Friday, September 22, 2017

The Shell Script Stop Start and control JBoss standalone 7 1 final

The Shell Script Stop Start and control JBoss standalone 7 1 final


The Shell Script Stop Start and control JBoss standalone 7.1 final
           the script run by user or root on Linux platform. you need to define variable environment for script Like follow :
            JAVA_HOME = path of java installed (1.6 or higher)
            JBOSS_HOME = path of jboss
            JBOSS_CONFIG = path file of jboss configuration.
            .....bababa........


#!/bin/sh
#
# JBoss standalone control script
#
# chkconfig: - 2012-10-25
# description: JBoss AS Standalone
# processname: standalone
# pidfile: JBOSS_HOME/jboss-as-standalone.pid

# Define Java configuration.
export JAVA_HOME=/usr/local/java

# Load JBoss AS init.d configuration.
if [ -z "$JBOSS_CONF" ]; then
JBOSS_CONF="/opt/JBOSS71/bin/jboss-as-standalone.conf"
fi

[ -r "$JBOSS_CONF" ] && . "${JBOSS_CONF}"

# Set defaults.

if [ -z "$JBOSS_HOME" ]; then
JBOSS_HOME=/opt/JBOSS71
fi
export JBOSS_HOME

if [ -z "$JBOSS_PIDFILE" ]; then
JBOSS_PIDFILE=$JBOSS_HOME/bin/jboss-as-standalone.pid
fi
export JBOSS_PIDFILE

if [ -z "$JBOSS_CONSOLE_LOG" ]; then
JBOSS_CONSOLE_LOG=$JBOSS_HOME/console.log
fi

if [ -z "$STARTUP_WAIT" ]; then
STARTUP_WAIT=30
fi

if [ -z "$SHUTDOWN_WAIT" ]; then
SHUTDOWN_WAIT=30
fi

if [ -z "$JBOSS_CONFIG" ]; then
JBOSS_CONFIG=standalone.xml
fi

if [ -z "$JBOSS_USER" ]; then
JBOSS_USER=pum
fi

JBOSS_SCRIPT=$JBOSS_HOME/bin/standalone.sh

prog=JBOSS71 Server

start() {
echo -n "Starting $prog:"
if [ -f $JBOSS_PIDFILE ]; then
read ppid < $JBOSS_PIDFILE
if [ `ps --pid $ppid 2> /dev/null | grep -c $ppid 2> /dev/null` -eq 1 ]; then
echo -n "$prog is already running."
#failure
echo
return 1
else
rm -f $JBOSS_PIDFILE
fi
fi
#mkdir -p $(dirname $JBOSS_CONSOLE_LOG)
cat /dev/null > $JBOSS_CONSOLE_LOG
#mkdir -p $(dirname $JBOSS_PIDFILE)
chown $JBOSS_USER $(dirname $JBOSS_PIDFILE) || true

# Cleaning temp server
rm -rf $JBOSS_HOME/standalone/tmp/*
#comand start Jboss Server
eval LAUNCH_JBOSS_IN_BACKGROUND=1 JBOSS_PIDFILE=$JBOSS_PIDFILE $JBOSS_SCRIPT -c $JBOSS_CONFIG 2>&1 > $JBOSS_CONSOLE_LOG &

count=0
launched=false

until [ $count -gt $STARTUP_WAIT ]
do
grep Deployed "PUMEAR.ear" $JBOSS_CONSOLE_LOG > /dev/null
if [ $? -eq 0 ] ; then
launched=true
break
fi
echo -n "."
sleep 1
let count=$count+1;
done
echo ": PumSrv Starting Succeed!!."
return 0
}

stop() {
echo -n $"Stopping $prog:"
count=0;

if [ -f $JBOSS_PIDFILE ]; then
read kpid < $JBOSS_PIDFILE
let kwait=$SHUTDOWN_WAIT

# Try issuing SIGTERM

kill -15 $kpid
until [ `ps --pid $kpid 2> /dev/null | grep -c $kpid 2> /dev/null` -eq 0 ] || [ $count -gt $kwait ]
do
echo -n "."
sleep 1
let count=$count+1;
done

if [ $count -gt $kwait ]; then
kill -9 $kpid
fi
fi
rm -f $JBOSS_PIDFILE > /dev/null
#success
echo " PumSrv Server Stoping Succeed!!."
echo
}

status() {
if [ -f $JBOSS_PIDFILE ]; then
read ppid < $JBOSS_PIDFILE
if [ `ps --pid $ppid 2> /dev/null | grep -c $ppid 2> /dev/null` -eq 1 ]; then
echo "$prog is running (pid $ppid)"
return 0
else
echo "$prog dead but pid file exists"
return 1
fi
fi
echo "$prog is Not running."
return 3
}

case "$1" in
start)
start
;;
stop)
stop
;;
restart)
$0 stop
$0 start
;;
status)
status
;;
*)
## If no parameters are given, print which are avaiable.
echo "Usage: $0 {start|stop|status|restart}"
exit 1
;;
esac
Good luck ..... by stumjub!

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Thursday, September 21, 2017

The Final Answer For What To Do To Prevent Piracy

The Final Answer For What To Do To Prevent Piracy


(For some reason, Blogger deleted this post. I have recreated it. Sorry for any comments that were lost.)


This article is my decisive statement on how developers should deal with pirates. It includes humorous anecdotes about how dumb I have been in the past. And, believe me, Ive been pretty dumb.

I am very confident about what I have to say on the subject. I have used these guidelines for protecting our newest game, Avadon: The Black Fortress. So Im not just putting my money where my mouth is, Im putting all my money. If Im wrong, my kids dont eat. So I hope Im right.

One of the most common questions fledgling developers ask me is how they should protect their games from pirates. My answer is, generally, "The minimum amount you can get away with." That is because I have learned never to forget the following guideline ...


Whenever you find yourself starting a sentence with, "I dont want people to pirate my game, so I am going to ..." you are very close to making a big mistake.

I really, truly believe this rule. Here are two examples of times when I have forgotten it, and the grim consequences.

Trying To Protect My Hint Books

From the very beginning, I have sold hint books for my games. People like them, and they are easy money. When I started, in 1994, there was no convenient format like pdf for online file delivery, so I had to print and mail actual books. This cost lots of money and boxes of hint books took up tons of space in my house.

Then pdf files happened and people started to request that I send the book in electronic form instead of making them wait a week for the post office to do whatever it does. I refused  this reasonable request for two reasons. First, I was afraid people would buy the pdf version and send it to their friends. Second, I didnt know how to create a download link for the file that couldnt then be e-mailed around to everyone in the world. So I kept spending money and precious storage space for the booklets, inconveniencing my paying customers as I did so.

Finally, three years ago, I got fed up with it. I made hint books available as downloadable pdf files. (People who want a printed version can get one for an extra two bucks, but they almost never do.)

But how did I secure the download link so it couldnt be shared? Heres the brilliant part. Ready? I just put it in with all of our other files. Anyone can download it. Anyone who knows how to use ftp can find it. When people order the hint book, I send them the download link, but they could have found the file for themselves if they looked around.

But heres the thing. Anyone who wants to pirate pretty much any PC game can do so easily. That means all of my orders are from honest, nice people. So why waste our time figuring out how to hide the hint book from them? They will pay for it because they know selling things is how I stay in business and make more games for them!

Heres the punch line. Want to know how switching to undefended pdf files affected sales of hint books? It didnt. The sales rate was practically unchanged. Know what that means? All those years humping around boxes of hint books, all those thousands of dollars sent to printers, all those slaughtered trees, all wasted. All because I was scared of people pirating my lousy hint book.

But there is a more gruesome example of my foolishness.

The Worst Registration System Ever Devised By the Hand of Man

In 1994, electronic distribution of demos was very much in its infancy. My plan was to release a demo with a small fraction of the game. Then, when the correct key was entered into the game, it would unlock and everything would be playable. A sound plan. The problem was the implementation.

At first, I thought Id just generate a key when someone ordered and send it to them. But then I thought, hey, I dont want people to pirate my  game. If I just send them a key, they can make it public or send it to all their friends. So here is my brilliant idea. I will ... will ...

God. It hurts to even think about it.

Heres what I did. When you ran the game, it generated a random code, a 4 or 5 digit number. When you ordered, you had to provide that number. I would use it to generate a key specific to your copy of the game. Id send you that key, youd enter it, and the whole game would be unlocked.

So what does this mean? First, when you tried to order a game, you had to have this number with you. Did you realize you needed it? Probably not. So youd be at our online store trying to give us money, only to have to leave to dig up some stupid number. Want a tip for running an online business? When a customer is at your web page, credit card out and in hand, do not give them a reason to leave!

The system was confusing, and this wasnt helped by the fact that we were the only ones ever to use it. Oh, if only we could have back the countless hours spent explaining the system to confused parents. Countless more hours making new registration keys for people who switched computers or had to reinstall their OS. The weird system made us look unprofessional at best, deranged at worst. And, as a special bonus, it did exactly zero to stop people from pirating our game. Name a way to crack our registration system, and people did it a hundred times.

We stuck by this system for fifteen years. Might as well have just made a big pile of money and set it on fire. At least we would have gotten the warmth.

A year ago, I finally got fed up. New system. When you order our newest game, Avadon: The Black Fortress, we send you a serial code. Enter it, and youre up and running. Buy the game for the Mac and want to play it on Windows too? Enter the same key. Want to register your copy again ten years from now? Use the same key.

And the result of switching to a slightly less secure, infinitely easier to use system? Sales of Avadon are the highest of any game weve put out in years.

Just Do the Minimum

You need some way to force people to pay. Not because they are evil or dishonest, but because they procrastinate. Registration is a pain. Theyd rather be spending their time playing your game! If you dont do anything at all to make them pay, theyll just forget.

But tread lightly. Once you have any barrier in place at all, youll get your payment from all the honest people, the people who know that, if nobody pays, you wont make more awesome games for them. Anything beyond that will inconvenience your paying customers and do little to nothing to prevent piracy.

It took a long time for me to learn this. Too long. And, whenever I start to forget, I look at the monolith of boxes of old hint books gathering dust in my garage. If youre an Indie developer, be nice to people. In the end, the ability to be nice is one of the best weapons you have.

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Friday, September 15, 2017

The Final Hour

The Final Hour


High Quality Version: http://rapidshare.com/files/94097989/...

Music:
- First Part -
Steve Jablonsky - Transformers (Expanded Score) "autobots to the rescue"

- Second Part -
X Ray Dog "Timeline"

by
PizzaSlice111


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The final solution nginx apache2 and memcached

The final solution nginx apache2 and memcached


Been a while!
But Ill make up for the huge time gap: this post will probably be one of the most useful Ill ever post.

I happen to be running a high traffic website, have been running it for about 5 years now. Over the past few years though, my website has known a major traffic increase which resulted in my servers being regularly cluttered and my website inaccessible. My website profile: an Invision Powerd Board based website (heavily modded though), running under PHP 5 and MySQL 5. Servers are hosted in France at OVH.com.
At first, my reasoning was quite simple: spend more money on a more powerful server. I ran about 5 or 6 server upgrades over the years. I must say it worked at first, since I was running low-end servers. But for the last couple of months the traffic became way too high, which resulted in my website being completely inaccessible for a part of the world (for visitors in remote countries such as Canada, connections frequently timed out) and just plain slow for everyone else. At that time the traffic was: nearly 60K unique visitors/day, about 10 million visits/month.
My server setup: a quad-core with 8GB of ram for Apache, and a quad-core with 4GB of ram for MySQL, both using SATA2 RAID0 HDDs. Connected to eachother with a 1 Gb link.

Well, Ive finally settled for a solution that seems to be working great. The websites fast for everyone, even for me over there in China.


1. Running PHP with Fast-CGI

My website is a community based website, which means the site is strongly dynamic. Every page served is PHP, strictly no HTML. The "default" option for serving PHP is to use PHP as an Apache module. The problem with this solution is that for every page served, a new Apache/httpd process has to be loaded in memory. With high traffic website this isnt necessarily a good solution especially if your server doesnt have much RAM.
So the first thing I did was to switch PHP from Apache module to Fast-CGI module.

Those tutorials should help you set up PHP as fast-cgi module for Apache:
[english] http://www.fastcgi.com/drupal/node/5?q=node/10
[french] http://www.sos-dedie.com/2009/01/15/apache-2-worker-et-php-fastcgi/


2. Setting up nginx for serving static content


Apache will be serving dynamic content via PHP as FastCGI module. But on top of Apache, well be using another webserver, a very lightweight one, for serving static content. Basically, this means php pages will be served by Apache, but other content (images, javascript, css, static html...) is served by nginx, which is extremely fast and reliable for such things.
How to put such a set up in production? Simple as that: nginx on port 80, Apache on port 8080 (or another) and nginx is configured to redirect all dynamic content to Apache. Its called "using nginx as reverse-proxy".

Here are a few articles about it:
[english] http://kovyrin.net/2006/05/18/nginx-as-reverse-proxy/
[english] http://wiki.joyent.com/accelerators:nginx_apache_proxy
[french] http://www.papygeek.com/software/optimiser-son-serveur-web-avec-nginx/
Both english articles dont cover vhosts issues, so if I ever get comments asking me how to proceed, Ill post a new article about it.


3. Memcached and memcache

I had a bit of trouble figuring that one out as I couldnt really find any article explaining the difference between memcache and memcached. So heres the deal.
- Basically "memcached" (note the trailing "d", which stands for "daemon") is a process that runs on your machine and that allows you to easily cache data in memory--RAM. Its basically a simple and efficient cache manager. It listens on a given port and you can connect to it via...
- memcache: this is the name of the PHP module that allows you to make use of memcached. Youre going to need to install this because it doesnt come with PHP! Memcached and memcache can be found in the usual repositories (eg. rpmforge)

[english] http://www.danga.com/memcached/ < Memcached official website
[english] http://www.php.net/memcache < Memcache (PHP module) official website

Installing and configuring both isnt the only thing you have to do. Youre going to have to make use of the memcache PHP module functions. Thats the trick! But Ill guide you through it.

Here are a couple of handy functions:
memcache_connect ($host, $port, $timeout) : connects to the memcache server youve set up on your machine.
memcache_get ($key) : gets a string from the cache. Returns null if the string was not found.
memcache_set ($key, $data, $flag, $ttl) : save a string into the cache.
memcache_delete ($key) : deletes the string from the cache

Now how to use these functions: this couldnt be any simpler.
- Begin by connecting to the memcached server using memcache_connect()
- Before running any SQL query, ask yourself: can this query be cached? In theory, most queries can be. In my case, I used the memcache functions to optimize my portal page (index.php) which is basically a simple news article display. In other words, the content almost never changes, so this kind of query can definitely be cached.
Here is a simple code example:

// Retrieve data from cache
$articles = memcache_get( "news_articles");

// if $articles is null, it means the data isnt in the cache store
if (!$articles) {
$articles = array();
$result = mysql_query("SELECT * FROM news ORDER BY news_id DESC LIMIT 0,10");
while ($row = mysql_fetch_assoc($result)) $articles[] = $row;

// Save the data into the cache.
// Since memcache_get can only return a string, youll have to serialize the data before saving it into the cache.
// The data is saved for 1 week as defined with the last parameter.
memcache_set( "news_articles", serialize($articles), MEMCACHE_COMPRESSED, 60*60*24*7);
}
// $articles is not null
else {
$articles = unserialize($articles); // unserialize the data
}
// You now have a fully loaded $articles array, ready for display!


Conclusion

I managed to reduce the amount of SQL queries of my main page from an average of 15 to... 5. Every single page of my website loads nearly instantly even during high influx of visitors. Lately I had about 3000 users online simultaneously, and I didnt notice any slowdowns.
So I can safely say that these 3 points described above actually solved all my issues.

What a relief!
Clem

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Thursday, September 14, 2017

The Final Station Collectors Edition PC Full Game Download

The Final Station Collectors Edition PC Full Game Download


The Final Station Collectors Edition PC Full Game Download
The Final Station Collectors Edition PC Full Game Download
Title: The Final Station Collectors Edition PC Full Game Download
Developer: Oleg Sergeev , Andrey Rumak , Do My Best  
Publisher:  tinyBuild  
Genre: Action, Adventure, Indie
Platform: PC
Lang : en de pt it es pt(br) pl ru
Size: 241 MB

The Final Station Collectors Edition PC System Requirement Minimum:

OS: Windows XP and up 
Processor: 1 Ghz and up 
Memory: 1 GB RAM 
Graphics: Built in toaster 
Storage: 300 MB available space 
Additional Notes: Please dont use your video card to make toast. Runs fine on integrated graphics cards.
The Final Station Collectors Edition PC Full Game Download:

The Final Station Collectors Edition PC

PASSWORD:
www.thegamestwo.com

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Sunday, September 10, 2017

The Final Station

The Final Station


The Final Station
Full Version Games

Recommended System Requirements:
OS: Windows XP/Vista/7/8/10
CPU: Pentium 4 @ 1.0 GHz Processor
RAM: 1 GB
Hard Drive: 300 MB Free
Video Memory: 64 MB
Sound Card: DirectX Compatible
DirectX: 9.0cMouse and keboard

Information:
Travel by train through a dying world. Look after your passengers, keep your train operational, and make sure you can always reach the next station. Make your way through swarms of infected at each station. Explore mysterious and abandoned stations looking for supplies and survivors.
What New Here? Downloading Most popular games Ripgamesfun is free of cost and full version. You will also get here some of screenshots so you can see what game is this and system requirements also given below. All games uploaded to Pro Mediafire account so you can download direct games without speed limit, no payment.
Screenshots:
 How to Install?
  • Extract the file using Winrar. (Download Winrar)
  • After extracting complete, go to the folder where you extract the game.
  • Open �The Final Station� >> �Game� folder.
  • Then double click on �TheFinalStation� icon to play the game Done!
Click Below Link to Download Game
Click Here to Download This Game
Game Size: 108 MB
Password: www.ripgamesfun.net

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Monday, September 4, 2017

The Game Tips And More Blog Presents The Elder Scrolls Online Beta Key Giveaway Final Beta Weekend

The Game Tips And More Blog Presents The Elder Scrolls Online Beta Key Giveaway Final Beta Weekend



This upcoming weekend is the last weekend for The Elder Scrolls Online Beta!


To celebrate - and to allow one more TES fan get in on the action, I am giving away one fresh, crisp TESO Beta Key - completely free! All you have to do is send me an email (gametipsandmore_at_gmail_dot_com) or leave a comment below, telling me a favorite memory of yours from a previous Elder Scrolls game. If you havent played any of the previous TES series at all, just tell me something you are hoping to do in the new Elder Scrolls Online and Ill randomly pick one lucky email out of the batch and send you your very own, unused and direct from Bethesda, Elder Scrolls Online Beta Key!


The final weekend of the beta will run from Friday, March 14th at 12:00PM EDT until
Sunday, March 16th at 11:59PM EDT. The winner will be notified via email before that time.
Have fun reminiscing (or looking ahead), good luck to you... and See You In the Game!



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Sunday, September 3, 2017

The King of Fighters 98 Ultimate Match Final Edition and The King of Fighters 2002 Unlimited Match Coming To Steam

The King of Fighters 98 Ultimate Match Final Edition and The King of Fighters 2002 Unlimited Match Coming To Steam




According According to Japanese site Gamer. SNK Playmore is releasing The King of Fighters 98 Ultimate Match Final Edition and The King of Fighters 2002 Unlimited Match for Steam. The King of Fighters 98 and 2002 is set to release sometime in November and December.










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Thursday, August 24, 2017

The Final Fantasy XIII Trilogy Is Making Its Way To Steam

The Final Fantasy XIII Trilogy Is Making Its Way To Steam



From as early as this October, PC gamers will see Final Fantasy XIII make its way to Steam, according to a blog post on Square Enixs official European blog. The original game in the series Final Fantasy XIII will hit Steam on October 9th, with the other titles appear on the platform by Spring 2015.

Anyone interested in pre-ordering Final Fantasy XIII will also be pleased to hear they will receive 10% off if they order through Steam.

Final Fantasy XIII introduces the trilogys hero Lightning and the floating world of Cocoon in a quest to save her sister who has been branded with a mark from Pulse, Cocoons enemy. The game also features an active battle system, differing from a majority of the Final Fantasy series turn-based games.

For more on Final Fantasy XIII, check out our other posts on the series.

_______________________________________________________

Will you be revisiting Lightning and friends?
Wed love to hear your thoughts, so comment below or send a tweet to @JRPGJungle with your thoughts!

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Sunday, August 20, 2017

The Pros and Cons of Mobius Final Fantasy First Impressions

The Pros and Cons of Mobius Final Fantasy First Impressions


Ive been feeling really positively about most smartphone games Ive been playing recently. Final Fantasy Brave Exvius has become a new staple in my smartphone game roster and Im also having fun playing Kingdom Hearts Unchained X and X-Tactics at my own pace. I was so ready to add Mobius Final Fantasy to my smartphone game roster and love it like I had all other Final Fantasy mobile games Ive played so far. I had all my pre-registration rewards ready, I tweeted about it and I was genuinely keen. Unfortunately, being keen for something leaves you open to being let down. After downloading Mobius, I played it for one night, tried to jump back in the next day and found I didnt have the immediate hook I�d gotten from my other recent smartphone JRPG discoveries. This was (and is still) strange to me, since I thought Mobius had some very cool ideas in its trailers and I liked the idea of having a version of Final Fantasy similar to the modern ones on consoles on my smartphone. There are things that make Mobius both good and bad which set it apart from other mobile Final Fantasy games, sometimes to its benefit and other times not.

Pro: Modern graphics
Con: Not as good as console Final Fantasy games



Final Fantasy�s more recent mobile games like Final Fantasy Record Keeper and Brave Exvius both boast a more retro, sprite visual style reminiscent of older Final Fantasy games. In contrast, Mobius Final Fantasy uses a more modern Final Fantasy art and production style in the vein of Final Fantasy XIII or XIV with 3D character models and enemies, along with the text box being replaced by voice acted 3D story scenes. The production style gives a nice variety to the Final Fantasy games already available on smartphone, being the only modern Final Fantasy game like this available in the west.

The only downside to this is that if youre like me and youve played the modern Final Fantasy games, while the graphics are great in Mobius they dont reach the smoothness that console Final Fantasy graphics do. This is a problem that other Final Fantasy games like Brave Exvius dont suffer from because they use simpler graphics for the most part and save stunning 3D animations for the opening movie and summons. The art style isnt terrible for Mobius, but I wish they incorporated the stunning Square Enix animation thats usually on display to make the visuals feel better in quality.

Pro: Voice acted legitimate cutscenes�
Con: ...on my smartphone



I love and hate the fact Mobius uses voiced cutscenes. I actually vastly prefer games that are voiced because it adds another layer of immersion to the narrative and I think Mobius is no exception. What I do have a problem with is this on my phone. It sounds a little silly, but I feel like every game Ive played on my smartphone prior to Mobius has trained me to rarely play with headphones (despite Final Fantasys wonderful music) because its all in text or Im playing in situations where it would be rude to play the music or shove my headphones in my ears such as the small moments I find to play at work. Meanwhile, voiced acted console games have trained me to listen to them and enjoy all the cutscenes available to me. I treat Mobius more like a console game, but this means I require a quiet spot and some time to play just in case I stumble upon a cutscene by chance. I love the idea of this style of Final Fantasy in my pocket, but thats also time I could be playing a game on Vita with a bigger world and more story to find.

Pro: Complex gameplay
Con: Tough to manage on smartphones



Mobius features some very interesting classes that are chosen through making a card deck. This is quite different to any Final Fantasy equipment and ability system Ive ever played and on the surface it seems complex enough to be overwhelming. In saying that, I dont ever think having a deep system in a game is bad, but on smartphones it is a little tougher to manage. The battle system is also complicated, but a little more successful than the equipment system. Capturing Elemental Orbs to help get better defense against an enemy or to encourage the right elements to come to cast the perfect Elemental attack is an interesting system that�s intuitive enough on smartphones after some practice and those who find it difficult can just hit the Auto button and play out a near perfect set of attacks anyway. I can get into the battle system but learning all of the cards, what classes they make and the ins and outs of which works best against which enemy feels cumbersome on my smartphone. Not only that, but the multiple small somewhat non-responsive (at least on my phone) buttons just look too overwhelming the get the hang in five minute intervals during my day. This is probably a more personal gripe, but it puts me off nonetheless for what seems like a decent system I cant get motivated to try.

Pro: An interesting story premise
Con: Not being driven enough to experience it because of other elements


Mobius may not be a perfect game, but I cant knock it has a cool story premise. The protagonist awakens with amnesia as one of the many �blanks� brought to Palamecia. One of these blanks is said to be a hero and they all must train to prove their worth, especially since the city is being attacked by Chaos. The story seemingly will follow the protagonist through his journey to either become or find this hero, all the while training to become strong enough to be worthy either way. I like this idea and it does tempt me to one day just hit �Auto� to play the story. I honestly just wish I was more motivated to play it, but my frustrations with the equipment system, the art and setting aside time in case cutscenes show up are currently keeping me away from it.


This is the first Final Fantasy mobile game that I havent been jazzed about and despite my frustrations, I�m genuinely bummed about it because I wanted to like it. The trailers for Mobius looked great and there are plenty of good ideas in Mobius, such as the story and the battle system, but in its current form on smartphones it feels too cumbersome and with other high quality Final Fantasy smartphone games and with so many games available on smartphones, I feel the need to stick with what I know is good and worth my time. I say this now with great hope that some of the things I mentioned such as the interface with small buttons and even the animation will be upgraded or edited in a way in future that attracts enough good attention to it to make me come back. But for now, I can�t see myself playing much of Mobius in the near future in favour of spending that time with my Vita and other smartphone games, unless I hear amazing things about the story.

Mobius Final Fantasy is free and  available in both the App Store and the Google Play store.
_____________________________________________________________________

What do you think of Mobius Final Fantasy? Want to sell me on it? (I genuinely want to like it, so feel free!)
Leave a comment below, send me a tweet at @JRPGJungle, hit me up Facebook or Instagram and lets talk!

Thanks so much for stopping by!
Make sure to follow the blog here, follow @JRPGJungle on Twitter and Instagram and like JRPG Jungle on Facebook for updates on content and random musings on JRPG news and games. Youre awesome! <3

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Wednesday, August 16, 2017

the GazettE live tour 12 13 DIVISION FINAL MELT LIVE AT 03 10 SAITAMA SUPER ARENA

the GazettE live tour 12 13 DIVISION FINAL MELT LIVE AT 03 10 SAITAMA SUPER ARENA



the GazettE live tour 12-13 [DIVISION] FINAL MELT LIVE AT 03.10 SAITAMA SUPER ARENA (2013.06.26) [ DVD Audio-Rip ]
Purchase | CDJapan: Regular Edition | Limited Edition
Purchase | Play-Asia: Limited Edition
Ref/Description: SRBL- 1582 | SRBL- 1580
Tracklist:
CD - 1:
1. [Diplosomia~XI]
2. DERANGEMENT
3. GABRIEL ON THE GALLOWS
4. VENOMOUS SPIDERS WEB
5. VORTEX
6. CLEVER MONKEY
7. THE SUICIDE CIRCUS
8. DRIPPING INSANITY
9. Yoin
10. Kagefumi
11. Kago no Sanagi
12. [Depth]
13. Ibitsu
14. Hedoro
15. VERMIN
16. SLUDGY CULT
17. HEADACHE MAN
18. ATTITUDE
19. REQUIRED MALFUNCTION
20. [Melt]
CD - 2
1. Ride with the Rockers
2. Akai One Piece
3. Psychedelic Heroine
4. Filth in the beauty
5. COCKROACH
6. LINDA ~candydive Pinky heaven~
7. Kantou Dogeza Kumiai
8. ?BEST FRIENDS?
Download Part1 | 4Shared | MEGA
Download Part2 | 4Shared | MEGA

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The Final Take PC Full Game Download

The Final Take PC Full Game Download


The Final Take PC Full Game Download
The Final Take PC Full Game Download
Title: The Final Take PC Full Game Download
Developer: HUSH Interactive
Publisher: Forever Entertainment S. A.
Genre: Aventure, Ind�pendant
Platform: PC
Lang : Anglais
Format: ISO
Region : FREE
Size: 1.1 Go

The Final Take PC System Requirement Minimum:

OS: Windows 7 
Processor: Dual core from Intel or AMD at 2.8 GHz 
Memory: 2 GB RAM 
Graphics: nVidia 320M or higher, or Radeon 7000 or higher, or Intel HD 3000 
Storage: 1 GB available space
The Final Take PC Full Game Download:

The Final Take PC

PASSWORD:
www.thegamestwo.com


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