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Spela på utländska casinon med snabba uttag de bästa valen för 2025

I den ständigt föränderliga världen av spel på nätet är hastigheten på transaktionerna en avgörande faktor för spelupplevelsen. När entusiaster söker efter plattformar som erbjuder snabba insättningar och uttag är valet av rätt spelsajt avgörande för att maximera nöjet och bekvämligheten.

Kundtjänst är en annan viktig aspekt som spelare bör tänka på. Tillgängligheten och kvalitén på supporten kan göra stor skillnad, särskilt när det uppstår frågor eller problem. Att ha en serviceinriktad och stabil kundtjänst kan ytterligare förbättra den totala spelupplevelsen.

Flera operatörer har framträtt som ledande alternativ, vilket gör det lättare för spelare att hitta plattformar som uppfyller deras behov av effektivitet och snabbhet. Genom att utforska dessa alternativ kan spelare njuta av en sömlös och tillfredsställande upplevelse när de engagerar sig i sina favoritspel.

Hur väljer man rätt utländskt spelbolag med snabb utbetalning?

Att hitta ett spelbolag som erbjuder hög hastighet på utbetalningar kan vara en utmaning. Först och främst är det viktigt att undersöka olika betalningsmetoder som finns tillgängliga. Vissa alternativ, som e-plånböcker, har ofta kortare handläggningstider jämfört med banköverföringar.

En annan faktor att tänka på är pålitligheten hos plattformen. Läs recensioner och kolla spelarnas erfarenheter angående utbetalningar. Det ger en bra insikt i hur snabbt och smidigt processerna fungerar.

Kundtjänst spelar också en betydande roll. En responsiv och hjälpsam support kan hjälpa om eventuella problem uppstår. Kontrollera om de erbjuder flera kontaktmetoder som chatt, telefon eller e-post för snabb hjälp.

Sammanfattningsvis, jämför olika alternativ utifrån hastighet, utbetalningar och kvalitet på kundtjänst för att göra ett informerat val.

Topplista över de bästa casinona med snabba uttag 2025

Topplista över de bästa casinona med snabba uttag 2025

Att välja en plattform för spel som erbjuder snabba utbetalningar kan förbättra din spelupplevelse avsevärt. Här är en sammanställning av de mest pålitliga alternativen för 2025 som står ut på grund av sin hastighet och användarvänlighet.

  • Casinon A – Kända för sina förenklade processer, vilket resulterar i snabba och effektiva utbetalningar.
  • Casinon B – Erbjuder en snabb tjänst som gör att spelare får sina vinster nästan omedelbart. Deras hastighet är en stor fördel.
  • Casinon C – En plattform som prioriterar säkerhet och hastighet i sina utbetalningar, vilket skapar en trygg spelupplevelse.
  • Casinon D – Kunder berömmer deras snabba handläggning av transaktioner, vilket gör dem till en favorit bland spelare som värdesätter tid.
  • Casinon E – Har implementerat innovativa lösningar som möjliggör snabba och smidiga utbetalningar, vilket förbättrar den övergripande användarupplevelsen.

Valet av rätt plattform kan ha stor inverkan på hur snabbt du får ut dina vinster. Se till att informera dig om de olika alternativen och deras erbjudanden.

Vanliga betalningsmetoder för snabba utbetalningar

Vanliga betalningsmetoder för snabba utbetalningar

Det finns flera populära metoder att använda för att säkerställa snabbhet vid utbetalningar. Många väljer e-plånböcker som PayPal eller Skrill, eftersom dessa ofta erbjuder omedelbara transaktioner. Användare uppskattar den bekvämlighet som dessa alternativ innebär.

En annan vanlig metod är kortbetalningar, exempelvis kredit- eller betalkort. Dessa transaktioner genomförs vanligtvis snabbt, även om det kan variera beroende på bankens interna processer. Det är viktigt att kontrollera vilka gränser som gäller för utbetalningar via kort.

Banköverföringar är också en möjlighet, men de kan ta längre tid i jämförelse med andra alternativ. Vissa plattformar erbjuder mer snabba bankalternativ genom olika tjänster. Många användare föredrar även att kontakta kundtjänst för att få en bättre förståelse kring hastighet och behandlingstider.

Slutligen har kryptovalutor blivit allt mer populära, då de ofta möjliggör omedelbara och säkra överföringar. Det är dock viktigt att notera att inte alla plattformar erbjuder denna möjlighet.

Fördelar och nackdelar med att spela på internationella spelplattformar

Att utforska spännande spelalternativ på internationella webbplatser ger både fördelar och nackdelar. En av de främsta fördelarna är hastigheten i utbetalningar. Många av dessa plattformar erbjuder snabba och effektiva metoder för att få sina vinster, vilket uppskattas av spelare. Genom att använda populära betalmetoder kan man ofta se sina medel på kontot inom kort tid.

En annan fördel är tillgången till kundtjänst. Många internationella aktörer har dedikerade team som är tillgängliga dygnet runt för att hjälpa spelarna. Detta är avgörande för att lösa frågor eller problem som kan uppstå under spelande.

Utforska VIP-bord på https://utländskacasinomedbankid.se/ för high roller-action.

Å andra sidan finns det även nackdelar. En av dem är bristen på lokala licenser, vilket kan påverka spelarsäkerheten. Utan en tydlig reglering kan spelare utsättas för risker. Dessutom kan språkliga barriärer skapa förvirring, särskilt när det kommer till villkoren för bonusar och insättningar.

Det är också värt att nämna att vissa spelare kan föredra att hålla sig till inhemska alternativ där regler och villkor är mer transparenta. För den som är intresserad av smidiga lösningar kan alternativ som utländska casino med swish vara värda att överväga.

Test Post for WordPress

This is a sample post created to test the basic formatting features of the WordPress CMS.

Subheading Level 2

You can use bold text, italic text, and combine both styles.

  1. Step one
  2. Step two
  3. Step three

This content is only for demonstration purposes. Feel free to edit or delete it.

Test Post for WordPress

This is a sample post created to test the basic formatting features of the WordPress CMS.

Subheading Level 2

You can use bold text, italic text, and combine both styles.

  1. Step one
  2. Step two
  3. Step three

This content is only for demonstration purposes. Feel free to edit or delete it.

Test Post for WordPress

This is a sample post created to test the basic formatting features of the WordPress CMS.

Subheading Level 2

You can use bold text, italic text, and combine both styles.

  1. Step one
  2. Step two
  3. Step three

This content is only for demonstration purposes. Feel free to edit or delete it.

Is My Portfolio Rubbish?

Oi. Diary. Is my portfolio rubbish?

Don’t worry about answering that. It is. Yup. I’ve been all over the forums and the youtubes to get an idea of what my portfolio should have. And every single person has a different answer. But from what I can see a lot of my portfolio falls under the “illustration” category and less “concept art”.

Also there’s a lot of fan-art up there. That’s bad. Bad-ish. But fanart is fun and great for doing rendering practice. You don’t have to spend all that time day dreaming cool characters. Just dive in and start painting. But no one wants to hire me to design characters they’ve already designed, right!?

That’s my latest fanart. It’s Kallo from Mass Effect Andromeda! The pilot of your space ship. I didn’t design him at all. I just painted him. Someone else designed him. See the problem? Was still super fun to draw. I only spent two hours on it from like midnight to 2am so there is obviously some more I could have done but it was just for fun.

However drawing fan art is also a good way to get an audience. People like that stuff. So I’ll probably still do it. I just need to get it off the portfolio.

And even my actual concepts need work. For example:

Robot deer. My design. But there are no explorations. No color changes or different antlers or anything. Nothing that an art director can choose as a favourite.
…also looking at it right now I think the rear far leg is too long. Perspective is wrong there… hmm.

And I guess since most concept art never makes it past the sketch phase I should show a lot of sketches. Just to show I can get ideas down fast. I think I’m a good sketcher. Here’s the process gif for making Kallo up there. You’ll see I started with a pretty strict line drawing and then stuck with it. I wish I could throw down paint without a guide but that’s dang hard.

Anyway. Rambling post is rambling. I have a ton of work to do making nearly an entirely new portfolio. Plus not to mention having landscapes and props and maybe vehicles. <cracks knuckles> Let’s do this.

Luff Michael

Getting Back Into Concept Art

Dearest Diary,

I’m tired! These 50-60 hour work weeks are exhausting and completely get in the way of learning concept art. I’ve really neglected everything. So the last couple of weeks I’ve been relearning everything I forgot. Rendered up a test snake the other day:

2 and a half hours or so in Photoshop. I’ve made worse stuff but I still hate it.

Then I did a Fan-Art for No Man’s Sky. Helios! He’s a tree, if you hadn’t gathered. Barely has a face. Just a few branches and a glowy orange mess in the back. He’s definitely one I’d like to retry after I’ve had more practice.

And that’s all I had to say really. Going to try producing more and probably updating this more often.

Lurve Michael

Secret Project

Diary!

A long while back I completed a “secret project” I was working on. Nothing big. I learned how to rig up a 2D character in Adobe Character Animator. Anyone that’s followed me a while and seen my twitter or comics should recognize the button.

Nothing else to say about it really. It was heckin’ fun to make and I hope to play with the program some more.

Love Michael

The Best Walls Are No Walls!

Video Game Development Log Entry Number 9

(Apparently wordpress changed how posts are written. I hate it because I’m old and change is bad and get off my lawn)

This perspective thing is still a struggle. Specifically the walls. I’m fairly confident I can put together a single room and have it look all right but multiple rooms on the screen at once is where it all breaks down. I don’t want a black screen to load into a new room every 10 seconds but I also want the game to look nice. Having walls disappear and reappear or go transparent just doesn’t look right in this perspective. I experimented with a Pokemon Center.

The original from the game.
My weird version.

It almost worked, right? Sorta? It was a semi successful experiment because the little character can walk around the room (in theory, it’s just photoshop) and mostly look in scale anywhere. I made the desk too short which makes him look huge behind the counter. The stairs are broken because none of the collisions are at the angle my game operates at (although that may change… more experiments coming).

No overlap in walking paths. Success.
The perspectives really collide at the top middle there. Fail. The further you walk upstairs the smaller the room would get. It’s a normal function but too hard to ignore.

For all the bad points though of the pokemon center it was still proof that I was on the right track. I decided to move onto a more complex room. I stuck with another top-down 2D game because they make perfect blueprints. The Stardew Valley Seed Shop (Pierre’s Store).

A bit of a mid-development look at my process. I model everything in 3D using Sketchup (as described in a previous blog post) and then convert it to my perspective (A side: 0 degree angle and 1 scale. B side: 45 degree angle and 0.35 scale).

The experiments went so badly that I gave up very early. Making the racks of groceries go clear was passable. But making the entire shop go clear as the character moved into the back room was the worst. I should have saved the experiment images but they wouldn’t make sense to anyone but me.

Last night, though, I had a Eureka moment. No more walls! I took a page from the Earthbound way of doing it. Buildings are mostly laid out from left to right so there’s never a back room but there’s the option of large layouts in a single level. And I expanded it a little. Using skinny walking areas I can make hallways and then open them up again for multiple rooms.

And even better I figured out a way to make more space up and down (front to back)! Stairs! I’ll have to be very specific with the way I design interior spaces and my game will have an unusual amount of balcony flooring but at least I have options.

I know it’s hard to look at.

It doesn’t look like much but this image is a big deal. I have 2 options for stairs and both work with the collision system I created. Keep in mind that the game will be much closer to the character (black bar there).

I know that so far everything has been flat and bland and abstract but I needed to learn what works and what doesn’t work before I could program this into the game.

It’s likely I haven’t thought of everything yet (or even close to everything) but I’m going to move forward. I, at least, want to develop a concept art that looks closer to a screenshot of the finished game. Not only to show people what I’m talking about but to make sure what I picture in my head looks as good as I think.

Michael

Starting My Game Over (Not Really)

Devblog #8

All right! Second post tonight! (It’s 1am now. What even is sleep??)

I haven’t worked on my game much since Devblog #7. I even somehow convinced myself that I wrote that blog post a year ago. It’s only been 4 months! That’s just weird. The reason I stopped developing the game was because of my work schedule. We had a huge auction at the end of April that resulted in a pile of work that I was not expecting. I did 302 hours in 32 days which is nearly double a full time job. Bless Becky for putting up with that.

I have a new manager in charge of whipping me when I slack too. And by that I mean Kelly at Edmonton Nerd List asks me regularly for updates and doesn’t take no guff. If you’re local and haven’t heard of Edmonton Nerd List you HAVE to check out the website. if you’re looking for comics or video games or D&D or pretty much any like-minded people around the city then his website is the place to start.

Honestly I could write a whole post on just the positive impact that Nerd List and Kelly has had on my ability to network around the city. BUT I WON’T! (I’ll do it another day).

Right. Ok. Game stuff.

I’m. Starting. Over.

I know I know. Groans all around. I’m not ‘really’ starting over. See most of the game has only ever been on paper. Not just notes and brainstorms either. Spreadsheets and object classes and real technical stuff. It’s always fun when making a game to immediately make a level and show your character jumping around but it’s not the most efficient at all. Figure out the foundation of your game with ugly placeholder art first and fix everything while it’s still easy to fix! Well that’s what I did. You saw the million posts about perspective where I finally decided on this:

Isometric Oblique Wall TestOblique with 100% scaled front side and 35% scaled right side. Seeing the whole scene out like this doesn’t really show what the game looks like but zoomed in it’s more like this:

Oblique Wall TestWhich is… fine. I guess. But I hated that you can never really see a room properly. You will always have invisible walls to the right and see that black of space as you walk towards the bed. But I couldn’t do a one-point perspective because of all the reasons I said in the earlier posts.

But then I wondered “What if I combined two opposite perspective projections in one room?!”

Nope. Not yet. I reversed the left side and added it to the right to hopefully make a cafeteria. But I ended up with a huge empty triangle of floor there in the middle even though all these tables are ‘supposed’ to be lined up in rows.

So then I made a table in the middle that was both projections in one and zoomed in to show close to what it would look like in game:

Hey! That ‘almost’ works. It’s not perfect by a long shot but it’s already better. So I tried it in a different room with less uniform furniture. A kitchen:

I maybe don’t hate that. Everything on the left points at 45% to the right and vise-versa on the other side. The door is the only item in the room that has both perspectives at once. Here’s a living room test:

I’ve done even more experimenting and using a few rules when I design interiors I’m confident I can make this work. Unfortunately the experiments use even uglier art than these pictures I’m showing (hard to imagine, I know) so I won’t bother showing them here.

However! This raised a new issue. Remember in devblog #4 when I explained how I programmed the collisions. Well it doesn’t work anymore. I coded it very specifically so that the player collided with a box facing to the right.

So if I put a box facing to the left on that same “ground plane” there it all breaks. Ugh. And the way I programmed it it’s not an easy fix. Since I effectively have to start over I’m doing it totally different. Instead I’ll set up the room with just sprites and no collisions. Then I’ll make 5 invisible objects that’ll handle all my collisions. I’ll just layer them overtop of the sprites and they’ll stop me from walking into walls. Done! Here’s the concept:

The whole game will be made up of sprites laid out on a square grid using tilemaps. Originally I wasn’t going to use tilemaps but, at least for collisions like these, I appreciate their usefulness. In the actual version those squares will be identical sizes and line up with pixel perfect precision instead of all wobbly like they are there. The red areas are where the character cannot walk.

So when I say I’m starting over I really just mean I’m starting the collisions over. But since that’s literally the only thing programmed into the game so far… well you get it.

I also just had the benefit of this blog realized to me again. When I originally started to think that I’d need to make these special collision boxes I figured I needed 3. But when I was creating this image which served no purpose other than to explain this blog post better it became obvious that I wasn’t thinking about the triangles properly and I needed 5. And actually there are a few other variations like half blue – half red that I could see being useful but I’m not sure yet if it’s necessary. I’m going to photoshop up a room using actual pixel perfect scale objects AND collisions and see how well it works.

I’m going to bed

Michael