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Saturday, February 29

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Monday, February 24

PUBG Moblie 0.11.5 Update

After the 0.11.0 update, PUBG Corp. has planned to release the very next update i.e. 0.11.5. This post will introduce players with the new features available in this update.

Recently, the 0.11.0 update was launched in PUBG mobile. This update basically included the Survive till dawn or the PUBG Zombie mode. Some updates including Riot shield and others were also planned to release in this update but they were postponed as the 0.11.0 update had a big size (about 1.7 GB) and it was exerting a lot of pressure.

        So returning to topic, PUBG update 0.11.5 will include the following features. 

1. G36C (Gun) : 
                             
                           It is an assault rifle gun requiring 5.56 mm ammo. This gun was planned to release in Season 5 but unfortunately, it was skipped and now it is planned in the next update. You can watch the video to learn more about it.


pubg gun
G36C gun


2. Tukshai (Vehicle) :

                          The next PUBG update includes an auto-rickshaw, Auto-rickshaw is a vehicle mainly found in Asian countries. This vehicle will be available only in Sanhok map. It can carry up to 3 players. Click here to know more about it.


Pubg mobile new vehicle
Tukshai

3. Canted Sight (Attachment) :

                         It is a secondary attachment that allows the player to quickly switch between the 1x Canted sight and the other scope used. It is already launched in PUBG PC, Xbox and PS4. To know more about Canted sight you can visit my post about it.

4. Skorpion (Gun) : 

                       It is a full-auto weapon pistol that works on 9mm ammo. Its capacity can be increased from default 20 rounds to 40 rounds using a standard extended magazine. It can be switched from single fire to full auto. The only disadvantage is that it has lower per bullet damage than other pistols.


Pubg mobile new gun
Skorpion


5. Royale Pass Season 6 :

                      As we know the Season 5 of PUBG will end on 18 March 2019. This new season will bring new emodes. Also, many new outfits will be available including Joker and Harley quuen outfits. These two outfits were actually planned before the beginning of Season 4 but it was included in that season. So now there is a hope of getting it in Season 5. 
                                     Excluding these some more features may be added in the future. You can click here to know more PUBG upcoming updates.


Pubg new season 6
RP Season 6



Release date


It is expected that this 0.11.5 update will be released between 18-20 March 2019. there is no strong proof that this date is accurate but since season 5 will end on 18 March so there is a chance of releasing season 6bor this PUBG update between the mentioned date.

It is expected that this 0.11.5 update will be released between 18-20 March 2019. Though it is not officially declared or announced but since Season 5 will end on 18 March, so the new season or season 5 release date comes out to be between 18-20 March 2019.

              
Which of the above features will be more interesting and enjoyable to play? Let us know in the comment section below.

Sunday, February 23

People Of Frictional: Max Lidbeck

WHO AM I


I'm Max, and I do gameplay programming and design. I joined Frictional about a year and a half ago, and I've been working on one of our super secret projects since.

Yours truly.

For the first nine months or so I, like everyone else, worked from home. Last summer we got an office set up in the heart of Malmö. Since then the amount of days I spend working from home has reduced greatly, though I still do it from time to time.


Setup at home and at work.


These are my two workspaces, the first one in the office and the other one at home (which is rather bare bones right now, moved in just a couple of days ago!). They're quite similar; both the computers and the chairs are the same kind. I wanted to be even more consistent and get the same type of desk as the office one at home, a decision that was ultimately overruled by my better half (apparently it doesn't go with the rest of the decor).

BACKGROUND


Games have always been a big part of my life. Most of my time growing up was spent either playing games or talking about games. But, for quite a while, my family didn't have a PC. Which meant I was stuck playing all sorts of old, weird games on rapidly aging Apple computers. One of my earliest gaming memories consist of repeatedly failing at air-hockey, losing to a hideous pig-man in Shufflepuck Cafe on my dad's old Macintosh.



Eventually I scraped together enough money to put together my first PC, in front of which I would stay rooted for the following years. In addition to playing, I spent a lot of time creating custom content for games with my friends. It was always quite basic though, as I hadn't learned any programming yet.

For a year or so I studied film and media studies at the university, with a diffuse goal of wanting to work in games down the line. One night my girlfriend gave me a push, and I applied for a three-year game development program at Blekinge Institute of Technology (BTH).

My years at BTH were a mixed bag. On one hand, we had a lot of freedom and got to work on tons of small projects, which was very fun and super rewarding. On the other hand, some courses felt like they were only marginally related to game development. Working on side-projects during your spare time was crucial. I got through it all by finding a good group of like-minded students that I stuck to for the entirety of the education. Our final project was a side-scrolling adventure game called Far Away - you can watch the trailer for it on Youtube.



Perfectly in sync with graduating, I stumbled across a job opening at Frictional and sent in an application. Over the following weeks I answered some additional questions, did a work test and finally had an interview. A couple of days before I would hear from Frictional, I got a job offer from another company in software development. I clumsily explained to them I was waiting on another offer and asked for a few more days. Finally, I got an email from Fredrik and Thomas offering me the job. It was a no-brainer, and I happily accepted.

WHAT I DO


My first few weeks at the company consisted of completing a list of introductory tasks, to learn more about the tools and the engine. This was a lot of fun, and culminated in the creation of a silly mini-game where I got to put everything I had learned to the test.

After I had completed the introductory tasks I got to work on Safe Mode for SOMA, which was something I was really excited about -- contributing to a game I truly thought was great. From the get-go, we felt it was important to maintain the monsters' threatening presence in order for their new behaviours to gel with the overall tone of the game. We couldn't just disable their ability to harm you; doing this would end up breaking immersion (imagine repeatedly throwing a toolbox in Akers' face and him just standing there, taking it). Instead, we tried to focus on how to best tweak each monster's behaviour in a manner that suited that particular encounter. For instance, some might eerily walk up to you and size you up, and can even bluff charge you if you've strayed too close. To further enforce the behaviours fitting with the world, we decided that if you were to actively mess with monsters (like invading their personal space for too long, hurling trash at them and so on), they should still be able to hurt you, just not kill you. Overall it was a very worthwhile experience, and I'm quite happy with how it all turned out.

Now I'm working on one of our secret projects. As the gameplay programmer/designer workflow has already been described in previous posts I won't go into detail, but my days in general are spent designing and scripting events and scenes, as well as programming gameplay systems.

THE OFFICE


Additionally, I thought I'd talk a bit about the differences in working from home compared to working in the office. We're also gonna do a proper office tour later on, so stay tuned!

This is where the magic happens.

This is our office! Currently, we're around seven people occupying this space, probably with more to come. It's quite seldom all of us are here at once though, but there are usually a few people around. And on the off chance that you're here by yourself one day, fear not; there's always the noisy, seemingly stiletto heel-wearing, tap-dancing travel agency crew upstairs to keep you company (seriously).

So, it really isn't all that crowded here. But, seeing as most of us don't work from the office, we often have meetings over Slack. It can easily get annoying for your desk-mates if you keep babbling on and on in various meetings throughout the day, which is why we've set up a separate meeting room. It also moonlights as a test room, complete with a TV, some dev kits and a monster webcam.



The fact that the company is split into people working from home and people working in the office could potentially lead to complications, such as communication issues. In order to prevent this we've made sure that all important decisions and discussions still happen over Slack, to keep everyone in the loop. So far this policy has worked well, and the transition has been quite smooth.

In the end, a typical day of work in the office is very similar to one at home. There is of course the added social aspect of working in the same physical space as you colleagues, which is great, but if you one morning feel like you'd rather stay at home and work, you can. Having this option every day really is quite luxurious.

Other than this, and the requirement to wear pants, the routines of working in the office and and working from home differ very little.

Wanna see who else works at Frictional? Check out the rest of the People of Frictional posts!

Friday, February 21

Movie Reviews: X-Men Dark Phoenix, Shazam, Alita: Battle Angel, Rocketman

Dark Phoenix: I liked this movie more than the masses did, apparently. Not that I thought it was a great movie, but it was better than the mess that was Apocalypse.

I think the biggest hate directed at this movie comes from the fact that this movie spits on any concept of fitting into the the other movies' timeline: it doesn't end in a way that fits in, and it takes place in the wrong decade. While I admit that it would have been better had it fit the timeline, I don't ding it any points for NOT doing so. I take the movie as it is, just like I don't care if it matches whatever is supposed to have happened in the comic books.

The story moves well enough: Jean Gray is a mutant with telekinesis, energy containment and blasts, and some mind reading. As a girl, she accidentally kills her parents. Charles Xavier takes her in and raises her in his school for gifted children. Some time later, on a rescue mission to save regular people in a space craft, she is exposed to and absorbs some kind of massive cloud of energy. She begins to lose control of her powers and some of her personality. During this process, she comes to find out that Charles "protected" her by lying to her about some things from her past and erecting some blocks on her power that were dangerous to her and others. Unbeknownst to her and everyone else, the energy she absorbed is some kind of power wanted by shape-shifting aliens who want to use it to destroy Earth. They try to win her over to their side and/or retake control of her power. Or something like that.

The movie is acted well and there is nothing wrong with the special effects, sound, or directing. One problem with the movie is that the aliens just kind of meander around; it's hard to figure out their exact powers or plan, they don't seem all that vicious (except for their ultimate goal), they don't exhibit any kind of emotion, and they are sometimes vulnerable to our heroes attacks and sometimes not without explanation as to why. So it's hard to relate to the struggle against them. Jean Gray doesn't emerge as much of a character, just someone who wanders around glassy eyed and generally upset. And Magneto is a shadow of his former self and not that interesting to watch. The others are not too bad.

The biggest problem is that the plot feels awfully like Captain Marvel's, which was a pretty terrific movie: a woman lied to by people who put blocks on her power, told to control her emotions, fighting shape shifting aliens. Captain Marvel manages to make the main character's smug constraints on her emotion seem human; she even smiles and laughs once in a while. This movie just isn't as good. It's also a reworking of the X-Men III: The Last Stand (from the previous timeline), which wasn't too bad of a movie either, although it suffered from some other, different, problems.

But at least this movie was watchable.

Shazam: Another DC movie, this one is pretty forgettable. A boy gets a suit that give him superpowers for reasons, and someone else want his power while others want to kill him, so there is fighting and a lot of young boys giggling. He is a foster kid who is sent from home to home, also for reasons, and ends up with a bunch of other foster kids in a home of an altruistic couple, and all of the other kids also join in the fun. The supernatural elements were ridiculous and even hokey. The whole plot was silly.

This movie is like if Spider-man happened, but instead of great action, a weighty sense of importance, great moral questions, excitement, tension, and good characters, a bunch of adolescent boys sat around and imagined how cool it would be to have a superpower. About the only good parts are the brief scenes of the boy's search for his mother and his mother's reaction to this.

Alita: Battle Angel: I gave this a shot, but it was only marginally better than Elysim, another story about people stuck on-world trying to get to the floating ship. Okay, Elysium was really bad, and this wasn't quite that bad, but it sure wasn't good.

You can kind of see through this animated movie how the comic source material (that I never heard of) could be pretty good. Flashes of some interesting world-building, characters, and plots hover around at the edges of the screen, but then they are gone, leaving us with a simple matter of roller skates, robot parts, races, a dull romance, silly action scenes, and nothing in the way of any characters that we care about. Highly unmemorable.

Rocketman: Taron Egerton inhabits adult Elton John in this biopic that will inevitably be compared to the recent Bohemian Rhapsody but is nothing like it, really. The latter is allegedly true, but mostly fiction, with weird changes to the true story that you wouldn't know were changes if you didn't know the actual history of Queen. It is also about Freddy Mercury's descent from drugs and promiscuity, but only mildly so; it is mostly about the music. Rocketman is a fantasy, but mostly true. It is a true musical with dramatic scenes or bridges breaking out into dance and song. The songs and drama are used to illustrate the character's feelings and experiences and the story is not about the music but about the descent, which is harsh and harrowing.

It is gripping and dazzling despite itself, much the way that Elton John was. Several songs are performed as showpieces, while others (mostly Goodbye Yellow Brick Road and Rocket Man) run through the more poignant scenes in chords and snippets. Elton was tolerated but unloved by his mother and her family, and rejected altogether by his father, even as an adult. He had a lifelong friendship with Bernie Taupin, who accepted him as a homosexual but was not one  himself. Elton's descent includes pushing even Bernie away - temporarily - as depressed, drugged up, overly wealthy and indulged suicidal rock stars are likely to do. Except for the scenes with his parents, the story does not contain any real surprises, even for those who don't know anything about it, since it's pretty straightforward. But it is fun, or occasionally moving, to watch. And the music is great, even though it is all covers.

Thursday, February 20

And The Streak Continues!

What's going on everyone!?


Today for the #2019gameaday challenge I played a solo game of Colt Express and didn't do so well. 

As each round went on I would feel like I got this. 

Then I would worry that I hadnt.

And by the time the game was over I placed 3rd unfortunately.  But the game was still fun!

As always, thank you for reading and don't forget to stop and smell the meeples! :)

-Tim

Ninja's 'It's Just A Game' Comment Sparks Heated Debate - IGN Games

Red Dead Redemption 2 | Review, Trailer, Gameplay, & Everything You Need To Know.



Rockstar's most awaited game Read Dead Redemption 2 is almost here, Yeah! Red Dead Redemption 2 will finally be released next month on October 26. Yes, it's been eight years since the original, but everything we've seen so far suggests it will be worth the wait. Rockstar has given us some enticing glimpses of a lush and lively Wild West, packed with colorful characters like the Van der Linde Gang and new protagonist Arthur Morgan.

Quick Facts:

Initial Release Date : 26 october 2018
Developer : Rockstar
Platforms: PlayStation 4, Xbox One

A few fugitives are solitary wolves, yet more often than not the kind that lives long. In Red Dead Redemption 2 you'll travel with a great grouping of mavericks and cheats (A run of the mill Rockstar topic). Some of them you've met previously, similar to Dutch van der Linde, Bill Williamson, and Javier Escuella - all objectives of John Marston's manhunt in the first Red Dead Redemption. In any case, numerous more are new faces that assistance round out the pack as not only a band of hoodlums but rather a little society unto itself.


The First Reveal :


The primary trailer for Red Dead Redemption 2 which was released on October 20, 2016, was somewhat of a mindset piece that exhibited numerous districts in the diversion, while likewise depicting the solemn tone of the fundamental account. In this trailer, we saw a few towns and areas, a considerable lot of which are abounding with life and movement -, for example, farmers stirring up some cows, huntsmen bringing back their pull, and a gathering of subjects hanging out in the general store. Which depicted its mind-boggling illustrations.

Who Are We Playing As?


In spite of the fact that the focal character of Red Dead Redemption, John Marston, assumes some job in the story- - the fundamental hero of the prequel is Arthur Morgan. As Dutch's correct hand man and master for the pack, he'll handle a significant part of the day by day obligations of holding the posse within proper limits - which incorporates a youthful and less-experienced John Marston. With regards to keeping the posse and its locale above water, Morgan is very helpful with grabbing different occupations to guarantee everybody is all around nourished and in great spirits. Be that as it may, as the story advances, he'll start to scrutinize his own determination for Dutch's lifestyle, and whether despite everything he has a place in the group.

What's New In Red Dead Redemption 2?


While the spin-off is to a great extent in an indistinguishable vein from its forerunner, concentrating on the investigation, chasing, shoot-outs, heists, and opposite side-exercises where you'll communicate with various exciting characters- - Red Dead Redemption 2 includes an unquestionably sweeping world to plunge into. 

The respect framework from the first diversion makes an arrival, yet now with undeniable point by point following. Alongside the normal subject, individuals from your locale will respond to how well or how ineffectively you treat them (Which is kinda inventive as we don't get the opportunity to see that a considerable measure). As the lead master, Morgan should deal with a huge amount of duties, for example, asset gathering, obtaining assets, and ensuring everybody in the network is cheerful.

Yeah, It Has Online Multiplayer Mode?


As of now, Rockstar hasn't shared any information on how the online play will work. The first Red Dead Redemption included online free-for-all and group deathmatch style interactivity in the open world, alongside a few community themed missions. While it's protected to accept that these sorts of missions will restore, another long-waiting gossip is the presence of a fight royale mode. Rockstar has as of late affirmed that an open beta for the online mode is planned for multi month after the amusement's dispatch. We will see you when we get the news, So be in contact.


Camping and hunting will be a major part of Red Dead Redemption 2 life.


Being an outlaw means adopting a nomadic lifestyle, That when the camps comes to rescue as being a key part of surviving and thriving on the prairie. Camps will act as a hub where you can get to know gang members, learn secrets and pick extra missions. It feels like relationships with your allies will be key to your experience of the world, and you can improves things by contributing to the camp by hunting, contributing provisions or just sharing your wealth. How much you contribute is optional, there's a lot of world to explore out there on your own, and a lot of hunting and fishing to keep you away, but you can bet there'll be benefits to communal living.


Gameplay :

Rockstar Released the gameplay for Red Dead Redemption last month. If you wanna watch  here's the Gameplay


Pre-Order :

Pre-orders are now live for Red Dead Redemption 2 on Xbox One and PS4. 


Wednesday, February 19

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Prince of Persia: The Sands of Time is a third-person action-adventure puzzle-platform video game developed and published by Ubisoft. Revealed in March 2003, it was released across Game Boy AdvancePlayStation 2GameCubeXbox and Microsoft Windows in November 2003. The Sands of Time is a reboot of the Prince of Persia series, created by Jordan Mechner. Mechner served as creative consultant, designer, and scenario writer for The Sands of Time.
The game follows an unnamed Prince whose father sacks a Maharaja's city at the instigation of its treacherous Vizier. During the attack, the Prince obtains an artifact called the Dagger of Time, while his army captures an hourglass containing the Sands of Time. Visiting Azad to present the Sands as a gift to the city's ruler, the Vizier tricks the Prince into releasing the Sands, transforming the city's population into savage monsters. Together with the Maharaja's daughter Farah, the Prince works to correct his mistake and return the Sands to the hourglass. The gameplay revolves around the Prince's platforming abilities, broken up by fights with the creatures created by the Sands. A key mechanic in the game is using the Dagger to rewind time if the Prince makes a mistake platforming, and using it to kill and freeze enemies.
Concept work began in spring of 2001, after Ubisoft acquired the Prince of Persia catalog. After Mechner was brought on board, production began in June of that year. After the initial story draft was scrapped as it was too complex, the team began with four guiding concepts, including the ability to rewind time: this idea grew into the Dagger, the Sands, and the various powers related to them. Mechner's script drew inspiration from the Shahnameh, with the main focus on creating a simple narrative that worked with the pace of gameplay. The game used Ubisoft's Jade engine, originally designed for beyond evi Good & Evil, another game published by the company. Production was troubled, with the team facing problems with the engine structure and delays with environment assets, while also managing to create an effective tester network to seek out the game's bugs. In 2004, a version for mobile phones was developed and published in North America by Gameloft.
Upon release, it received critical acclaim, won and was nominated for numerous awards, and has been recognized by many as one of the greatest games of all time. Sales of the title were initially slow, but it eventually became a commercial success. Its success prompted the development of a sequel, Prince of Persia: Warrior Within, which was released in November 2004. Further games set in the Sands of Time continuity have been developed, and it is generally cited as the reason for the Prince of Persia series' return to fame.
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Experimenting With Outlines

I posted recently about how I often do one-week projects to learn and experiment. I don't have a strict one-week time limit. Sometimes I'll extend a project or come back to it after I've learned something new.

Ten weeks ago I had a one-week project in which I wanted to draw outlines on an isometric view of a dungeon game. I didn't want to outline each block, which could be implemented easily by editing the sprites. Instead, I wanted to outline the larger units. Here's a comparison:

Outlines around every sprite vs around walls

The second thing I wanted to do was to implement all of this in shaders. My first attempt was to draw a "surface id" to a texture, and then draw black outlines whenever the surface changes.

Draw a black line whenever the surface id changes

There were lots more details to implement, including outlines around billboard sprites, field of view, and lighting of wall blocks beyond the outline.

Dungeon map with outlines

I was pretty happy with that, even though it had some glitches, and I decided that project was finished.

A few weeks later I re-opened this project to explore a different approach. Instead of drawing the lines in a post-process step, I wanted to draw the lines as the sprites were being rendered. I posted some images on Twitter and got a suggestion from @Rezoner, who had made a version where some lines were white and some were black, depending on camera direction. I took that idea and ran with it, making white lines where the player could see the walls.

Dungeon map with lit and unlit outlines

I was pretty happy with this version too. I then merged the code together into one unified demo, with a toggle. Now I think I'm finished. But who knows? Maybe I'll re-open it later.

Take a look at the demo!

Things for me to keep in mind:

  • The one-week self-imposed deadline is just a rough guide. I don't have to follow it strictly.
  • Sharing unfinished work can lead to more ideas for improvement. I should share more things early.
  • Sometimes all I need is a proof of concept. I don't need to make everything work perfectly. If I actually use this in a real project, I can work out those details then.

Thursday, February 13

Brave Browser the Best privacy-focused Browser of 2020



Out of all the privacy-focused products and apps available on the market, Brave has been voted the best. Other winners of Product Hunt's Golden Kitty awards showed that there was a huge interest in privacy-enhancing products and apps such as chats, maps, and other collaboration tools.

An extremely productive year for Brave

Last year has been a pivotal one for the crypto industry, but few companies managed to see the kind of success Brave did. Almost every day of the year has been packed witch action, as the company managed to officially launch its browser, get its Basic Attention Token out, and onboard hundreds of thousands of verified publishers on its rewards platform.

Luckily, the effort Brave has been putting into its product hasn't gone unnoticed.

The company's revolutionary browser has been voted the best privacy-focused product of 2019, for which it received a Golden Kitty award. The awards, hosted by Product Hunt, were given to the most popular products across 23 different product categories.

Ryan Hoover, the founder of Product Hunt said:

"Our annual Golden Kitty awards celebrate all the great products that makers have launched throughout the year"

Brave's win is important for the company—with this year seeing the most user votes ever, it's a clear indicator of the browser's rapidly rising popularity.

Privacy and blockchain are the strongest forces in tech right now

If reaching 10 million monthly active users in December was Brave's crown achievement, then the Product Hunt award was the cherry on top.

The recognition Brave got from Product Hunt users shows that a market for privacy-focused apps is thriving. All of the apps and products that got a Golden Kitty award from Product Hunt users focused heavily on data protection. Everything from automatic investment apps and remote collaboration tools to smart home products emphasized their privacy.

AI and machine learning rose as another note-worthy trend, but blockchain seemed to be the most dominating force in app development. Blockchain-based messaging apps and maps were hugely popular with Product Hunt users, who seem to value innovation and security.

For those users, Brave is a perfect platform. The company's research and development team has recently debuted its privacy-preserving distributed VPN, which could potentially bring even more security to the user than its already existing Tor extension.

Brave's effort to revolutionize the advertising industry has also been recognized by some of the biggest names in publishing—major publications such as The Washington Post, The Guardian, NDTV, NPR, and Qz have all joined the platform. Some of the highest-ranking websites in the world, including Wikipedia, WikiHow, Vimeo, Internet Archive, and DuckDuckGo, are also among Brave's 390,000 verified publishers.

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Tuesday, February 4

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Sunday, February 2

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