Minecraft play for fun that why we can found many short joke of the day in game. To day I will bring some factoflife for you to know this game. Watch my blog to  get more fact.
Interesting funny random Minecraft facts
#1
The first version of Minecraft was created in six days back in 2009, when Swedish programmer and designer Markus Persson, widely known as “Notch” to the millions of the game’s fans, decided to create a sandbox game for the launch of his then new company, Mojang AB. However, the full version would be released two years later.
#2
All cows in Minecraft are female, since they can all release milk. However, they can still breed with each other somehow.
#3
If you think it’s bad luck to break glass in the real world, then you don’t want to know what happens in Minecraft when you do it. See, when glass is smashed, the sky behind it turns blue even if there are clouds.
#4
Iron Golems and wolves are the only mobs that can become hostile in peaceful mode. Just as in real life, never trust a hungry wolf, even in the world of Minecraft.

Ender Dragon Minecraft - Minecraft facts
#5
The ender dragon is capable of destroying chests but he can’t destroy minecarts with chests.
#6
And for some reason rain and snow can’t be seen through glass that has been broken.
#7
When the game is paused a hostile enderman will still shake just because they’re weird like that.
#8
Lava pools are pretty common even in the most freezing conditions in Minecraft. That’s why you see them pretty often in taiga and snowy landscapes in the game.
#9
In the real world a cat supposedly has nine lives but in Minecraft it appears to have even more since it suffers no damage whatsoever in falls.
#10
As you’ve noticed, in case you play the gamecreepers might not have hands but they can still climb ladders with ease.

Minecraft characters- Funny facts about Minecraft
#11
If you plant crops in rows with a space between each row the crops grow faster.
#12
Eating has no effect on physical activities in Minecraft. You can still jump as high, ladder travel, and run as fast after you’ve eaten a heavy meal.
#13
If you’ve got a sweet tooth, you have to be really careful because if you break the block beneath the cakes, they will disappear.
#14
When looking at the debug screen (F3), the netherworld is called Hell and the End is called Sky.
#15
You don’t need to know any secret recipes or start a barbeque since in Minecraft if you just light a pig or cow on fire it drops a cooked pork chop or steak.
#16
Spiders are friendly during daytime or in a fully lit room. Further, if you’re starving you can eat spider eggs. In the world of Minecraft they are delicious.
#17
Boats won’t break if they crash into soul sand.
#18
In the world of Minecraft just drinking milk will stop all effects of poison. We wish things were as simple in real life.
creeper8
Minecraft creepers - Funny Minecraft facts
#19
If you eat a raw chicken while crouching, you have a smaller chance of getting poisoned.
#20
One in every 10,000 times you play the game, its introductory menu will flash a misspelling of the game’s title, transposing the E and C to read Minceraft.
#21
In 2014 state employees Simon Kokkendorf and Thorbjørn Nielsen of the Danish Geodata Agency completed a scale replica of Denmark within the world-building game to help drive interest in geographic data.
#22
Persson originally wanted to name it “Cave Game.” Thankfully he ended up with Minecraft.
#23
In case you don’t understand what the language of endermans is, the weird sounds thesecreepy things make are the words “Hi,” “Hello,” and “What’s up” reversed, slowed down, and distorted.
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The American Dream reviews and rumors


The American Dream is a videogame about living life with guns. In other words, one must eat donuts with guns, perform quality assurance with guns, go bowling with guns, and take dates to the prom with guns. Developed exclusively for VR, it’s the work of Screencheat studio Samurai Punk, a young outfit based in Melbourne, Australia. 

The American Dream: Baby with guns

Melbourne is far away from America – the country whose gun laws are ostensibly being satirised. As it turns out, The American Dream wasn’t really borne of the studio’s desire to make a statement about US gun laws. Instead, the concept has its origins in something more meta, namely the rarely-dwelled-upon fact that in first person shooter games, it’s usually only possible to shoot things. Sometimes, the only way to open doors or flick switches is to shoot them. Guns are the most useful tool in a videogame character's arsenal.

“It started out as an introspection I was having with a lot of FPS games that I’d played,” Samurai Punk artist Nicholas McDonnell said. “I’ve played a lot, I’ve made an FPS game, and I was getting a bit confused as to why I was doing so much of that. 

“Historically, most FPS games come out of the US. When [graphical leaps] allowed us to, that’s the first thing we did: we started making shooting games. It became a North America-themed game when I figured out it’d be a good lens through which to demonstrate that. Obviously, when you start talking about guns, the conversation about America comes up a lot.”

The American Dream takes the form of an on-rails shooter travelling through a theme park roughly modelled on Disney’s Epcot Center, an attraction dedicated to technology and a "brighter tomorrow". In The American Dream, the attraction is a means for gun manufacturers to demonstrate their wares. These shills want you to see that guns can be used for more than just killing living creatures. Indeed, guns can be used for everything, according to the gun shills, and the game is basically a collection of vignettes forcing the player to learn how this might be achieved.

In the short demo I played, I was ensconced in a cot and forced to answer a questionnaire with my gun. Then I needed to attract the attention of my mother with my gun. Later, I had to work as a quality control worker, which involved me making holes in donuts, and removing gross looking donuts off conveyer belts... with my gun. These are very simple demonstrations of the concept: I dual wielded pistols during my playthrough, but the game will also feature machine guns and shotguns.

“We were experimenting with different guns that allow us to do different [types of] gameplay, because in this game, a gun isn’t a tactical advantage in a certain situation, they function more like different tools for life,” McDonnell said. “We have to try to abstract what a long rifle provides gameplay-wise, as opposed to a pistol, which is small and light and easy to handle.
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One of the neatest aspects of The American Dream is its reload system: basically, you need to bang the butt of your gun on a button in order to trigger a magazine dispenser, which itself triggers a short slow motion sequence, during which you need to capture it in your weapon. It ties into one of the important tenets of the game: the studio couldn’t have the player use their hands to reload a weapon, because you’re not meant to use your hands. Guns are meant to do everything, but crucially, in The American Dream, guns are never used for violent means.


“We have to do the ‘don’t make guns violent’ pass [on every vignette], because the game is all about making guns non-violent,” McDonnell said. “You can’t say ‘don’t make the boss angry, he has a gun and he’ll shoot you’ because that doesn’t work. The universe we’re creating is one where guns are perfect, they’re like a multi-tool, they can solve all your problems and they don’t shoot people.”

It’s an amusing concept, and during the 20 minutes I spent playing The American Dream, I found it much funnier than I expected. I did initially question the ability of three young Australian developers to handle this idea effectively. I feared it'd be overly dogmatic, or celebratory, or else totally tone deaf – but taken as a lighthearted critique of first-person shooters, it works. 

Will it work as a game, though? Despite the fledgling status of VR, audiences are already growing tired of bite-sized games like The American Dream. And yet, that reality means games are provided the luxury of playing with simple concepts that might not gel in a larger, more time-intensive game.

As for McDonnell, he reckons that’s just where the tech is at. “As a person playing VR a fair amount at the moment, I think [this type of game prevails] because the tech isn’t 100 percent there in terms of comfort and long term use. They all have their own quirks: if you wear glasses you can only really use PSVR because the others don’t have enough space. The Oculus is a bit bright, and hurts your eyes after a certain amount of time. It’s not the kind of platform that you feel comfortable with for a long time.

“Because of the nature of the platform, I think bite-sized content works best right now and I don’t think that’s a negative,” McDonnell said. “To some extent it’s actually great because it means you can create stuff and succeed with it in a manner which you’d get abused for on another platform. That’s where we ended up with walking sims. They were getting abused because they were short form – and they wanted to be – and in our case it’s the same. We’re trying to do something with our game which wouldn’t be effective on another platform." Would you like to get free online games for kids?

The American Dream is due to launch in 2017.

Dishonored 2 gallery: Karnacar portraits


The first location you visit in Karnaca is the Campo Seta Dockyards. This is a neutral zone, meaning you can move around without having to worry about being hassled by the Duke’s guards. Your mission is to find a rail car heading the Addermire Institute, but it’s worth taking some time to explore the streets first. The docks are bustling with people, and talking to them is a great way to learn about this strange new country.




As I was doing this, I noticed how incredible the characters look. And not just the main cast, but random people on the street too. The stylised art in the first game was wonderfully distinctive, but the sequel has taken it to the next level. The faces still look hand-sculpted, almost like caricatures, but they’re now rendered with an extra layer of beautifully grotesque detail. The rough, weathered faces of Karnaca’s citizens, from dockers to aristocrats, reflect the ugly world they live in and the ugliness of their lives. Get game, app reviews and free online games for kids, for girls and others.

“Karnaca is the home of a variety of ethnic groups with distinctive faces,” notes Arkane Studios art director Sebastien Mitton in a character art gallery on Bethesda’s website. “Clothes are well-cut and tailored, while faces are rough and have stories to tell. Clothing is a medium to show a character’s position in society, but what’s fundamental is the person wearing it. That attention to detail raised the quality to an unexpected level, where all the city’s inhabitants have a backstory and truly fit within their environment.”

“When we create character art for Dishonored 2, it’s important to keep the little details in mind,” he says. “Where is this character from? What line of work are they in? What sort of a person are they? From the shape of Emily’s cuff-links to the musculature and weathered faces of our characters, we take everything into consideration. All these things ultimately affect the way we design each and every one of our characters. And with a location like Karnaca, where people from all over the world have settled, we’ve assembled a diverse cast of strange and fascinating individuals.”



To create these portraits I used Ansel, Nvidia’s new screenshot tool. If you have a supported GPU you can access it by pressing ALT+F2 in-game. Sometimes you get a black screen, but restarting the game seems to fix it. And it’s only when I started zooming in with this that I realised just how obscenely detailed the faces in the game are. The realistic skin shaders lend the exaggerated features a tangible texture, but it doesn’t send them tumbling into the uncanny valley. These characters will still look great in ten years, because Arkane understands that strong art always trumps photorealism.

Before the artists render a model in 3D, they use concept art as the basis for a clay sculpture. This unusual system is what gives the faces that unique hand-crafted look. “Clay sculpting allows the artists to set the look and anatomy of a subject after the 2D concept and before the 3D modelling,” says Mitton. “This saves time for the 3D modellers and helps unify the look of the characters.” The time-saving point is interesting, explaining how Arkane are able to give even the most generic NPC an interesting face.
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Interestingly, one of the only characters in Dishonored whose face isn’t scarred or gnarled in some way is The Outsider, the supernatural being who grants Corvo and Emily their powers. I interviewed creative director Harvey Smith recently about the making of Lady Boyle’s Last Party, which you can read in this issue, and he suggested this was intentional. Perhaps to highlight his other-worldliness. It’s attention to detail like this that makes Dishonored’s world, and the people who live in it, so compelling.

Dishonored 2 is a remarkable artistic achievement. Karnaca is entirely fictional, but feels like a real place with its own rich culture and history. From the architecture to individual props like typewriters and lamps, everything has been carefully, lovingly designed to feel like it has a place and a use in the world. And this obsession with the small details extends to the people who live there, whose storied, weather-beaten faces are as important a part of Arkane’s exquisite world-building as anything else.

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