Tag Archives: moon

OMG The Stupid It Burns

Post Syndicated from Robert Graham original https://blog.erratasec.com/2018/04/omg-stupid-it-burns.html

This article, pointed out by @TheGrugq, is stupid enough that it’s worth rebutting.

The article starts with the question “Why did the lessons of Stuxnet, Wannacry, Heartbleed and Shamoon go unheeded?“. It then proceeds to ignore the lessons of those things.
Some of the actual lessons should be things like how Stuxnet crossed air gaps, how Wannacry spread through flat Windows networking, how Heartbleed comes from technical debt, and how Shamoon furthers state aims by causing damage.
But this article doesn’t cover the technical lessons. Instead, it thinks the lesson should be the moral lesson, that we should take these things more seriously. But that’s stupid. It’s the sort of lesson people teach you that know nothing about the topic. When you have nothing of value to contribute to a topic you can always take the moral high road and criticize everyone for being morally weak for not taking it more seriously. Obviously, since doctors haven’t cured cancer yet, it’s because they don’t take the problem seriously.
The article continues to ignore the lesson of these cyber attacks and instead regales us with a list of military lessons from WW I and WW II. This makes the same flaw that many in the military make, trying to understand cyber through analogies with the real world. It’s not that such lessons could have no value, it’s that this article contains a poor list of them. It seems to consist of a random list of events that appeal to the author rather than events that have bearing on cybersecurity.
Then, in case we don’t get the point, the article bullies us with hyperbole, cliches, buzzwords, bombastic language, famous quotes, and citations. It’s hard to see how most of them actually apply to the text. Rather, it seems like they are included simply because he really really likes them.
The article invests much effort in discussing the buzzword “OODA loop”. Most attacks in cyberspace don’t have one. Instead, attackers flail around, trying lots of random things, overcoming defense with brute-force rather than an understanding of what’s going on. That’s obviously the case with Wannacry: it was an accident, with the perpetrator experimenting with what would happen if they added the ETERNALBLUE exploit to their existing ransomware code. The consequence was beyond anybody’s ability to predict.
You might claim that this is just the first stage, that they’ll loop around, observe Wannacry’s effects, orient themselves, decide, then act upon what they learned. Nope. Wannacry burned the exploit. It’s essentially removed any vulnerable systems from the public Internet, thereby making it impossible to use what they learned. It’s still active a year later, with infected systems behind firewalls busily scanning the Internet so that if you put a new system online that’s vulnerable, it’ll be taken offline within a few hours, before any other evildoer can take advantage of it.
See what I’m doing here? Learning the actual lessons of things like Wannacry? The thing the above article fails to do??
The article has a humorous paragraph on “defense in depth”, misunderstanding the term. To be fair, it’s the cybersecurity industry’s fault: they adopted then redefined the term. That’s why there’s two separate articles on Wikipedia: one for the old military term (as used in this article) and one for the new cybersecurity term.
As used in the cybersecurity industry, “defense in depth” means having multiple layers of security. Many organizations put all their defensive efforts on the perimeter, and none inside a network. The idea of “defense in depth” is to put more defenses inside the network. For example, instead of just one firewall at the edge of the network, put firewalls inside the network to segment different subnetworks from each other, so that a ransomware infection in the customer support computers doesn’t spread to sales and marketing computers.
The article talks about exploiting WiFi chips to bypass the defense in depth measures like browser sandboxes. This is conflating different types of attacks. A WiFi attack is usually considered a local attack, from somebody next to you in bar, rather than a remote attack from a server in Russia. Moreover, far from disproving “defense in depth” such WiFi attacks highlight the need for it. Namely, phones need to be designed so that successful exploitation of other microprocessors (namely, the WiFi, Bluetooth, and cellular baseband chips) can’t directly compromise the host system. In other words, once exploited with “Broadpwn”, a hacker would need to extend the exploit chain with another vulnerability in the hosts Broadcom WiFi driver rather than immediately exploiting a DMA attack across PCIe. This suggests that if PCIe is used to interface to peripherals in the phone that an IOMMU be used, for “defense in depth”.
Cybersecurity is a young field. There are lots of useful things that outsider non-techies can teach us. Lessons from military history would be well-received.
But that’s not this story. Instead, this story is by an outsider telling us we don’t know what we are doing, that they do, and then proceeds to prove they don’t know what they are doing. Their argument is based on a moral suasion and bullying us with what appears on the surface to be intellectual rigor, but which is in fact devoid of anything smart.
My fear, here, is that I’m going to be in a meeting where somebody has read this pretentious garbage, explaining to me why “defense in depth” is wrong and how we need to OODA faster. I’d rather nip this in the bud, pointing out if you found anything interesting from that article, you are wrong.

postmarketOS Low-Level

Post Syndicated from ris original https://lwn.net/Articles/751951/rss

Alpine Linux-based postmarketOS is touch-optimized and pre-configured for
installation on smartphones and other mobile devices. The postmarketOS
blog introduces
postmarketOS-lowlevel
which is a community project aimed at creating
free bootloaders and cellular modem firmware, currently focused on MediaTek
phones. “But before we get started, please keep in mind that these
are moon shots. So while there is some little progress, it’s mostly about
letting fellow hackers know what we’ve tried and what we’re up to, in the
hopes of attracting more interested talent to our cause. After all, our
philosophy is to keep the community informed and engaged during the
development phase!

TV Broadcaster Wants App Stores Blocked to Prevent Piracy

Post Syndicated from Andy original https://torrentfreak.com/tv-broadcaster-wants-app-stores-blocked-to-prevent-piracy-180416/

After first targeting torrent and regular streaming platforms with blocking injunctions, last year Village Roadshow and studios including Disney, Universal, Warner Bros, Twentieth Century Fox, and Paramount began looking at a new threat.

The action targeted HDSubs+, a reasonably popular IPTV service that provides hundreds of otherwise premium live channels, movies, and sports for a relatively small monthly fee. The application was filed during October 2017 and targeted Australia’s largest ISPs.

In parallel, Hong Kong-based broadcaster Television Broadcasts Limited (TVB) launched a similar action, demanding that the same ISPs (including Telstra, Optus, TPG, and Vocus, plus subsidiaries) block several ‘pirate’ IPTV services, named in court as A1, BlueTV, EVPAD, FunTV, MoonBox, Unblock, and hTV5.

Due to the similarity of the cases, both applications were heard in Federal Court in Sydney on Friday. Neither case is as straightforward as blocking a torrent or basic streaming portal, so both applicants are having to deal with additional complexities.

The TVB case is of particular interest. Up to a couple of dozen URLs maintain the services, which are used to provide the content, an EPG (electronic program guide), updates and sundry other features. While most of these appear to fit the description of an “online location” designed to assist copyright infringement, where the Android-based software for the IPTV services is hosted provides an interesting dilemma.

ComputerWorld reports that the apps – which offer live broadcasts, video-on-demand, and catch-up TV – are hosted on as-yet-unnamed sites which are functionally similar to Google Play or Apple’s App Store. They’re repositories of applications that also carry non-infringing apps, such as those for Netflix and YouTube.

Nevertheless, despite clear knowledge of this dual use, TVB wants to have these app marketplaces blocked by Australian ISPs, which would not only render the illicit apps inaccessible to the public but all of the non-infringing ones too. Part of its argument that this action would be reasonable appears to be that legal apps – such as Netflix’s for example – can also be freely accessed elsewhere.

It will be up to Justice Nicholas to decide whether the “primary purpose” of these marketplaces is to infringe or facilitate the infringement of TVB’s copyrights. However, TVB also appears to have another problem which is directly connected to the copyright status in Australia of its China-focused live programming.

Justice Nicholas questioned whether watching a stream in Australia of TVB’s live Chinese broadcasts would amount to copyright infringement because no copy of that content is being made.

“If most of what is occurring here is a reproduction of broadcasts that are not protected by copyright, then the primary purpose is not to facilitate copyright infringement,” Justice Nicholas said.

One of the problems appears to be that China is not a party to the 1961 Rome Convention for the Protection of Performers, Producers of Phonograms and Broadcasting Organisations. However, TVB is arguing that it should still receive protection because it airs pre-recorded content and the live broadcasts are also archived for re-transmission via catch-up services.

The question over whether unchoreographed live broadcasts receive protection has been raised in other regions but in most cases, a workaround has been found. The presence of broadcaster logos on screen (which receive copyright protection) is a factor and it’s been reported that broadcasters are able to record the ‘live’ action and transmit a copy just a couple of seconds later, thereby broadcasting an already-copyrighted work.

While TVB attempts to overcome its issues, Village Roadshow is facing some of its own in its efforts to take down HDSubs+.

It appears that at least partly in response to the Roadshow legal action, the service has undergone some modifications, including a change of brand to ‘Press Play Extra’. As reported by ZDNet, there have been structural changes too, which means that Roadshow can no longer “see under the hood”.

According to Justice Nicholas, there is no evidence that the latest version of the app infringes copyright but according to counsel for Village Roadshow, the new app is merely transitional and preparing for a possible future change.

“We submit the difference to be drawn is reactive to my clients serving on the operators a notice,” counsel for Roadshow argued, with an expert describing the new app as “almost like a placeholder.”

In short, Roadshow still wants all of the target domains in its original application blocked because the company believes there’s a good chance they’ll be reactivated in the future.

None of the ISPs involved in either case turned up to the hearings on Friday, which removes one layer of complexity in what appears thus far to be less than straightforward cases.

Source: TF, for the latest info on copyright, file-sharing, torrent sites and more. We also have VPN reviews, discounts, offers and coupons.

Community profile: Dave Akerman

Post Syndicated from Alex Bate original https://www.raspberrypi.org/blog/community-profile-dave-akerman/

This column is from The MagPi issue 61. You can download a PDF of the full issue for free, or subscribe to receive the print edition through your letterbox or the digital edition on your tablet. All proceeds from the print and digital editions help the Raspberry Pi Foundation achieve our charitable goals.

The pinned tweet on Dave Akerman’s Twitter account shows a table displaying the various components needed for a high-altitude balloon (HAB) flight. Batteries, leads, a camera and Raspberry Pi, plus an unusually themed payload. The caption reads ‘The Queen, The Duke of York, and my TARDIS”, and sums up Dave’s maker career in a heartbeat.

David Akerman on Twitter

The Queen, The Duke of York, and my TARDIS 🙂 #UKHAS #RaspberryPi

Though writing software for industrial automation pays the bills, the majority of Dave’s time is spent in the world of high-altitude ballooning and the ever-growing community that encompasses it. And, while he makes some money sending business-themed balloons to near space for the likes of Aardman Animations, Confused.com, and the BBC, Dave is best known in the Raspberry Pi community for his use of the small computer in every payload, and his work as a tutor alongside the Foundation’s staff at Skycademy events.

Dave Akerman The MagPi Raspberry Pi Community Profile

Dave continues to help others while breaking records and having a good time exploring the atmosphere.

Dave has dedicated many hours and many, many more miles to assist with the Foundation’s Skycademy programme, helping to explore high-altitude ballooning with educators from across the UK. Using a Raspberry Pi and various other pieces of lightweight tech, Dave and Foundation staff member James Robinson explored the incorporation of high-altitude ballooning into education. Through Skycademy, educators were able to learn new skills and take them to the classroom, setting off their own balloons with their students, and recording the results on Raspberry Pis.

Dave Akerman The MagPi Raspberry Pi Community Profile

Dave’s most recent flight broke a new record. On 13 August 2017, his HAB payload was able to send back the highest images taken by any amateur flight.

But education isn’t the only reason for Dave’s involvement in the HAB community. As with anyone passionate about a specific hobby, Dave strives to break records. The most recent record-breaking flight took place on 13 August 2017, when Dave’s Raspberry Pi Zero HAB sent home the highest images taken by any amateur high-altitude balloon launch: at 43014 metres. No other HAB balloon has provided images from such an altitude, and the lightweight nature of the Pi Zero definitely helped, as Dave went on to mention on Twitter a few days later.

Dave Akerman The MagPi Raspberry Pi Community Profile

Dave is recognised as being the first person to incorporate a Raspberry Pi into a HAB payload, and continues to break records with the help of the little green board. More recently, he’s been able to lighten the load by using the Raspberry Pi Zero.

When the first Pi made its way to near space, Dave tore the computer apart in order to meet the weight restriction. The Pi in the Sky board was created to add the extra features needed for the flight. Since then, the HAT has experienced a few changes.

Dave Akerman The MagPi Raspberry Pi Community Profile

The Pi in the Sky board, created specifically for HAB flights.

Dave first fell in love with high-altitude ballooning after coming across the hobby in a video shared on a photographic forum. With a lifelong interest in space thanks to watching the Moon landings as a boy, plus a talent for electronics and photography, it seems a natural progression for him. Throw in his coding skills from learning to program on a Teletype and it’s no wonder he was ready and eager to take to the skies, so to speak, and capture the curvature of the Earth. What was so great about using the Raspberry Pi was the instant gratification he got from receiving images in real time as they were taken during the flight. While other devices could control a camera and store captured images for later retrieval, thanks to the Pi Dave was able to transmit the files back down to Earth and check the progress of his balloon while attempting to break records with a flight.

Dave Akerman The MagPi Raspberry Pi Community Profile Morph

One of the many commercial flights Dave has organised featured the classic children’s TV character Morph, a creation of the Aardman Animations studio known for Wallace and Gromit. Morph took to the sky twice in his mission to reach near space, and finally succeeded in 2016.

High-altitude ballooning isn’t the only part of Dave’s life that incorporates a Raspberry Pi. Having “lost count” of how many Pis he has running tasks, Dave has also created radio receivers for APRS (ham radio data), ADS-B (aircraft tracking), and OGN (gliders), along with a time-lapse camera in his garden, and he has a few more Pi for tinkering purposes.

The post Community profile: Dave Akerman appeared first on Raspberry Pi.

Welcome Billy – Senior Systems Administrator

Post Syndicated from Yev original https://www.backblaze.com/blog/welcome-billy-senior-systems-administrator/

The data center keeps growing, with well over 500 Petabytes of data under management we needed more systems administrators to help us keep track of all the systems as our operation expands. Our latest systems administrator is Billy! Let’s learn a bit more about him shall we?

What is your Backblaze Title?
Sr. Systems Administrator

Where are you originally from?
Boston, MA

What attracted you to Backblaze?
I’ve read the hard drive articles that were published and was excited to be a part of the company that took the time to do that kind of analysis and share it with the world.

What do you expect to learn while being at Backblaze?
I expect that I’ll learn about the problems that arise from a larger scale operation and how to solve them. I’m very curious to find out what they are.

Where else have you worked?
I’ve worked for the MIT Math Dept, Google, a social network owned by AOL called Bebo, Evernote, a contractor recommendation site owned by The Home Depot called RedBeacon, and a few others that weren’t as interesting.

Where did you go to school?
I started college at The Cooper Union, discovered that Electrical Engineering wasn’t my thing, then graduated from the Computer Science program at Northeastern.

What’s your dream job?
Is couch potato a job? I like to solve puzzles and play with toys, which is why I really enjoy being a sysadmin. My dream job is to do pretty much what I do now, but not have to participate in on-call.

Favorite place you’ve traveled?
We did a 2 week tour through Europe on our honeymoon. I’d go back to any place there.

Favorite hobby?
Reading and listening to music. I spent a stupid amount of money on a stereo, so I make sure it gets plenty of use. I spent much less money on my library card, but I try to utilize it quite a bit as well.

Of what achievement are you most proud?
I designed a built a set of shelves for the closet in my kids’ room. Built with hand tools. The only electricity I used was the lights to see what I was doing.

Star Trek or Star Wars?
Star Trek: The Next Generation

Coke or Pepsi?
Coke!

Favorite food?
Pesto. Usually on angel hair, but it also works well on bread, or steak, or a spoon.

Why do you like certain things?
I like things that are a little outside the norm, like musical covers and mashups, or things that look like 1 thing but are really something else. Secret compartments are also fun.

Anything else you’d like you’d like to tell us?
I’m full of anecdotes and lines from songs and movies and tv shows.

Pesto is delicious! Welcome to the systems administrator team Billy, we’ll keep the fridge stocked with Coke for you!

The post Welcome Billy – Senior Systems Administrator appeared first on Backblaze Blog | Cloud Storage & Cloud Backup.

Release Windows of Digital Movie Downloads Are Shrinking

Post Syndicated from Ernesto original https://torrentfreak.com/release-windows-of-digital-movie-downloads-are-shrinking-180322/

After a film first shows up in theaters, movie fans usually have to wait a few months before they can get a DVD or digital download, depending on the local release strategy.

This delay tactic, known as a release window, helps movie theaters to maximize their revenues. However, for many pirates, this is also a reason to turn to unauthorized sites and services.

Many of the most pirated movie titles are not yet available to buy or rent online, but they are on The Pirate Bay, Fmovies, and elsewhere. Perhaps only a fraction of these pirates would pay, if they could, but release windows are not helping.

This critique isn’t new and, according to a working paper published by Pepperdine University researchers, the tide is turning. Movie release windows are shrinking rapidly, for digital downloads at least.

In their paper titled: Popcorn or Snack? Empirical Analysis of Movie Release Windows, the researchers compared the release windows of DVDs to those of electronic sell-through movies (EST) on iTunes, Amazon, and YouTube. EST movies are also called “download to own” and have a comparable release date to rentals, in most cases.

The results show that between 2012 and 2017, the release windows for DVDs remained relatively stable at three to four months. However, for digital downloads there was a sharp decrease over the same period.

“Based on our results, the EST release date has been approaching the DVD release date at a steady and significant average rate of about 23 days per year,” the researchers write.

“Within only two years, we have seen the average EST release window shrink by more than half, from 255 days in the 2nd quarter of 2012 to 114 days in the 2nd quarter of 2014. The EST window has pretty much reached the average 113 day DVD window in our sample.”

Shrinking window

Since 2015, digital downloads actually have a slightly smaller release window than DVDs on average, making it the first release channel after movie theaters.

While this is good news for movie fans, it’s uncertain if this trend will continue. The current release windows appear to be carefully chosen to ensure that they don’t cannibalize box office revenues.

This is nicely illustrated in the figure below, which shows that 95% of all box office revenues are generated in the first two months, and 99% after four months. The optimal release window falls somewhere in the middle.

That would also explain why the DVD release window isn’t shrinking any further.

Cumulative box office revenue

The researchers see room for further improvement, however. Decreasing the video on demand release window can cost a few percents of box office revenue, at most, but it might result in a significant boost in online sales.

And with the piracy rates not showing any decline, movie studios might feel the need to experiment a little.

“Given that most of the theater revenues are captured within the first two months and given that movie piracy shows no signs of slowing down, there will be increasing pressure for studios to release movies earlier in secondary channels to increase revenues coming from these channels,” the researchers write.

The full paper, written by Dr. Nelson Granados and Dr. John Mooney, is available here.

Source: TF, for the latest info on copyright, file-sharing, torrent sites and more. We also have VPN reviews, discounts, offers and coupons.

Welcome Lin – Our Newest Support Tech!

Post Syndicated from Yev original https://www.backblaze.com/blog/welcome-lin-newest-support-tech/

As Backblaze continues to grow a couple of our departments need to grow right along with it. One of the quickest-growing departments we have at Backblaze is Customer Support. We do all of our support in-house and the team grows to accommodate our growing customer base! We have a new person joining us in support, Lin! Lets take a moment to learn a bit more about her shall we?

What is your Backblaze Title?
Jr. Support Technician.

Where are you originally from?
Ventura, CA. It’s okay if you haven’t heard of it, it is very, very, small.

What attracted you to Backblaze?
The company culture, the delightful ads on Critical Role, and how immediately genuinely friendly everyone I met was.

Where else have you worked?
I previously did content management at Wish, and an awful lot of temp gigs. I did a few years at a coffee shop in the beginning of college, but my first job ever was a JoAnn’s Fabrics.

Where did you go to school?
San Francisco State University

What’s your dream job?
Magical Girl!

Favorite place you’ve traveled?
Tokyo, but Disneyworld is a real close second.

Favorite hobby?
I spend an awful lot of time playing video games, and possibly even more making silly costumes.

Star Trek or Star Wars?
Truthfully I love both. But I was raised on original series and next generation Trek.

Coke or Pepsi?
Coke … definitely coke.

Favorite food?
Cupcakes. Especially funfetti cupcakes.

Anything else you’d like you’d like to tell us?
I discovered Sailor Moon as a child and it possibly influenced my life way too much. Like many people here I am a huge Disney fan; Anyone who spends longer than a few hours with me will probably tell you I can go on for hours about my cat (but in my defense he’s adorable and fluffy and I have the pictures to prove it).

We keep hiring folks that love Disney! It’s kind of amazing. It’s also nice to have folks in the office that can chat about the latest Critical Role episode! Welcome aboard Lin, we’ll try to get some funfetti stocked for the cupcakes that come in!

The post Welcome Lin – Our Newest Support Tech! appeared first on Backblaze Blog | Cloud Storage & Cloud Backup.

Mission Space Lab flight status announced!

Post Syndicated from Erin Brindley original https://www.raspberrypi.org/blog/mission-space-lab-flight-status-announced/

In September of last year, we launched our 2017/2018 Astro Pi challenge with our partners at the European Space Agency (ESA). Students from ESA membership and associate countries had the chance to design science experiments and write code to be run on one of our two Raspberry Pis on the International Space Station (ISS).

Astro Pi Mission Space Lab logo

Submissions for the Mission Space Lab challenge have just closed, and the results are in! Students had the opportunity to design an experiment for one of the following two themes:

  • Life in space
    Making use of Astro Pi Vis (Ed) in the European Columbus module to learn about the conditions inside the ISS.
  • Life on Earth
    Making use of Astro Pi IR (Izzy), which will be aimed towards the Earth through a window to learn about Earth from space.

ESA astronaut Alexander Gerst, speaking from the replica of the Columbus module at the European Astronaut Center in Cologne, has a message for all Mission Space Lab participants:

ESA astronaut Alexander Gerst congratulates Astro Pi 2017-18 winners

Subscribe to our YouTube channel: http://rpf.io/ytsub Help us reach a wider audience by translating our video content: http://rpf.io/yttranslate Buy a Raspberry Pi from one of our Approved Resellers: http://rpf.io/ytproducts Find out more about the Raspberry Pi Foundation: Raspberry Pi http://rpf.io/ytrpi Code Club UK http://rpf.io/ytccuk Code Club International http://rpf.io/ytcci CoderDojo http://rpf.io/ytcd Check out our free online training courses: http://rpf.io/ytfl Find your local Raspberry Jam event: http://rpf.io/ytjam Work through our free online projects: http://rpf.io/ytprojects Do you have a question about your Raspberry Pi?

Flight status

We had a total of 212 Mission Space Lab entries from 22 countries. Of these, a 114 fantastic projects have been given flight status, and the teams’ project code will run in space!

But they’re not winners yet. In April, the code will be sent to the ISS, and then the teams will receive back their experimental data. Next, to get deeper insight into the process of scientific endeavour, they will need produce a final report analysing their findings. Winners will be chosen based on the merit of their final report, and the winning teams will get exclusive prizes. Check the list below to see if your team got flight status.

Belgium

Flight status achieved:

  • Team De Vesten, Campus De Vesten, Antwerpen
  • Ursa Major, CoderDojo Belgium, West-Vlaanderen
  • Special operations STEM, Sint-Claracollege, Antwerpen

Canada

Flight status achieved:

  • Let It Grow, Branksome Hall, Toronto
  • The Dark Side of Light, Branksome Hall, Toronto
  • Genie On The ISS, Branksome Hall, Toronto
  • Byte by PIthons, Youth Tech Education Society & Kid Code Jeunesse, Edmonton
  • The Broadviewnauts, Broadview, Ottawa

Czech Republic

Flight status achieved:

  • BLEK, Střední Odborná Škola Blatná, Strakonice

Denmark

Flight status achieved:

  • 2y Infotek, Nærum Gymnasium, Nærum
  • Equation Quotation, Allerød Gymnasium, Lillerød
  • Team Weather Watchers, Allerød Gymnasium, Allerød
  • Space Gardners, Nærum Gymnasium, Nærum

Finland

Flight status achieved:

  • Team Aurora, Hyvinkään yhteiskoulun lukio, Hyvinkää

France

Flight status achieved:

  • INC2, Lycée Raoul Follereau, Bourgogne
  • Space Project SP4, Lycée Saint-Paul IV, Reunion Island
  • Dresseurs2Python, clg Albert CAMUS, essonne
  • Lazos, Lycée Aux Lazaristes, Rhone
  • The space nerds, Lycée Saint André Colmar, Alsace
  • Les Spationautes Valériquais, lycée de la Côte d’Albâtre, Normandie
  • AstroMega, Institut de Genech, north
  • Al’Crew, Lycée Algoud-Laffemas, Auvergne-Rhône-Alpes
  • AstroPython, clg Albert CAMUS, essonne
  • Aruden Corp, Lycée Pablo Neruda, Normandie
  • HeroSpace, clg Albert CAMUS, essonne
  • GalaXess [R]evolution, Lycée Saint Cricq, Nouvelle-Aquitaine
  • AstroBerry, clg Albert CAMUS, essonne
  • Ambitious Girls, Lycée Adam de Craponne, PACA

Germany

Flight status achieved:

  • Uschis, St. Ursula Gymnasium Freiburg im Breisgau, Breisgau
  • Dosi-Pi, Max-Born-Gymnasium Germering, Bavaria

Greece

Flight status achieved:

  • Deep Space Pi, 1o Epal Grevenon, Grevena
  • Flox Team, 1st Lyceum of Kifissia, Attiki
  • Kalamaria Space Team, Second Lyceum of Kalamaria, Central Macedonia
  • The Earth Watchers, STEM Robotics Academy, Thessaly
  • Celestial_Distance, Gymnasium of Kanithos, Sterea Ellada – Evia
  • Pi Stars, Primary School of Rododaphne, Achaias
  • Flarions, 5th Primary School of Salamina, Attica

Ireland

Flight status achieved:

  • Plant Parade, Templeogue College, Leinster
  • For Peats Sake, Templeogue College, Leinster
  • CoderDojo Clonakilty, Co. Cork

Italy

Flight status achieved:

  • Trentini DOP, CoderDojo Trento, TN
  • Tarantino Space Lab, Liceo G. Tarantino, BA
  • Murgia Sky Lab, Liceo G. Tarantino, BA
  • Enrico Fermi, Liceo XXV Aprile, Veneto
  • Team Lampone, CoderDojoTrento, TN
  • GCC, Gali Code Club, Trentino Alto Adige/Südtirol
  • Another Earth, IISS “Laporta/Falcone-Borsellino”
  • Anti Pollution Team, IIS “L. Einaudi”, Sicily
  • e-HAND, Liceo Statale Scientifico e Classico ‘Ettore Majorana’, Lombardia
  • scossa team, ITTS Volterra, Venezia
  • Space Comet Sisters, Scuola don Bosco, Torino

Luxembourg

Flight status achieved:

  • Spaceballs, Atert Lycée Rédange, Diekirch
  • Aline in space, Lycée Aline Mayrisch Luxembourg (LAML)

Poland

Flight status achieved:

  • AstroLeszczynPi, I Liceum Ogolnoksztalcace im. Krola Stanislawa Leszczynskiego w Jasle, podkarpackie
  • Astrokompasy, High School nr XVII in Wrocław named after Agnieszka Osiecka, Lower Silesian
  • Cosmic Investigators, Publiczna Szkoła Podstawowa im. Św. Jadwigi Królowej w Rzezawie, Małopolska
  • ApplePi, III Liceum Ogólnokształcące im. prof. T. Kotarbińskiego w Zielonej Górze, Lubusz Voivodeship
  • ELE Society 2, Zespol Szkol Elektronicznych i Samochodowych, Lubuskie
  • ELE Society 1, Zespol Szkol Elektronicznych i Samochodowych, Lubuskie
  • SpaceOn, Szkola Podstawowa nr 12 w Jasle – Gimnazjum Nr 2, Podkarpackie
  • Dewnald Ducks, III Liceum Ogólnokształcące w Zielonej Górze, lubuskie
  • Nova Team, III Liceum Ogolnoksztalcace im. prof. T. Kotarbinskiego, lubuskie district
  • The Moons, Szkola Podstawowa nr 12 w Jasle – Gimnazjum Nr 2, Podkarpackie
  • Live, Szkoła Podstawowa nr 1 im. Tadeusza Kościuszki w Zawierciu, śląskie
  • Storm Hunters, I Liceum Ogolnoksztalcace im. Krola Stanislawa Leszczynskiego w Jasle, podkarpackie
  • DeepSky, Szkoła Podstawowa nr 1 im. Tadeusza Kościuszki w Zawierciu, śląskie
  • Small Explorers, ZPO Konina, Malopolska
  • AstroZSCL, Zespół Szkół w Czerwionce-Leszczynach, śląskie
  • Orchestra, Szkola Podstawowa nr 12 w Jasle, Podkarpackie
  • ApplePi, I Liceum Ogolnoksztalcace im. Krola Stanislawa Leszczynskiego w Jasle, podkarpackie
  • Green Crew, Szkoła Podstawowa nr 2 w Czeladzi, Silesia

Portugal

Flight status achieved:

  • Magnetics, Escola Secundária João de Deus, Faro
  • ECA_QUEIROS_PI, Secondary School Eça de Queirós, Lisboa
  • ESDMM Pi, Escola Secundária D. Manuel Martins, Setúbal
  • AstroPhysicists, EB 2,3 D. Afonso Henriques, Braga

Romania

Flight status achieved:

  • Caelus, “Tudor Vianu” National High School of Computer Science, District One
  • CodeWarriors, “Tudor Vianu” National High School of Computer Science, District One
  • Dark Phoenix, “Tudor Vianu” National High School of Computer Science, District One
  • ShootingStars, “Tudor Vianu” National High School of Computer Science, District One
  • Astro Pi Carmen Sylva 2, Liceul Teoretic “Carmen Sylva”, Constanta
  • Astro Meridian, Astro Club Meridian 0, Bihor

Slovenia

Flight status achieved:

  • astrOSRence, OS Rence
  • Jakopičevca, Osnovna šola Riharda Jakopiča, Ljubljana

Spain

Flight status achieved:

  • Exea in Orbit, IES Cinco Villas, Zaragoza
  • Valdespartans, IES Valdespartera, Zaragoza
  • Valdespartans2, IES Valdespartera, Zaragoza
  • Astropithecus, Institut de Bruguers, Barcelona
  • SkyPi-line, Colegio Corazón de María, Asturias
  • ClimSOLatic, Colegio Corazón de María, Asturias
  • Científicosdelsaz, IES Profesor Pablo del Saz, Málaga
  • Canarias 2, IES El Calero, Las Palmas
  • Dreamers, M. Peleteiro, A Coruña
  • Canarias 1, IES El Calero, Las Palmas

The Netherlands

Flight status achieved:

  • Team Kaki-FM, Rkbs De Reiger, Noord-Holland

United Kingdom

Flight status achieved:

  • Binco, Teignmouth Community School, Devon
  • 2200 (Saddleworth), Detached Flight Royal Air Force Air Cadets, Lanchashire
  • Whatevernext, Albyn School, Highlands
  • GraviTeam, Limehurst Academy, Leicestershire
  • LSA Digital Leaders, Lytham St Annes Technology and Performing Arts College, Lancashire
  • Mead Astronauts, Mead Community Primary School, Wiltshire
  • STEAMCademy, Castlewood Primary School, West Sussex
  • Lux Quest, CoderDojo Banbridge, Co. Down
  • Temparatus, Dyffryn Taf, Carmarthenshire
  • Discovery STEMers, Discovery STEM Education, South Yorkshire
  • Code Inverness, Code Club Inverness, Highland
  • JJB, Ashton Sixth Form College, Tameside
  • Astro Lab, East Kent College, Kent
  • The Life Savers, Scratch and Python, Middlesex
  • JAAPiT, Taylor Household, Nottingham
  • The Heat Guys, The Archer Academy, Greater London
  • Astro Wantenauts, Wantage C of E Primary School, Oxfordshire
  • Derby Radio Museum, Radio Communication Museum of Great Britain, Derbyshire
  • Bytesyze, King’s College School, Cambridgeshire

Other

Flight status achieved:

  • Intellectual Savage Stars, Lycée français de Luanda, Luanda

 

Congratulations to all successful teams! We are looking forward to reading your reports.

The post Mission Space Lab flight status announced! appeared first on Raspberry Pi.

Eevee gained 2791 experience points

Post Syndicated from Eevee original https://eev.ee/blog/2018/01/15/eevee-gained-2791-experience-points/

Eevee grew to level 31!

A year strongly defined by mixed success! Also, a lot of video games.

I ran three game jams, resulting in a total of 157 games existing that may not have otherwise, which is totally mindblowing?!

For GAMES MADE QUICK???, glip and I made NEON PHASE, a short little exploratory platformer. Honestly, I should give myself more credit for this and the rest of the LÖVE games I’ve based on the same codebase — I wove a physics engine (and everything else!) from scratch and it has held up remarkably well for a variety of different uses.

I successfully finished an HD version of Isaac’s Descent using my LÖVE engine, though it doesn’t have anything new over the original and I’ve only released it as a tech demo on Patreon.

For Strawberry Jam (NSFW!) we made fox flux (slightly NSFW!), which felt like a huge milestone: the first game where I made all the art! I mean, not counting Isaac’s Descent, which was for a very limited platform. It’s a pretty arbitrary milestone, yes, but it feels significant. I’ve been working on expanding the game into a longer and slightly less buggy experience, but the art is taking the longest by far. I must’ve spent weeks on player sprites alone.

We then set about working on Bolthaven, a sequel of sorts to NEON PHASE, and got decently far, and then abandond it. Oops.

We then started a cute little PICO-8 game, and forgot about it. Oops.

I was recruited to help with Chaos Composer, a more ambitious game glip started with someone else in Unity. I had to get used to Unity, and we squabbled a bit, but the game is finally about at the point where it’s “playable” and “maps” can be designed? It’s slightly on hold at the moment while we all finish up some other stuff, though.

We made a birthday game for two of our friends whose birthdays were very close together! Only they got to see it.

For Ludum Dare 38, we made Lunar Depot 38, a little “wave shooter” or whatever you call those? The AI is pretty rough, seeing as this was the first time I’d really made enemies and I had 72 hours to figure out how to do it, but I still think it’s pretty fun to play and I love the circular world.

I made Roguelike Simulator as an experiment with making something small and quick with a simple tool, and I had a lot of fun! I definitely want to do more stuff like this in the future.

And now we’re working on a game about Star Anise, my cat’s self-insert, which is looking to have more polish and depth than anything we’ve done so far! We’ve definitely come a long way in a year.

Somewhere along the line, I put out a call for a “potluck” project, where everyone would give me sprites of a given size without knowing what anyone else had contributed, and I would then make a game using only those sprites. Unfortunately, that stalled a few times: I tried using the Phaser JS library, but we didn’t get along; I tried LÖVE, but didn’t know where to go with the game; and then I decided to use this as an experiment with procedural generation, and didn’t get around to it. I still feel bad that everyone did work for me and I didn’t follow through, but I don’t know whether this will ever become a game.

veekun, alas, consumed months of my life. I finally got Sun and Moon loaded, but it took weeks of work since I was basically reinventing all the tooling we’d ever had from scratch, without even having most of that tooling available as a reference. It was worth it in the end, at least: Ultra Sun and Ultra Moon only took a few days to get loaded. But veekun itself is still missing some obvious Sun/Moon features, and the whole site needs an overhaul, and I just don’t know if I want to dedicate that much time to it when I have so much other stuff going on that’s much more interesting to me right now.

I finally turned my blog into more of a website, giving it a neat front page that lists a bunch of stuff I’ve done. I made a release category at last, though I’m still not quite in the habit of using it.

I wrote some blog posts, of course! I think the most interesting were JavaScript got better while I wasn’t looking and Object models. I was also asked to write a couple pieces for money for a column that then promptly shut down.

On a whim, I made a set of Eevee mugshots for Doom, which I think is a decent indication of my (pixel) art progress over the year?

I started idchoppers, a Doom parsing and manipulation library written in Rust, though it didn’t get very far and I’ve spent most of the time fighting with Rust because it won’t let me implement all my extremely bad ideas. It can do a couple things, at least, like flip maps very quickly and render maps to SVG.

I did toy around with music a little, but not a lot.

I wrote two short twines for Flora. They’re okay. I’m working on another; I think it’ll be better.

I didn’t do a lot of art overall, at least compared to the two previous years; most of my art effort over the year has gone into fox flux, which requires me to learn a whole lot of things. I did dip my toes into 3D modelling, most notably producing my current Twitter banner as well as this cool Star Anise animation. I wouldn’t mind doing more of that; maybe I’ll even try to make a low-poly pixel-textured 3D game sometime.

I restarted my book with a much better concept, though so far I’ve only written about half a chapter. Argh. I see that the vast majority of the work was done within the span of a single week, which is bad since that means I only worked on it for a week, but good since that means I can actually do a pretty good amount of work in only a week. I also did a lot of squabbling with tooling, which is hopefully mostly out of the way now.

My computer broke? That was an exciting week.


A lot of stuff, but the year as a whole still feels hit or miss. All the time I spent on veekun feels like a black void in the middle of the year, which seems like a good sign that I maybe don’t want to pour even more weeks into it in the near future.

Mostly, I want to do: more games, more art, more writing, more music.

I want to try out some tiny game making tools and make some tiny games with them — partly to get exposure to different things, partly to get more little ideas out into the world regularly, and partly to get more practice at letting myself have ideas. I have a couple tools in mind and I guess I’ll aim at a microgame every two months or so? I’d also like to finish the expanded fox flux by the end of the year, of course, though at the moment I can’t even gauge how long it might take.

I seriously lapsed on drawing last year, largely because fox flux pixel art took me so much time. So I want to draw more, and I want to get much faster at pixel art. It would probably help if I had a more concrete goal for drawing, so I might try to draw some short comics and write a little visual novel or something, which would also force me to aim for consistency.

I want to work on my book more, of course, but I also want to try my hand at a bit more fiction. I’ve had a blast writing dialogue for our games! I just shy away from longer-form writing for some reason — which seems ridiculous when a large part of my audience found me through my blog. I do think I’ve had some sort of breakthrough in the last month or two; I suddenly feel a good bit more confident about writing in general and figuring out what I want to say? One recent post I know I wrote in a single afternoon, which virtually never happens because I keep rewriting and rearranging stuff. Again, a visual novel would be a good excuse to practice writing fiction without getting too bogged down in details.

And, ah, music. I shy heavily away from music, since I have no idea what I’m doing, and also I seem to spend a lot of time fighting with tools. (Surprise.) I tried out SunVox for the first time just a few days ago and have been enjoying it quite a bit for making sound effects, so I might try it for music as well. And once again, visual novel background music is a pretty low-pressure thing to compose for. Hell, visual novels are small games, too, so that checks all the boxes. I guess I’ll go make a visual novel.

Here’s to twenty gayteen!

Movie & TV Companies Tackle Pirate IPTV in Australia Federal Court

Post Syndicated from Andy original https://torrentfreak.com/movie-tv-companies-tackle-pirate-iptv-in-australia-federal-court-171207/

As movie and TV show piracy has migrated from the desktop towards mobile and living room-based devices, copyright holders have found the need to adapt to a new enemy.

Dealing with streaming services is now high on the agenda, with third-party Kodi addons and various Android apps posing the biggest challenge. Alongside is the much less prevalent but rapidly growing pay IPTV market, in which thousands of premium channels are delivered to homes for a relatively small fee.

In Australia, copyright holders are treating these services in much the same way as torrent sites. They feel that if they can force ISPs to block them, the problem can be mitigated. Most recently, movie and TV show giants Village Roadshow, Disney, Universal, Warner Bros, Twentieth Century Fox, and Paramount filed an application targeting HDSubs+, a pirate IPTV operation servicing thousands of Australians.

Filed in October, the application for the injunction targets Australia’s largest ISPs including Telstra, Optus, TPG, and Vocus, plus their subsidiaries. The movie and TV show companies want them to quickly block HDSubs+, to prevent it from reaching its audience.

HDSubs+ IPTV package
However, blocking isn’t particularly straightforward. Due to the way IPTV services are setup a number of domains need to be blocked, including their sales platforms, EPG (electronic program guide), software (such as an Android app), updates, and sundry other services. In HDSubs+ case around ten domains need to be restricted but in court today, Village Roadshow revealed that probably won’t deal with the problem.

HDSubs+ appears to be undergoing some kind of transformation, possibly to mitigate efforts to block it in Australia. ComputerWorld reports that it is now directing subscribers to update to a new version that works in a more evasive manner.

If they agree, HDSubs+ customers are being migrated over to a service called PressPlayPlus. It works in the same way as the old system but no longer uses the domain names cited in Village Roadshow’s injunction application. This means that DNS blocks, the usual weapon of choice for local ISPs, will prove futile.

Village Roadshow says that with this in mind it may be forced to seek enhanced IP address blocking, unless it is granted a speedy hearing for its application. This, in turn, may result in the normally cooperative ISPs returning to court to argue their case.

“If that’s what you want to do, then you’ll have to amend the orders and let the parties know,” Judge John Nicholas said.

“It’s only the former [DNS blocking] that carriage service providers have agreed to in the past.”

As things stand, Village Roadshow will return to court on December 15 for a case management hearing but in the meantime, the Federal Court must deal with another IPTV-related blocking request.

In common with its Australian and US-based counterparts, Hong Kong-based broadcaster Television Broadcasts Limited (TVB) has launched a similar case asking local ISPs to block another IPTV service.

“Television Broadcasts Limited can confirm that we have commenced legal action in Australia to protect our copyright,” a TVB spokesperson told Computerworld.

TVB wants ISPs including Telstra, Optus, Vocus, and TPG plus their subsidiaries to block access to seven Android-based services named as A1, BlueTV, EVPAD, FunTV, MoonBox, Unblock, and hTV5.

Court documents list 21 URLs maintaining the services. They will all need to be blocked by DNS or other means, if the former proves futile. Online reports suggest that there are similarities among the IPTV products listed above. A demo for the FunTV IPTV service is shown below.

Source: TF, for the latest info on copyright, file-sharing, torrent sites and more. We also have VPN discounts, offers and coupons

Game night 1: Lisa, Lisa, MOOP

Post Syndicated from Eevee original https://eev.ee/blog/2017/12/05/game-night-1-lisa-lisa-moop/

For the last few weeks, glip (my partner) and I have spent a couple hours most nights playing indie games together. We started out intending to play a short list of games that had been recommended to glip, but this turns out to be a nice way to wind down, so we’ve been keeping it up and clicking on whatever looks interesting in the itch app.

Most of the games are small and made by one or two people, so they tend to be pretty tightly scoped and focus on a few particular kinds of details. I’ve found myself having brain thoughts about all that, so I thought I’d write some of them down.

I also know that some people (cough) tend not to play games they’ve never heard of, even if they want something new to play. If that’s you, feel free to play some of these, now that you’ve heard of them!

Also, I’m still figuring the format out here, so let me know if this is interesting or if you hope I never do it again!

First up:

  • Lisa: The Painful
  • Lisa: The Joyful
  • MOOP

These are impressions, not reviews. I try to avoid major/ending spoilers, but big plot points do tend to leave impressions.

Lisa: The Painful

long · classic rpg · dec 2014 · lin/mac/win · $10 on itch or steam · website

(cw: basically everything??)

Lisa: The Painful is true to its name. I hesitate to describe it as fun, exactly, but I’m glad we played it.

Everything about the game is dark. It’s a (somewhat loose) sequel to another game called Lisa, whose titular character ultimately commits suicide; her body hanging from a noose is the title screen for this game.

Ah, but don’t worry, it gets worse. This game takes place in a post-apocalyptic wasteland, where every female human — women, children, babies — is dead. You play as Brad (Lisa’s brother), who has discovered the lone exception: a baby girl he names Buddy and raises like a daughter. Now, Buddy has been kidnapped, and you have to go rescue her, presumably from being raped.

Ah, but don’t worry, it gets worse.


I’ve had a hard time putting my thoughts in order here, because so much of what stuck with me is the way the game entangles the plot with the mechanics.

I love that kind of thing, but it’s so hard to do well. I can’t really explain why, but I feel like most attempts to do it fall flat — they have a glimmer of an idea, but they don’t integrate it well enough, or they don’t run nearly as far as they could have. I often get the same feeling as, say, a hyped-up big moral choice that turns out to be picking “yes” or “no” from a menu. The idea is there, but the execution is so flimsy that it leaves no impact on me at all.

An obvious recent success here is Undertale, where the entire story is about violence and whether you choose to engage or avoid it (and whether you can do that). If you choose to eschew violence, not only does the game become more difficult, it arguably becomes a different game entirely. Granted, the contrast is lost if you (like me) tried to play as a pacifist from the very beginning. I do feel that you could go further with the idea than Undertale, but Undertale itself doesn’t feel incomplete.

Christ, I’m not even talking about the right game any more.

Okay, so: this game is a “classic” RPG, by which I mean, it was made with RPG Maker. (It’s kinda funny that RPG Maker was designed to emulate a very popular battle style, and now the only games that use that style are… made with RPG Maker.) The main loop, on the surface, is standard RPG fare: you walk around various places, talk to people, solve puzzles, recruit party members, and get into turn-based fights.

Now, Brad is addicted to a drug called Joy. He will regularly go into withdrawal, which manifests in the game as a status effect that cuts his stats (even his max HP!) dramatically.

It is really, really, incredibly inconvenient. And therein lies the genius here. The game could have simply told me that Brad is an addict, and I don’t think I would’ve cared too much. An addiction to a fantasy drug in a wasteland doesn’t mean anything to me, especially about this tiny sprite man I just met, so I would’ve filed this away as a sterile fact and forgotten about it. By making his addiction affect me, I’m now invested in it. I wish Brad weren’t addicted, even if only because it’s annoying. I found a party member once who turned out to have the same addiction, and I felt dread just from seeing the icon for the status effect. I’ve been looped into the events of this story through the medium I use to interact with it: the game.

It’s a really good use of games as a medium. Even before I’m invested in the characters, I’m invested in what’s happening to them, because it impacts the game!

Incidentally, you can get Joy as an item, which will temporarily cure your withdrawal… but you mostly find it by looting the corpses of grotesque mutant flesh horrors you encounter. I don’t think the game would have the player abruptly mutate out of nowhere, but I wasn’t about to find out, either. We never took any.


Virtually every staple of the RPG genre has been played with in some way to tie it into the theme/setting. I love it, and I think it works so well precisely because it plays with expectations of how RPGs usually work.

Most obviously, the game is a sidescroller, not top-down. You can’t jump freely, but you can hop onto one-tile-high boxes and climb ropes. You can also drop off off ledges… but your entire party will take fall damage, which gets rapidly more severe the further you fall.

This wouldn’t be too much of a problem, except that healing is hard to come by for most of the game. Several hub areas have campfires you can sleep next to to restore all your health and MP, but when you wake up, something will have happened to you. Maybe just a weird cutscene, or maybe one of your party members has decided to leave permanently.

Okay, so use healing items instead? Good luck; money is also hard to come by, and honestly so are shops, and many of the healing items are woefully underpowered.

Grind for money? Good luck there, too! While the game has plenty of battles, virtually every enemy is a unique overworld human who only appears once, and then is dead, because you killed him. Only a handful of places have unlimited random encounters, and grinding is not especially pleasant.

The “best” way to get a reliable heal is to savescum — save the game, sleep by the campfire, and reload if you don’t like what you wake up to.

In a similar vein, there’s a part of the game where you’re forced to play Russian Roulette. You choose a party member; he and an opponent will take turns shooting themselves in the head until someone finds a loaded chamber. If your party member loses, he is dead. And you have to keep playing until you win three times, so there’s no upper limit on how many people you might lose. I couldn’t find any way to influence who won, so I just had to savescum for a good half hour until I made it through with minimal losses.

It was maddening, but also a really good idea. Games don’t often incorporate the existence of saves into the gameplay, and when they do, they usually break the fourth wall and get all meta about it. Saves are never acknowledged in-universe here (aside from the existence of save points), but surely these parts of the game were designed knowing that the best way through them is by reloading. It’s rarely done, it can easily feel unfair, and it drove me up the wall — but it was certainly painful, as intended, and I kinda love that.

(Naturally, I’m told there’s a hard mode, where you can only use each save point once.)

The game also drives home the finality of death much better than most. It’s not hard to overlook the death of a redshirt, a character with a bit part who simply doesn’t appear any more. This game permanently kills your party members. Russian Roulette isn’t even the only way you can lose them! Multiple cutscenes force you to choose between losing a life or some other drastic consequence. (Even better, you can try to fight the person forcing this choice on you, and he will decimate you.) As the game progresses, you start to encounter enemies who can simply one-shot murder your party members.

It’s such a great angle. Just like with Brad’s withdrawal, you don’t want to avoid their deaths because it’d be emotional — there are dozens of party members you can recruit (though we only found a fraction of them), and most of them you only know a paragraph about — but because it would inconvenience you personally. Chances are, you have your strongest dudes in your party at any given time, so losing one of them sucks. And with few random encounters, you can’t just grind someone else up to an appropriate level; it feels like there’s a finite amount of XP in the game, and if someone high-level dies, you’ve lost all the XP that went into them.


The battles themselves are fairly straightforward. You can attack normally or use a special move that costs MP. SP? Some kind of points.

Two things in particular stand out. One I mentioned above: the vast majority of the encounters are one-time affairs against distinct named NPCs, who you then never see again, because they are dead, because you killed them.

The other is the somewhat unusual set of status effects. The staples like poison and sleep are here, but don’t show up all that often; more frequent are statuses like weird, drunk, stink, or cool. If you do take Joy (which also cures depression), you become joyed for a short time.

The game plays with these in a few neat ways, besides just Brad’s withdrawal. Some party members have a status like stink or cool permanently. Some battles are against people who don’t want to fight at all — and so they’ll spend most of the battle crying, purely for flavor impact. Seeing that for the first time hit me pretty hard; until then we’d only seen crying as a mechanical side effect of having sand kicked in one’s face.


The game does drag on a bit. I think we poured 10 in-game hours into it, which doesn’t count time spent reloading. It doesn’t help that you walk not super fast.

My biggest problem was with getting my bearings; I’m sure we spent a lot of that time wandering around accomplishing nothing. Most of the world is focused around one of a few hub areas, and once you’ve completed one hub, you can move onto the next one. That’s fine. Trouble is, you can go any of a dozen different directions from each hub, and most of those directions will lead you to very similar-looking hills built out of the same tiny handful of tiles. The connections between places are mostly cave entrances, which also largely look the same. Combine that with needing to backtrack for puzzle or progression reasons, and it’s incredibly difficult to keep track of where you’ve been, what you’ve done, and where you need to go next.

I don’t know that the game is wrong here; the aesthetic and world layout are fantastic at conveying a desolate wasteland. I wouldn’t even be surprised if the navigation were deliberately designed this way. (On the other hand, assuming every annoyance in a despair-ridden game is deliberate might be giving it too much credit.) But damn it’s still frustrating.

I felt a little lost in the battle system, too. Towards the end of the game, Brad in particular had over a dozen skills he could use, but I still couldn’t confidently tell you which were the strongest. New skills sometimes appear in the middle of the list or cost less than previous skills, and the game doesn’t outright tell you how much damage any of them do. I know this is the “classic RPG” style, and I don’t think it was hugely inconvenient, but it feels weird to barely know how my own skills work. I think this puts me off getting into new RPGs, just generally; there’s a whole new set of things I have to learn about, and games in this style often won’t just tell me anything, so there’s this whole separate meta-puzzle to figure out before I can play the actual game effectively.

Also, the sound could use a little bit of… mastering? Some music and sound effects are significantly louder and screechier than others. Painful, you could say.


The world is full of side characters with their own stuff going on, which is also something I love seeing in games; too often, the whole world feels like an obstacle course specifically designed for you.

Also, many of those characters are, well, not great people. Really, most of the game is kinda fucked up. Consider: the weird status effect is most commonly inflicted by the “Grope” skill. It makes you feel weird, you see. Oh, and the currency is porn magazines.

And then there are the gangs, the various spins on sex clubs, the forceful drug kingpins, and the overall violence that permeates everything (you stumble upon an alarming number of corpses). The game neither condones nor condemns any of this; it simply offers some ideas of how people might behave at the end of the world. It’s certainly the grittiest interpretation I’ve seen.

I don’t usually like post-apocalypses, because they try to have these very hopeful stories, but then at the end the world is still a blighted hellscape so what was the point of any of that? I like this game much better for being a blighted hellscape throughout. The story is worth following to see where it goes, not just because you expect everything wrapped up neatly at the end.

…I realize I’ve made this game sound monumentally depressing throughout, but it manages to pack in a lot of funny moments as well, from the subtle to the overt. In retrospect, it’s actually really good at balancing the mood so it doesn’t get too depressing. If nothing else, it’s hilarious to watch this gruff, solemn, battle-scarred, middle-aged man pedal around on a kid’s bike he found.


An obvious theme of the game is despair, but the more I think about it, the more I wonder if ambiguity is a theme as well. It certainly fits the confusing geography.

Even the premise is a little ambiguous. Is/was Olathe a city, a country, a whole planet? Did the apocalypse affect only Olathe, or the whole world? Does it matter in an RPG, where the only world that exists is the one mapped out within the game?

Towards the end of the game, you catch up with Buddy, but she rejects you, apparently resentful that you kept her hidden away for her entire life. Brad presses on anyway, insisting on protecting her.

At that point I wasn’t sure I was still on Brad’s side. But he’s not wrong, either. Is he? Maybe it depends on how old Buddy is — but the game never tells us. Her sprite is a bit smaller than the men’s, but it’s hard to gauge much from small exaggerated sprites, and she might just be shorter. In the beginning of the game, she was doing kid-like drawings, but we don’t know how much time passed after that. Everyone seems to take for granted that she’s capable of bearing children, and she talks like an adult. So is she old enough to be making this decision, or young enough for parent figure Brad to overrule her? What is the appropriate age of agency, anyway, when you’re the last girl/woman left more than a decade after the end of the world?

Can you repopulate a species with only one woman, anyway?


Well, that went on a bit longer than I intended. This game has a lot of small touches that stood out to me, and they all wove together very well.

Should you play it? I have absolutely no idea.

FINAL SCORE: 1 out of 6 chambers

Lisa: The Joyful

fairly short · classic rpg · aug 2015 · lin/mac/win · $5 on itch or steam

Surprise! There’s a third game to round out this trilogy.

Lisa: The Joyful is much shorter, maybe three hours long — enough to be played in a night rather than over the better part of a week.

This one picks up immediately after the end of Painful, with you now playing as Buddy. It takes a drastic turn early on: Buddy decides that, rather than hide from the world, she must conquer it. She sets out to murder all the big bosses and become queen.

The battle system has been inherited from the previous game, but battles are much more straightforward this time around. You can’t recruit any party members; for much of the game, it’s just you and a sword.

There is a catch! Of course.

The catch is that you do not have enough health to survive most boss battles without healing. With no party members, you cannot heal via skills. I don’t think you could buy healing items anywhere, either. You have a few when the game begins, but once you run out, that’s it.

Except… you also have… some Joy. Which restores you to full health and also makes you crit with every hit. And drops off of several enemies.

We didn’t even recognize Joy as a healing item at first, since we never used it in Painful; it’s description simply says that it makes you feel nothing, and we’d assumed the whole point of it was to stave off withdrawal, which Buddy doesn’t experience. Luckily, the game provided a hint in the form of an NPC who offers to switch on easy mode:

What’s that? Bad guys too tough? Not enough jerky? You don’t want to take Joy!? Say no more, you’ve come to the right place!

So the game is aware that it’s unfairly difficult, and it’s deliberately forcing you to take Joy, and it is in fact entirely constructed around this concept. I guess the title is a pretty good hint, too.

I don’t feel quite as strongly about Joyful as I do about Painful. (Admittedly, I was really tired and starting to doze off towards the end of Joyful.) Once you get that the gimmick is to force you to use Joy, the game basically reduces to a moderate-difficulty boss rush. Other than that, the only thing that stood out to me mechanically was that Buddy learns a skill where she lifts her shirt to inflict flustered as a status effect — kind of a lingering echo of how outrageous the previous game could be.

You do get a healthy serving of plot, which is nice and ties a few things together. I wouldn’t say it exactly wraps up the story, but it doesn’t feel like it’s missing anything either; it’s exactly as murky as you’d expect.

I think it’s worth playing Joyful if you’ve played Painful. It just didn’t have the same impact on me. It probably doesn’t help that I don’t like Buddy as a person. She seems cold, violent, and cruel. Appropriate for the world and a product of her environment, I suppose.

FINAL SCORE: 300 Mags

MOOP

fairly short · inventory game · nov 2017 · win · free on itch

Finally, as something of a palate cleanser, we have MOOP: a delightful and charming little inventory game.

I don’t think “inventory game” is a real genre, but I mean the kind of game where you go around collecting items and using them in the right place. Puzzle-driven, but with “puzzles” that can largely be solved by simply trying everything everywhere. I’d put a lot of point and click adventures in the same category, despite having a radically different interface. Is that fair? Yes, because it’s my blog.

MOOP was almost certainly also made in RPG Maker, but it breaks the mold in a very different way by not being an RPG. There are no battles whatsoever, only interactions on the overworld; you progress solely via dialogue and puzzle-solving. Examining something gives you a short menu of verbs — use, talk, get — reminiscent of interactive fiction, or perhaps the graphical “adventure” games that took inspiration from interactive fiction. (God, “adventure game” is the worst phrase. Every game is an adventure! It doesn’t mean anything!)

Everything about the game is extremely chill. I love the monochrome aesthetic combined with a large screen resolution; it feels like I’m peeking into an alternate universe where the Game Boy got bigger but never gained color. I played halfway through the game before realizing that the protagonist (Moop) doesn’t have a walk animation; they simply slide around. Somehow, it works.

The puzzles are a little clever, yet low-pressure; the world is small enough that you can examine everything again if you get stuck, and there’s no way to lose or be set back. The music is lovely, too. It just feels good to wander around in a world that manages to make sepia look very pretty.

The story manages to pack a lot into a very short time. It’s… gosh, I don’t know. It has a very distinct texture to it that I’m not sure I’ve seen before. The plot weaves through several major events that each have very different moods, and it moves very quickly — but it’s well-written and doesn’t feel rushed or disjoint. It’s lighthearted, but takes itself seriously enough for me to get invested. It’s fucking witchcraft.

I think there was even a non-binary character! Just kinda nonchalantly in there. Awesome.

What a happy, charming game. Play if you would like to be happy and charmed.

FINAL SCORE: 1 waxing moon

Keeping Time With Amazon Time Sync Service

Post Syndicated from Randall Hunt original https://aws.amazon.com/blogs/aws/keeping-time-with-amazon-time-sync-service/

Today we’re launching Amazon Time Sync Service, a time synchronization service delivered over Network Time Protocol (NTP) which uses a fleet of redundant satellite-connected and atomic clocks in each region to deliver a highly accurate reference clock. This service is provided at no additional charge and is immediately available in all public AWS regions to all instances running in a VPC.

You can access the service via the link local 169.254.169.123 IP address. This means you don’t need to configure external internet access and the service can be securely accessed from within your private subnets.

Setup

Chrony is a different implementation of NTP than what ntpd uses and it’s able to synchronize the system clock faster and with better accuracy than ntpd. I’d recommend using Chrony unless you have a legacy reason to use ntpd.

Installing and configuring chrony on Amazon Linux is as simple as:


sudo yum erase ntp*
sudo yum -y install chrony
sudo service chronyd start

Alternatively, just modify your existing NTP config by adding the line server 169.254.169.123 prefer iburst.

On Windows you can run the following commands in PowerShell or a command prompt:


net stop w32time
w32tm /config /syncfromflags:manual /manualpeerlist:"169.254.169.123"
w32tm /config /reliable:yes
net start w32time

Leap Seconds

Time is hard. Science, and society, measure time with respect to the International Celestial Reference Frame (ICRF), which is computed using long baseline interferometry of distant quasars, GPS satellite orbits, and laser ranging of the moon (cool!). Irregularities in Earth’s rate of rotation cause UTC to drift from time with respect to the ICRF. To address this clock drift the International Earth Rotation and Reference Systems (IERS) occasionally introduce an extra second into UTC to keep it within 0.9 seconds of real time.

Leap seconds are known to cause application errors and this can be a concern for many savvy developers and systems administrators. The 169.254.169.123 clock smooths out leap seconds some period of time (commonly called leap smearing) which makes it easy for your applications to deal with leap seconds.

This timely update should provide immediate benefits to anyone previously relying on an external time synchronization service.

Randall

PS – We are still working to make this feature available for M5 and C5 instances. Read Configuring the Amazon Time Service to learn more.

Weekly roundup: VK Ultra

Post Syndicated from Eevee original https://eev.ee/dev/2017/11/27/weekly-roundup-vk-ultra/

  • fox flux: Cleaned up and committed the “heart get” overlay and worked on some more art for it. Diagnosed a very obscure physics problem, but didn’t come up with a good solution yet; physics is hard! Drew a very good tree trunk to use as a spawn point; also worked on some background foliage, though less successfully. Played with colors a bit. Tried to work out a tileset for underground areas.

  • music: I wrote like half of a little chiptune song that I actually like so far! I’m now seriously toying with the idea of doing my own music for fox flux. Played a bit with more sound effects, too.

  • blog: I wrote up the Eevee mugshot set for Doom I made, as an inaugural post for the release category.

  • veekun: Finished up Ultra Sun and Ultra Moon! Pokémon sprites, box sprites, item sprites, and the same data as Sun/Moon. I say “finished” but of course plenty of stuff is still missing, alas.

  • cc: I’m trying to make glip some building blocks so that they can actually start building the game, so I made some breakable blocks. Also wrote a little shader for implementing their parallax background, which involves a bunch of layer modes.

  • misc: I got a new keyboard. Also I installed umatrix because noscript’s web extension version is half-broken and driving me up the wall. Sorry, noscript.

Huh, that’s not a bad haul, despite a few nights of incredibly bad sleep. Cool.

The Official Projects Book volume 3 — out now

Post Syndicated from Rob Zwetsloot original https://www.raspberrypi.org/blog/projects-book-3/

Hey folks, Rob from The MagPi here with some very exciting news! The third volume of the Official Raspberry Pi Projects Book is out right this second, and we’ve packed its 200 pages with the very best Raspberry Pi projects and guides!

Cover of The Official Projects Book volume 3

A peek inside the projects book

We start you off with a neat beginners guide to programming in Python,  walking you from the very basics all the way through to building the classic videogame Pong from scratch!

Table of contents of The Official Projects Book volume 3

Check out what’s inside!

Then we showcase some of the most inspiring projects from around the community, such as a camera for taking photos of the moon, a smart art installation, amazing arcade machines, and much more.

An article about the Apollo Pi project in The Official Projects Book volume 3

Emulate the Apollo mission computers on the Raspberry Pi

Next, we ease you into a series of tutorials that will help you get the most out of your Raspberry Pi. Among other things, you’ll be learning how to sync your Pi to Dropbox, use it to create a waterproof camera, and even emulate an Amiga.

We’ve also assembled a load of reviews to let you know what you should be buying if you want to extend your Pi experience.

A review of the Pimoroni Enviro pHAT in The Official Projects Book volume 3

Learn more about Pimoroni’s Enviro pHAT

I am extremely proud of what the entire MagPi team has put together here, and I know you’ll enjoy reading it as much as we enjoyed creating it.

How to get yours

In the UK, you can get your copy of the new Official Raspberry Pi Projects Book at WH Smith and all good newsagents today. In the US, print copies will be available in stores such as Barnes & Noble very soon.

Or order a copy from the Raspberry Pi Press store — before the end of Sunday 26 November, you can use the code BLACKFRIDAY to get 10% off your purchase!

There’s also the digital version, which you can get via The MagPi Android and iOS apps. And, as always, there’s a free PDF, which is available here.

We think this new projects book is the perfect stocking filler, although we may be just a tad biased. Anyway, I hope you’ll love it!

Gif of Picard smiling at three children

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Weekly roundup: Upside down

Post Syndicated from Eevee original https://eev.ee/dev/2017/11/22/weekly-roundup-upside-down/

Complicated week.

  • blog: I wrote a rather large chunk of one post, but didn’t finish it. I also made a release category for, well, release announcements, so that maybe things I make will have a permanent listing and not fade into obscurity on my Twitter timeline.

  • fox flux: Drew some experimental pickups. Started putting together a real level with a real tileset (rather than the messy sketch sheet i’ve been using). Got doors partially working with some cool transitions. Wrote a little jingle for picking up a heart.

  • veekun: Started working on Ultra Sun and Ultra Moon; I have the games dumped to YAML already, so getting them onto the site shouldn’t take too much more work.

Build a Flick-controlled marble maze

Post Syndicated from Alex Bate original https://www.raspberrypi.org/blog/flick-marble-maze/

Wiggle your fingers to guide a ball through a 3D-printed marble maze using the Pi Supply Flick board for Raspberry Pi!

Wiggle, wiggle, wiggle, wiggle, yeah

Using the Flick, previously seen in last week’s Hacker House’s gesture-controlled holographic visualiser, South Africa–based Tom Van den Bon has created a touch-free marble maze. He was motivated by, if his Twitter is any indication, his love for game-making and 3D printing.

Tom Van den Bon on Twitter

Day 172 of #3dprint365. #3dprinted Raspberry PI Controlled Maze Thingie Part 3 #3dprint #3dprinter #thingiverse #raspberrypi #pisupply

All non-electronic parts of this build are 3D printed. The marble maze sits atop a motorised structure which moves along two axes thanks to servo motors. Tom controls the movement using gestures which are picked up by the Flick Zero, a Pi Zero–sized 3D-tracking board that can detect movement up to 15cm away.

Find the code for the maze, which takes advantage of the Flick library, on Tom’s GitHub account.

Make your own games

Our free resources are a treasure trove of fun home-brew games that you can build with your friends and family.

If you like physical games such as Tom’s gesture-controlled maze, you should definitely check out our Python quick reaction game! In it, players are pitted against each other to react as quickly as possible to a randomly lighting up LED.

raspberry pi marble maze

You can also play solo with our Lights out game, where it’s you against four erratic lights eager to remain lit.

For games you can build on your computer with no need for any extra tech, Scratch games such as our button-smashing Olympic weightlifter and Hurdler projects are perfect — you can play them just using a keyboard and browser!

raspberry pi marble maze

And if you’d like to really get stuck into learning about game development, then you’re in luck! CoderDojo’s Make your own game book guides you through all the steps of building a game in JavaScript, from creating the world to designing characters.

Cover of CoderDojo Nano Make your own game

And because I just found this while searching for image content for today’s blog, here is a photo of Eben’s and Liz’s cat Mooncake with a Raspberry Pi on her head. Enjoy!

A cat with a Raspberry Pi pin on its head — raspberry pi marble maze

Ras-purry Pi?

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The Poplawski’s Holiday Frights

Post Syndicated from Alex Bate original https://www.raspberrypi.org/blog/poplawskis-holiday-frights/

After becoming internet-famous for their interactive Christmas lights, the Poplawskis have expanded their festive offerings this year with Holiday Frights, a fiendish collection of spooky decor controlled by a Raspberry Pi.

Poplawski's Holiday Frights Raspberry Pi Halloween

The Poplawskis’ holiday lights

Full of lights and inflatable decorations sprawling across the front lawn, the annual pi-powered Poplawski Christmas setup is something we await eagerly here at Pi Towers. What better way to celebrate the start of the holiday season than by inflating reindeer and flashing fairy lights on another continent?

Poplawski's Holiday Lights Raspberry Pi

image c/o Chris Poplawski

So this year, when an email appeared in our inbox to announce the Holiday Frights Halloween edition, we were over the moon!

Take control

It’s about 5am in Easton, Pennsylvania, but I’m 99% sure the residents of the Poplawski’s Holiday Frights home were fully aware of me endlessly toggling their Halloween decorations  — on, off, on, off — in the process of creating the GIF above.

The decorations of the Poplawski’s Holiday Frights are controlled by a Raspberry Pi which, in turn, takes input from a website. And while we’ve seen many Pi projects with online interfaces controlling real-life devices, we can’t help but have a soft spot for this particular one because of its pretty, flashy lights.

Poplawski's Holiday Frights website Raspberry Pi Halloween

To try out the decorations yourself, go to the Poplawski’s Holiday Frights website. Also make sure to bookmark the site, or follow the Facebook page, for updates on their Christmas edition.

When you’re on the site, you will also see how many other people are currently online. If you’re not alone, the battle over which lights are turned on or off can commence! In case you’re feeling extra generous, you can donate 10¢ to fix the decorations in a state of your choosing for 60 seconds, while also helping the Poplawskis power their lights.

Getting spooky

Have you built something Pi-powered and spooky for Halloween? Make sure to share it with us across our social media accounts or in the comments below.

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PlayerUnknown’s Battlegrounds on a Game Boy?!

Post Syndicated from Alex Bate original https://www.raspberrypi.org/blog/playerunknowns-battlegrounds-game-boy/

My evenings spent watching the Polygon Awful Squad play PlayerUnknown’s Battlegrounds for hours on end have made me mildly obsessed with this record-breaking Steam game.

PlayerUnknown's Battlegrounds Raspberry Pi

So when Michael Darby’s latest PUBG-inspired Game Boy build appeared in my notifications last week, I squealed with excitement and quickly sent the link to my team…while drinking a cocktail by a pool in Turkey ☀️🍹

PUBG ON A GAMEBOY

https://314reactor.com/ https://www.hackster.io/314reactor https://twitter.com/the_mikey_d

PlayerUnknown’s Battlegrounds

For those unfamiliar with the game: PlayerUnknown’s Battlegrounds, or PUBG for short, is a Battle-Royale-style multiplayer online video game in which individuals or teams fight to the death on an island map. As players collect weapons, ammo, and transport, their ‘safe zone’ shrinks, forcing a final face-off until only one character remains.

The game has been an astounding success on Steam, the digital distribution platform which brings PUBG to the masses. It records daily player counts of over a million!

PlayerUnknown's Battlegrounds Raspberry Pi

Yeah, I’d say one or two people seem to enjoy it!

PUBG on a Game Boy?!

As it’s a fairly complex game, let’s get this out of the way right now: no, Michael is not running the entire game on a Nintendo Game Boy. That would be magic silly impossible. Instead, he’s streaming the game from his home PC to a Raspberry Pi Zero W fitted within the hacked handheld console.

Michael removed the excess plastic inside an old Game Boy Color shell to make space for a Zero W, LiPo battery, and TFT screen. He then soldered the necessary buttons to GPIO pins, and wrote a Python script to control them.

PlayerUnknown's Battlegrounds Raspberry Pi

The maker battleground

The full script can be found here, along with a more detailed tutorial for the build.

In order to stream PUBG to the Zero W, Michael uses the open-source NVIDIA steaming service Moonlight. He set his PC’s screen resolution to 800×600 and its frame rate to 30, so that streaming the game to the TFT screen works perfectly, albeit with no sound.

PlayerUnknown's Battlegrounds Raspberry Pi

The end result is a rather impressive build that has confused YouTube commenters since he uploaded footage for it last week. The video has more than 60000 views to date, so it appears we’re not the only ones impressed with Michael’s make.

314reactor

If you’re a regular reader of our blog, you may recognise Michael’s name from his recent Nerf blaster mod. And fans of Raspberry Pi may also have seen his Pi-powered Windows 98 wristwatch earlier in the year. He blogs at 314reactor, where you can read more about his digital making projects.

Windows 98 Wrist watch Raspberry Pi PlayerUnknown's Battlegrounds

Player Two has entered the game

Now it’s your turn. Have you used a Raspberry Pi to create a gaming system? I’m not just talking arcades and RetroPie here. We want to see everything, from Pi-powered board games to tech on the football field.

Share your builds in the comments below and while you’re at it, what game would you like to stream to a handheld device?

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