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  (Indie Deal) Techland, Humongous & Retroism Winter Sale
Posted by: xSicKxBot - 01-24-2020, 08:21 AM - Forum: Deals or Specials - No Replies

Techland, Humongous & Retroism Winter Sale

Techland Winter Sale, up to -75%
[www.indiegala.com]
Enjoy Steam games full of parkour-fueled zombie survival, wild west FPS action, and awesome sims!
Humongous Entertainment Winter Sale
[www.indiegala.com]
Spy Fox, Putt-Putt, Pajama Sam, Freddi Fish and more edu-gaming opportunities for the young and old with the Humongous Entertainment Sale

Retroism Winter Sale, up to -90%
[www.indiegala.com]
Relive your childhood or take a glimpse into the good ol' days with the Retroism timeless games!

Another upcoming Shakespearean quiz!
The GalaQuiz[www.indiegala.com] will take place today. The theme will be Romeo & Juliet #2.

Check out IndieGala on Twitter, YouTube & Facebook[www.facebook.com]


https://steamcommunity.com/groups/indieg...3830551949

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  (Free Game Key) Darksiders 1&2 and Steep - Free Epic Games
Posted by: xSicKxBot - 01-24-2020, 08:21 AM - Forum: Deals or Specials - No Replies

Darksiders 1&2 and Steep - Free Epic Games

Visit the giveaway pages:

https://store.epicgames.com/GRABFREEGAMES/darksiders
https://store.epicgames.com/GRABFREEGAMES/darksiders2
https://store.epicgames.com/GRABFREEGAMES/steep

Create an account or log in an already existing one and permanently add the game on your account. Alternatively you can redeem it from the Epic Launcher on the game's giveaway page.

This giveaway is no longer a daily giveaway. Epic resumed the weekly schedule, meaning this giveaway will last between Jan 1 to Jan 9.

We are welcoming everyone to join our discord server (link below). We are more active there on finding giveaways, small or large.

?GrabFreeGames.com ?Twitter ?Steam Curator ?Facebook[fb.me]?Discord[discord.gg]
❤️Support us: ✔️HumbleBundle Partner[www.humblebundle.com] Epic Tag: GrabFreeGames ✌


https://steamcommunity.com/groups/GrabFr...7583948797

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  Using Kubernetes ConfigMaps to define your Quarkus application’s properties
Posted by: xSicKxBot - 01-24-2020, 07:39 AM - Forum: Java & JVM Languages - No Replies

Using Kubernetes ConfigMaps to define your Quarkus application’s properties

So, you wrote your Quarkus application, and now you want to deploy it to a Kubernetes cluster. Good news: Deploying a Quarkus application to a Kubernetes cluster is easy. Before you do this, though, you need to straighten out your application’s properties. After all, your app probably has to connect with a database, call other services, and so on. These settings are already defined in your application.properties file, but the values match the ones for your local environment and won’t work once deployed onto your cluster.

So, how do you easily solve this problem? Let’s walk through an example.

Create the example Quarkus application


Instead of using a complex example, let’s take a simple use case that explains the concept well. Start by creating a new Quarkus app:

$ mvn io.quarkus:quarkus-maven-plugin:1.1.1.Final:create

You can keep all of the default values while creating the new application. In this example, the application is named hello-app. Now, open the HelloResource.java file and refactor it to look like this:

@Path("/hello") public class HelloResource { @ConfigProperty(name = "greeting.message") String message; @GET @Produces(MediaType.TEXT_PLAIN) public String hello() { return "hello " + message; } } 

In your application.properties file, now add greeting.message=localhost. The @ConfigProperty annotation is not in the scope of this article, but here we can see how easy it is to inject properties inside our code using this annotation.

Now, let’s start our application to see if it works as expected:

$ mvn compile quarkus:dev

Browse to http://localhost:8080/hello, which should output hello localhost. That’s it for the Quarkus app. It’s ready to go.

Deploy the application to the Kubernetes cluster


The idea here is to deploy this application to our Kubernetes cluster and replace the value of our greeting property with one that will work on the cluster. It is important to know here that all of the properties from application.properties are exposed, and thus can be overridden with environment variables. The convention is to convert the name of the property to uppercase and replace every dot (.) with an underscore (_). So, for instance, our greeting.message will become GREETING_MESSAGE.

At this point, we are almost ready to deploy our app to Kubernetes, but we need to do three more things:

  1. Create a Docker image of your application and push it to a repository that your cluster can access.
  2. Define a ConfgMap resource.
  3. Generate the Kubernetes resources for our application.

To create the Docker image, simply execute this command:

$ docker build -f src/main/docker/Dockerfile.jvm -t quarkus/hello-app .

Be sure to set the right Docker username and to also push to an image registry, like docker-hub or quay. If you are not able to push an image, you can use sebi2706/hello-app:latest.

Next, create the file config-hello.yml:

apiVersion: v1 data: greeting: "Kubernetes" kind: ConfigMap metadata: name: hello-config 

Make sure that you are connected to a cluster and apply this file:

$ kubectl apply -f config-hello.yml

Quarkus comes with a useful extension, quarkus-kubernetes, that generates the Kubernetes resources for you. You can even tweak the generated resources by providing extra properties—for more details, check out this guide.

After installing the extension, add these properties to our application.properties file so it generates extra configuration arguments for our containers specification:

kubernetes.group=yourDockerUsername kubernetes.env-vars[0].name=GREETING_MESSAGE kubernetes.env-vars[0].value=greeting kubernetes.env-vars[0].configmap=hello-config

Run mvn package and view the generated resources in target/kubernetes. The interesting part is in spec.containers.env:

- name: "GREETING_MESSAGE"   valueFrom:   configMapKeyRef:     key: "greeting"    name: "hello-config"

Here, we see how to pass an environment variable to our container with a value coming from a ConfigMap. Now, simply apply the resources:

$ kubectl apply -f target/kubernetes/kubernetes.yml

Expose your service:

kubectl expose deployment hello --type=NodePort

Then, browse to the public URL or do a curl. For instance, with Minikube:

$ curl $(minikube service hello-app --url)/hello

This command should output: hello Kubernetes.

Conclusion


Now you know how to use a ConfigMap in combination with environment variables and your Quarkus’s application.properties. As we said in the introduction, this technique is particularly useful when defining a DB connection’s URL (like QUARKUS_DATASOURCE_URL) or when using the quarkus-rest-client (ORG_SEBI_OTHERSERVICE_MP_REST_URL).

Share

The post Using Kubernetes ConfigMaps to define your Quarkus application’s properties appeared first on Red Hat Developer.



https://www.sickgaming.net/blog/2020/01/...roperties/

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  [Oracle Blog] Using JShell with NetBeans
Posted by: xSicKxBot - 01-24-2020, 07:39 AM - Forum: Java & JVM Languages - No Replies

Using JShell with NetBeans

By Guess Blogger Deepak Vohra


Java Shell (or JShell) is a new tool introduced in Java 9 for running standalone code snippets.  JShell in NetBeans is explored in six articles. The first article introduces JShell with NetBeans including how to access the JShell.  JShell-only commands such as /list and /save are shell commands to facilitate the use of the tool.  The first article discusses how to run code snippets to import a package or a type. Further, the first article discusses declaring and using variables explicitly.


The second article continues with declaring and using variables; implicit variables. Further, code snippets for String comparison and statements are run in the second article. Resetting JShell is also discussed in the second article.


The third article is all about running code snippets for methods in JShell. Modifying method definition, method overloading, and making a forward reference to a method are discussed as used in JShell. Some JShell specific features for methods are also discussed including listing code snippets for methods, and method modifiers not permitted in a top-level method declaration.


The fourth article is mainly about running code snippets for classes in JShell including declaring a class, modifying a class, using class constructors, extending a class and overriding methods. Further, interfaces, arrays and unchecked exceptions are also discussed.


The fifth article discusses running code snippets for enums and the various control flow statements.


The sixth article discusses lambda expressions, in addition to discussing saving and loading code snippets in JShell.


Using JShell in Java 9 in NetBeans 9.0, Part 1


Using JShell in Java 9 in NetBeans 9.0, Part 2


Using JShell in Java 9 in NetBeans 9.0, Part 3


Using JShell in Java 9 in NetBeans 9.0, Part 4


Using JShell in Java 9 in NetBeans 9.0, Part 5


Using JShell in Java 9 in NetBeans 9.0, Part 6




https://blogs.oracle.com/java/using-jshe...h-netbeans

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  Phaser Editor 2.1.6 Released
Posted by: xSicKxBot - 01-24-2020, 03:08 AM - Forum: Game Development - No Replies

Phaser Editor 2.1.6 Released

Phaser Editor just released version 2.1.6.  Phaser Editor is an open source commercial game editor built on top of the Phaser game engine built on top of the Eclipse editor.  The 2.1.6 release brings Phaser editor to parity with the most current versions of Phaser and Eclipse.

Details from the release notes:

Phaser 3.22.0


The latest version of Phaser is now built-in. It is included in the project wizards, the Scene Editor, and the Phaser Labs tools.

The Phaser runtime files of your old projects are not updated. If you wish to update your game runtime to the new Phaser version you should do it manually. Learn more about it in the docs.

Eclipse IDE


We updated the editor to the latest Eclipse version (2019-12).

Asset Pack


  • #139: Use relative names of asset pack files in the new file dialogs:

  • #137: Bugfix: the New File wizard adds the new file to all the asset packs.

  • #138 Parameter to use the container folder as the key prefix of the new file items.

Now you can enable the Use container folder as a prefix for new asset keys parameter. It is in the global preferences (Window > Preferences > Phaser Editor > Asset Pack Editor). By default it is disabled.

If the parameter is enabled, when you add new assets it will use the name of the container folder of the asset pack as the prefix of the new key. For example, if you add a file background.png and the asset pack file is in the folder level3, then the new key will be level3.background. Only in case of scene files, the prefix is ignored.

Texture Packer


  • #141 Show import button in Properties.

macOS Mojave users are experiencing problems to drop files into the Texture Packer editor. We added a new button in the Properties view to import the files selected in the Blocks view.

Text editors


  • #142: Bugfix: cursor is lost in a text editor after save (Windows 10).

Phaser Editor is available for download on Linux, Mac and Windows here.  PhaserEditor is open source under the EPL license available here on GitHub.  Learn more seeing Phaser Editor in action in the video below.

GameDev News


<!–

–>



https://www.sickgaming.net/blog/2020/01/...-released/

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  Mobile - End of the Universe Review
Posted by: xSicKxBot - 01-24-2020, 03:08 AM - Forum: New Game Releases - No Replies

End of the Universe Review

There’s two flavors of space fiction. One has the sweet taste of optimism and adventure. The other is bitter and sprinkled with existential fear. Many works dabble in a bit of both. Kyle Barrett’s End of the Universe most certainly doesn’t. His follow up to Immortal Rogue takes a spoonful of the gloom of last year’s vampire slasher, and simmers it down to concentrated grimdark. The game this spooky sauce covers is a curious, if not ultimately disappointing taste.

You wake up in the cockpit of a floating ship. You don’t know how you got there, but you know you need to go. Now. There’s a handful of options to choose from as far as where, but they all take you to a place where you will be shooting whatever is nearby. These options, one being following a blinking light, for example, promise a bit of a mystery. If you survive long enough down a path, you’ll eventually get another set of options, branching you down another path of a loosely knit story.

End of the Universe Ships

Each path doesn’t seem to have any obvious benefits over one another. In fact, the only real significant difference between them is that they seem to determine what sorts of enemies you’ll see the most during the next set of screens. If there are more consequential story elements deeper in space, then I just haven’t found them yet. Some choices seem pretty dramatic, but don’t lead to anything more than just shooting more people.

End of the Universe has shoot-em up in its haunted, black blood. From very early stages, enemies begin to crowd the limited space provided. They mostly either sit stationary and fire like a turret, or swarm you in a constant, relentless dog fight. The amount of ships and bullets on screen can get downright oppressive at times, thanks to the very limited hit points you have to work with. The learning curve for how to identify the best ways to stick and move is steep, and will require many deaths before any feeling of confidence can be gained.

End of the Universe Gameplay

Some design choices seem inconsistent, though. Each arena is surrounded by a yellow box that acts like an electric fence to keep the action in. Well, your action at least. Enemies pass in and out of it at will, while you take damage when colliding into it. The size of this box grows and shrinks per stage, which in and of itself isn’t an issue. Combined with the debris that fills the field, however, and any given stage can feel like an unfair death trap.

Procedural generation is a design concept that is supposed to algorithmically place objects and enemies in a way that still feels winnable by a player. Many maps in End of the Universe feel completely random. This is a problem because it can often create zones that feel boxed off and impossible to traverse safely. Maybe enemies are tucked behind two big chunks of ship debris, meaning you have to slither into a narrow space in order to destroy them, and move on to the next stage. Random encounters shouldn’t feel like Luke blowing up the Death Star.

End of the Universe Choices

Sometimes, enemies spawn under obstacles. Sometimes that seems deliberate. Big purple chomping aliens pop out from asteroids you’ve gotten too close to and take you by surprise. The overwhelming occasion features ships that would be moving around if they could clip through the walls that spawned on top of them, but instead just kind of spin aimlessly until you put them out of their misery. Some creatures will spawn, but linger just outside of the aforementioned yellow box, which means you have to make several fly bys in hopes to hit with some long range shots. These out of place enemies sometimes self-reset if you let them linger off screen for awhile. Count yourself lucky when they do.

The controls can be tough to navigate, as well. With one touch, you can change directions, slow down, and dash forward. Time, and possible experimentation with the sensitivity controls, will be enough to make you at least a serviceable pilot. Even now, with hours under my belt, I clip debris and passing hostiles accidentally. It feels like slipping accidentally is just a part of playing any given round.

The stages seem well suited for dropping in and playing a small chunk quickly. Ironically, for a game that fills every available space with things that will kill you, moment to moment gameplay is pretty passive. This is because light weapons auto fire, and heavy weapons take time to charge. You spend much of the game just watching your ship do things while you attempt to navigate it around obstacles. It’s an interesting undercutting of the Gradius-like button mash/hold designs that you see all over the genre already.

End of the Universe Combat

But it doesn’t always make for an interesting session. Once you start unlocking new ships and new potential weapons, the sort of combinations you can slap on your moving space turret really ties the whole thing together. It just requires real dedication to push through the initial hump to get to the gameplay loop you can really get behind.

Aesthetically, End of the Universe is also pretty inconsistent. On one hand, many of the enemy sprites are well designed and animated. Especially the bug/tentacle beast space aliens and the metro cyber cops. Some of the other space enemies just look and feel generic. Even though two sets of enemies look remarkably different, they’re identities don’t hold up past ‘blue space guys’ and ‘orange space guys’ when next to the really inspired stuff.

End of the Universe Customisation

The backgrounds are often just washed out and hard to see with all the bigger obstacles on top. Some of this space junk is also pretty cool. The Broken World and Spaceway sections are particular standouts. The rest never really pop. The Hive Worlds are interesting the first time, but they don’t really stay with you.

Immortal Rogue fans will need to temper their expectations when approaching End of the Universe. They feature some similarities – rogue-like nature, some visual elements and decision tree concepts – but these are wholly different games. Like Rogue, Universe is better than the sum of its parts, but this space adventure is far tougher to get into early on. Dedication may reveal a game you can sink your teeth into. You wouldn’t be faulted for finding the mostly passive-feeling combat, mixed with the limited progression and unsatisfying narrative, to be too dark a frontier to travel.



https://www.sickgaming.net/blog/2020/01/...se-review/

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  AppleInsider - Apple leases entire ‘Triangle Building’ near Apple Park
Posted by: xSicKxBot - 01-24-2020, 03:08 AM - Forum: Apple Mac & macOS - No Replies

Apple leases entire ‘Triangle Building’ near Apple Park

 

Apple has leased the entirety of San Jose’s “Triangle Building,” a well known six-floor office building near the company’s main Apple Park campus.

Triangle Building

Apple is leasing the entirety of the “Triangle Building” in San Jose. | Source: Google Maps

The tech giant has leased all six floors of the 86,000-square-foot office building at 5300 Stevens Creek Blvd., according to public filings reported by Mercury News.

Apple first rented a portion of the building in 2012, though information from property listing services reveal the company did not continuously use the space. Today’s reported lease appears to be a more permanent endeavor, as construction is underway on all floors to make ready for whatever plans the company has in store for the property. Apple logos can be seen throughout the building, the report said.

The new lease expands Apple’s presence in the area. Last year, the iPhone maker snapped up two buildings on the same street, while today’s report notes office space leased in a complex located directly across from the Triangle Building.

Apple owns and leases multiple properties in and around the Bay Area of California, including a headquarters in Cupertino and offices in Santa Clara, San Jose, Milpitas and beyond. Locations range from the high-profile, multi-billion-dollar Apple Park in Cupertino to smaller operations in Sunnyvale, the latter of which has been described as a “black site” by contractors.



https://www.sickgaming.net/blog/2020/01/...pple-park/

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  News - Overcooked 2 Gets Even More Free Content To Celebrate The Chinese New Year
Posted by: xSicKxBot - 01-24-2020, 03:07 AM - Forum: Nintendo Discussion - No Replies

Overcooked 2 Gets Even More Free Content To Celebrate The Chinese New Year


Overcooked 2 has just been treated to yet another dollop of free, tasty goodness to celebrate the Chinese New Year this weekend – not that the team needed an excuse with the generous amount of extra content we’ve been getting since release.

Two new playable characters have been added to the game’s roster of colourful chefs – a turtle and this year’s animal representative, the rat – as well as five new themed levels full of all the bonkers cooking antics you’ve come to know and love. Dishes like dim sum, hot pot and fruit platters will also be making their way back onto the menu.

Key Features
–
New Chefs: Normally rodents shouldn’t be allowed in the kitchen, but as it’s the Year of the Rat we’ll let it slide. Rat chef is ready to rustle up some fresh festival food alongside Turtle Chef, who is anything but a slow cooker!
– New Levels: There may be a runaway dragon leaving havoc in its wake, but that doesn’t mean the cooking can stop. Players will work their way through five new levels all created around the Spring Festival theme.

While this is the latest free DLC to arrive in the game, you can also grab lots more via the Overcooked 2 Season Pass. This grants you access to the ‘Carnival of Chaos’, ‘Campfire Cook Off’, and ‘Night of the Hangry Horde’ packs, giving you more meals and madness for £14.99 / €18.99 / $18.99.

Do you still love a good night in with Overcooked 2? Let us know if you’ll be checking out the new content with a comment below.



https://www.sickgaming.net/blog/2020/01/...-new-year/

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  News - New Free PC Game Available Now
Posted by: xSicKxBot - 01-24-2020, 03:07 AM - Forum: Lounge - No Replies

New Free PC Game Available Now

It's Thursday, so that means it's time for another Epic Games Store freebie. Epic announced earlier this month it would continue to give users a free PC game each week through 2020. Fresh off of handing out the eclectic platformer Horace, Epic is giving away The Bridge, a mind-bending indie puzzle game.

As always, all you need to do to snag the free game is create a free Epic account. Once you have The Bridge in your library, you get to keep it forever.

The Bridge
The Bridge
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10Gallery image 11

Developed by The Quantum Astrophysicists Guild, The Bridge originally released in 2013. Rendered in black and white and inspired by Dutch graphic artist M.C. Escher's mathematics-based artwork, it tells a fragmented story about a down-on-his-luck man. The goal of each of the 24 main levels is rather straightforward: reach the door. To do so, however, you must manipulate the environment, and the logic puzzles quickly become more and more elaborate. Once you finish the main story, you can try your hand at mirrored, much harder versions of the puzzles.

Writer Leif Johnson awarded the game a 7.5/10 in GameSpot's The Bridge review. "Although rage-inducing difficulty spikes exist, The Bridge generally offers a middle path that should appeal both to newcomers and to expert puzzle solvers," Johnson wrote. "The game's chief appeal may lie in both its unique visuals and its calming soundtrack, but the puzzles themselves are memorable set pieces worth revisiting after the first completion."

The Bridge is available for free at Epic until January 30 at 8 AM PT / 11 AM ET. Next week's free game is Farming Simulator 19.


https://www.gamespot.com/articles/new-fr...0-6473007/

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  (Indie Deal) DBZ:Kakarot is out, FREE Affliction,?Hentai Honeypot Bundle is LIVE
Posted by: xSicKxBot - 01-23-2020, 07:46 PM - Forum: Deals or Specials - No Replies

DBZ:Kakarot is out, FREE Affliction,?Hentai Honeypot Bundle is LIVE

The Hentai Honeypot Bundle sweetens the deal
[www.indiegala.com]
Taste the nectar of culture from a bountiful adult manga selection to quench your thirst for knowledge.

A new opportunity: Affliction for free
[freebies.indiegala.com]
Try out Affliction, the second new FREEbie of 2020 in our freebie section.
Win Steam Keys by beating the Gameplay Challenge.[www.indiegala.com]

Push your limits. Get stronger. Protect the Earth.
https://youtu.be/Bf85wwJuFBE
Z-Warriors, brace yourselves for the adventure of a lifetime in DragonBall Z: Kakarot![www.indiegala.com] Out now!

Happy Hour
Anime Journey Bundle.[www.indiegala.com]

Check out IndieGala on Twitter, YouTube & Facebook[www.facebook.com]


https://steamcommunity.com/groups/indieg...3827541641

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