Friday, April 19, 2019

Musa Upbeat About Al Nassr Chances As Saudi League Title Race Gets Hotter

By Nnamdi Ezekute
ahmed-musa-al-nassr-saudi-pro-league-al-hilal

Ahmed Musa has backed Al Nassr to continue their push for the Saudi Professional Football League title following Friday's comprehensive 5-0 win against Al Fateh, Completesports.com reports. Al Nassr moved to top position in the table ahead title chase rivals Al Hilal who still have a game in hand following victory against Al Fateh. Musa […]


The post Musa Upbeat About Al Nassr Chances As Saudi League Title Race Gets Hotter appeared first on Complete Sports.

      

‘Wizkid is an upcoming singer in America’ – Lanre Teriba

By Temitope Alabi
'Wizkid is an upcoming singer in America' - Lanre Teriba

Nigerian gospel singer Lanre Teriba may have just started an online debate following a recent interview he granted.


According to Teriba, multi-award winning singer Wizkid is seen more like an upcoming singer by Americas.


Speaking during an interview on EsplashonTVC, Teriba noted that Nigerian acts are not regarded abroad. He said;


I travel a lot and I can tell you that Nigerian artistes are still seen as local musicians in the lens of foreigners. Even Wizkid is seen as an upcoming artiste. ~ Lanre Teriba (Atorise)


His statement has since caused a stir online as many have shared their thoughts on it.


Read some of the omment below;


@sleemjim_ – Big fat lie, Lanre Teriba does not know what he's saying.

Wizkid,Davido,Burna boy, Mr Eazie, etc are very huge outside Africa,NIGERIA artist are well honoured and respected across the globe, Lanre Teriba should not come and give us false info.

Does he know how big Tiwa Savage,2Baba,Seyi Shay,Runtown,Femi kuti is across the Globe… Lanre Teriba pls check ur balance


@OkwuoseAlexand1 – Traveler


You think you're the only one that has traveled 😂


Guess what some people don't even of coldplay in Nigeria


The post ‘Wizkid is an upcoming singer in America' – Lanre Teriba appeared first on INFORMATION NIGERIA.

      

Elon Musk’s Boring Company Inches Closer to Making Hyperloop a Reality

By Bud

The company filed a sprawling environmental report for the Loop, a proposed network of tunnels that would move people from Baltimore to Washington in 15 minutes.


from Wired https://www.wired.com/story/elon-musks-boring-company-takes-small-step-toward-reality

      

BREAKING: Djokovic Suffers Shock Defeat To Medvedev In Monte Carlo Quarter-Final

By Ignatius Igwe
Serbia's Novak Djokovic hits a return to Russia's Daniil Medvedev during their quarter final tennis match of the Monte-Carlo ATP Masters Series tournament on April 19, 2019 in Monaco. YANN COATSALIOU / AFP


World number one Novak Djokovic suffered a 6-3, 4-6, 6-2 defeat by Russia's Daniil Medvedev in the quarter-finals of the Monte Carlo Masters on Friday.


READ ALSO: Arsenal Beat Napoli, Qualify For Europa League Semis


Djokovic, twice a former champion in Monte Carlo, lost his serve five times as 10th seed Medvedev gained revenge for his last-16 defeat by the Serb at this year's Australian Open.

      

ДИСС НА НОВУЮ ШКОЛУ by серийный / seriyniy

By Bud


[soundcloud url="https://api.soundcloud.com/tracks/608358240" params="visual=true&show_artwork=true&maxwidth=760&maxheight=1000&dnt=1" width="100%" height="400" iframe="true" /]

      

Shocking! Snakes Pursue Liberian President George Weah Out Of Office

By Akham Papa

Snakes have been found in Liberian President George Weah's office, forcing him to work from his private residence, the BBC has learnt.


Press secretary Smith Toby told the BBC that on Wednesday two black snakes were found in the foreign affairs ministry building, site of the official office.


All staff have been told to stay away until 22 April.


“It's just to make sure that crawling and creeping things get fumigated from the building,” Mr Toby said.


“The Ministry of Foreign Affairs hosts the office of the president, so it did an internal memo asking the staff to stay home while they do the fumigation,” he said.


The office of the president has been based in the Ministry of Foreign Affairs since a fire in 2006 gutted the nearby presidential mansion.


A FrontPage Africa news website video shows workers trying to attack the snakes when they appeared near the building's reception.


“The snakes were never killed,” Mr Toby said. “There was a little hole somewhere [through which] they made their way back.”


Police and presidential security were seen guarding Mr Weah's residence in the capital Monrovia. A fleet of vehicles including escorts jeeps were parked outside.


Mr Toby said the Ministry of Foreign Affairs started to fumigate on Friday.


“That building's been there for years now, and [because of] the drainage system, the possibility of having things like snakes crawling in that building was high,” he said.


The president is definitely returning to his official office on Monday after the fumigation whether or not the snakes are found and killed, Mr Toby said.


The post Shocking! Snakes Pursue Liberian President George Weah Out Of Office appeared first on Naijaloaded | Nigeria's Most Visited Music & Entertainment Website.

      

Black ops 2 aftermath theme by LucasLem

By Bud


[soundcloud url="https://api.soundcloud.com/tracks/608343660" params="visual=true&show_artwork=true&maxwidth=760&maxheight=1000&dnt=1" width="100%" height="400" iframe="true" /]

      

Cool Stuff: Life-Size Bust of ‘RoboCop’ Need You to Come Quietly, Or There Will Be Trouble

By Bud
Life-Size RoboCop Bust

I'd buy that for a dollar!” Actually, you'll be paying significantly more than a dollar for this life-size RoboCop bust that is available for pre-order today from Chronicle Collectibles. It's a completely new sculpt from the one they previously created for the 1/2 scale bust a little while back, and it'll make creeps think twice before they come busting down your door.


Life-Size RoboCop Bust



Life-Size RoboCop Bust


Life-Size RoboCop Bust


Here's how the new life-size RoboCop bust is described by Chronicle Collectibles:



This magnificent 1:1 scale RoboCop bust stands atop a futuristic base with a subtly placed RoboCop logo. We poured over every available asset and reference material to give fans a museum-quality release destined to become the pinnacle of any collection. As any true RoboCop fan knows, getting RoboCop's paint to look right is a monumental task. Thankfully, our artisans took this challenge to heart and immaculately painted this piece to capture the silvery and blue metallic sheen that is so intrinsic to this icon of cinema.



The bust measures 30 inches tall, 17 inches wide and 16 inches deep, and it's crafted in polyresin. Priced at $1399 (with payment plans available), this is a limited edition collectible that every RoboCop fan deserves. If you're among the first 100 customers to order directly from Chronicle Collectibles, you'll get an exclusive 18×24 art print by Collin Schlichy (which you can see previewed over here). The life-size RoboCop bust is expected to ship in the second quarter of 2020.


The pre-order link goes up at 4pm ET on Friday, April 19 at Chronicle Collectibles.


The post Cool Stuff: Life-Size Bust of ‘RoboCop' Need You to Come Quietly, Or There Will Be Trouble appeared first on /Film.






from /Film https://www.slashfilm.com/life-size-robocop-bust/

      

Talking with Studio MDHR About Localizing Cuphead and Looking Back a Year Later

By Bud
Cuphead

As for the new visual flourishes, the ability to play as Mugman, and the animated cutscenes, these were stretch goal items from the wish list we had been building internally during development. Like so many developers, we ended up shelving these things as the game go closer to completion, but in our heart of hearts we always knew we'd return to them – the game just didn't feel complete to us without them!


XW: What was one of those most challenging design elements you encountered in creating this massive update to Cuphead?


Moldenhauer: Many of the biggest design challenges with this update were visual! As we laid out the various translations in-game, it became apparent that each language had varying lengths and sizes for everything from boss titles to NPC dialogue.


Because so much of Cuphead is done by hand, we had to do an extensive pass of each language, going over the game with a fine tooth comb to make sure each lines of text weren't running over in places like our storybook cutscenes. It was a meticulous process!


In addition, the addition of new animations, new languages, and hand calligraphy offered us the chance to re-evaluate the way were packaging our assets, and make some engineering optimizations so that this update wasn't slowing the game down. In fact, we were able to greatly improve loading times on Xbox One, which we're really excited about!


CupheadCuphead


XW: Gamers who played the game since launch have seen the influence of older American cartoon styles establish the unique look of the game and its characters, but with this update the new localized version of the games includes typefaces influenced by Japanese, Korean, and Chinese cartoons. Which cartoons influenced this design for these regions?


Moldenhauer: Interestingly, there was a mixture of references we made to cartoons of the era in these regions as well as physical media like posters, type faces, and even books! We sifted through everything from Hanafadu Card packages to tourism posters of the era as points of reference for our calligraphers. While not our one touchstone, a whimsical Japanese cartoon that does stick out in my mind from our research is Ugokie kori no tatehiki, a whimsical Tom-and-Jerry-style slapstick retelling of the classic “boy who cried wolf” parable from 1930s Japan.


XW: What was it like working with expert calligraphers to help bring the boss and level design lettering to life in way that will meet fan expectations? Could you share details on that process?


Moldenhauer: It was a total joy to work with our two calligraphers, Keisuke Chiba (who did our Korean and Japanese calligraphy) and Shiyuan “Sheera” He (who did the Chinese hand-lettering). Having no experience with the hand-drawing techniques of other languages, it was a real learning experience to see them bring the game's Asian-language hand lettering to life.


The process was very collaborative, and usually kicked off with us sending over a series of references so that we could find the overall lettering style – one with the right thickness, line weight, personality, and homage to the era. After settling together on a style for each language, we left a lot of the creative decisions up to the calligraphers, while providing input on layout and spacing to keep things looking consistent in-game.


After spending so long during Cuphead's creation working with master hand-letterer Warren Clark, it was a lot of fun to let these two other amazing artists play in this space!


CupheadCuphead


XW: During your research into creating this update, were there any characters or artistic styles that you discovered for the first time that particularly stuck out to you?


Moldenhauer: I hope it doesn't sound like a catch-all answer to say that almost everything in the hand-drawing styles of other languages was new to us, because that's really the case! We were very focused on paying homage to a specific style and era of American animation with Cuphead, so working on calligraphy in languages like Japanese opened our eyes to a whole other facet of art and animation that we've come to appreciate.


XW: Beyond the Asian language features being included into Cuphead, you're also working on French, Italian, German, Russian, and more. Will these language versions see influences from their old cartoon formats in their localized versions too?


Moldenhauer: Something we're proud of with this translation is the way that the linguists for each language made efforts to go beyond pure “localization” and try to really “culturalize” each translation. Each translator was really picky about taking the English meanings of our titles, phrases, and dialogue and researching to craft an interpretation that made sense and felt on-era for that language – referencing ideas and concepts that would resonate with each audience rather than simply interpret the original translation literally.


It's also worth mentioning that when creating Cuphead, we really tried to steep ourselves in the 1930s media landscape beyond cartoons, d drawing from posters, films, books, graphic design principles, trading cards, almanacs – you name it!


CupheadCuphead


XW: Do you have a message for the gamers in the countries that you'd like to share now that they get to experience Cuphead in their native language?


Moldenhauer: Nostalgia was something we tried to evoke very strongly with Cuphead – whether for classic arcade-action games of the 80s and 90s, hand-animated 2D cartoons, or vibrant orchestral music. Our hope is that the work we've put into these localizations allows more people than ever before to experience this nostalgia.


And for those who may have been waiting until the game was available in their language before jumping in, we can't thank you enough for your patience as we pushed to get things just right, and hope you have a joyful time adventuring across the Inkwell Isles.


Thank you, Chad for taking the time to talk with us here on Xbox Wire about Cuphead and its newest content update. For all the latest news about Cuphead and more of your favorite Xbox One games, keep it tuned here to Xbox Wire.


https://news.xbox.com/en-us/wp-content/uploads/Tooltip2-JP.jpg


Today, Cuphead's free update is available on Xbox One and features a variety of new features, art, and other changes making Cuphead ready for the adventures ahead – including adding Mugman as a playable character in single-player, complete with his own level completion jingle. One of the more unique things about this update is the massive amount of work Studio MDHR put in to localize Cuphead for a global audience. We caught up with Co-Director at Studio MDHR Chad Moldenhauer to talk about this work, Cuphead's art and creative direction, and the surprising success of their game a year later.


Xbox Wire: It has been a year since the launch of Cuphead on Xbox One and today its being updated to support a variety of international languages. What made you decide to return to this game and, not only improve it with new animations, but to give it a personal appeal to all these other languages?


Chad Moldenhauer: From the outset, we knew that we always wanted to support Cuphead with a variety of languages, and our intention was actually to ship the game with localization. When we really dug into what would be required to make each translation feel authentic, however, we quickly realized that it was a far bigger task than we had time for in the lead-up to launch.


Given all the love & care we had put into the English version of the game – complete with video game references, animation call backs and lots of character – we felt strongly that all the game's languages deserved the same level of polish. So ultimately, we made the tough decision not to release with multi-language support, and instead seek out an amazing team of translators who could do each of the game's 11 new languages justice. We're really happy with where things ended up!


Cuphead


As for the new visual flourishes, the ability to play as Mugman, and the animated cutscenes, these were stretch goal items from the wish list we had been building internally during development. Like so many developers, we ended up shelving these things as the game go closer to completion, but in our heart of hearts we always knew we'd return to them – the game just didn't feel complete to us without them!


XW: What was one of those most challenging design elements you encountered in creating this massive update to Cuphead?


Moldenhauer: Many of the biggest design challenges with this update were visual! As we laid out the various translations in-game, it became apparent that each language had varying lengths and sizes for everything from boss titles to NPC dialogue.


Because so much of Cuphead is done by hand, we had to do an extensive pass of each language, going over the game with a fine tooth comb to make sure each lines of text weren't running over in places like our storybook cutscenes. It was a meticulous process!


In addition, the addition of new animations, new languages, and hand calligraphy offered us the chance to re-evaluate the way were packaging our assets, and make some engineering optimizations so that this update wasn't slowing the game down. In fact, we were able to greatly improve loading times on Xbox One, which we're really excited about!


CupheadCuphead


XW: Gamers who played the game since launch have seen the influence of older American cartoon styles establish the unique look of the game and its characters, but with this update the new localized version of the games includes typefaces influenced by Japanese, Korean, and Chinese cartoons. Which cartoons influenced this design for these regions?


Moldenhauer: Interestingly, there was a mixture of references we made to cartoons of the era in these regions as well as physical media like posters, type faces, and even books! We sifted through everything from Hanafadu Card packages to tourism posters of the era as points of reference for our calligraphers. While not our one touchstone, a whimsical Japanese cartoon that does stick out in my mind from our research is Ugokie kori no tatehiki, a whimsical Tom-and-Jerry-style slapstick retelling of the classic “boy who cried wolf” parable from 1930s Japan.


XW: What was it like working with expert calligraphers to help bring the boss and level design lettering to life in way that will meet fan expectations? Could you share details on that process?


Moldenhauer: It was a total joy to work with our two calligraphers, Keisuke Chiba (who did our Korean and Japanese calligraphy) and Shiyuan “Sheera” He (who did the Chinese hand-lettering). Having no experience with the hand-drawing techniques of other languages, it was a real learning experience to see them bring the game's Asian-language hand lettering to life.


The process was very collaborative, and usually kicked off with us sending over a series of references so that we could find the overall lettering style – one with the right thickness, line weight, personality, and homage to the era. After settling together on a style for each language, we left a lot of the creative decisions up to the calligraphers, while providing input on layout and spacing to keep things looking consistent in-game.


After spending so long during Cuphead's creation working with master hand-letterer Warren Clark, it was a lot of fun to let these two other amazing artists play in this space!


CupheadCuphead


XW: During your research into creating this update, were there any characters or artistic styles that you discovered for the first time that particularly stuck out to you?


Moldenhauer: I hope it doesn't sound like a catch-all answer to say that almost everything in the hand-drawing styles of other languages was new to us, because that's really the case! We were very focused on paying homage to a specific style and era of American animation with Cuphead, so working on calligraphy in languages like Japanese opened our eyes to a whole other facet of art and animation that we've come to appreciate.


XW: Beyond the Asian language features being included into Cuphead, you're also working on French, Italian, German, Russian, and more. Will these language versions see influences from their old cartoon formats in their localized versions too?


Moldenhauer: Something we're proud of with this translation is the way that the linguists for each language made efforts to go beyond pure “localization” and try to really “culturalize” each translation. Each translator was really picky about taking the English meanings of our titles, phrases, and dialogue and researching to craft an interpretation that made sense and felt on-era for that language – referencing ideas and concepts that would resonate with each audience rather than simply interpret the original translation literally.


It's also worth mentioning that when creating Cuphead, we really tried to steep ourselves in the 1930s media landscape beyond cartoons, d drawing from posters, films, books, graphic design principles, trading cards, almanacs – you name it!


CupheadCuphead


XW: Do you have a message for the gamers in the countries that you'd like to share now that they get to experience Cuphead in their native language?


Moldenhauer: Nostalgia was something we tried to evoke very strongly with Cuphead – whether for classic arcade-action games of the 80s and 90s, hand-animated 2D cartoons, or vibrant orchestral music. Our hope is that the work we've put into these localizations allows more people than ever before to experience this nostalgia.


And for those who may have been waiting until the game was available in their language before jumping in, we can't thank you enough for your patience as we pushed to get things just right, and hope you have a joyful time adventuring across the Inkwell Isles.


Thank you, Chad for taking the time to talk with us here on Xbox Wire about Cuphead and its newest content update. For all the latest news about Cuphead and more of your favorite Xbox One games, keep it tuned here to Xbox Wire.


See the rest of the story on Xbox Wire


Related:
Grip Gets Updated with Four New Tracks and One New Team Mode
The Sims 4 Spa Day is Now Available, Plus Mouse and Keyboard Support on Xbox One
Get Ready to Slay in the Second Warhammer: Chaosbane Closed Beta, Live Now on Xbox One



Vía