Vardy got Leicester off to a perfect start by contributing his 22nd goal of the season in the 18th minute. A counterattack launched by goalkeeper Kasper Schmeichel’s long throw saw Riyad Mahrez and N’Golo Kante carry the ball forward before setting up Vardy to strike across the face of goal into the net. But Vardy received the first of two bookings 10 minutes later for a late sliding challenge on Cheikhou Kouyate. The second came 11 minutes into the second half for being adjudged to have dived after being held back by Angelo Ogbonna and then tangling with the defender. Vardy was furious at being dismissed and he will now miss next Sunday’s game against Swansea through suspension. Leicester clung on, preserving their lead for almost 30 minutes before conceding twice late on. Andy Carroll netted from the spot in the 84th after Leicester captain Wes Morgan shoved Winston Reid over and Aaron Creswell put West Ham in front two minutes later. But four minutes into stoppage time, Carroll shoved Jeffrey Schlupp off the ball and this time Leicester were awarded a penalty by referee Jon Moss and Ulloa claimed a valuable leveler. Ranieri’s team LEICESTER, England (AP): Leicester are drawing on the fighting spirit it required to survive in the Premier League a year ago to win the title for the first time. Down to 10 men after being shaken by the dismissal of top scorer Jamie Vardy in the 56th minute, the leaders conceded twice to trail West Ham 2-1. On a day of drama and divisive refereeing at the King Power Stadium, there was one final twist in the fifth minute of stoppage time when Leicester’s substitute striker Leonardo Ulloa displayed coolness from the penalty spot to equalise. Despite dropping points with the 2-2 draw, Leicester extended their lead to eight points over Tottenham, which are at Stoke tonight. “We play every match with blood, heart and soul,” Leicester manager Claudio Ranieri said. “I said thank you to my players, my fans. We must believe every time. It’s very important psychologically.” perfect start As it stands, Ranieri’s team only requires eight points from its final four matches to be sure of completing one of the most astonishing title wins in the history of English football. What’s more surprising is that the title race isn’t more open, given the collapse of defending champion Chelsea and Manchester rivals City and United struggling for consistency throughout the season. The platform to end a 12-year title drought has also been squandered by Arsenal, which have dropped to fourth this weekend after being held 1-1 by Crystal Palace yesterday. Yannick Bolasie’s late goal canceled out Alexis Sanchez’s first-half opener for Arsenal. Liverpool hasn’t challenged for the title since 2014 and the focus in this season of transition, that has seen Juergen Klopp replace Brendan Rodgers as manager, is now on winning the Europa League. Liverpool, which are eighth in the Premier League, followed up their midweek quarter-final win over Borussia Dortmund by beating Bournemouth 2-1. Daniel Sturridge scored after setting up Roberto Firmino’s opener as Liverpool moved to within two points of sixth-place West Ham with a game in hand to boost their bid for Europa League qualification. Liverpool could still land a spot in the Champions League by winning the Europa League. Leicester have already secured their place in European football’s elite competition for the first time and there’s already a party atmosphere at the King Power as the team edges closer to Premier League glory.
Rawle Mohan, an agent of the Customs Anti-Narcotics Unit (CANU), on Thursday testified before Chief Magistrate Ann McLennan against Mark Gomes, the son of Andre “Zipper” Gomes, and Mohammed Kadir, also called ‘Puddock,’ another accused in a narcotics trafficking charge.The two men have been charged after they were caught with a quantity of cocaine hidden in an engine oil bottle.Gomes and two other men were arrested as agents of the Customs Anti-Narcotics Unit (CANU) intercepted the vehicles in which they were travelling during a drop-off along Sheriff Street.Officer Mohan told the court that on March 29, 2018, he received from his superior officer information and instructions to swoop down on the men.“Officer Roberts, another officer and I entered the CANU vehicle and proceeded to Sheriff Street, where I carried out a search of two vehicles, PMM5807 driven by Gomes and PNN7906 driven by Kadir, both cars white in colour”.According to Mohan, at 19:15h on the day in question, CANU ranks had positioned their vehicle in a southerly direction on Sherriff Street when they noticed motor car PMM 5807 parked in front of a bar in front of John Smith and Tinning Cup Streets in Campbellville.“From the position I was in, I could have seen Mark Gomes, who is known to me, sitting in the said car with the vehicle glass (wound) down,” Mohan testified.After 27 minutes of surveillance, Mohan recalled, he saw a white motor car, PNN 7906, approaching, and it suddenly stopped and parked in front of Gomes’s car, after which Kadir excited with a yellow bottle in his hand.Mohan noted that Kadir proceeded to the front seat of Gomes’s car and handed him the said bottle. “It was at the time I told officer Roberts (that) I had my target in sight,” he testified.Mohan then proceeded to the parked vehicle and identified himself as a CANU officer, then he instructed Gomes and Kadir to exit.“As I conducted the search, I found a 4-litre 20-50 Shell engine oil bottle in the front passenger seat. As I picked it up, I felt that it was weighty, then I noticed that the bottom of the bottle was partially cut open. I looked inside and I saw two bricklike objects wrapped in a clear plastic,” Mohan testified.Photographs of the scene were taken, and the men were subsequently arrested and taken to CANU headquarters for questioning. The suspected cocaine was examined, tested and weighed. It amounted to 2.25 kilograms.In January this year, Andre “Zipper” Gomes was arrested and remanded to prison after he was busted with a large quantity of cocaine.‘Zipper’s’ reputed wife was, in 2017, sentenced to four years in jail after she had pleaded guilty to stashing a large quantity of cocaine in a cooking gas cylinder.
© 2014 Phys.org (Phys.org) —The KickSat project is getting very close to a launch date. Originally scheduled to go up Sunday March 16th, the Kickstarter project organized by Zachary Manchester, has been postponed. It is now scheduled to be boosted into space by a SpaceX rocket sometime between March 30 and April 2. KickSat co-creator, team launches new ‘Pocket Spacecraft’ project on Kickstarter Explore further This document is subject to copyright. Apart from any fair dealing for the purpose of private study or research, no part may be reproduced without the written permission. The content is provided for information purposes only. The KickSat will be sent into space in a Dragon capsule aboard a SpaceX rocket (the rest of the cargo will go on to the International Space Station). Shortly after liberation from its capsule, KickSat will begin spinning freely in space and turning on its radios. Sometime later the Sprites will be spun off into space where they will begin performing whatever they have been individually programmed to do. Each will have a gyro, a magnometer, solar collectors, radio, sensors and a chip to run preprogrammed code. Data from each Sprite will be broadcast back to Earth on a shared radio frequency—each has been programed to wake-up, perform its work, then go back to sleep, on a random time-table to reduce the number of Sprites talking at the same time. Anyone who wishes to do so can purchase a small amount of equipment (antenna, noise amplifier, software, etc.) to listen in as well. Those on the project will be listening and collecting data from a site in Ithaca, New York. The KickSat project is as much a concept as a physical entity, it consists of a box that looks like a CD jukebox (it’s also about the same size) and holds what are called Sprites—small (about the size of a saltine cracker and weighing just 5 grams) flat satellites. Once in space, the KickSat will spin around and eject the 104 Sprites it will be carrying, where they will operate independently 200 miles above the Earth for a few days to possibly a week before burning up upon reentry. The project is an attempt to give ordinary people access to space science by allowing for launching very tiny, inexpensive satellites, with costs spread across hundreds of others that are nearly identical to it.The KickSat project was first launched in 2011 as a Kickstarter project, and received more than double its goal of $30,000. Backers got their names engraved on one of the KickSat panels (which have been published on the Kickstarter page) and if they donated enough, their own Sprite. Owners were given firmware development kits to allow for programing functionality. Citation: KickSat nearing launch date despite another delay (2014, March 14) retrieved 18 August 2019 from https://phys.org/news/2014-03-kicksat-nearing-date.html More information: www.kickstarter.com/projects/z … craft-in-space/posts
The rise of mobile platforms has been in part thanks to its popularity with indie developers, who prefer the short development cycles. The most prevalent medium on mobile is 2D and Unity has a host of features that support 2D game development, including Sprite Editing and Packing, as well as physics specifically designed for 2D games. In this tutorial, we will look at creating Unity game engine and assets for 2D games. This article is an excerpt from the book Unity 2017 Game Development Essentials written by Tommaso Lintrami. Setting up the scene and preparing game assets Create a new scene from the main menu by navigating to Assets | Create | Scene, and name it ParallaxGame. In this new scene, we will set up, step by step, all the elements for our 2D game prototype. First of all, we will switch the camera setting in the Scene view to 2D by clicking on the button as shown by the red arrow in the following screenshot: As you can see, now the Scene view camera is orthographic. You can’t rotate it as you wish, as you can do with the 3D camera. Of course, we will want to change this setting on our Main Camera as well. Also, we want to change the Orthographic size to 4.5 to have the correct view of the scene. Instead, for the Skybox, we will choose a very dark or black color as clear color in the depth setting. This is how the Inspector should look when these settings are done: While the Clipping Planes distances are important for setting the size of the frustum cone of a 3D, for the Perspective camera (inside which everything will be rendered by the engine), we should only set the Orthographic Size to 4.5, to have the correct distance of the 2D camera from the scene. When these settings are done, proceed by importing Chapter2-3-4.unitypackage into the project. You can either double-click on the package file with Unity open, or use the top menu: Assets | Import | Custom Package. If you haven’t imported all the materials from the book’s code already, be sure to include the Sprites subfolder. After the import, look in the Sprites/Parallax/DarkCave folder in the Project view and you will find some images imported as textures (as per default). The first thing we want to do now is to change the import settings of these images, in the Inspector, from Texture to Sprite (2D and UI). To do so, select all the images in the Project view in the Sprites/Parallax/DarkCave folder, all except the _reference_main_post file. Which is just a picture used as a reference of what the game level should look like: The Import Settings shown in the Inspector after selecting the seven images in the Project view The Max Size setting is hidden (–) because we have a multi-selection of image files. After having made the multiple selections, again, in the Inspector, we will do the following: Set the Texture Type option to Sprites (2D and UI). By default, images are imported as textures; to import them as Sprites, this type must be set. Uncheck the Generate Mip Maps option as we don’t need MIP maps for this project as we are not going to look at the Sprites from a distant point of view, for example, games with the zoom-in/zoom-out feature (like the original Grand Theft Auto 2D game) would need this setting checked. Set Max Size to the maximum allowed. To ensure that you import all the images at their maximum resolution, set this to 8192. This is the maximum resolution size for an image on a modern PC, imported as a Sprite or texture. We set it so high because most of the background images we have in the collection are around 6,000 pixels wide. Click on the Apply button to apply these changes to all the images that were selected: The Project view showing the content of the folder after the images have been set to Sprite in the Import Settings Placing the prefabs in the game Unity can place the prefabs in the game in many ways, the usual, visual method is to drag a stored prefab or another kind of file/object directly into the scene. Before dragging in the Sprites we imported, we will create an empty GameObject and rename it ParallaxCave. We will drag the layer images we just imported as Sprites, one by one, from the Project view (pointing at the Assets/Chapters2-3-4/Sprites/Background/DarkCave folder) into the Scene view, or more simply, directly in the Hierarchy view as the children of our ParallaxCave GameObject, resulting in a scene Hierarchy like the one illustrated here: You can’t drag all of them instantly because Unity will prompt you to save an animation filename for the selected collection of Sprites; we will see this later for our character and for the collectable graphics. The ParallaxCave GameObject and its children are in blue because this GameObject is stored as a prefab. When the link with the prefab is broken for a modification, the GameObject in the Hierarchy will become black again. When you see a red GameObject in the scene, it means that the prefab file that was linked to that GameObject was deleted. Importing and placing background layers In any game engine, 2D elements, such as Sprites, are rendered following a sort order; this order is also called the z-order because it is a way to express the depth or to cope with the missing z axis in a two-dimensional context. The sort order is assigned an integer number which can be positive or negative; 0 is the middle point of this draw order. Ideally, a sort order of zero expresses the middle ground, where the player will act, or near its layer. Look at this image: All positive numbers will render the Sprite element in front of the other elements with a lower number. The graphic set we are going to use was taken from the Open Game Art website at http://opengameart.org. For simplicity, the provided background image files are named with a number within parentheses, for example, middleground(z1), which means that this image should be rendered with a z sort order of 1. Change the sort order property of the Sprite component on each child object under ParallaxCave according to the value in the parentheses at the end of their filenames. This will rearrange the graphics into the appropriately sorted order. After we place and set the correct layer order for all the images, we should arrange and scale the layers in a proper manner to end as something like the reference image furnished in the Assets/Chapters2-3-4/Sprites/Background/DarkCave/ folder. You can take a look at the final result for this part anytime, by saving the current scene and loading the Chapter3_start.unity scene. On the optimization side, Sprites can be packed together in a single atlas texture with the Sprite Packer into a single image atlas (a single image containing a whole group of Sprites). Implementing parallax scrolling Parallax scrolling is a graphic technique where the background content (that is, an image) is moved at a different speed than the foreground content while scrolling. The technique was derived from the multiplane camera technique used in traditional animation since the 1930s. Parallax scrolling was popular in the 1980s and early 1990s and started to see light with video games such as Moon Patrol and Jungle Hunt, both released in 1982. On such a display system, a game can produce parallax by simply changing each layer’s position by a different amount in the same direction. Layers that move more quickly are perceived to be closer to the virtual camera. Layers can be placed in front of the playfield, the layer containing the objects with which the player interacts, for various reasons, such as to provide increased dimension, obscure some of the action of the game, or distract the player. Here follows a short list of the first parallax scrolling games which made the history of video games: Moon Patrol (Atari, 1982) https://youtu.be/HBOKWCpwGfM https://en.wikipedia.org/wiki/Moon_Patrol Shadow of the Beast (Psygnosis, 1989) https://youtu.be/w6Osnolfxqw https://en.wikipedia.org/wiki/Shadow_of_the_Beast Super Mario World (Nintendo, 1990) https://www.youtube.com/watch?v=htFJTiVH5Ao https://en.wikipedia.org/wiki/Super_Mario_World Sonic The Hedgehog (Sega, 1991) https://youtu.be/dws4ij2IFH4 https://en.wikipedia.org/wiki/Sonic_the_Hedgehog_(1991_video_game) Making it last forever There are many roads we could take to make the hero run last forever and to achieve parallax scrolling. You can find a lot of different ready-made solutions in the Asset Store and there are also many General Public License (GPL) open source pieces of code written in C that we could take inspiration from. Using the Asset Store I chose FreeParallax from the Asset Store because it is powerful, free, and a well-written piece of code. Also, the modifications needed to achieve our game prototype on this class are very few. Let’s download and import the system from the Asset Store. First, navigate to http://u3d.as/bvv: Click on the Open in Unity button to allow Unity to open this entry in the Asset Store window. You can, alternatively, search for the package directly in Unity by opening the store from the top menu: Windows | Asset Store (recommended). In the search box type: parallax; also choose FREE ONLY like in this screenshot: You should now find the correct entry, the Free Parallax for Unity(2D) package. You can now download the package and import it into your project straight away. We saw how to create Unity game engine and assets for 2D games. Check out the book Unity 2017 Game Development Essentials to know more ways of creating interactive 2D games. 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Tags: KLM Posted by Tuesday, June 26, 2018 Share Travelweek Group AMSTELVEEN, NETHERLANDS — Well, here’s a feel-good story about an airline for once.KLM Royal Dutch Airlines has honoured an 83-year-old ticket, giving a 90-year-old great grandfather the surprise of a lifetime.Arnold Neahus of Amsterdam won a sightseeing flight over Amsterdam after entering a KLM contest in 1935 when he was just seven years old. But as KLM explained, Neahus never ended up cashing in his prize due to the fact that his sister, who had acquired scarlet fever at the time, made it impossible for his entire family to interact with other people.Years later, Neahus showed his winning documents to his granddaughter, who then contacted KLM about her grandfather’s story. The airline wanted him to finally claim his prize so it sent two flight attendants and Neahus’ seven-year-old great-grandson, Jagger, to surprise him with the news at his home.In true retro fashion, a Ford model A Tudor car built in 1928 transported Neahus and Jagger to the airport, where they boarded a 1944 Dakota DC-3 aircraft for their scenic flight above Amsterdam. In the air, Neahus is seen pointing out sights to his great grandson and after landing safely back on the ground, the two gave each other a sweet high-five.More news: Can you guess the top Instagrammed wedding locations in the world?One last surprise for Neahus? His entire family was waiting for him on the tarmac to give him a proper welcome home.“This was totally cool, guys!” Neahus tells his family.Very cool, indeed. Kudos to KLM for making dreams come true! << Previous PostNext Post >> KLM honours great grandfather’s 83-year-old ticket (cue the tears!)