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  News - Blog: A Space Moguls map screen retrospective
Posted by: xSicKxBot - 09-29-2020, 12:28 PM - Forum: Lounge - No Replies

Blog: A Space Moguls map screen retrospective

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(This article was also posted at https://spacemoguls.com/space-moguls-map-screen-retrospective/)

This is a technical article describing the development of the map screen of Space Moguls for Commodore 64 and published by Protovision. The article is not reasoning why I develop Commodore 64 games, but a technical and design deep dive into the map screen of the title. There are no code snippets in this article.

Space Moguls is a 2018 four player strategy game inspired by M.U.L.E. that was released 35 years earlier in 1983 by Ozark Softscape and published by then just-founded Electronic Arts. Both games are based on taking turns claiming land, generating items and trading between players and the store with the goal of having the most wealth at the end.

To learn more about the game feel free to look over the Player’s Guide here: space-moguls-players-guide

One aspect where Space Moguls differs from M.U.L.E. is the map screen which instead of being two color black on white uses the full 16 color palette the computer is capable of, This was the first system created for the game and contains several features that may not be obvious while playing the game.

The map is procedurally generated at the start of the game, and much of the map is covered in fog so that the final map is not known in the beginning. Since each land cell type produces different amounts of each item type this means players may change their strategy as the game reveals more of the map.

This is how the final map screen looks like during the Production stage, one of the seven stages of each turn:

Space Moguls map screen during the production stage

The end result of the Map Screen during the Production Phase 4 rounds into a game.

Going back to the planning, here is the full on-paper map design of the game. For a short while the town covered three land cells, but as seen above the town sits in land cell #42. This picture was printed on paper and all the subsequent design was based on notes written over it. This is not its final form, but a readable capture from mid-development!

Paper design of the map screen from Space Moguls

Design notes, this page is the entire documented map design of Space Moguls

One early decision was to use a hex grid for the map. This required some planning for hardware built for 40 by 25 characters of 8 by 8 pixels. In multi-color mode the pixels are also double width, meaning each pair of pixels share the same color.

The first design question was what is the best orientation for the hex grid?

Two approaches to hex grid layouts

The noticeable difference between A and B in the image above is that the hex cells are larger in A allowing more art detail per cell, but the slanted edges look worse due to the double width pixels. This stage of just drawing different grid layouts and seeing how each compared to the rest took quite a bit of time and these examples are just the most workable ones I came up with.

This choice ended up with B as the winner because I could fit exactly 10 hex cells horizontally on even lines and 9 on odd lines, and 8 rows perfectly filling 40 by 25 character cells! Of course this didn’t leave any room for a game HUD but that’s a different problem that future me will have to deal with.

Commodore 64 multicolor bitmap mode uses 3 out of 16 colors plus a shared background color for each screen character (8×8 pixels). Below is an example of one screen character with the background color black, and custom colors dark gray, mid gray and light gray.

Example of a C64 multicolor bitmap character and its binary representation
An example of one bitmap character (8×8 pixels with double width to specify multicolor)

The top and bottom of the hex cells the screen characters are shared with neighboring cells. This means those screen characters need to share the same 3 colors + background, which is too restrictive in the source art.

Being able to use all 3 colors for each 8×8 character in the hex cell art helps add color and distinctiveness to each hex cell type so the best solution is to accept drawing cells in overlapping characters with color remapping.

The simplest useful remapping is just counting how many pixels of each color is used in each 8×8 cell (out of 32 double pixels) and pick the 3 most used colors. Pixels with colors that are discarded are replaced by looking up the closest match in a table.

Mixing characters and remapping colors is not a fast rendering approach on a 6502 series CPU running at 1 MHz, but it isn’t unreasonable. Anytime you draw in bitmap mode you’re not updating every frame (unless doing extreme speed-coding!)

But why stop at hex cells with straight edges, since rendering hex cells is so complex anyway? Drawing outside the lines allows for a sense of ground height, like the trees in the forest cell, cactuses in the desert cell or mountain peaks in the mountain cell.

The tiles used for planet Alia Terra in Space Moguls
The various types of hex cells in Alia Terra of Space Moguls, from left to right: Plains, Forest, Desert, Mountains, Steppe, Marsh and Lake.

This is what the source art of the desert land type looks like

Alia Terra Desert source tile with background and overlap masks

In the desert cell example above, to the left is the art made up of 4×5 characters (8×8 pixels). The middle white shape is the background mask, these are the parts of the art that are drawn on top of the land cells above. To the right is the overlay mask which represents pixels drawn on top of other cells background and river cells.

The rendering is done one 8×8 screen character at a time so if just part of the land cell needs to redraw only the characters that actually change needs to redraw.

Another early design decision was that a river crosses the map between the top and the bottom. Land cells with a river has a bonus for producing food, but a negative effect for most other kinds of items. The river can be seen both in the map screenshot and the paper design above and rendering the river layer fits easily into rendering the land cell layers. It is nearly essential to capture a good river/plains cell early in the game to have a good supply of food throughout the game.

Alia Terra river cells with draw mask
Each river cell has a background and a draw mask.

There are six sides to each cell which results in 13 combinations of land cell inlet and outlet. The direction of the river doesn’t matter.

For the example below I’m showing a desert cell neighboring a lake cell and with a river running through it. It would be unlikely to appear in the game in this configuration but it is easier to see the river and forest/lake cells being drawn.

The steps of drawing a map cell to the bitmap
A step by step drawing of all the land cell layers except gameplay

The steps represented by the image above are:

  1. Draw background bottom parts of the cells above left and above right
  2. Draw the cell itself with the background mask
  3. Draw the top parts of the cells below left and right with their background mask
  4. Draw the river if one intersects the Land Cell
  5. Draw the cell itself again with its overdraw mask
  6. Draw the top parts of the cells below left and right with their overdraw mask

On top of the map the Installed Droid and production tabs can be drawn.

The final color remapping back to 3 colors + background color for each 8×8 pixel character is not shown here.

Land cell home and droidsAs soon as a player claims a Land Cell a house icon using that player’s color is drawn into the cell to mark it as occupied. This happens during the Land Grant or the Land Auction stages, and in rare cases a Global Event can award one player an extra Land Cell.

The icons above represent:

  • Unassigned owned land (House)
  • Ore mining droid
  • Food producing droid (Land)
  • Food producing droid (Lake)
  • Materials producing droid
  • Rare Materials producing droid
  • Energy producing droid (Land)
  • Energy producing droid (Lake)

There may be strategy games that play well without any text / icons over the game map but not this game. It is vital that after looking away from the screen for a second you can immediately see what is going on when the eyes return to the action.

But apart from the zigzag edge of the map there is no part of the screen space left and drawing text using double wide pixels makes it hard to read.

Conveniently on the Commodore 64 there are top and bottom borders that can be tricked into displaying sprites. Commodore 64 sprites are 24 by 21 pixels so each sprite can display multiple lines of text and placing all eight of them horizontally allows for 192 pixels wide lines which is not bad at all.

And even if you use 8 sprites in a single line you can reuse them as the screen draws which means a fairly large amount of UI is possible by just using sprites. Of course the sprites used for text also need to coexist with the gameplay usage of sprites so some careful planning is needed when placing the information on the screen.

Using border sprites for the map screen UI

One problem that occurred fairly late in production was learning that NTSC borders are more narrow on normal TVs, guaranteeing only a few pixels on top and as few as 9 pixels below the screen. The solution was to allow larger text for those that play on a better TV and smaller for those on a more limited TV system.

There is only one font so the text scaling was implemented by using a line lookup table and carefully placing horizontal elements of the letters along the most used lines. The font size needs to be set before the game start due to the lack of in-game menus.

Space Moguls main menu selecting the font size fir the screen UI
Space Moguls main menu, selecting the HUD text size. Text size A is the largest option.

Text Size BText size B

Text Size CText size C

Text Size D

Text size D

Land Grant stage of the initial turn showing a procedurally generated map

Without an actual map layout to render there isn’t much point to the renderer. Maps are generated randomly to make each play session a little bit unique. The code for generating maps use a lot of weights and rules to make the land feel natural and consistent.

The first step in generation is placing the river starting at cells neighboring the town cell in the center, then walking sideways and upwards/downwards until the top or bottom is met.

After the river is laid out the generator starts with the center land cell occupied by the town and generates a neighbor tile to the town or any previously generated tile until the board is full.

Each cell starts with an array of chance indexed by each type of land and then a land type is picked randomly weighted by the array. The array is filled out based on the occurrence of that land type for the planet, and modified by the neighboring cells and the occurrence of a river in the same cell.

For example, a lake cell is more likely to occur next to other lake cells and on a river. A desert cell is unlikely to occur next to a lake cell and so forth.

Once the map is complete all the cells are covered in fog except the town cell, and a planet specific number of fog cells are cleared up immediately. The rule for clearing fog is that only cell neighboring a cell without fog can be cleared so there can not be isolated holes in the fog.

With a map and the ability to draw it computer controlled players need a way to navigate efficiently. There isn’t anything in Space Moguls that block computer players from always walking in a straight path but certain land types make you move slower and trying to walk through fog is particularly slow.

While pathfinding is almost a non-issue on modern computers trying the same approaches with a much slower CPU and much less RAM is not always productive.

To be fair, A* was originally implemented and works just fine, there is not much else going on while CPU players navigate the map, but it is not as elegant as I wanted it to be.

The definition for “elegant” in this context is entirely personal but with some goals such as:

  • Fast but not at the expense of the worst case for an 8-bit CPU
  • As static as possible – avoid dynamic lists, no stack based function recursion
  • Using a limited and constant amount of RAM
  • Ideally re-using memory that is not currently in use

There is no need for decompressing data while pathfinding so a buffer reserved for that purpose can be reused here. In this buffer each land cell is represented by a byte. This byte represents how much “effort” is used to reach that cell from the cell currently occupied by the player.

Initially the buffer is filled with the value 127 unless it is covered by fog which sets it to 255. Fog is significantly slower to walk through so it should never be crossed by a computer player. Finally the value for the cell the player currently occupies is set to zero.

In addition to the map array there is also two arrays of the previous iteration’s added cells so that while traversing one array the other array is populated and the next iteration the arrays are reversed. The player’s current cell is added to the first list.

For each iteration the previously populated list for each cell look at each of its neighbor and if it isn’t traversed yet, add it to the next added list and add the cost of traversing it from the current cell’s cost plus the cost of traversing the new cell.

When the entire map is filled out look at the destination cell, add it to the end of the path and traverse each step to the lowest effort neighbor until the starting point is reached.

This approach is not the fastest but the goal here is to be as consistent as possible while using the least amount of memory. The size of this code is also fairly small.

Get your mule to mars

In any off-earth game I’m personally curious how something approximating earth would look like but also what other planets might be like. Space Moguls contains four different destination planets: Alia Terra (earth-like), Mars, Winternus (earth-like but winter) and finally 46C which is more post modern art inspired than realistic.

The four planets from Space Moguls

Space Moguls is a large game with plenty of systems and the map screen is just one of these systems, but it is something I’ve wanted to share since my early successful experiments. The map screen is also central to the game experience since most turn stages takes place on the map.

The goal with this article is mostly to share a neat implementation of a map screen in a Commodore 64 screen, and to highlight what is possible to do even with limited hardware resources.

On a final note, since I also enjoy making custom tools there is a nearly finished mod tool, but I have no insight into the overlap of modders and retro strategy game enthusiasts. Let me know if there is any interest in something like that.

Space Moguls Mod Tool


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https://www.sickgaming.net/blog/2020/09/...ospective/

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  News - Zynga is shutting down FarmVille after over a decade
Posted by: xSicKxBot - 09-29-2020, 12:28 PM - Forum: Lounge - No Replies

Zynga is shutting down FarmVille after over a decade

Zynga is shutting down the original FarmVille at the end of this year, over a decade after the popular Facebook title launched.

Breaking the news on it support website, Zynga explained the demise of Flash Player has signaled the end for the social farming sim.

“As previously stated, Adobe will stop distributing and updating Flash Player for all web browsers, and Facebook will stop supporting Flash games on the platform completely after December 31st, 2020. FarmVille will therefore be directly affected as a result of this,” wrote the company.

“We’re aware that many of you have been with us since the very beginning, helping to build an incredible global community of players over the years who’ve enjoyed this game just as much as we have. For that we say thank you.”

FarmVille players will still be able to make in-app purchases until November 17, at which point the payment system will be shut down. The game itself will remain playable until December 31, 2020.

With that in mind, Zynga is encouraging users to spend any remaining credits before December, and has planned a number of in-game activities to let fans enjoy one last hurrah before FarmVille is laid to rest.



https://www.sickgaming.net/blog/2020/09/...-a-decade/

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  News - Hands On: Blue Fire’s Platforming And Zelda-Style Dungeon Combat Shows Promise
Posted by: xSicKxBot - 09-29-2020, 10:38 AM - Forum: Nintendo Discussion - No Replies

Hands On: Blue Fire’s Platforming And Zelda-Style Dungeon Combat Shows Promise

Blue Fire Horizontal Header Image

Over the past few months we’ve seen an influx of incredible games from smaller studios on Switch and Nintendo’s platform feels like a perfect fit for them. We here at Nintendo Life highlighted a bunch of titles in our recent Nintendo Life Indie Spotlight, and the platform holder’s Indie World Showcase broadcasts regularly highlight the wealth of indie games in the works.

One in particular that we’ve had our beady eye on is Blue Fire from Robi Studios. You play as Umbra, a diminutive warrior fighting to banish the Black Shadow from the land of Penumbra in a 3D combat-focused platformer, with a Zelda-like base and lashings of Dark Souls added for good measure. We spoke to Santiago Rosa, co-lead at Robi, back in May to find out a little about the game, and we recently spent some time with a PC demo build.

First impressions are rather good. The build we played consisted of two areas: Fire Keep, an opening castle-style level with corridors, locked doors and grand halls; and Uthas Temple, a darker dungeon which introduced wall running, more advanced combat, and some Zelda-style environmental puzzles. Nothing too taxing — think treasure chests with keys to locked doors, lever-activated timed gates, statues to possess and move to touch plates, that sort of thing.


While that all sounds very familiar, the focus on acrobatic platforming gives this a more complex flavour than a darker-toned indie Wind Waker. Those levers, treasure chests and environmental elements are less prominently signposted than Zelda veterans might expect, too; several times in the Uthas Temple we were left scratching our heads having explored everywhere and seemingly hit a dead end.

Once you realise that this game isn’t going to lay out the standard glowing breadcrumb trail or highlight unusual-looking environmental features via a Navi-style guide, it’s easier to enjoy the search — you actually have you use your eyes and the camera to scan your surroundings. Abilities like wall jumps, double jumps and a dash move unlock and enable you to traverse large gaps and avoid spikes, crumbling platforms, and other hazards. In Fire Keep we entered another realm on a Quest which involved negotiating a platforming gauntlet to earn a Void Soul, a doohickey which will presumably become important later in the game proper.

leaping around the environments feels all-at-once balletic and dangerous

Umbra’s abilities combine with sword strikes and a classic ‘Z-targeting’ system and form the basis of a versatile combat system. It’s easy to pick up the basics; on our trusty Switch Pro Controller, jump was on ‘B’ with ‘Y’ dealing horizontal sword strikes and vertical strikes on ‘X’. ‘ZL’ toggles on targeting and the opposite trigger activates the dash. You can replenish your health by hitting ‘Up’ on the D-pad.

It’s a standard interface, then, and one which works perfectly well. The dash can be activated multiple times on the ground but only once in mid-air, so zipping across chasms feels all-at-once balletic and dangerous. It’s satisfying to suss out the environment and nail a manoeuvre to a hard-to-reach platform. In some ways it feels like the zippy movement of Hollow Knight or another 2D action platformer has been transplanted into a 3D Zelda-like framework.


The basics work well although strikes lacked weight compared to some other 3D action games we’ve played, especially against the smaller slug enemies. We’ll be interested to see if the Switch version uses rumble to give fights a little more oomph, or if feedback is different against larger enemies. The dash move homes in on mid-air foes and you can maintain altitude by using vertical strikes against them. The timing is tricky, but there’s potential in the system if later enemies force you to get strategic.

Performance-wise, it’s an Unreal Engine 4 game and we were running it on our overworked and massively underpowered Dell laptop. Beyond a hard crash near the end of the demo, it acquitted itself admirably on our very modest hardware. Knocking the resolution down to 720p resulted in a fairly solid 30 fps in the sections we played, so the Switch experience should be smooth. The game has been rescheduled from its original Summer 2020 release date to Spring 2021, so we’d hope everything will be nicely optimised. Visually, Blue Fire is pleasant enough and Umbra is a cute character (you can switch out his costume and weapons via an inventory menu to add some personal flair), but Blue Fire certainly isn’t pushing graphical boundaries — we’ve got our fingers crossed for solid Switch performance.

Blue Fire certainly isn’t pushing graphical boundaries — we’ve got our fingers crossed for solid Switch performance

The camera is the only thing which felt a tad cumbersome in this demo. We headed into the Settings menu and upped Auto Adjust from default ‘Slow’ to ‘Fast’, which helped considerably, but rare was the time when we weren’t nudging the right stick. The targeting takes care of the camera in combat, but the constant adjustment while you’re knee-deep in precision platforming may get tiresome. Given the acrobatics and attacks you’ll need to chain together, adding camera tweaks into the mix is an extra layer challenge that might be too much for some, and we can only imagine that level design will get more complex later on.

The demo felt challenging but fair. We’re not sure how the final game will deal with death — you’re deposited back on a nearby platform minus a bunch of hearts if you fall into water, and this build plonked you back at the start of the area once all your health was depleted with all enemies respawned (although treasure chests we’d opened remained plundered). The fonts and atmosphere may play on the Dark Souls theme, but difficulty-wise, this occupies a middle ground between Nintendo’s forgiving approach and From Software’s series. It doesn’t suffer fools gladly, but it’ll tolerate them for a spill or two.


Overall, we were left intrigued to see what other tricks Blue Fire has up its sleeve. Those Zelda/Souls genre touchstones set some mighty high expectations but, on current evidence, Robi Studios have put down a very solid base and hopefully the developer can build on those fundamentals with flourishes to give little Umbra and the game at large its own identity. The combination of sharp combat encounters with added platforming challenges all wrapped in a cutesy fantasy package has potential, and if later game areas can up the ante in interesting ways, Blue Fire will certainly be one to keep an eye on.

Blue Fire is currently scheduled for launch in ‘Spring 2021’.



https://www.sickgaming.net/blog/2020/09/...s-promise/

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  News - Scarlet Nexus Gets Even More Anime With New Story Trailer
Posted by: xSicKxBot - 09-29-2020, 10:38 AM - Forum: Lounge - No Replies

Scarlet Nexus Gets Even More Anime With New Story Trailer

During this weekend's Tokyo Game Show event, publisher Bandai Namco showed off a new trailer for its action-RPG Scarlet Nexus. On top of providing a glimpse at the characters Yuito Sumeragi will encounter during his journey, the trailer also revealed a new playable character.

In fact, Yuito isn't the only Scarlet Nexus protagonist. Kasane Randall, an orphan brought in by the Randall family after her parents were killed by the monstrous beings known as The Others, will also be playable from the very start of the game. Players can choose between Kasane and Yuito to get two different perspectives of Scarlet Nexus' story. Finishing both storylines provides the full narrative.

Kasane, an elite supersoldier who imbues her projectile weapons with psychic powers to devastating effect, fights alongside Yuito to quell the threat posed by The Others. The two are supported by a colorful cast of characters, including Gemma Garrison, Luka Travers, and Tsugumi Nazar. Check out the TGS story trailer and some new screenshots below.

Continue Reading at GameSpot

https://www.gamespot.com/articles/scarle...01-10abi2f

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  Microsoft - Microsoft and United Nations: What to watch
Posted by: xSicKxBot - 09-29-2020, 04:14 AM - Forum: Windows - No Replies

Microsoft and United Nations: What to watch

This week, the United Nations celebrated its 75th anniversary, and Microsoft announced the launch of its UN Affairs team, led by John Frank. In addition to being the 75th anniversary, this year saw the first all-virtual UN week.

Lively conversations took place around the UN General Assembly, addressing topics that impact people across the globe, and included leaders such as Microsoft President Brad Smith.

Here’s a look at recent events from the week:

In Conversation: Trevor Noah | September 23, 2020

How does having “the mind of a pessimist and the soul of an optimist” affect Trevor Noah’s view of the world? Microsoft President Brad Smith had the chance to interview him for this first edition of In Conversation, a discussion series launched from the sidelines of the UN General Assembly in celebration of the UN’s 75th anniversary.

In Conversation: Brad Smith and Trevor Noah from the 2020 UN General Assembly

YouTube Video

Net Zero Carbon Panel: Climate Action and Ambition | September 16, 2020

Microsoft kicked off a series of livestreams in partnership with the Eurasia Group’s GZero Media. The first, Net Zero: Climate Ambition and Action, was moderated by Julia Pyper, host and producer of the Political Climate podcast. It also included Gerald Butts, vice chairman and senior advisor, Eurasia Group; Lucas Joppa, Chief Environmental Officer, Microsoft; Rachel Kyte, Dean of Tufts University’s Fletcher School; and Mark Carney, UN Special Envoy for Climate Action and Finance.

Net Zero Carbon LIVE Panel: Climate Action and Ambition | GZERO with Microsoft & Eurasia Group

YouTube Video

Peace One Day: Q&A with Microsoft President Brad Smith | September 21, 2020 

Brad Smith participated in a live Q&A for Peace One Day, to mark the UN’s International Day of Peace. Kate O’Sullivan, General Manager, Digital Diplomacy at Microsoft, was part of the event along with Fabrizio Hochschild, Under-Secretary-General, UN; Robert Redfield, Director, Centers for Disease Control and Prevention; Tedros Adhanom Ghebreyesus, Director-General, World Health Organization; and performers Annie Lennox and Jude Law, among other guests.

Peace One Day Live Global Digital Experience

YouTube Video

Reimagining While Rebuilding: Panel with Brad Smith | September 23, 2020

Brad Smith and Ian Bremmer discussed the concept of multilateralism – where civil and public organizations band together to solve complex societal problems – and whether the global challenges of 2020 will lead to more inclusive multilateralism in the future. They were joined by guests including former U.S. Secretary of Homeland Security Jeh Johnson, Microsoft’s Director of UN Affairs John Frank, and the New Yorker’s Susan Glasser, with special appearances by European Central Bank President Christine Lagarde, UN Secretary-General António Guterres and The Daily Show’s Trevor Noah.

Reimagining While Rebuilding: Livestream Panel | GZERO with Microsoft and Eurasia Group

YouTube Video

High-Level Climate Change Roundtable | September 24, 2020

Brad Smith participated in the live High-Level Climate Change Roundtable convened by UN Secretary-General António Guterres. The session brought together a select group of global climate leaders who are taking bold action as they recover from the COVID-19 pandemic.

High-Level Roundtable on Climate Action – 24 September 2020

YouTube Video

Learn more on the Microsoft UN Affairs site and follow @MSFTIssues on Twitter.



https://www.sickgaming.net/blog/2020/09/...-to-watch/

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  Microsoft - Microsoft demonstrates how to increase green energy one rooftop at a time
Posted by: xSicKxBot - 09-29-2020, 04:14 AM - Forum: Windows - No Replies

Microsoft demonstrates how to increase green energy one rooftop at a time

Solar panels being installed on the roofs of dozens of schools throughout Dublin, Ireland, reflect a novel front in the fight against global climate change, according to a senior software engineer and a sustainability lead at Microsoft.

The technology company partnered with SSE Airtricity, Ireland’s largest provider of 100% green energy and a part of FTSE listed SSE Group, to install and manage the internet-connected solar panels, which are connected via Azure IoT to Microsoft Azure, a cloud computing platform.

The software tools aggregate and analyze real-time data on energy generated by the solar panels, demonstrating a mechanism for Microsoft and other corporations to achieve sustainability goals and reduce the carbon footprint of the electric power grid.

“We need to decarbonize the global economy to avoid catastrophic climate change,” said Conor Kelly, the software engineer who is leading the distributed solar energy project for Microsoft Azure IoT. “The first thing we can do, and the easiest thing we can do, is focus on electricity.”

Microsoft’s $1.1 million contribution to the project builds on the company’s ongoing investment in renewable energy technologies to offset carbon emissions from the operation of its datacenters.

A typical approach to power datacenters with renewable energy is for companies such as Microsoft to sign so-called power purchase agreements with energy companies. The agreements provide financial guarantees needed to build industrial-scale wind and solar farms and connections to the power grid.

The new project demonstrates the feasibility of agreements to install solar panels on rooftops distributed across towns with existing grid connections and use internet of things, or IoT, technologies to aggregate the accumulated energy production for carbon offset accounting.

“It utilizes existing assets that are sitting there unmonetized, which are roofs of buildings that absorb sunlight all day,” Kelly said.

Two men standing amidst greenery
Conor Kelly, left, a senior software engineer and sustainability lead at Microsoft, and Fergal Ahern, right, a business energy solutions manager and renewable energy expert with SSE Airtricity, stand outside a Microsoft office in Dublin, Ireland. The two companies partnered on a project to demonstrate the feasibility of distributed power purchase agreements. Photo by Naoise Culhane.

New business model


The project is also a proof-of-concept, or blueprint, for how energy providers can adapt as the falling price of solar panels enables distributed electric power generation throughout the existing electric power grid.

Traditionally, suppliers purchase power from central power plants and industrial-scale wind and solar farms and sell it to consumers on the distribution grid. Now, energy providers like SSE Airtricity provide renewable energy solutions that allow end consumers to generate power, from sustainable sources, using the existing grid connection on their premises.

“The more forward-thinking energy providers that we are working with, like SSE Airtricity, identify this as an opportunity and industry changing shift in how energy will be generated and consumed,” Kelly noted.

The opportunity comes in the ability to finance the installation of solar panels and batteries at homes, schools, businesses and other buildings throughout a community and leverage IoT technology to efficiently perform a range of services from energy trading to carbon offset accounting.

Kelly and his team with Azure IoT are working with SSE Airtricity to develop the tools and machine learning models necessary to unlock this opportunity.

“Instead of having utility scale solar farms located outside of cities, you could have a solar farm at the distribution level, spread across a number of locations,” said Fergal Ahern, a business energy solutions manager and renewable energy expert with SSE Airtricity.

For the distributed power purchase agreement, SSE Airtricity uses Azure IoT to aggregate the generation of all the solar panels installed across 27 schools around the provinces of Leinster, Munster and Connacht and run it through a machine learning model to determine the carbon emissions that the solar panels avoid.

The schools use the electricity generated by the solar panels, which reduces their utility bills; Microsoft receives the renewable energy credits for the generated electricity, which the company applies to its carbon neutrality commitments.

The panels are expected to produce enough energy annually to power the equivalent of 68 Irish homes for a year and abate more than 2.1 million kilograms, which is equivalent to 4.6 million pounds, of carbon dioxide emissions over the 15 years of the agreement, according to Kelly.

“This is additional renewable energy that wouldn’t have otherwise happened,” he said. “Every little bit counts when it comes to meeting our sustainability targets and combatting climate change.”

Woman stands behind podium
Victory Luke, a student at Collinstown Park Community College in Dublin, Ireland, gave a speech about combatting climate change at the 2019 Global Conference on Energy Efficiency, which was organized by the International Energy Agency. Photo by Fennell Photography.

Every little bit counts


Victory Luke, a 16 year old student at Collinstown Park Community College in Dublin, has lived by the “every little bit counts” mantra since she participated in a “Generation Green” sustainability workshop in 2019 organized by the Sustainable Energy Authority of Ireland, SSE Airtricity and Microsoft.

The workshop was part of an education program surrounding the installation of solar panels and batteries at her school along with a retrofit of the lighting system with LEDs. Digital screens show the school’s energy use in real time, allowing students to see the impact of the energy efficiency upgrades.

Luke said the workshop captured her interest on climate change issues. She started reading more about sustainability and environmental conservation and agreed to share her newfound knowledge with the younger students at her school.

“I was going around and talking to them about energy efficiency, sharing tips and tricks like if you are going to boil a kettle, only boil as much water as you need, not too much,” she explained.

That June, the Sustainable Energy Authority of Ireland invited her to give a speech at the Global Conference on Energy Efficiency in Dublin, which was organized by the International Energy Agency, an organization that works with governments and industry to shape sustainable energy policy.

“It kind of felt surreal because I honestly felt like I wasn’t adequate enough to be speaking about these things,” she said, noting that the conference attendees included government ministers, CEOs and energy experts from around the world.

At the time, she added, the global climate strike movement and its youth leaders were making international headlines, which made her advocacy at school feel even smaller. “Then I kind of realized that it is those smaller things that make the big difference,” she said.

SSE Airtricity and Microsoft plan to replicate the educational program that inspired Luke and her classmates at dozens of the schools around Ireland that are participating in the project.

“When you’ve got solar at a school and you can physically point at the installation and a screen that monitors the power being generated, it brings sustainability into daily school life,” Ahern said.

Man stands in hallway holding a tablet looking at a TV monitor
Brian McCloskey with green energy provider SSE Airtricity checks out a dashboard inside Kinsale Community School in Kinsale, Ireland. The dashboard monitors energy generated by solar panels installed on the school’s roof as part of a project with Microsoft to demonstrate the feasibility of distributed power purchase agreements. Photo by Naoise Culhane.

Proof of concept for policymakers


The project’s education campaign extends to renewable energy policymakers, Kelly noted. He explained that renewable energy credits – a market incentive for corporations to support renewable energy projects – are currently unavailable for distributed power purchase agreements.

For this project, Microsoft will receive genuine renewable energy credits from a wind farm that SSE Airtricity also operates, he added.

“And,” he said, “we are hoping to use this project as an example of what regulation should look like, to say, ‘You need to award renewable energy credits to distributed generation because they would allow corporates to scale-up this type of project.’”

For her part, Luke supports steps by multinational corporations such as Microsoft to invest in renewable energy projects that address global climate change.

“It is a good thing to see,” she said. “Once one person does something, other people are going to follow.”

Top image: SSE Airtricity employees Derek Conty, left, Francie Byrne, middle, and Ryan Doran, right, install solar panels on the roof of Kinsale Community School in Kinsale, Ireland. The installation is part of a project with Microsoft to demonstrate the feasibility of distributed power purchase agreements. Photo by Naoise Culhane.

Related

John Roach writes about Microsoft research and innovation. Follow him on Twitter.



https://www.sickgaming.net/blog/2020/09/...at-a-time/

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  News - Anniversary: Super Mario Land Launched 30 Years Ago Today In Europe
Posted by: xSicKxBot - 09-29-2020, 04:14 AM - Forum: Nintendo Discussion - No Replies

Anniversary: Super Mario Land Launched 30 Years Ago Today In Europe


Here's our fancy Japanese version, because we're show-offs...© Nintendo Life
Here’s our fancy Japanese version, because we’re show-offs…

Believe it or not, today marks the 30th anniversary of Super Mario Land‘s launch on the trusty Game Boy in Europe.

Developed as a Game Boy launch title, Super Mario Land offered Mario his very first outing in a portable platformer. It was a truly impressive transition from the big screen at the time, benefitting from the wonderful platforming you’d expect from any Mario game and an equally brilliant soundtrack to boot.

It’s a short but sweet title, and while its sequel is usually considered a more enjoyable experience these days, we’d argue it’s worth revisiting just to see how far the series has come. If you were lucky enough to have played this one at the time, we’re sure that booting it up now will reward you with a wonderful wave of nostalgia.


You can actually download a copy of the game on the 3DS eShop if you’re itching to give it a go; it’s available for £3.59, and we shared a review of its release when it first appeared almost a decade ago.


Let us know if you’re a fan of Super Mario Land in the comments below. And if you’re wanting even more Mario, why not see where the game landed in our list of the Best Super Mario Games Of All Time.



https://www.sickgaming.net/blog/2020/09/...in-europe/

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  News - Fortnite Fishing Guide: How To Consume A Legendary Fish (Week 6)
Posted by: xSicKxBot - 09-29-2020, 04:14 AM - Forum: Lounge - No Replies

Fortnite Fishing Guide: How To Consume A Legendary Fish (Week 6)

Fortnite's Week 6 challenges include a special fishing task. Players will have to consume a Legendary Fish in one of the game's many modes. This guide will help you find the best way to get the right fishing gear and find the right fishing spot so you can catch a Legendary fish quickly.

This challenge leaked early, so check back later this week to see if it's live in Fortnite.

Where To Catch A Legendary Fish

There's no shortcut to catching a Legendary fish. All you need to do is fish, though. You should land at a named location close to a large body of water, like Sweaty Sands, and grab one of the fishing poles located on the pier before heading for the water. Remember: you can fish with explosives, harpoon guns, and fishing poles. You can even fish with the rockets in the speed boats; all you need to do is shoot the fishing spots with them.

Continue Reading at GameSpot

https://www.gamespot.com/articles/fortni...01-10abi2f

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  (Indie Deal) ?Sexy Garden Bundle, Microids Sale, Friday GalaQuiz?
Posted by: xSicKxBot - 09-29-2020, 02:41 AM - Forum: Deals or Specials - No Replies

?Sexy Garden Bundle, Microids Sale, Friday GalaQuiz?

Sexy Garden Bundle | 5 Adult Games | 93% OFF
[www.indiegala.com]
If you're interested to fill your week with a collection of 5 mentally stimulating adult titles, the Sexy Garden Bundle is here to assist you! "Harden" your decision fast, for the 24h price won't last!

https://youtu.be/bejbt8FHGFs
Microids Publisher Sale, up to 90%
[indiegala.com]

The 207th GalaQuiz will be LIVE soon, win up to $50:dollars: in GalaCredit!
[www.indiegala.com]
The GalaQuiz will take place in less than 60 minutes from this announcement
Today's GalaQuiz[www.indiegala.com] hints are up. The theme will be Black's Friday Redux.

Stay Inside, Stay Safe and Enjoy Good Games.
Check out IndieGala on Twitter, YouTube & Facebook[www.facebook.com]


https://steamcommunity.com/groups/indieg...2109051353

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  News - Animal Crossing: New Horizons Wins Big At The Japan Game Awards 2020
Posted by: xSicKxBot - 09-28-2020, 09:05 PM - Forum: Nintendo Discussion - No Replies

Animal Crossing: New Horizons Wins Big At The Japan Game Awards 2020

Switch ACNH Summer Update

The results of this year’s Japan Game Awards have now been revealed, with Animal Crossing: New Horizons standing out as the star of the show.

The ceremony – which celebrates Japan’s biggest and best games as well as a few international hits, too – saw Nintendo’s life sim take home a total of three awards, including the prestigious Grand Award. It was a very decent outing for Nintendo all around, with a number of its titles receiving the Award for Excellence.

Pokémon Sword and Shield also received three awards, as you can see in the full list of winners below.


Grand Award
– Animal Crossing: New Horizons

Award for Excellence
– 13 Sentinels: Aegis Rim
– Animal Crossing: New Horizons
– DEATH STRANDING
Fire Emblem: Three Houses
– Monster Hunter World: Iceborne
– Nioh 2
– PERSONA5 THE ROYAL
– Pokémon Sword and Pokémon Shield
Ring Fit Adventure
– Yakuza: Like a Dragon

Special Award
– DRAGON QUEST WALK

Best Sales Award
– Pokémon Sword and Pokémon Shield

Global Award Japanese Product
– Pokémon Sword and Pokémon Shield

Global Award Foreign Product
– Call of Duty: Modern Warfare

The Minister of Economy, Trade and Industry Award
– Animal Crossing: New Horizons Development Team


In last year’s event, Super Smash Bros. Ultimate walked home with no less than five awards in total, also including the Grand Award.

A worthy line-up of winners? Have you played many of the titles listed above? Let us know in the comments below.



https://www.sickgaming.net/blog/2020/09/...ards-2020/

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