viernes, 29 de marzo de 2019

Top 13 Best URL Shortener to Earn Money

  1. CPMlink: CPMlink is one of the most legit URL shortener sites.You can sign up for free.It works like other shortener sites.You just have to shorten your link and paste that link into the internet.When someone will click on your link.
    You will get some amount of that click.It pays around $5 for every 1000 views.They offer 10% commission as the referral program.You can withdraw your amount when it reaches $5.The payment is then sent to your PayPal, Payza or Skrill account daily after requesting it.
    • The payout for 1000 views-$5
    • Minimum payout-$5
    • Referral commission-10%
    • Payment methods-Paypal, Payza, and Skrill
    • Payment time-daily

  2. Adf.ly: Adf.ly is the oldest and one of the most trusted URL Shortener Service for making money by shrinking your links. Adf.ly provides you an opportunity to earn up to $5 per 1000 views. However, the earnings depend upon the demographics of users who go on to click the shortened link by Adf.ly.
    It offers a very comprehensive reporting system for tracking the performance of your each shortened URL. The minimum payout is kept low, and it is $5. It pays on 10th of every month. You can receive your earnings via PayPal, Payza, or AlertPay. Adf.ly also runs a referral program wherein you can earn a flat 20% commission for each referral for a lifetime.
  3. Shrinkearn.com: Shrinkearn.com is one of the best and most trusted sites from our 30 highest paying URL shortener list.It is also one of the old URL shortener sites.You just have to sign up in the shrinkearn.com website. Then you can shorten your URL and can put that URL to your website, blog or any other social networking sites.
    Whenever any visitor will click your shortener URL link you will get some amount for that click.The payout rates from Shrinkearn.com is very high.You can earn $20 for 1000 views.Visitor has to stay only for 5 seconds on the publisher site and then can click on skip button to go to the requesting site.
    • The payout for 1000 views- up to $20
    • Minimum payout-$1
    • Referral commission-25%
    • Payment methods-PayPal
    • Payment date-10th day of every month

  4. Short.pe: Short.pe is one of the most trusted sites from our top 30 highest paying URL shorteners.It pays on time.intrusting thing is that same visitor can click on your shorten link multiple times.You can earn by sign up and shorten your long URL.You just have to paste that URL to somewhere.
    You can paste it into your website, blog, or social media networking sites.They offer $5 for every 1000 views.You can also earn 20% referral commission from this site.Their minimum payout amount is only $1.You can withdraw from Paypal, Payza, and Payoneer.
    • The payout for 1000 views-$5
    • Minimum payout-$1
    • Referral commission-20% for lifetime
    • Payment methods-Paypal, Payza, and Payoneer
    • Payment time-on daily basis

  5. Short.am: Short.am provides a big opportunity for earning money by shortening links. It is a rapidly growing URL Shortening Service. You simply need to sign up and start shrinking links. You can share the shortened links across the web, on your webpage, Twitter, Facebook, and more. Short.am provides detailed statistics and easy-to-use API.
    It even provides add-ons and plugins so that you can monetize your WordPress site. The minimum payout is $5 before you will be paid. It pays users via PayPal or Payoneer. It has the best market payout rates, offering unparalleled revenue. Short.am also run a referral program wherein you can earn 20% extra commission for life.
  6. Linkbucks: Linkbucks is another best and one of the most popular sites for shortening URLs and earning money. It boasts of high Google Page Rank as well as very high Alexa rankings. Linkbucks is paying $0.5 to $7 per 1000 views, and it depends on country to country.
    The minimum payout is $10, and payment method is PayPal. It also provides the opportunity of referral earnings wherein you can earn 20% commission for a lifetime. Linkbucks runs advertising programs as well.
    • The payout for 1000 views-$3-9
    • Minimum payout-$10
    • Referral commission-20%
    • Payment options-PayPal,Payza,and Payoneer
    • Payment-on the daily basis

  7. Linkrex.net: Linkrex.net is one of the new URL shortener sites.You can trust it.It is paying and is a legit site.It offers high CPM rate.You can earn money by sing up to linkrex and shorten your URL link and paste it anywhere.You can paste it in your website or blog.You can paste it into social media networking sites like facebook, twitter or google plus etc.
    You will be paid whenever anyone will click on that shorten a link.You can earn more than $15 for 1000 views.You can withdraw your amount when it reaches $5.Another way of earning from this site is to refer other people.You can earn 25% as a referral commission.
    • The payout for 1000 views-$14
    • Minimum payout-$5
    • Referral commission-25%
    • Payment Options-Paypal,Bitcoin,Skrill and Paytm,etc
    • Payment time-daily

  8. Cut-win: Cut-win is a new URL shortener website.It is paying at the time and you can trust it.You just have to sign up for an account and then you can shorten your URL and put that URL anywhere.You can paste it into your site, blog or even social media networking sites.It pays high CPM rate.
    You can earn $10 for 1000 views.You can earn 22% commission through the referral system.The most important thing is that you can withdraw your amount when it reaches $1.
    • The payout for 1000 views-$10
    • Minimum payout-$1
    • Referral commission-22%
    • Payment methods-PayPal, Payza, Bitcoin, Skrill, Western Union and Moneygram etc.
    • Payment time-daily

  9. LINK.TL: LINK.TL is one of the best and highest URL shortener website.It pays up to $16 for every 1000 views.You just have to sign up for free.You can earn by shortening your long URL into short and you can paste that URL into your website, blogs or social media networking sites, like facebook, twitter, and google plus etc.
    One of the best thing about this site is its referral system.They offer 10% referral commission.You can withdraw your amount when it reaches $5.
    • Payout for 1000 views-$16
    • Minimum payout-$5
    • Referral commission-10%
    • Payout methods-Paypal, Payza, and Skrill
    • Payment time-daily basis

  10. Clk.sh: Clk.sh is a newly launched trusted link shortener network, it is a sister site of shrinkearn.com. I like ClkSh because it accepts multiple views from same visitors. If any one searching for Top and best url shortener service then i recommend this url shortener to our users. Clk.sh accepts advertisers and publishers from all over the world. It offers an opportunity to all its publishers to earn money and advertisers will get their targeted audience for cheapest rate. While writing ClkSh was offering up to $8 per 1000 visits and its minimum cpm rate is $1.4. Like Shrinkearn, Shorte.st url shorteners Clk.sh also offers some best features to all its users, including Good customer support, multiple views counting, decent cpm rates, good referral rate, multiple tools, quick payments etc. ClkSh offers 30% referral commission to its publishers. It uses 6 payment methods to all its users.
    • Payout for 1000 Views: Upto $8
    • Minimum Withdrawal: $5
    • Referral Commission: 30%
    • Payment Methods: PayPal, Payza, Skrill etc.
    • Payment Time: Daily

  11. Wi.cr: Wi.cr is also one of the 30 highest paying URL sites.You can earn through shortening links.When someone will click on your link.You will be paid.They offer $7 for 1000 views.Minimum payout is $5.
    You can earn through its referral program.When someone will open the account through your link you will get 10% commission.Payment option is PayPal.
    • Payout for 1000 views-$7
    • Minimum payout-$5
    • Referral commission-10%
    • Payout method-Paypal
    • Payout time-daily

  12. Ouo.io: Ouo.io is one of the fastest growing URL Shortener Service. Its pretty domain name is helpful in generating more clicks than other URL Shortener Services, and so you get a good opportunity for earning more money out of your shortened link. Ouo.io comes with several advanced features as well as customization options.
    With Ouo.io you can earn up to $8 per 1000 views. It also counts multiple views from same IP or person. With Ouo.io is becomes easy to earn money using its URL Shortener Service. The minimum payout is $5. Your earnings are automatically credited to your PayPal or Payoneer account on 1st or 15th of the month.
    • Payout for every 1000 views-$5
    • Minimum payout-$5
    • Referral commission-20%
    • Payout time-1st and 15th date of the month
    • Payout options-PayPal and Payza

  13. BIT-URL: It is a new URL shortener website.Its CPM rate is good.You can sign up for free and shorten your URL and that shortener URL can be paste on your websites, blogs or social media networking sites.bit-url.com pays $8.10 for 1000 views.
    You can withdraw your amount when it reaches $3.bit-url.com offers 20% commission for your referral link.Payment methods are PayPal, Payza, Payeer, and Flexy etc.
    • The payout for 1000 views-$8.10
    • Minimum payout-$3
    • Referral commission-20%
    • Payment methods- Paypal, Payza, and Payeer
    • Payment time-daily

People Of Frictional: Miguel Nogueira

Hi. My name is Miguel Nogueira and I am a concept artist and designer at Frictional Games. My job is to create art for concepts that we might or might not add to the game. The point of concept art and design is planting creative seeds in others through the means of art, to spark debate on the suggestions, and to bring the concepts to life from sketch to product.

I love horror and fiction, so when the opportunity to join Frictional as a freelancer game in August of 2017, I was too flattered to say anything but yes. And in October of 2018, I joined the company as a full member.




As a video games maker, I naturally played a lot of games when I was younger – almost to an unhealthy point. As a 7-year-old kid, this box that I could play on without going outside, or without touching physical toys, was like black magic or voodoo to me. The first game I played was the very first Wolfenstein 3D, released back in 1992.

I wanted to reverse engineer the game. While trying to do so, I broke the computer and got grounded so many times that it wasn't even funny. Fixing a computer or operating system error was not only hard in the early 90's, it was also expensive… But I was fascinated by it. The 7-year-old me had a plan to one day master video games.

Besides that, like any true 90's kid, I owned many cheap consoles that ran Super Mario, Bomberman, Duck Hunt and all that other fun stuff. But they weren't that inspirational – I thought of them as merely a hobby or a fun way to pass time. It was only when I got back into computer games that the immersion really kicked in. Eventually, I got the desire to be a part of the vanguardist front of the current game making age.

While in college, I was still playing a lot of games. I was studying graphic design and multimedia arts, so video games actually inspired me to come up with shapes, colors and designs. Around that time Dark Messiah and the Metal Gear Solid series were what glued me to the screen. There was something about Dark Messiah specifically, its environments, ambience and designs, that was so magical, but at the same time so haunting. It really drew me into the tales of primordial myth – the ones that make you ask what if?

I got into horror way late. I was just looking for ways to relax with films or, so didn't get the hype of media that would scare me or stress me out instead. But later on, I realized that there was also good horror out there, like there is in any other genre, full of mystery that unveils slowly. And then there's, you know, the cheap stuff.



Getting into concept art

Ever since I was that 7-year-old, a part of me had subconsciously wanted to break into the creative field of concept art. I first found out about it when I was 15, and it was thanks to DeviantArt. Back then, around 2005, the site was at its prime, and the only good place to discover and share art. All the art there was mind-blowing, but there was something about concept art that I really loved.

Then in and after college I experimented a lot with fine art, graphic design, graffiti, typography, and other design fields. But it wasn't until I saw some robot designs by Darren Bartley and Nivanh Chanthara that I stopped and thought: "This is what I want. These people look like they're having a lot of fun doing those. I want in."

College itself was tricky for me. When people ask me if it helped me to get a career in games, I'm still on the fence. There was a love-hate relationship going on. On one hand, college provided me with inspirations that I will keep my whole life. It taught me about the European vanguardist artists and how their approach changed the art world, about the importance of the industrial revolution in arts and crafts. I learned about how public installation artists draw attention to their work, and so on. There were classes on graffiti and expression, typography, fine art… and those lessons are priceless. They were a nudge in the right direction. Without someone to teach me about them, I would not have found out about these topics for years.

On the other hand, to get any jobs, I had to lock myself in a room and put hours upon hours into practicing art. It's something you just have to do to get to the next level of art, and it's something college just doesn't quite nurture.

So I cannot give a definitive answer on college. I was either fascinated by the subjects presented at classes or hated myself for being there instead of sitting at home and practicing drawing.



After college, I took a year off to work on and perfect my craft: drawing, painting, designing… After that I took on whatever freelance job I could find, then found work at indie studios, and gradually ended up at more known studios. This was a turning point in my career, because I realized I was playing in the big league now. One day you're someone's groupie and the next day you're working with them.

Every time I connect with a studio or professional I've respected for a long time, my energy meter is filled for a long time. I feel the burst of stamina and will to work out of nowhere, like an energy blast. It's my muse, really. It is the reason I'm fortunate to say that every day may turn out better than yesterday.

And then one day Frictional contacted me because of an email I had sent a long time ago, saying they wanted me for a work test. I passed, and so the journey in Secret Project #1 began. I didn't know it yet, but it was about to be a wild ride!



My life at Frictional

I started at Frictional as a full-time concept artist. All the briefings were cool, interesting and creatively demanding. Working full-time meant I could work on what I liked all day. There was never a day where I thought gee, I wish I could work on something else instead. Soon I was working on props for pretty much all the levels on the project, then moved to characters, then environments – and now I do pretty much anything that comes my way.




When it comes to my work, I try to bring my sense of graphic design into the aesthetics and my experiences into storytelling. I also like to think in analogies, metaphors and jokes, which I like to sneak into the designs. I feel like every concept has capacity to be something more than just itself or what it looks like at first glance. So I try to add some substance, work on aspects of what the concepts stand for, and make sure they're not too literal or easy.

Besides that, I love studying and getting all into different subjects, as there is more chance of finding valuable things the deeper you dive. I draw diagrams, study anomalies of human DNA that can be used in monster designs, consume culture and subculture, capture accidents to use in a different context, experiment and drift, love my experiments as I would an ugly child, delay criticism and judgement.



I do a lot of work where I'm focused on details and injecting story elements into the props, environments and other bits of the world. While working, I have recalled some of my memories related to Dark Messiah. In the game there was a statue in a haunted necropolis that you could choose to interact with. It read something like: "Here likes cursed so and so. For his crimes against the king, let his torment be eternal." It is a really trivial detail and I am probably among the 1% of players that noticed it, but it just added a lot of believability to the world.

A lot of these romantic ideas and memories I have about games are blurry at best and inaccurate at worst. But they are something I gravitate towards when making my art. I study what other games have done well, find out why these things work, then adapt the formula to my own work.

I could go on about my favorite comics, films and games. But to be honest, every time I pick up a new book, game or film, there is a possibility that it will leave me with a long-lasting memory. And for me, that is very exciting.



Like most people at Frictional, I work from home – and in my case it happens to be the sunny Porto in Portugal. Here I have my work sanctuary, aka my office, where all the art making process happens.

My desk and setup are something I'm proud of. It's just tech, but because I built it myself, there's another level of affection I have for the tools. It must be a nerdy thing. Besides the obvious hardware my setup sometimes has a book or a magazine on graphic design, a ball or a fidget spinner to play with while I'm analyzing references or trying to focus mid-brainstorming. Simply reading a couple of paragraphs between drawings or throwing the ball at a wall for a few minutes is enough to get all the parts of my brain working again.

Which leads me to my last point: I want to close this with advice to aspiring video game artists. Sometimes us industry people are too serious and forget to have fun. We forget we're making games. A lot of times artists tend to copy what is popular in the industry, which is fine, but there is also a whole world out there to get influence from. Following in line with the entertainment industry will only get you so far. I find that the art that I actually stop to look at for more than three seconds is the kind of art where the artist is communicating something unique to them, something only they can say – not a copy of a copy of a copy.

The bandwidth of the world is much broader than what you can get through your internet connection or TV set. Get some inspiration from unlikely places: graffiti, typography, furniture design and fashion, nature, travel… Everything has the power to amplify what knowledge you already have and show you entirely new avenues of exploration.

That's it! Thanks for reading!

If you're interested in following my work, you can find me here:

insta: https://www.instagram.com/miguelnogueira.art/
twitter: https://twitter.com/ignitionchemist
site: www.miguel-nogueira.com
artstation: https://www.artstation.com/migno

How We Fought Bad Apps And Malicious Developers In 2018

Posted by Andrew Ahn, Product Manager, Google Play

Google Play is committed to providing a secure and safe platform for billions of Android users on their journey discovering and experiencing the apps they love and enjoy. To deliver against this commitment, we worked last year to improve our abuse detection technologies and systems, and significantly increased our team of product managers, engineers, policy experts, and operations leaders to fight against bad actors.

In 2018, we introduced a series of new policies to protect users from new abuse trends, detected and removed malicious developers faster, and stopped more malicious apps from entering the Google Play Store than ever before. The number of rejected app submissions increased by more than 55 percent, and we increased app suspensions by more than 66 percent. These increases can be attributed to our continued efforts to tighten policies to reduce the number of harmful apps on the Play Store, as well as our investments in automated protections and human review processes that play critical roles in identifying and enforcing on bad apps.

In addition to identifying and stopping bad apps from entering the Play Store, our Google Play Protect system now scans over 50 billion apps on users' devices each day to make sure apps installed on the device aren't behaving in harmful ways. With such protection, apps from Google Play are eight times less likely to harm a user's device than Android apps from other sources.

Here are some areas we've been focusing on in the last year and that will continue to be a priority for us in 2019:

Protecting User Privacy

Protecting users' data and privacy is a critical factor in building user trust. We've long required developers to limit their device permission requests to what's necessary to provide the features of an app. Also, to help users understand how their data is being used, we've required developers to provide prominent disclosures about the collection and use of sensitive user data. Last year, we rejected or removed tens of thousands of apps that weren't in compliance with Play's policies related to user data and privacy.

In October 2018, we announced a new policy restricting the use of the SMS and Call Log permissions to a limited number of cases, such as where an app has been selected as the user's default app for making calls or sending text messages. We've recently started to remove apps from Google Play that violate this policy. We plan to introduce additional policies for device permissions and user data throughout 2019.

Developer integrity

We find that over 80% of severe policy violations are conducted by repeat offenders and abusive developer networks. When malicious developers are banned, they often create new accounts or buy developer accounts on the black market in order to come back to Google Play. We've further enhanced our clustering and account matching technologies, and by combining these technologies with the expertise of our human reviewers, we've made it more difficult for spammy developer networks to gain installs by blocking their apps from being published in the first place.

Harmful app contents and behaviors

As mentioned in last year's blog post, we fought against hundreds of thousands of impersonators, apps with inappropriate content, and Potentially Harmful Applications (PHAs). In a continued fight against these types of apps, not only do we apply advanced machine learning models to spot suspicious apps, we also conduct static and dynamic analyses, intelligently use user engagement and feedback data, and leverage skilled human reviews, which have helped in finding more bad apps with higher accuracy and efficiency.

Despite our enhanced and added layers of defense against bad apps, we know bad actors will continue to try to evade our systems by changing their tactics and cloaking bad behaviors. We will continue to enhance our capabilities to counter such adversarial behavior, and work relentlessly to provide our users with a secure and safe app store.

How useful did you find this blog post?

How Not To Review A Paper

On occasion of several paper reviews I've received recently, and a few I've written, I'd like to give some useful tips for how to review a paper. That is, how to review a paper if you want to do a really, really bad job of it. Note that I work in the AI and Games field, so somewhat different advice might apply to screwing up a paper review in another field.

First of all, be vague. Say what you think about the paper in very abstract terms, and at all costs avoid pointing out specific flaws with the paper so that they could be easily fixed.

This applies most of all to any comments about the literature review. It's fine to point out that the literature review is missing important related work, but by no means include any references to said work. Ideally, say that the paper cannot be accepted because of glaring omissions in the references, and fail to provide a single paper they should have referenced.

If by any chance you think the paper you are reviewing should have referenced one of your own papers, then you should definitely not say so. Your papers are obviously of such brilliance that everybody already know about them by virtue of them being published somewhere. Instead, treat this omission of citation as a personal insult, and add a passive-agressive slant to your review.

If you find it hard to be abstract enough in your review, then you may consider doing the opposite: only talk about details. Talk at length about verb forms and the possible inclusion of semicolons, and if you have substantial comments about the methodology or results bury them as deep as you can in a wall of text. For maximum effect, use a stream-of-consciousness style where you jot things down as you read the paper, often digressing into reflections on various topics that reading the paper reminded you of. It's great if some of your later comments contradict your earlier comments. At the end of it all, issue an arbitrary accept/reject recommendation without explaining which of the numerous comments made you come to this conclusion.

It's imperative that you don't write any summary of your review, or the effect is lost.

If the language and tone of the paper is not exactly how you would have written it, urge the author(s) to enlist the help of a native English speaker to correct their English. This comment works best if you can tell that the authors are native English speakers, and if you carefully add some grammar and spelling mistakes to your review.

Speaking of how you would have written the paper, it's a good idea to evaluate the paper from the perspective of what you would have done if you wrote the paper. Say for example that the authors present an algorithm and are mostly interested in the algorithm's correctness, whereas you would personally be more interested in its runtime. Then it's perfectly fine to reject the paper because they studied the correctness and not the runtime of the algorithm, and they clearly should have studied the runtime instead. After all, you are the one reviewing the paper, so you should decide what it should be about.

In the same vein, don't just accept any definitions of terms or scoping of the investigation that the paper might contain. Read the paper using whatever meaning of the words in it that you find convenient. And if the authors state that they are not concerned with topic X, that is no reason for you to not go on at length about how important topic X is and why they should have included it.  It's your freedom to read the paper any way you want and assign any kind of meaning to it you like.

This brings to our final and perhaps most important piece of advice. It's likely that there is some part of the paper you don't understand, because like everybody else you are occasionally frequently out of your depth and these authors write like morons anyway. If this happens - don't admit it! Don't lose face by explaining that you don't understand the paper! Your reputation as an anonymous reviewer is at stake. Instead, simply pick at random some interpretation of the part of the paper you don't understand, preferably some interpretation that makes very little sense. Then write your review as if that interpretation was true. Hilarity ensues, at least on your side.

If you heed all this advice, you will surely be able to produce the kind of reviews that one frequently receives after submitting to some famous conferences and well-respected journals.

Last Minute WIP Wednesday!!!

Whoa, sorry guys, I totally forgot it's Wednesday. So here it is, real quick- Boom!



Ok, as you can see, a lot of my tribals have moved out of the WIP area and will be coming to you soon for this week's DONE article. Woohoo! They have, however, gotten a little farther, and been joined by one or two new buddies, including the first of what will be many rad rats! You know me and my rats- I volunteered to paint all of them. Not sure if that counts as painting models or terrain, but I can't wait to use them!

And yes, that's an irradiated 6 foot wasp- yipe!

jueves, 28 de marzo de 2019

Convergence Of Cyriss Thoughts

I, like many of you, was extremely excited to hear the announcement by Privateer Press that they were releasing a new faction for Warmachine.  Of course there were some grumpy people complaining about Retribution and Minions needing more love, but generally I think everyone was pretty excited about the new faction.  There's simultaneously not much and a lot to talk about the new faction and without knowing much about them, I figured it would still be good to review some of what we know about the faction.  There are some things we can expect and assume from the announcement video but there are also some things we can't assume yet and those issues need to be mentioned too.

If you haven't already seen the announcement video (or you need a refresher), take a look at it here:

Read more »

miércoles, 27 de marzo de 2019

Diablo III Is On My Computer

Holy shit. I wish I didn't have to wait until May 15th to play it.

Games Of The Decade

This page will be updated soon.





This page will be updated soon.


 
 
 
 
This page will be updated soon.

martes, 26 de marzo de 2019

Colours Game

Drag and drop the crayons into place! Improve your English with this colour vocabulary game. Choose from three levels: beginner, intermediate and advanced. Check out our Colours Vocabulary List.

Everything About Pubg

What is PUBG?     


Everything about PUBG
PUBG

        Everyone knows about PUBG these days. PUBG is an online battle royale game. The developer of PUBG is Brendan Greene and it is published by PUBG Corporation. It is a survival game in which a maximum of 100 players can participate. The players will kill each other in a map until the last player remains alive and wins the match. The winner gets a "WINNER WINNER CHICKEN DINNER" slogan

              PUBG is available in platforms like Android, iOS, Windows, PS4, and Xbox One.

 Gameplay of PUBG

           Each match starts with players parachuting from a plane onto a selected map area. At present, there are 4 playable maps and these are Erangel, Sanhok, Miramar, and Vikendi. Once they land on one of the four maps from the sky, players search in houses, towns etc. to find many items and equipment including weapons, vehicles, and other surviving tools. Once a player is dead, his clothes, guns, ammo, etc can be looted by other players. 


           After every few minutes, the safe zone or playable area of the map begins to shrink down and the map becomes smaller and smaller enhancing the chances of an encounter of remaining players. If a player remains out of the safe zone, his life begins decreasing until his death.


        During the game, a plane flies over various parts of the playable map and drop many necessary packages. These packages contain special and rare items which are very rare to find in the normal houses or towns. Players in greed of getting those items encounter their enemies and thus a war begins making more players end up their life. 


        The players keep fighting until the last player wins the match by defeating all other remaining players. The winner then earns a " WINNER WINNER CHICKEN DINNER" promotion. The player also earns some in-game currency with which they can buy accessories from the game store.


Others

Besides the 4 maps of PUBG as described above, it is rumored that PUBG will launch their fifth map Venezia in the global 0.12 or 0.13 version. 
              It is said that the developer of the map is James Coreman. He is an employee at the PUBG Corporation. It is also believed that the map has been inspired by a city in Venice, Italy. Venice is a city in Italy which is well known for its large number of canals, bridges and small islands.

To know more about the island click here.

To know about the sad story of Erangel click here.

To know about the dark horror story of Sanhok click here.

To know how PUBG earns money click here.

To visit the official PUBG click here.

To know more about PUBG click here.

          

domingo, 24 de marzo de 2019

ouo.io - Make short links and earn the biggest money



Shrink and Share

Signup for an account in just 2 minutes. Once you've completed your registration just start creating short URLs and sharing the links with your family and friends.
You'll be paid for any views outside of your account.

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