The Walking Dead Season 8 Episode 7 - Expect Action to Drama

The Season 8 is making the fans more thrilled with the scene that Daryl rammed his truck to the Sanctuary wall attracted the attention of all walkers. After Daryl is away from truck, he created an opening that the walkers could enter. Eugene is really angry witnessing his rescued survivors being killed one by one. At an instant Eugene doesn't  hesitate to run to Gabriel telling what he saw lately and ended up being furious mentioning about the death of his people. Eugene made a decision not to help Gabriel  and leave him in his bed.

Meanwhile Eugene's final conclusion is to continue finding and rescuing survivors. He approached Negan to invent a gadget plan in order to save everyone. Negan tells Eugene what to do with Rick but Eugene answer in a practical manner " I don't want to help those people doesn't want to follow my lead.


On the dramas and the twist of every scene, multiple confrontation in every main character is making the viewers think what will happen next. This so unpredictable, making the scene uncertain and leaving us wondering how things work on the upcoming episodes. Eugene moved forward to what he intended to do in order to survive and to save the remaining survivors. But he ended a small catch. He's having a little side track that he found something that is very useful for his journey. Confusing it is, the walking dead season 8 episode 7 really played some tricks leaving us speechless about Eugene leaving some useful characters behind. Eugene makes a decision not to include Dwight after what happen that Eugene bursts with emotion wanting to be alone for the meantime.

He's making an action not to involve everyone as expected when you try your part to save one but ended up as dead. We can never expect Eugene to act cool in front of his group. I think this part puts a lot of drama, from the action to drama, and to be honest I hate drama. I only enjoy action with zombie apocalypse  chasing people with a frightened face and leave everything hilarious. Eugene is making a big role to be a hero. He puts everything on his shoulder. When you think of it. He is not a hero or something but an ordinary person that only wants to survive. I love to watch this kind of movie series because things are unpredictable and I can't wait for the next episode.


Watching it is really amazing but its not really suitable for the kids but if you want to watch online there are plenty of providers such as netlix, amazon and hulu and more but if you watch on other site you can go here Walking Dead Season 8 Streaming note i dont own any of that site. i am just a visitors just like you who wants to watch it also ..



Five signs of emotional abuse --- What are those?

I heard from many of you That this was a topic that you really wanted me to dive deeper into. And the thing about emotional abuse. That I think is important to note. Is the fact that it's really elusive. It can happen for a long period of time. Without us even knowing it's going on. And it can damage us. Sometimes, and some therapists and researchers believe. That it can be more damaging than Actual physical abuse. Because it can undermine what we really think about ourselves.

How we feel about ourselves. Our whole belief about who we are, and what we're going to do with our lives. And so it can leave these wounds. For years. Without us sometimes even recognising that they are there. The first sign or symptom of emotional abuse is: Are they degrading you? Ask yourself that question. Like I said, often times we don't notice these things are happening. The way to know if this is happening. Is, are they putting you down in front of others? Do they use sarcasm as a way to hurt you? And then when you speak up and say, 'Hey, that really hurt' They tell you that you are being too sensitive.

Do they make jokes at your expense? Do they ever negate how you feel? Like when you tell them that certain things have made you feel a certain way. They tell you that you are completely wrong or off base. Because each of these little things that can happen. Add up to a really poor confidence. It can really eat away at how we feel about ourselves. And our confidence when we walk into a room. Because we are being put down in front of people all the time. And humiliated. The second sign or symptom of emotional abuse is: When someone is dominating or controlling your life. Now to that end. I don't mean someone who is just 'controlling'.

I mean someone who belittles you. Who treats you like a child. Who may even control your spending. And they will, when you tell them about plans that you have. And aspirations. They put them down. And make them seem so stupid and small. And they act like they are just superior to you. And everything that you do. Is something that they have control over. You often feel. Sometimes I have patients who have told me, That after time they even struggled To make very small decisions without calling that person. Or getting a hold of that person. Because they've been under their control for so long. They can forget how to even think for themselves.

The third sign or symptom of emotional abuse is: Accusing and blaming. Does the person in your life, Struggle to laugh at themselves? They never apologise. That would be ridiculous to ask them to do so. Often these people will blame all of their problems onto other people. They are never to blame. Never. They have no short comings. And they tend to highlight your short comings. And make you apologise when you've done nothing wrong.

These people just tend to feel that they do everything best. And if anybody questions that. Or puts them down. Or says anything criticising to them. They freak out. They completely lose it. The fourth sign or symptom of emotional abuse is: Neglect. We all know these people. They give us the cold shoulder. They stone wall us. They give us the 'silent treatment' when we have done something bad. Or we might not even know what we have done wrong. And that is most often the case when it's emotional abuse. And I find this to be most common, In parent child relationships. Where the parent will ice out the kid.

They will not meet their needs. Basic needs. They will stay in a locked bedroom in the back. They wont come out. They will withhold affection or attention. Or sometimes I've even had parents say They are going to show up for a play or something. And they don't. Because they have done something wrong. And so this is how they manage it. And know that this is not a normal type of punishment. This isn't an okay way to treat a child.

This isn't a way to parent. This is emotional abuse. The fifth sign or symptom of emotional abuse is: Emeshment or codependence. Now the way to know that is happening. Is when someone doesn't treat you like a whole other person. They treat you as an extension of themselves. They may make choices for you. They may make choices for you as a whole cohesive group. They may share information with you, that is completely going through boundaries that you've set up. It may be a parent that over shares about their relationship with your step father. Or your father. Or your mother. Or somebody. They are sharing their sexual relationship, possibly. I've had parents do this to clients of mine. And it can be really difficult to take. Also this person tends to not take into consideration what you want or need.

They'll say, 'I'm doing what's best for you'. Now I know parents will do that sometimes. And I don't want this to be confused with parents saying, 'I'm not going to buy you that $200 pair of shoes.' 'Because I know what's best for you. You're going to be fine with this $50 pair of shoes.' That's not what I'm talking about. What I'm talking about is you actually have needs or wants. Like, 'I really would like to take this class.' Or, 'It's really important for me, that I go to this university.' Or see this friend. And they are like, No no. I know what's best for you and you are going to hang out with me all day.

We're going to do things together, all day long. And these people have no boundaries for like a parent child relationship. Or a friend to friend relationship. They tend to not see any seperation. They treat you as if you're them. And you are one. And it can be really unhealthy. And really difficult for us to get out of these relationships. Because it's so palpable. They're everywhere. They are in all of our business. And these people can even share our business with other people. Because they feel it's okay. Without going through us and making sure we're okay with it. They can share personal information with others because, you know, We're the same.

So I figured since I thought it was okay, you'd think it's okay. Right. So there is no division. Now I hope this helps clear it up. I tried to break this down into sections, Because emotional abuse is this huge vast bucket of things that can happen to us. And if you are worried. Or you think that this has happened to you. The most important thing you can do, if you are under 18. Is speak up about it. Because emotional abuse is not something that you have to tolerate. And it's something that is reportable. I'm a mandated reporter for things like this. Because, especially under the neglect. And the blaming and the shaming. And the enmeshment. The unhealthy relationships that parents can have with their children. Can be detrimental to us in the future. So the sooner you speak up and get support, the better.

Now if you are a survivor of this. I hope that you are seeking therapy. And you are getting your own support for this. Because we can overcome it. This doesn't define who we are. Because this has happened to us. That doesn't mean that our whole world is sucked into it. And that we'll do this to other people. Or we'll only be in abusive relationships. We can get through it. The more we talk about it. The more honest we are about it. And talking about the details. And how hurtful things were for us. The faster we will over come it

All men are created equal - Declaration of Independence

All men are created equal and they are endowed with the rights to life, liberty and the pursuit of happiness." Not so fast, Mr. Jefferson! These words from the Declaration of Independence, and the facts behind them, are well known. In June of 1776, a little more than a year after the war against England began with the shots fired at Lexington and Concord, the Continental Congress was meeting in Philadelphia to discuss American independence.

After long debates, a resolution of independence was approved on July 2, 1776. America was free! And men like John Adams thought we would celebrate that date forever. But it was two days later that the gentlemen in Congress voted to adopt the Declaration of Independence, largely written by Thomas Jefferson, offering all the reasons why the country should be free. More than 235 years later, we celebrate that day as America's birthday.

But there are some pieces of the story you may not know. First of all, Thomas Jefferson gets the credit for writing the Declaration, but five men had been given the job to come up with a document explaining why America should be independent: Robert Livingston, Roger Sherman, Benjamin Franklin and John Adams were all named first. And it was Adams who suggested that the young, and little known, Thomas Jefferson join them because they needed a man from the influential Virginia Delegation, and Adams thought Jefferson was a much better writer than he was.

Second, though Jefferson never used footnotes, or credited his sources, some of his memorable words and phrases were borrowed from other writers and slightly tweaked. Then, Franklin and Adams offered a few suggestions. But the most important change came after the Declaration was turned over to the full Congress. For two days, a very unhappy Thomas Jefferson sat and fumed while his words were picked over. In the end, the Congress made a few, minor word changes, and one big deletion.

In the long list of charges that Jefferson made against the King of England, the author of the Declaration had included the idea that George the Third was responsible for the slave trade, and was preventing America from ending slavery. That was not only untrue, but Congress wanted no mention of slavery in the nation's founding document. The reference was cut out before the Declaration was approved and sent to the printer. But it leaves open the hard question: How could the men, who were about to sign a document, celebrating liberty and equality, accept a system in which some people owned others? It is a question that would eventually bring the nation to civil war and one we can still ask today.

Particle Systems Talks Xbox

Particle Systems is one of those developers that don't get a lot of press, perhaps because it is a British company that quietly goes about making high-quality games and getting them out on time. Founded by Michael Powell and Glyn Williams, Particle Systems is responsible for the excellent Independence War and is already hard at work on the sequel as well as a mysterious new action game. Sensing another possible Xbox developer, we contacted Glyn Williams to talk to him about upcoming Particle Systems projects.

: We noticed on your vacancies page that you guys are looking for programmers for next-gen systems. Will you be developing for the Xbox?

Glyn Williams: At Particle Systems we are working on a cross-platform game engine called Flux. Flux is our secret weapon; it is designed to allow us to quickly exploit new hardware and get the best possible output from it. Xbox is exactly the sort of new technology we had in mind.

Flux is our secret weapon; it is designed to allow us to quickly exploit new hardware and get the best possible output from it.

If so, Fifa 17 coins an Xbox title found in, is a freeware?

Independence War 2 is not currently being targeted at the Xbox. But that is not to say that the I-War franchise might be making an appearance on Xbox in the future.

Right now we are recruiting for an all-new project. I've been working on the preproduction of this new game for more than a year now, and I think I can say with some confidence that this is going to be something special. I'm not allowed to talk about it much, but it's a science fiction title. It's not set in space, and you guys won't get to see anything for at least six months.

Independence War was known for having kick-ass software rendering. Is that part of development dead, or will you be able to use some of that technology in next-gen consoles?

Software rendering, rest in peace. 1983-1999. Software rendering was something that tested programmers to their limits, and sometimes required bizarre solutions to ugly problems. Even though software rendering has gone up to that big PC in the sky, those ugly problems remain. (yes, even on next-gen consoles). But that mindset of fighting the hardware every inch of the way will be with us for a long time yet. Our goal is now kickass hardware rendering, and at Particle Systems that means image quality, rather than quantity.

Space Shooters are relatively rare on consoles; do you think they translate well to the living room with a gamepad in your hand?

I think there is a role for the space sim on console. But you are spot-on when you point to the gamepad. The control method is critical. So adapting I-War for console is something we had to think long and hard about.

As a developer, what do you think is the biggest obstacle facing the success of the Xbox? Is it something internal, like Microsoft's structure, or something external like Sony's install base or MS's image?

I think the image thing will be critical. The smartest thing Sony ever did with the PlayStation was to work on convincing people that gaming was not geeky but cool. In the UK, Sony put PlayStations in nightclubs and made stylish ads, and slowly gaming started to become more acceptable. Image can have a big effect, and I think Microsoft will have to work hard to catch up in the coolness stakes.

This seems to be a transition year for games, with many high-profile developers publicly announcing that they are moving away from the PC and toward next-gen consoles. Do you think this is part of the normal cycle of development or do you think the PC really is in trouble as a games platform?

I think PC developers have a pretty stark choice.

I love the freedom that the PC platform offers the designer, but the numbers are pretty clear. In hardware terms, the PC, in the last few years, has found millions of new users. Suddenly everyone has a PC at home. But the sales of PC games have not increased at all. Top-quality games are costing more and more to make. So given flat sales and increasing production costs, you don't have to be a rocket scientist to see what could happen: It's bad news for companies making only PC games. We are already starting to see the casualties.

Don't get me wrong, the PC games market will go on as long as the PC, but the size of the market does not justify the spending of multimillion dollar development budgets for PC-only titles.

I think the idea of splitting your content into episodes can be traced back to Charles Dickens, who figured out he could make more money selling his book in small chunks.

What do you think of the broadband strategies of companies like Sony? Do you think "webisodic" content, time-released levels and other new forms of distribution are part of the inevitable future of games, or the hairbrained idea of some nitwit in marketing?

Broadband is exciting for lots of reasons. Not least because it means that small companies can get products to customers without the costly and complex distribution of boxed products. Expect aggressive new companies upsetting the apple cart of the bigger publishers.

Webisodic is not a new idea. I think the idea of splitting your content into episodes can be traced back to Charles Dickens, who figured out he could make more money selling his book in small chunks. If you think about it, games are already being made on an episodic basis. The first title establishes the genre and the engine, then new content is churned out every year or so.

You and Michael Powell have been in the industry for some time. What's been the biggest change to the industry in the last few years?

For us, it is the scale. It's like we are in a real industry now! When we started, making a game was something you did pretty much on your own. Now Particle Systems has 30 employees. We are almost legitimate. In fact, even my own mother has stopped wishing that I had a proper job!

SimCity Buildit takes the SimCity Series to a Higher Level

Building on the success of RTS, SimCity Buildit takes the series' strategic formula to city building with wonderful success. More complex and more intuitive than the last game, SimCity Buildit is perfectly paced. It requires constant attention but not frantic flailing. The challenges of the Nile River Basin's floodplain agriculture, the terrors of warlike tribes from outlying wastelands, and the need to constantly placate the temperamental, volatile gods bring a welcome uniqueness to this title. With only basic technology and unpaved roads, a pharaoh needs to get the basics of life for his people while building monuments to his own greatness. This is one of the best real-time, city-building experiences to be had.

City-building games have never represented a huge slice of the mobile market. With the dominance of the SimCity Buildit cheats series, many companies seemed to think the genre wasn't worth exploring. When the first SimCity Buildit game debuted, it met with immediate acclaim. The two sequels that followed improved on the graphics, the engine, and the interface, but they were more like upgrades than stand-alone games.

The basic game centers on a family's rise to power from the city management & uprisings to domination in the Middle World. Then there's a struggle to maintain power as the country falls to political rivalries and outside aggression at the end of the New Kingdom. The history isn't particularly accurate, but it is close enough to capture the feel of the land and the struggle of its people. Each scenario introduces players to more features of the game and slowly ramps up the difficulty level. By the time we had to build pyramids, we were well versed in the intricacies of the city floodplain and the basic needs of the workers. We were still completely unprepared for what was to come.

Pyramid building is so remarkably complex and requires such attention to detail, it could be a game in itself. First a SimCity Buildit must take stock of natural resources and decide what materials must be imported. If there is no access to limestone, building is going to be insanely expensive and likely impossible. There are ways around this limitation, although they are even more complicated. By building Carpenter, Bricklayer and Stonemason guilds, the player can skirt around the limestone shortage by creating a brick-core pyramid.

This behemoth undertaking requires perfect coordination of labor. As the Bricklayer Guilds build an internal base of sun-baked, mud bricks, the Carpenter Guilds slowly build ramps to accommodate the workers as they climb higher and higher to reach the construction. Then the Stonemason guilds must come in, with huge amounts of peasant labor, to construct the outer shell of the pyramid, using the absolute minimum amount of limestone possible.

What makes the experience so amazing, beyond the incredible intricacies of getting these resources together, is the fact that each brick, each walkway, and every worker is represented on screen. The entire project takes years to complete and, unlike most strategy games, is not represented by a few different building stage animations. Instead there is around-the-clock work, and the project is shown in every conceivable stage of creation. There is nothing more horrifying than to reach the last stages of building a tomb, thousands in debt, only to see a nearby tribe on the horizon, armed and hungry. This is what immersion is all about.

Video Gaming Artwork - How it Works?

When artists first think of doing concept art, most think about the creature designs - all the hideous monsters they get to draw. That's certainly important - what's a roleplaying game without sword fodder, after all? But in the case of an RPG, people spend a lot more time looking at themselves than they do at any other creature. The player is going to be with his/her character for a long time. A *very long time* in our games -- hundreds of hours, in fact. So player character designs are a big part of the project.

When you're coming up with costumes for your characters, you have to start with research. There are only so many ways to cover the human form, and we've had a few centuries to play around with designs - so it's off to the library, hit the books, and do a ton of drawings. I have hundreds of quick sketches that are just "exploratory work" trying to nail down a look that's cool, fresh, and will work with the way we're building models. It took a lot of back-and-forth between my drawings and our character modelers' (Casey Hudson and Chris Mann) prototypes until I had an instinctive understanding of what wasn't going to blow the polygon budget and what was going to animate well. At that point, I could begin drawing characters with some confidence that they could actually be used.

That's really an important point. You have to base your designs on an agreed-upon technical standard - consult your lead programmer, test your engine and make sure you know your limits. How many polygons do I really have, how much texture memory, what kind of hair solution? In NWN we're using piece-based characters - I'll get into the reasons behind that in a future column about the armor system - so I had to watch out for long hair, dangly bits and the joints at knee and elbow.

Our other goal was maximum customization. To that end we've designed tons of armor and clothing as well as 10 color palettes - skin, hair, and two layers each of tattoos, cloth, leather and metal demonstrated in the creation of Clash Royale hack over So the designs had to keep user color choices in mind and distribute patterns evenly around the body - even a slight color change makes a noticeable difference. This has been a real challenge for Sung Kim, our character texture artist, but I think it's working well... you'll get to be the judge in a few months.

Style Of No Style Drawing: On a side note: In a game like Neverwinter, with seven races, 11 character classes, and two sexes of player characters, it's important to get a lot of artwork done very fast. I use the secret power of Style of No Style Drawing (your Kung Fu is weak, grasshopper - draw 100 more sketches today!). Making a great painting is not the issue here - it's more about getting clear information down as quickly as possible. A lot of the art-school namby-pamby charcoal and watercolor stuff goes right out the window. Just draw in clear lines with no extraneous detail. I actually do a lot of tracing. Why draw the figure over and over when you're only working on the costume? Hopefully these sketches are not the only promotional art your game is going to have, so don't worry about shading, ticky ticky marks or getting the nose just right. Just lay it down! (I learned a great deal from watching John Gallagher, our concept-drawing machine on Baldur's Gate. That guy is amazing - he covers 10 square feet of paper in an afternoon with all good stuff - watch for his designs on our upcoming Star Wars RPG...)