Odo Head Spa offered by Odo Beauty Care Limited

Odo Beauty Care Limited Welcome to our first Odo Head Spa Salon located at 9F Pennington Com Bldg., 17 Pennington Street, Causeway Bay (Near to Regal Hotel, Hong Kong and above 7-11) 香港铜锣湾边寧顿亍 17号 边寧顿商业大厅厦电梯 9字 鄰近香港富豪酒店,7-11 樓上 TEL: 9010-1586 English and Japanese only (英/日语) Email: info@odo.com.hk BY APPOINTMENT ONLY 完全予約制 敬请电約

網頁

Powered By Blogger

2020年3月6日星期五

Solarus 1.6 Is Out, Progress On Ocean's Heart


Some of you might remember previous coverage of Solarus, the Free Software Zelda-like ARPG engine that comes with its own complete game creation suite and a pretty impressive palette of Zelda fan games already available under its wing. As of last December, version 1.6 has been released, and while the changes under the hood are too many to number (check the full announcement and changelog here), it is worth highlighting the package now includes a more varied amount of libre tilesets, meaning developers now have available a wider choice of default non-proprietary graphics to use on their own creations. While the community is still very much focused around Zelda fan-games and their respective copyrighted graphics, this is an important first step to attract more developers and spark future libre game projects.


The Ocean's Heart tileset, now part of the Solarus package.

One such project is Ocean's Heart, the brainchild of Solarus community member Max Mraz. The game follows a gameplay structure similar to classic Zelda games transported to a Viking age-inspired setting. It features an entirely original story and a beautiful pixelated tileset, which Max was kind enough to license under a Creative Commons license for integration with the Solarus suite. Upon completion it will become the first true libre Solarus-made ARPG in code and assets, which makes for very exciting news.



Stay tuned for further developments on this, and be sure to check the Solarus website for news on their upcoming game projects, along with complete instructions and tutorials on how to create your own game using the development tools.

Code License: GPLv3
Assets License: Mixed  (most sprite packages copyrighted by Nintendo, original Solarus assets under CC-BY-SA)

Movie Reviews: Mission Impossible: Fallout, Ant-Man And The Wasp, Jurassic World: Fallen Kingdom, The Incredibles 2, Breathe, Midnight Sun

See all of my movie reviews.

Mission Impossible: Fallout - A very good, but not great, entry in this franchise.

MI's plots are generally unimportant: a bunch of people want to kill a bunch of people, MI agents are the only ones who can stop them, but there are traitors in the CIA who are secretly working against them together with the bad guys. Lots of tropes: cool gadgets, deceptively getting suspects to talk, impersonating bad guys using fake masks, plans gone awry, Tom Cruise dangling off of something high, and last second triumphs.

This movie has a few things going for it that its competition franchises (MCU, DCU, James Bond, Fast and Furious, Transformers, Jurassic Park) don't. One is Tom Cruise, who is a great actor and action hero ONLY when he isn't carrying the entire movie. MI has a nice cast of characters that provide relief from endless shots of Tom running, dangling, and jumping. Another is that they manage to keep coming up with tense situations and action sequences that are at least plausible and thus captivating. And that Tom  does his own stunts and the CGI is minimal, which makes the action sequences more engaging and less like watching cool effects on a computer. Tom doing things while skydiving is really Tom Cruise skydiving, which is pretty cool. Mostly, it's that they take some time to give Tom, at least, some real personality, so that he makes different choices based on conflicting targets of loyalty.

The last one is important, and while MI:F includes this, it doesn't include it nearly enough. They keep trying to muscle in more action sequences and less character time. This may make Marvel fans happy but only makes the movie less engaging and more exhausting. The movie too often jumped from action sequence to action sequence without a breath, which left me just a bit numb. I'm sure there are people who like this; who would complain, in fact, if there were more character sequences. So it's just my opinion. These people also tend to overlook little problems, like how certain people deceive other people when these deceivers are under careful, continuous observation, how certain people could possibly know to be in certain places at certain times to meet certain other people when these other people are doing things purely randomly, and and how certain people would surely have to go through a number of checks before getting to where they got to. I guess I am not supposed to notice those things.

Anyway, I enjoyed it. Not as much as 1 or 4, but more then 5 (I didn't see 2 or 3).

Ant-Man and the Wasp - Marvel, yippee. I never actually made it through Ant-Man because it was formulaic and boring. Perhaps the only thing going for it was that at least the fate of the universe wasn't at stake, which was a nice change.

I'm kind of at a loss as to why I found this one more enjoyable. Not exactly a good movie, but better. The ending was poorly executed, and really the science doesn't make any sense. I'm happy that the fate of the world isn't at stake - just one woman. And I'm happy that the main "bad guy" is someone who has a compelling motivation and who isn't bad at all, just trying to survive.

I guess dispensing with a lot of the back-story helped, as did allowing us to see all of the many ways that shrinking/expanding can be used in a fight. Its lack of ambition made it feel less pretentious and thus easier to accept. It felt like a pretty good television episode. So it was okay.

Jurassic World: Fallen Kingdom - The first one (Jurassic Park) was a classic; the last one (Jurassic World) was okay, but the characters were so flat as to make it feel like a Marvel movie. This one is about the same as the last one, but the plot is dumber and even less original. They need to either let the dinosaurs die or rescue them to some other island, and by the way, someone wants to steal some of the dinosaurs and by the way, someone wants to sell them as military weapons (somehow). It sounds familiar because it is.

Same kinds of bad guys doing the same kinds of bad things; yadda yadda. The characters from the last movie are a little different, but just as flat. It's hard to care.

The Incredibles 2 - The first was a great movie, marrying Disney with superheroes with some actual adult themes that didn't talk down to kids. This one is even more so. It starts exactly where the last one left off, only they have to deal with the consequences of the damage caused to the city after they stop the first bad guy (exactly like Captain America: Civil War). In order to solve their PR problem, they decide that Elastigirl (rather than the less PR-worthy Mr Incredible) be sent out to do some careful superhero work, which leaves Mr Incredible alone at home with the kids and their new baby of wildly unknown superpowers.

Cue a little male resentment and a touch of 1950s role reversal comedy, but really not too much. Elastigirl really is a superhero as well as a mom, and she does it well, and Mr Incredible proves that every stay-at-home parent is a superhero in his or her own way. Of course, eventually everything has to come to a head.

The plot is good and thought-provoking, but still full of humor and great action. Of course, it's beautifully rendered and well voiced. A worthy sequel to the original.

Breathe - The true story of a British flyboy who becomes paralyzed by polio while in Kenya in the 1950s. He is ready to die, but his wife won't let him and he goes on to travel home, leave the hospital (which never happened back then) and eventually design the first wheelchair with a respirator. His work (and his good friend the engineer) went on to improve the life of thousands of people in similar condition.

It's wrapped up in beautiful scenery and costuming and a true-life love story. It was interesting to watch, although I guess they glossed over some of the less palatable parts of taking care of a paralyzed person. Meanwhile, some parts of the movie went on longer than they should have, such as the entire last half hour where he decides he has finally lived long enough; these parts could have been shorter. I loved and was even surprised by, the scenes in Spain.

Worth watching, although I wouldn't go out of my way to see it.

Midnight Sun - This is a pretty terrible movie from nearly every perspective. It is about a girl with xeroderma pigmentosum.

In real life, this is a non-curable condition whose sufferers tend to sunburn or blister after small exposures to sunlight and who are therefore extremely vulnerable to skin cancer. People with this condition are visibly distinguishable as such, having typically found out about their condition the hard way. They may have special glass in their house windows, but they can go out in daylight with a lot of clothing and extra caution.

In movie life, the girl has movie-perfect skin and never goes outside during daylight. Furthermore, the moment she is exposed to a few seconds of sunlight she develops a brain condition that begins causing her death.

If that wasn't enough of a problem, just let the anemic characters and the predictable, manipulative, and poorly scripted and acted plot do the rest. And, of course, she is going to "hide" her condition from the first (and last) boy she goes out with, because we never get enough of that kind of thing from sitcoms.

Battle Of Sheikh Sa'ad 1916


It's Xmas Time, or it was a month or two ago, and Xmas means Mesopotamia here at YG. Over the years we have fought our way up from Basra to the outskirts of Bagdad only to be forced back to Kut where our last game saw the Turkish forces trying to break into that town.

With the Poona Division tied up in Kut we move to the newly formed Tigris Corps and their attempts to relieve the siege.

Highland Regiment waiting to attack
Historical Background 

South of Kut at Ali Gharbi, Lt Gen Alymer was putting together a force to save Gen Townsend and his besieged men. Pressure from above was strong to get the relief force in motion and Alymer set off on the 4th Jan 1916 with just three Brigades of Infantry and some Cavalry, around 10000 foot and 1340 Cavalry supported by 42 guns of various calibre.

British Cavalry waiting for the off
The Turkish Forces had settled into a siege at Kut, the German Commander Von Glitz over ruling the Turkish Officers who remained in favour of taking Kut by force. A substantial amount of the soldiers in the area were needed to keep the British hemmed in. It was down to Colonel Pasha and his XIII Corps to move down river and position themselves to block the advancing Empire Force digging in just south of Sheikh Sa'ad.

Turkish Lancers
The British and Indian Troops were advancing blind, the weather preventing any air Recon and the Cavalry not immediately available. Younghusband, in charge of the leading troops said "with no means of reconnoitering and the country as flat as a billiard table, the only way to find the enemy was to bump into them". On the 5th of Jan 1916 word came from local tribesmen that the Turks just up stream, the next day Younghusband did bump into the Turkish positions.

Turkish troops wait patiently for the Empire troops to advance into range
Set Up and Terrain 

The game was played on our usual 12 x 6 table using the Too Fat Lardies rules "If the Lord Spares Us" which are specifically designed for Mesopotamia Palestine etc using 28mm figs from a variety of companies, mostly Woodbine Design Company but with Artizan, Great War, East Ablaze and Empress added in.


Above shows the Turkish positions, empty of figures for the moment, the picture below is the Empire side.


The terrain is very sparse, the odd area of scrub with a couple of low rises randomly placed. The river Tigris has been considerably shrunk in width to give more playable area, it had no effect on the Battle other than splitting the attacking and defending forces. Below is the only map I have found of the battle, pretty sparse as you can see.



British Briefing and OOB 

The British task is simple break through the Turkish positions in front and race to Kut to rescue the besieged troops there. The game represents the initial attacks of the 6th.

Each Empire Battlion is represented on table by a 2 Fig HQ, 4 x 8 men Companies and 1 MG base, not all units present on the day are represented.

Army Command - 4 figs rated Eton.

28th Brigade - 2nd Leics Regt (with 1 Lewis Gun per Company), 51st Sikhs and 56th Punjabi, set up on the left bank (as viewed from the British Lines).

British Signallers with urgent Tea supplies
19th Brigade - Seaforth Highlanders (with Lewis Guns), 28th Punjabis with the 92nd Punjabis in support off table. Centre of the lines.

35th Brigade - 1/5 Buffs (no Lewis Gun Teams), 37th Dogras and the 97th Deccan Infantry in support off table. Right side of Empire lines, as shown in set up photo so flank is about 2/3 of the way down the table,  with 1 Sqn of Cavalry on right flank (thats all 1 have painted).

Artillery 4 Batteries (1 gun model each) , 1 with each Brigade and 1 spare.

Empire Supports arrive on a throw of 9 or more on 2d6 any turn after the 5th.


Empire troops are unaware of the exact location or strength of the Turkish Troops and at the start of the game all they can see are empty trenches. Turkish troops become visible at 20", and cannot be fired at from a range great that that by none artillery units.

British units are give a Rating of 0, Indian 2, Highlanders are classed as Aggressive.

Turkish Briefing and OOB 

Unbeknown to the Empire leaders on the 6th January they outnumbered the defenders quite considerably nearly 4 to 1. The Turkish troops initially will struggle to cover the whole frontage.

It's not Mesopotamia without some random Marsh Arabs 
Army Command - 4 Figures rated Young Turk

Initial on table units are 3 Battalions each with,

1 HQ Section 2 Figs, 4 x 8 Fig companies with 1 MG base in support.

Also there are,

2 Batteries of Artillery, 1 unit of Lancers (12 figures) and 1 unit of Camel Mounted Marsh Arabs.

The Infantry can set up (hidden) anywhere in the trenches, the mounted units on the left flank.

Turkish troops fire and spot as normal with no restrictions. Turkish Troops are all graded 2.

There are two Battalions of Infantry in reserve, organised as above. They are activated if the British get a foothold in any of the Turkish trenches. The Turkish Commander must decide which side of the river each battalion is before the game starts.


In the next post I will have a look at how our game went compared to the actual event.