closed Beta for its highly-anticipated title - Genshin Impact - will be available on PC, iOS and Android platforms starting Q1 of 2020. The beta registration officially started today on the Genshin Impact website: genshin.mihoyo.com




Genshin Impact is an open-world action-RPG title set in the fantasy realm of Teyvat, which offers a vivid, freely- explorable world, multiple characters, an in-depth elemental combo-based combat system and an engaging story. As a mysterious figure referred to as "The Traveler", players will embark on a journey of finding their long-lost sibling to piece together their own mystery, while unraveling Teyvat's many secrets. Joined by a lively companion called Paimon, players will explore the land filled with varied landscapes, culturally-diverse towns, and treacherous dungeons. By mastering the power of the seven elements with a custom party of up to 4 characters, players will overcome merciless foes and fiendish puzzles.

In the initial Closed Beta test, Genshin Impact revealed Mondstadt - the City of Wind (Anemo) with a variety of adventures, stories, and characters. This time, Genshin Impact builds on Teyvat, with an all-new story in Liyue Harbor - the City of Rock (Geo), that whisks traveler away to a new, eastern-inspired locale. There, players will find an immersive gameplay experience featuring breathtaking aesthetic design, content-rich discovery, brand new characters and an in-depth skill and talent system.

Being the richest city of the seven nations, Liyue Harbor shines like jade in the east. Legend says that the God of Geo drove out the ancient sea monsters of this once barren land and taught its first inhabitants to smelt metals and ores. He then encouraged them to open trade with other cities. Thanks to the diligent efforts made by several generations, ships carrying wealth from all over the world converge in Liyue Harbor nowadays, making it the most prosperous port city in Teyvat.

Liyue Harbor can be seen after passing through Mt. Tianheng. From there, tightly clustered ships and flows of people could be mistaken for woven threads. Beyond the bustle of the docks, towards Feiyun Slope, many appealing pavilions and kiosks from a faraway time welcome visitors from everywhere. Hidden in the gardens of Yujing Terrace, the majestic Yuehai Pavilion towers over the city.

Genshin Impact is set to showcase Liyue Harbor in the next Closed Beta to allow players an opportunity to understand the legend of the Geo Archon and unveil the secrets of this gorgeous city starting Q1 of 2020 on PC, iOS and Android. Beta applications are now being received here on the Genshin Impact website: genshin.mihoyo.com. For more information and updates, please visit Genshin Impact's official website: genshin.mihoyo.com, or follow @GenshinImpact on Twitter, Instagram, and Facebook.

Läs mer om våra uppdaterade Användarvillkor

Google
Vi förbättrar våra Användarvillkor och gör dem lättare att förstå. Ändringarna träder i kraft den 31 mars 2020, och de påverkar inte din användning av Googles tjänster.
Du kan läsa mer i sammanfattningen av de viktigaste ändringarna och Vanliga frågor. Och nästa gång du besöker Google kommer du att få möjlighet att läsa igenom och godkänna de nya villkoren. Här är en kortfattad beskrivning av vad uppdateringen innebär för dig:
Förbättrad läsbarhet: Villkoren är fortfarande juridisk text, men vi har gjort vårt bästa för att de ska vara lättare att förstår, genom att exempelvis lägga till länkar till användbar information och ange definitioner.
Bättre kommunikation: Vi förklarar tydligt när vi kommer att ändra något i våra tjänster (t.ex. när vi lägger till eller tar bort en funktion) och när vi begränsar eller tar bort en användares åtkomst. Och vi kommer att göra mer för att meddela dig när en ändring påverkar användarupplevelsen för våra tjänster negativt. Vi beskriver även hur vi besvarar förfrågningar om datautlämning från exempelvis myndigheter.
Vi har lagt till Google Chrome, Google Chrome OS och Google Drive i Villkoren: Våra förbättrade Villkor omfattar nu Google Chrome, Google Chrome OS och Google Drive. Dessa har även fått tjänstespecifika villkor och policyer så att det blir lättare för dig att förstå vad som utmärker tjänsterna.
Inga ändringar i Sekretesspolicyn: Vi har inte ändrat något i Googles sekretesspolicy och vi har inte ändrat hur vi behandlar dina uppgifter. Du kan granska dina sekretessinställningar och hantera hur din data används när du vill i Google-kontot.
Om du är vårdnadshavare för ett barn under den ålder som krävs för att hantera ett eget Google-konto och du hanterar hur barnet använder Google tjänster med hjälp av Family Link ska du vara medveten om att du även godkänner de nya Villkoren för barnets räkning, så du bör diskutera ändringarna med ditt barn.
Om du inte godkänner de nya Villkoren och vad vi kan förvänta oss av varandra när du använder våra tjänster, så kan du läsa mer om vilka alternativ du har i Vanliga frågor.
Tack för att du använder Googles tjänster.
Google-teamet

Brainstorming With Transpose

Sometimes I get stuck and look for a way to think about a problem a different way. There are some problems that you can view in the form of a matrix/table. The structure looks like this:

A B C D E
1 A1 B1 C1 D1 E1
2 A2 B2 C2 D2 E2
3 A3 B3 C3 D3 E3
4 A4 B4 C4 D4 E4
5 A5 B5 C5 D5 E5

There are rows and columns, and I'm trying to work on the cells. Let's try an example from a simple game:

Attack Defend Special
Fighter sword armor slam
Mage fireball reflect freeze
Thief dagger dodge disarm

The rows are the character classes: Fighter, Mage, Thief.

The columns are the types of actions: Attack, Defend, Special.

The matrix contains all the code to handle each of these types of actions for each of the types of characters.

What does the code look like? The usual thing to do is to organize this into three modules:

  1. Fighter will contain code to handle sword attacks, damage reduction from armor, and slam special attacks.
  2. Mage will contain code to handle fireballs, damage reflect, and freeze special attacks.
  3. Thief will contain code to handle dagger attacks, damage avoidance from dodge, and disarm special attacks.

Sometimes it's useful to transpose the matrix. I can organize along the other axis:

Fighter Mage Thief
Attack sword fireball dagger
Defend armor reflect dodge
Special slam freeze disarm
  1. Attack will contain code to handle sword attacks, fireball attacks, and dagger attacks.
  2. Defend will contain code to handle damage reduction, damage reflect, and damage avoidance.
  3. Special will contain code to handle slam, freeze, and disarm.

I was taught that the one style is "good" and the other style is "bad". But it's not obvious why this should be so. The reason is that there is an assumption that we will often add more character classes (nouns) but rarely add more types of actions (verbs). That way I can add more code with a new module, without touching all the existing ones. It may or may not be true for this game. By looking at the transpose, it makes me aware of the assumption, and I can question it. I'll then think about what kind of flexibility I want, then decide on the code structure.

Let's consider another example.

In programming language implementations, there are different types of nodes corresponding to the primitives: constants, operators, loops, branches, functions, types, etc. I need to generate code for each of these.

Generate Code
Constant
Operator
Loop
Branch
Function
Type

Great! I can have one class for each type of node, and they can all derive from a superclass Node. But this is based on the assumption that I will often add more rows and rarely add more columns. What happens in an optimizing compiler? We add more optimization passes. Each one is another column.

Generate Code Data flow Constant folding Loop fusion
Constant
Operator
Loop
Branch
Function
Type

If I want to add a new optimization pass, I would need to add a new method to each class, and all the code for an optimization pass is spread out all over the place. This is the situation I was trying to avoid! So some systems will add another layer on top of this. Using "visitors" I can keep all the loop fusion code in one module instead of splitting it up among lots of files.

If I look at the transpose of the matrix, it reveals another approach:

Constant Operator Loop Branch Function Type
Generate code
Data flow
Constant folding
SSA
Loop fusion

Now instead of classes with methods, I can use tagged unions with pattern matching (not all languages support this). This keeps all the code for each optimization pass together without requiring the indirection of visitors.

It's often useful to look a a problem in terms of a matrix. Applied to the object-oriented structure that everyone thinks about, it might lead me to use something different, such as an entity-component-systems, relational databases, or reactive programming.

It's not just for code. Here's an example of applying the idea to products. Let's suppose there are people with various interests:

Nick Feng Sayid Alice
cars X X
politics X X
math X X
travel X X

If I were designing a social web site, I might let people follow other people. Nick might follow Alice because they're both interested in cars and Feng because they're both interested in travel. But Nick would also get Alice's math posts and Feng's politics posts. If I consider the transpose of this matrix, I might let people follow topics. Nick might join a cars group and also a travel group. Facebook and Reddit started around the same time, but they're transposes of each other. Facebook lets you follow people; Reddit lets you follow topics.

When I get stuck, or when I'm wanting to consider alternatives, I look at the problem to see if there are multiple axes of organization. Sometimes approaching the problem from a different direction can yield a better approach.

Ragnarok: Temple Of Doom

You win some, you lose some.
           
Ah, roguelikes. There's no other sub-genre in which this kind of narrative makes any sense:
           
When I walked into the room, I saw a deadly asp on the other side of it. I didn't want him to get too close, so I killed him with my shurikens. I wanted to eat his corpse to get intrinsic poison resistance, but I didn't have any artificial resistance, so I knew trying would kill me. I had three unidentified rings, one of which might have been a Ring of Immunity, which would have protected me from poison while I ate him, but I only had one Scroll of Identification, and I was hoping to hold onto until I found a Scroll of Blessing because blessed Scrolls of Identification identify everything in your pack. I tried one of the rings blind, but it turned out to be a Ring of Relocation, and it teleported me to another part of the dungeon. While I was trying to make it back, I stepped in quicksand and started to drown. The only thing I could think to do was drink an unidentified potion, hoping it was a Potion of Phasing, but it turned out to be a Potion of Lycanthropy, and my character dropped all his stuff when he changed into a werewolf, then ran around the dungeon killing everything he encountered for a few minutes. Eventually, he turned back into a man, but I got killed by another deadly asp before I could get back to my equipment. C'est la vie.
                
There's so much to learn, and enough that works differently from NetHack that I'm not sure if my previous NetHack knowledge is a blessing or a curse--an apropos phrase, as I spent forever trying to figure out how to use Holy Water to remove curses and/or bless things before coming to the conclusion that it simply doesn't work that way in this game. As far as I can tell, Holy Water just increases your luck. You have to find Scrolls of Dispel Hex and Blessing to do the other things. But if you do find a Scroll of Blessing, a good use for it is to bless your Scroll of Identification, because blessed Scrolls of Identification identify all your items, not just several as in NetHack. To find monsters on the level, I don't want a Potion of Monster Detection; I want a Potion of Depredation, which sounds like a bad thing. If you do find any "bad" potions, don't save them to throw at enemies because that doesn't work here.
          
And maybe stay away from mushrooms entirely.
            
The worst part is the monsters. While NetHack and Ragnarok have a lot of overlaps in terms of equipment, the bestiary is almost entirely new. It makes good use of Norse mythology, yay, but I've got to learn every enemy's special attacks and weaknesses again. I started keeping a list of enemies to particularly avoid, but it ended up including almost all enemies. Jacchuses give you a disease that prevents you from healing. Kalvins pluck your eyes out. Pale Mosses destroy your brain tissue, which causes you to forget potions, scrolls, and such that you've already identified. Ramapiths toss fireballs. Red oozes devour your weapons and can't even be killed by regular weapons. Ulls disorient you; Predens give you fevers; Retchweed makes you hungry; Gas balls deafen you; Pelgrats suck charges from wand that you carry. I've barely gotten started.
           
I had lycanthropy for a while. It was worse for the other creatures in the dungeon.
          
I've spent a lot of time debating whether to try to eat slain enemies or not. Ragnarok doesn't seem to have as many enemies whose corpses give intrinsic protection, but they're definitely there. The aforementioned asps will give you poison resistance if you can survive eating them. Fire dragons confer fire resistance. I haven't found much else. What I can tell you is that troll corpses do not confer regeneration, wight corpses do not give you experience, and giants do not give you strength.

Ragnarok seems to offer more items and monsters that rearrange the physical environment than other roguelikes. In NetHack, you could take a pick-axe to just about every solid part of a level, and you can do that here, too, but there are also traps that fill rooms with water or lava, cause the ceiling to collapse, or replace all the external walls with monsters. There's a scroll that summons lava, and another that randomly plants trees wherever you are. There's an artifact called a "disruption horn" that you can use in the doorway of a room to cause the ceiling to cave in, killing whatever monsters are there (you get the experience!). A creature called a "mudman" leaves gobs of mud everywhere. There's a wand that just blasts the hell out of everything you point it at, including floors, walls, and anything in between.
          
Using my horn to collapse the ceiling on a roomful of deadly moss.
           
I spent seven hours exploring the dungeon beneath the forest, and I have nothing at all to show for it yet. It's three levels with nine maps per level--as big as Rogue by itself. Commenters were right: the game got a lot harder once I left the forest. I've been trying not to abuse the backup system too much, but thank the gods it's there. Some of my more amusing deaths include:

  • I stepped on a mist trap, which confused me. Confused characters in this game sometimes randomly use their items, and in this case, I ate a mushroom that turned the whole world hallucinogenic before killing me.
  • I ate some creature that turned out to be made of lava.
  • I stepped on a trap that turned all the surrounding walls into wizards, who quickly surrounded and killed me.
           
At least the hill giant probably won't make it out, either.
         
  • The one below didn't kill me, but it made life hard enough that I reloaded.
         
What kind of potion was that!?
         
One of my most heartbreaking deaths came late in this session, when I had just come across a Wand of Wishing. These are as useful here as they are in NetHack except I don't really know the specific names of the best equipment to wish for. Since I'd already activated the first wish by using it at all, I wished for one of the only high-level items whose name I reliably knew: Mjollnir. For some reason, I got a sword instead. Before I even had a chance to investigate it, a bartok came wandering into the room and killed me with a sonic wail. My previous save was well before this area was seeded with equipment. Lesson learned: save after you find Wands of Wishing.
           
In retrospect, the best answer would have been: "I wish I wasn't so excited about having found a Wand of Washing that I'm failing to notice the dude coming up from the southeast."
       
A lot of my woes are equipment-related. I'm constantly over-encumbered, made worse by the fact that I don't understand how a lot of stuff works. But there are good things to report. I have a full set of armor, including a "holocaust cloak," which protects against fire and I think is an homage to The Princess Bride. I have both a Ring of Locus Mastery and a Ring of Relocation. This means that every 12-100 rounds, I get teleported, but I can direct my destination location. It gets me out of a lot of fights and traps, and if I don't want to move, I can just specify the next square I was going to walk into anyway. It would be nicer to have these powers as intrinsics, but with the ability to equip 8 rings, you don't feel like you're wasting a slot as much as you do in NetHack.
           
Thankfully, my Ring of Translocation will eventually get me out of here.
         
In other good news, a blessed Scroll of Enhancement empowered my silver sword up to +9. In bad news, a red slime then ate the sword. Then I found another blessed Scroll of Enhancement and got a spear up to +15. You have to roll with the punches in roguelikes.

Two Scrolls of Knowledge bestowed my character with the "Terraforming" and "Identification" abilities. I haven't tried the former yet, but the latter seems to render Scrolls of Identification moot. I wish I'd known to wish for Scrolls of Knowledge back when I had that Wand of Wishing.
           
That's one logistical concern I no longer have to deal with.
           
On Level 2, I found an enemy named Scyld, who was so powerful that I assumed he must be some kind of "level boss" and likely in possession of one of the quest items. I reloaded half a dozen times before I finally killed him, but it turns out he didn't have anything special.
            
This seemed like a unique enemy, so I thought there would be more to him.
          
The real conclusion of the dungeon came via a hole I found on Level 2, which led to some kind of temple, preceded by a title screen. The game strikes a good balance between random level generation and some fixed level content, as this particular level shows. Its enemies are chiefly "guardians," who root in place unless you walk next to them, at which point they become hostile and generally kill me in two or three blows. My teleportation abilities plus careful navigating led me to avoid most of them.
          
Entering the temple. These special screens help create an atmosphere lacking in a lot of roguelikes.
            
I soon encountered a warrior named Hrethel, standing on a stump with a noose around his neck. He pleaded for freedom, but I had options to kick out the stump and do nothing instead of setting him free. (Note that the developers, finding no good way to operate this encounter with the usual game commands, just provided a special options menu. In both this and the graphics, the authors of Ragnarok show more flexibility than a lot of roguelike authors.) Of course, I chose to free him. The grateful Hrethel joined my character, but before I had a chance to figure out what that really meant, the god Vidur attacked and killed me instantly.
           
I like that the game supports these special options in addition to the usual plethora of roguelike commands.
           
In subsequent trials, I learned that Vidur always gets angry and appears if you rescue any of the three captives on the level. If I chug a Potion of Speed, I can act as often as Vidur and can wound him, but he always pounds away my hit points in two or three turns. My Orb of Imprisonment doesn't work on him. Neither (it seems) do several wands. He has no special attacks (so far), but his physical attacks are devastating. I'm going to roam around the dungeon some more and try to build my resources before giving him another run, as I have several unexplored screens on Level 3.

I'm still enjoying Ragnarok, but I have a feeling it's going to be way too long. I also forgot how exhausting roguelikes are. You have to watch every step, pay attention to every message, and stop and think before every combat. Life and death can hinge upon whether you take a beat before entering a room, or whether you take a corner using a diagonal movement key or two lateral movement keys. NetHack taught me to stop, pause, and think between moves, which serves me well here, but it also means that it seems to take forever to get through a level and yet you still have to pay rapt attention.

The lack of permadeath helps, of course. I'm quite careful to save every 200 turns and usually glad that I did. It means that I have a reasonable chance of getting through the game without having to look at spoilers, since underestimating an enemy or misdiagnosing a piece of equipment doesn't meant that I'm starting over from scratch. But 200 turns are more to make up than they sound, and it's especially jarring when, thanks to the nature of randomization, the same stuff doesn't happen the second time.

Because of reader comments, I never did switch to the Valhalla version of the game. It's a more apt name, since far more of my characters will have ended up there than at Ragnarok.

Time so far: 10 hours