Mar 31, 2020

Avales del Estado para Pymes

Avales del estado
 

Hola,

Espero que tú y los tuyos estéis bien de salud y ánimo en estos momentos tan difíciles.

Estamos en una situación especialmente compleja para la mayoría de empresas y sin tomar las medidas oportunas cabe de posibilidad de que muchas no sobrevivan a la crisis económica derivada de esta crisis sanitaria.

Para ayudar a estas empresas el gobierno central está poniendo en marcha medidas de inyección de liquidez que estarán disponibles desde esta semana:

- Hasta 20.000 millones de euros para renovaciones y nuevos préstamos.

- 80% avalado por el Estado.

- Plazo hasta 5 años.

Si te interesa, podemos ayudarte a gestionar la liquidez que necesitas para sobrevivir a esta crisis.

Haz clic aquí para que te llamemos.

Un saludo,

Tania

Mar 29, 2020

What Is SOMA's Safe Mode?

Tomorrow we will be releasing SOMA for Xbox One and along with this comes Safe Mode. This is a new way of playing the game that will also be available via Steam and GOG at the same time.

Since we announced Safe Mode there have been a lot of questions about it, so we thought this would be a good time to answer some of those and to clear up a few things. Here goes:


What is Safe Mode?
It is a version of the game where you cannot die - you are safe from harm. The game's various creatures are still there, they just won't attack you. If you've heard of the SOMA Steam mod "Wuss Mode", by steam user The Dreamer, then you should know the basic idea. The important thing to point out is that we don't simply turn off the creature's ability to attack and harm you. Instead, we've redesigned their behavior. Our goal has been for Safe Mode to not feel like a cheat, but for it to be a genuine way of experiencing the game. So we've considered what each creature should be doing, given their appearance, sound, and voice.

You can pick between Safe Mode and normal mode when starting up a new game.

Is the game still scary?
This obviously depends on what scares you, but the short answer is: yes, the game is still a horror game. However, since you can explore without a constant fear of failure, you will no longer have that type of tension. For people who aren't great at handling that aspect of horror gameplay, their journey through SOMA will be a lot easier in Safe Mode. But if it is the overall atmosphere that gets to you in a horror game - and, above all, the central themes - then game will still have plenty to be scared of.

What is the major difference in gameplay?
All of the puzzles, events, and so forth are still there. The big difference is that you'll no longer have to sneak past enemies. You don't need stealth in order to complete the game. Monsters might sound and act more threatening if they spot you, so there is still an incentive to being careful, but it's no longer mandatory to keep hidden. This will also allow you to explore some of environments more carefully.

Why release it now?
We actually considered releasing something similar at launch, but chose not to because we felt it would make the core intent of the game too unfocused. As people started to say that they really wanted to play the game and experience the philosophical sci-fi narrative, but couldn't because of the monsters, we started considering doing something about it. People liking the "Wuss Mode" mod was a good sign that we could solve this. However going back to a game you have already completed is not tempting so we put it off.

What eventually tipped the scales was the Xbox release where we wanted an extra feature to make the launch more interesting. Adding some sort of no-monster mode felt like the best option, and so Safe Mode was born! It also felt like it had been long enough since the original release, and the intended version of the game had been played and evaluated enough. Adding a new play mode wouldn't be a problem.

Will it come to PS4?
Yes! We hope to have it ready about 2 months from now. Sorry for not releasing it now, but a couple of issues have kept us from doing a simultaneous launch of Safe Mode.


I hope that clears things up! Let us know in the comments if you have any other questions!

Battle Of Sheikh Sa'ad 1916 - The Action


A few weeks ago I set up the Battle of Sheikh Sa'ad with a post on the back ground of the fight along with some details on how we planned to refight the action. The actual battle took place over two days, on the second the numbers were virtually equal so my scenario is designed to reflect the action on the first day when the British and Empire Forces had a reasonable chance of success.

The dip in numbers visiting the site when I post about WW1 Mesopotamia is massive, these posts get a third of the traffic a similar WW2 or Napoleonic post would attract. Which is a real shame as this area of conflict is so much more interesting than the Western Front. Please see the link below for the previous post.

https://yarkshiregamer.blogspot.com/2020/02/battle-of-sheikh-saad-1916.html


As with previous AARs I will let the pictures do the talking, above we see the Highlanders moving off from their start positions toward the as yet unseen Turkish lines. Figures 28mm, table 12 x 6, rules If the Lord Spares Us by toofatlardies.


Indian Troops advance forward and start to come under fire from Turkish Artillery and Machine guns, the small black marker representing one point of suppression.


The first proper action happened on the far right of the British Lines as the British Cavalry pushed forward towards the Marsh Arabs who had decamelled (got off) and were furtively skulking around a patch of rough ground, no doubt up to no good.

It led to our first ever WW1 Cavalry charge, onwards the Cheshire Yeomanry !


The irregular Arabs were no match for the Cheshiremen and were wiped out in the attack, the British Cavalry held the ground after the melee but the unit of Turkish Lancers were looking very interested in the smaller British squadron.


Meanwhile one of the Indian Battalions in the middle of the table had pushed forward to within close range of the Turkish trenches, the Turkish figures were placed on the table and the combat began in earnest.


Attacking trenches is never easy and it's even worse when there is no cover.


The Highlanders are plodding on steadily but they are a move behind their Indian Allies.


What looks like a lot of figures at the start begins to thin out, the Buffs, closest to the camera are already a long way behind the main attack.


There is no subtlety in the centre as the Turkish defenders fire everything they can at the attacking Empire Force.


Hopefully no one will notice the hole in the Turkish defences.


On the left bank the Indian Troops had set up a pair of Machine Guns to support the attack.


Missed a few photos actually playing the game, but the MG support helped the 56th Punjabi Regt get a foothold in the front trench on the Empire left bank, but the Punjabis and supporting Sikh unit have taken some damage on the way in.


In the centre the Highlanders make their bid for the trench.


It's a tough battle but the Scots are in the trench line.


Further down the line the Buffs are still under heavy fire and struggling to advance.


As the Highlander attack goes in the Dogras try their luck in the centre only to be shot off by the Turkish defenders.


But the Highlanders in the front line trenches didn't hàve it easy, both sides threw company after company of troops into the fray and casualties where high on both sides.


A general view down the trench line, in the foreground the Buffs have closed on the Turkish positions but they have plenty of suppression and are unsupported on their flanks. A Turkish reserve Battalion is approaching the lines to make things worse for them.


But that open flank was going to be a bit of a problem, whilst they were concentrating on the lines ahead the Marsh Arabs have reupped and are snorting towards the suppressed Brits.


Meanwhile the fight between the Highlanders and the Turkish Infantry goes on...


Oh Matron, I've been cameled in the flank  !


Still fighting in the trenches.


And a second company of Buffs get the hump !


I realise that I don't have many photos of the fight on the Empire left, the units on that side of the table managed to capture the front line trenches with some heavy casualties, but they were brought to a halt by a fresh Turkish Battalion in the second line supported by Machine Guns and Artillery.


In the centre the Highlanders broke through the lines with their last company, casualties were very high on bothe sides. The attack on the Empire right had stalled with the Buffs unable to advance.


The Turkish Commander in a spot of bother.

We had set a time limit for the game (2 of our very lazy game days) representing the first day of the Battle. The Empire troops had done slightly better than in real life having gained foothold in trenches on both sides of the river.

In the actual battle the Empire forces withdrew from the Trenches over night and attacked again the next day, attacking in fog the Empire left broke through the Turkish defences forcing the troops on the other bank to retire also.

Losses were high for the Empire, over 4000 (around 1/3 of the troops engaged), the Turks lost 1200, very illustrative of the danger of attacking in WW1.

That's the Mesopotamia collection away again for the year, see you in 2021 for the Battle of the Wadi.

Yorg 0.11 Released, Now With Split-Screen Multiplayer!

Yorg, the Panda3D based arcade racer has been updated to version 0.11 which includes some long awaited features. Most notably split-screen multiplayer:


Really cool is also the new controller support and awesome particle effects (a pet-peeve of mine in previous versions ;) ).
Add to that some significant performance improvements due to an update to the latest version of Panda3d.

Read the full release announcement on the Yorg website here. And download it from itch.io.

Comment on this in our forums here.

Mar 26, 2020

ICO Garantía

ICO Garantia SGR
 

ICO Garantía SGR.

La línea ICO Garantía SGR es una de las más interesantes de todas las líneas del ICO ya que, al contar con el aval de una SGR (Sociedad de Garantía Recíproca) es mucho más accesible.

¿Para qué?

Necesidades de liquidez o inversión tanto dentro como fuera del territorio nacional.

¿Importe máximo?

Hasta 2 millones de euros en una o varias operaciones.

¿Tipo de operaciones?

Préstamos, leasings o líneas de crédito.

¿Plazos?

Hasta 15 años con posibilidad de hasta 3 de carencia del principal.

¿Tipos de interés?

Entre el 2,3% y el 4,5%, en función de los plazos y si se trata de fijo o variable.

La SGR, por su parte, puede cobrar una comisión de estudio de hasta el 0,5% y una cuota social.

Si te interesa el ICO...

Déjanos tus datos y te llamamos

Alba

Mar 24, 2020

Líneas de liquidez

Confirming y factoring
 

Uno de los problemas más habituales que nos plantean nuestros clientes son las tensiones de tesorería (normalmente derivadas de sus plazos de cobro a clientes) que les complican los pagos a proveedores y provocan, a largo plazo, un encarecimiento de sus compras.

La primera reacción de muchos empresarios para estos problemas de circulante es buscar un préstamo, un colchón de liquidez que les dé mayor seguridad a la hora de operar.

Pero normalmente no es la estrategia correcta.

A día de hoy, lo mejor para gestionar el circulante de tu empresa son el factoring y el confirming.

Con el factoring puedes reducir tus plazos de cobro a clientes y minimizar así las tensiones de tesorería derivadas de tener que aguantar durante 30, 60 o 90 días (si no más) las facturas emitidas hasta cobrarlas.

Con el confirming la entidad financiera asegura a tu proveedor el pago y le da la opción de adelantarlo con un coste. De este modo, con la venta asegurada y opción de adelantarla, el proveedor está siempre más dispuesto a negociar las condiciones.

También está la opción del "confirming pronto pago" que, con coste para tu empresa (el comprador), financia el pago al proveedor. Es decir, tu proveedor cobra al instante pero tú pagas a la entidad más tarde (hasta 180 días).

Estas son las líneas que más están favoreciendo las entidades a la hora de financiar el circulante de las Pymes.

Si quieres optimizar tu estructura de circulante...

Déjanos tus datos y te llamamos

Carina

Brainstorming With Reversal

In the previous two posts I described how I sometimes approach a problem by trying to arrange it into a matrix. Sometimes that doesn't work and I instead try to look at the problem backwards. As an example, consider procedural map generation. I often start with a noise function, adding octaves, adjusting parameters, and adding layers. I'm doing this because I'm looking for maps with certain properties.

Map of a procedurally generated island

It's fine to start by playing with parameters, but the parameter space is rather large, and it's unclear whether I'll actually find the parameters that best match what I want. Instead, after playing around a bit, I stop and think in the opposite order: if I can describe what I want, it might help be find the parameters.

This is actually the motivation I was taught for algebra. Given an equation like 5x² + 8x - 21 = 0, what is x? When I didn't know algebra, I would've solved this by trying a bunch of values for x, jumping randomly at first, then adjusting it once I felt I was getting close. Algebra gives us the tool to go in the other direction. Instead of guessing at answers, it gives me tools (factoring, or the quadratic equations, or Newton's iterative root finding) that I can use to more intelligently find the values of x (-3 or 7/5).

I feel like I often am in that same situation with programming. For procedural map generation, after tweaking parameters for a while, I stopped to list some things I wanted for the game worlds in one project:

  1. Players should start far apart on the beach.
  2. Players should move uphill as they level up.
  3. Players shouldn't reach the edge of the map.
  4. Players should join into groups as they increase in level.
  5. Beaches should have easy monsters without much variation.
  6. Midlands should have a wide variety of monsters of medium difficulty.
  7. Highlands should have hard "boss" monsters.
  8. There should be some landmark to help players stay at the same difficulty level, and another landmark to help players go up or down in difficulty level.

That list led to some constraints:

  1. The game worlds should be islands with a lot of coastline and a small peak in the center.
  2. Elevation should match monster difficulty.
  3. Low and high elevation should have less biome variation than middle elevations.
  4. Roads should stay at a fixed difficulty level.
  5. Rivers should flow from high to low elevation, and give players a way to navigate up/down.

The constraints then led me to design the map generator. This led to a much better set of maps than the ones I got by tweaking parameters like I usually do. And the resulting article has gotten lots of people interested in Voronoi-based maps.

Another example is unit tests. I'm supposed to come up with a list of examples to test. For example, for hexagonal grids I might think of testing that add(Hex(1, 2), Hex(3, 4)) == Hex(4, 6) . Then I might remember to test zeros: add(Hex(0, 1), Hex(7, 9)) == Hex(7, 10). Then I might remember to test negative numbers too: add(Hex(-3, 4) + Hex(7, -8)) == Hex(4, -4). Ok, great, I have a few unit tests.

If I think more about this, what I really am testing is add(Hex(A, B), Hex(C, D)) == Hex(A+C, B+D). I came up with the three examples based on this general rule. I'm working backwards from this rule to come up with the unit tests. If I can directly encode this rule into the test system, I can have the system itself work backwards to come with the instances to test. This is called "property based testing". (Also see: metamorphic testing)

Another example is constraint solvers. In these systems you describe what you want in the output, and the system comes up with a way to satisfy the constraints. From the Procedural Content Generation Book, chapter 8:

In the constructive methods of Chapter 3 and the fractal and noise methods of Chapter 4, we can produce different kinds of output by tweaking the algorithms until we're satisfied with their output. But if we know what properties we'd like generated content to have, it can be more convenient to directly specify what we want, and then have a general algorithm find content meeting our criteria.

In Answer Set Programming, explored in that book, you describe the structure of what you're working with (tiles are floors or walls, and the tiles are adjacent to each other), the structure of solutions you're looking for (a dungeon is a bunch of connected tiles with a start and an end), and the properties of the solutions (side passages should be at most 5 rooms, there are 1 or 2 loops, there are three henchmen to defeat before you reach the boss). The system then comes up with possible solutions and lets you decide what to do with them.

A recent constraint solver got a lot of attention because of its cool name and demos: Wave Function Collapse. You give it example images to tell it what the constraints on adjacent tiles are, and then it comes up with more examples that match your given patterns. There's a paper, WaveFunctionCollapse is Constraint Solving in the Wild, that describes how it works:

Operationally, WFC implements a non-backtracking, greedy search method. This paper examines WFC as an instance of constraint solving methods.

I done much with constraint solvers yet. As with Algebra, there's a lot for me to learn before I can them effectively.

Another example is when I made a spaceship where you could drag the thrusters to wherever you wanted, and the system would figure out which thrusters to fire when you pressed W, A, S, D, Q, E. For example, in this spaceship:

Example spaceship from a project of mine in 2009

If you want to go forwards, you'd fire the two rear thrusters. If you want to rotate left, you'd fire the rear right thruster and the front left thruster. I tried to solve this by having the system try lots of parameters:

Possible movements of spaceship

It worked, but it wasn't great. I realized later that this too is another instance of where working backwards would have helped. It turns out the movement of the spaceships could be described by a linear constraint system. Had I realized it, I could've used an existing library that solves the constraints exactly, instead of my trial-and-error approach coming up with an approximation.

Yet another example is the G9.js project, which lets you drag the outputs of some function around on the screen, and it will figure out how to change the inputs to match your desired output. The demos of G9.js are great! Be sure to uncomment the "uncomment the following line" on the Rings demo.

Sometimes it's useful to think about a problem in reverse. I often find that it gives me better solutions than if I only consider the forward direction.

Mar 21, 2020

(205) Download Limbo Full Game Full Version For Pc

(205 MB) Download Limbo Full Game Full Version For Pc



Screenshot



System Requirements of Limbo

  • Operating System: Windows XP/ Windows Vista/ Windows 7/ Windows 8 and 8.1
  • CPU: Pentium 4 2GHz processor
  • RAM: 512MB.
  • Hard Disk Space: 185MB.








Mar 20, 2020

Veins Of The Heartland

What's going on everyone!?


Today for the #2019gameaday challenge dear ol' dad and I played a game of Ticket to Ride on our tablets. 

Luckily for dad, I played an honest game and didn't cut him off on a route or two of his that he got on me which ended up winning him the game!

All in all, it was a great time and I can't wait to play again.


As always, thank you for reading and don't forget to stop and smell the meeples! :)

-Tim

Come Play Suzy Cube At PAX East!

#SuzyCube #gamedev #indiedev #madewithunity #PAXEast #IMBPAXEast19 @NoodlecakeGames @IndieMEGABOOTH
Are you attending PAX East 2019? If so, come by the Indie MEGABOOTH and say hi! Suzy will be showcased as part of the MINIBOOTH on Thursday and Friday. 
Read more »

Casualty Report - Spectral Vanguard (XCOM Files)

PFC Adegoke & PFC Zaytseva
It is with great regret to inform you that on the morning of March 14, 2015, Private First Class Olufemi Adegoke of Nigeria and Private First Class Vera Zaytseva were killed in the line of duty while operating in Lille, France under the direct orders of XCOM command. It cannot be overstated that as a result of their sacrifices, the operation was a complete success and many civilian lives were saved. The alien abductions being conducted in Lille were completely thwarted by the classified operation that began around 1100 local time. It was the first mission for both soldiers since their participation in the XCOM project here at Cheyenne Mountain.

Over the course of the operation, six insurgents including PFC Adegoke and PFC Zaytseva were air dropped on to an overpass in Lille where a total of nine aliens - classified as sectoids - were conducting an abduction operation on the local work force. The mission was led by XCOM veteran, Specialist Shinji Kobayashi, an expert grenadier and engineer with two prior successful missions since the war began on March 1. His second-in-command that day was Specialist Julio Brito with one prior successful mission in his portfolio. Other members of the hand-picked team include PFC Felipe Andrade from Peru and PFC Riya Nalawangsa from Malaysia.


Detailed Operation Breakdown

Soldiers touched down on the construction site of a large overpass at approximately 1114 on March 14, 2015. SPC Brito made first contact with the enemy, reporting three sectoid aliens conducting abduction activities within the construction site. The team took up defensive positions along their end of the overpass. PFC Adegoke landed the first hits on the aliens, killing one sectoid as it moved through his line of sight. The team leader, SPC Kobayashi, took out a second sectoid with an anti-personnel grenade, as well as flanking the third sectoid and killing it with shots from his assault rifle.

Adegoke's First Killing Shot Fired
Around 1120 that morning, SPC Brito climbed atop a small service vehicle to get a better vantage on the area of operations. He spotted three more sectoid aliens abducting workers on a bus nearby. It was during this encounter that PFC Vaytseva was shot and killed while advancing on the alien position. Reports indicate that PFC Nalawangsa was especially disturbed by this and refused to move into position. SPC Kobayashi took point with SPC Brito moving up alongside him into advanced positions to counter the threat of panic overtaking their squad. Inspiring some confidence with his men, SPC Kobayashi killed his third sectoid on the mission with a decisive shot from his assault rifle. PFC Adegoke fired from somewhere behind SPC Kobayashi resulting in a second confirmed kill.

Kobayashi & Brito Advance on Vaytseva's Killers
SPC Brito advanced farther along the overpass and at approximately 1122 encountered the third and final wave of sectoids, huddled for cover on the back of a flatbed truck. SPC Brito was able to flush them out of hiding with a high explosive grenade that destroyed most of their cover. SPC Brito was then able to kill one of the wounded sectoids with a shot from his shotgun as it rushed for cover nearby SPC Brito's position. At 1123, PFC Adegoke closed enough distance to throw an anti-personnel grenade on the remaining, wounded aliens' location. Unfortunately, his ambitious assault fell short of its intended target, and Adegoke was left exposed to an unlucky shot that ended his life.

PFC Adegoke is killed instantly during his final heroic assault.
PFC Nalawangsa continued to panic as her teammates died around her. PFC Andrade left her alone to move up the right side of the overpass and earn a flanking shot at the wounded sectoids, killing one. Prior to this shot, he had stayed close to PFC Nalawangsa hoping to calm her down and get her back into action. This decision put him in a good position to surprise the aliens from a new angle and force them to move into better cover.

PFC Andrade makes a critical shot from the right.

As a result of PFC Andrade's flanking attacks, SPC Brito was able to kill one of the remaining sectoids with a close range shot alongside the bus, and SPC Kobayashi secured the construction site by taking landing the final shots with his assault rifle on the only remaining, wounded sectoid. There was no farther fighting in Lille that day and the survivors of Kobayashi's team were safely extracted by 1130. The science team followed up to retrieve any usable alien materials on site.


Aftermath of Operation Spectral Vanguard

The tragic loss of PFC Vaytseva resulted in a total loss of confidence in the XCOM mission from her home nation of Russia. As a result, Russia completely capitulated to the alien invaders and rumors have begun to surface that Russian military are aiding in the abduction of Russian civilians for alien experimentation. Our intelligence cannot confirm or deny these reports, yet, but it remains possible that the entire country is now at the mercy of the invaders. The XCOM project remains committed to protecting the rest of the world from a similar fate, and is equally committed to protecting the lives of the soldiers under its command. Intelligence officers are currently exploring avenues of breaking through the closed Russian borders in an attempt to counter-act the alien occupation, but so far there is not enough intel to take any conclusive actions.

A short investigation was conducted to review the actions and decisions of team leader, Specialist Shinji Kobayashi, following the deaths of two of his junior soldiers while under his command. It was concluded that his actions on the morning of March 14 were not only appropriate, but tactically necessary. The deaths of his team members was not a result of poor leadership or lack of tactical command. Furthermore, his display of valor when taking up a forward position to make up for the loss of PFC Vaytseva, and to encourage PFC Nalawangsa to not submit to her fears have earned him consideration for promotion to Lance Corporal along with future leadership positions within XCOM.

XCOM HQ has petitioned the governing council to replace these recruits with suitable cantidates as soon as possible, but as of this time no new recruits have arrived on site to replace the losses sustained during "Spectral Vanguard."

  • Official Report Filed on PFC Olufemi Adegoke and Vera Zaytseva, dated 3/18/2015




XCOM Report - March 14, 2015 - "Spectral Vanguard"

SPC Shinji Kobayashi (Japan) - Squad Leader
  • Confirmed Kills: 4 (Sectoid)
  • Total CK: 9 (8 Sectoid, 1 Drone)
  • Earned Promotion

SPC Julio Brito (Brazil)
  • Confirmed Kills: 2 (Sectoid) 
  • Total CK: 6 (Sectoid)

PFC Felipe Andrade (Peru)
  • Confirmed Kills: 1 (Sectoid)

PFC Riya Nalawangsa (Malaysia)
  • Confirmed Kills: 0

PFC Olufemi Adegoke (Nigeria) 
  • Confirmed Kills: 2 (Sectoid)
  • Status: Killed in Action
  • Earned Posthumous Promotion (Specialist)

PFC Vera Zaytseva (Russia)
  • Confirmed Kills: 0
  • Status: Killed in Action

Mar 19, 2020

Líneas ICO 2020

Líneas ICO renovadas para 2020

 
 

CONDICIONES

• Hasta 12,5 millones de euros por empresa.

• Plazo de amortización de hasta 20 años.

• Tipos de interés desde el 2,346%.

 
 

PARA

• Todo tipo de empresa, autónomos y emprendedores.

• Necesidades de inversión o liquidez.

• Dentro del territorio nacional.

 
 

Analizamos tu caso sin compromiso.

Consigue tu informe gratuito de evaluación previa.

 
Déjanos tus datos y te llamamos
 

Si lo prefieres puedes llamarnos al
981 90 49 49
(de lunes a viernes de 9 a 16 horas)

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