Sunday, May 27, 2018

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What Makes a Good Combat System? | Game Maker's Toolkit - Duration: 17:25.

DANTE: So you're looking to play, huh? Alright, I guess I got some time to kill...

From Golden Axe and Double Dragon, to Bayonetta and God of War, there's no shortage of games

about beating the crap out of people in hand-to-hand combat, or close quarters sword fighting.

And so, it's no surprise that one of my most requested video topics is melee combat systems.

How do you design a brawler that makes you think carefully about every move you make?

A game that's so deep, you'll still be learning the ropes a hundred hours in?

And one that just feels incredibly satisfying when you score a perfectly-timed parry?

What are the essential elements of a good combat system?

Well, the truth is, like most things in game design, there's no one-size-fits all solution.

The needs of a fast-paced fighter like Devil May Cry, are very different to the slow and

deliberate combat of Dark Souls, which are different again to the scrappy street fights

of the Yakuza series.

So there will be some commonalities that are shared universally, but other design decisions

that will change depending on the feel and flow of the game in question.

We'll figure that all out as we go along.

But for now, though, let's jump into the first major topic: attacking.

Every protagonist in a combat game is defined by the ways they can attack.

That might mean swinging a giant sword in Monster Hunter, bouncing enemies into the air in Devil

May Cry, chucking a hefty great axe in God of War, or cracking a whip in Castlevania.

Action game heroes typically have a small handful of base attacks - and each one will

have its unique advantages.

It might be a particularly strong attack.

Or a very fast-moving strike.

It could have a wide area of effect, or a big range.

It might push enemies away, or knock them into the air, or bring them in closer.

The attack might let you fight from a distance.

Or perhaps it stuns the enemy, or breaks their block.

Of course, each of these attacks will be balanced with disadvantages.

A heavy, damage-dealing attack will often be quite slow to perform.

A move that can hit lots of nearby foes is great for crowd control, but doesn't actually

do much damage.

Maybe the move leaves you vulnerable after performing it, or requires a certain resource,

or is on a cool-down timer to stop you spamming it.

Now, when we talk about fast and slow attacks - we're really talking about frames of animation.

You see, when you hit the attack button in a brawler you don't immediately strike your

enemy: you just start the animation that will - eventually - land a blow on your prey.

Every animation can be split into three phases: the anticipation, which is the wind-up to

the attack.

The contact, which is when the attack actually lands and does damage.

And the recovery, which is when the character goes back to a neutral state.

It's mostly the anticipation phase that will dictate the speed of the attack.

Look at the light and heavy strikes in Transformers Devastation.

The light attack makes contact in just 14 frames, while the heavy attack takes a whopping 36.

That's really worth considering, because you're completely vulnerable during those

anticipation frames, meaning the enemy could move away, start blocking, or - even worse

- attack you with a quick strike.

And if you want a really ridiculous example, try doing a heavy strike with the Black Knight

Greatsword in Dark Souls, which has almost two seconds of anticipation before the move

connects.

Plenty of time for enemies to poke you the tummy.

Now what makes Dark Souls really interesting is that during this time - plus another second

or two of recovery afterwards - you can't do anything.

You can't dodge, do an attack, or block.

That's because the Souls games don't have "animation cancelling", which is when

you can interrupt one move with something else.

In stark comparison, check out Bayonetta where you can change your mind at any moment.

You can be halfway through an attack and then cancel that animation by instantly transitioning

into a dodge.

This somewhat subtle change makes Dark Souls very deliberate, and forces you to consider

every move carefully - and makes Bayonetta very free-flowing and non-committal.

But does it make the latter game easier?

Not necessarily.

When you're given the opportunity to cancel any animation at any time, enemies can be

more aggressive and won't wait for you to finish up your current move.

Look at how you're completely invulnerable during these finishing strikes in Ryse: Son

of Rome, but you have to really be on your toes and ready to dodge when punishing foes

in Bayonetta, as enemies will come up and fight you midway through a spanking.

Now when we talk about range, it really depends on how "sticky" the game is, which is

how easily you snap you to nearby enemies.

So in a game like Arkham Asylum, where Batman will magnetically snap to enemies in the next

postcode whenever you hit the punch button, attack range is pretty irrelevant.

Whereas in Bloodborne, which has almost no snapping, it's critical that you're in

the right spot before you strike - and that you think about the size, range, and shape

of each attack.

As the game goes on, you'll come to internalise things like the exact pixel distance your

whip will reach when you jump.

A certain amount of stickiness is going to crop up in fast-paced games - but I think

it's generally a good idea to ask the player to think about positioning because it adds

an extra dimension (or two) to consider.

And if you want, you can get incredibly specific - like with Marth in Super Smash Bros, who

does much more damage with the very tip of his sword, compared to the rest of the blade.

So you can think of these different attacks as your tactical options.

And what designers should aim for is to have every move fill some niche, and with minimal

overlap.

So when you see an enemy in an action game you shouldn't just randomly hit one of the

attack buttons, but carefully consider which will be the right move for this exact situation.

I guess it's like the difference between weapons in a shooter: a shotgun, sniper rifle,

and assault rifle all deal damage, but with very unique properties that make them tactically

distinct.

The more moves the player has, the more options they will be granted - but the distinction

between these different options will start to become very subtle in a way that novice

players may never see.

Veteran players, however, will certainly appreciate the minute differences.

Still, there's no need to put attacks on every button on the controller.

After all: one of the most sophisticated action franchises around, Devil May Cry, has loads

of unique moves with just one main attack button.

So we can look to my video on versatile verbs and perhaps grant the player a charged attack,

if they hold the button down.

Or use buttons in tandem with one another: DMC's basic attack becomes an uppercut if

you hold the analogue stick back, or a darting stinger if you hold the analogue stick forward.

There are also plenty of opportunities for contextual moves, like Yakuza's environmental

finishing attacks, or the backstab in Dark Souls.

And, of course, there are combos.

These moves, which see you pushing buttons in a predetermined sequence - sometimes with

a small delay between buttons - are an import from fighting games, and offer a reward for

memory and timing.

They generally just grant extra damage, but sometimes they provide even more tactical

options for the player.

Combos can be a bit overwhelming, mind you.

I can barely remember my PIN number, let alone all these moves in Bayonetta.

So more casual and accessible games like Assassin's Creed and Ryse: Son of Rome, instead grant

you extra damage if you hit the attack button as soon as the previous one lands.

This time, the games are testing and rewarding your timing and ability to read the animations

- rather than your memory.

So attacking is one thing, but a great combat system also offers interesting ways to defend

yourself from damage.

This typically comes in the form of a block and a dodge.

And, much like attacks, these defensive options should be distinct from one another to make

you think about the right way to deal with the next incoming strike.

Let's look at Dark Souls.

In that game a block is easy to perform, and typically negates all damage.

But it's a big stamina drain, and some enemies will even break your block.

The dodge on the other hand lets you completely avoid an attack, because your character is

made invincible during the roll, but it requires careful timing to pull off, also drains some

stamina, leaves you vulnerable during the recovery, and changes your physical location.

Hm, decisions!

There's one other defensive move, though, and it's one you'll see in a lot of good

combat systems.

I'm, of course, talking about the parry, or counter.

This is typically when you hit the block or dodge button just as the enemy's attack

lands, giving you some kind of bonus - often a lethal blow.

These are super fun to pull off, and a real test of timing that make you feel amazing

when they work.

But they can become overpowered, drowning out the rest of the combat system and turning

the whole thing into a waiting game, and a simple test of reflexes.

I'm not even exaggerating: if you've ever played the early Assassin's Creed games

you'll know the, uh, "joy" of standing around with your sword up, countering

one enemy after another.

So how can we avoid this?

Well one way is to make parries more risky.

You see, designers need to pick the exact moment during the enemy's attack animation

that a parry is viable.

Games like Batman are way too generous, making it effortless to counter every attack.

Whereas something like Nioh makes it a lot, lot tougher.

You can also increase the punishment for missing a parry, like how if you mistime a dodge in

Breath of the Wild you'll be trapped in a recovery animation and vulnerable to being attacked.

Another option is to limit the number of parries you can perform, like in Bloodborne where

you have to fire quicksilver bullets to stun enemies and leave them open for attack.

That ammo limitation makes you think carefully about which moves you'll try to counter.

Other games simply don't let the parry be a one-hit kill.

In Bayonetta, dodging at the last second lets you enter a slow-mo Witch Time - while in

God of War, a well timed counter puts your enemy into a stun.

Both help you, but you'll need to use the full combat system to actually defeat enemies.

So those are some ways to stop a game becoming too reliant on defence.

But on the flip side, some games let you get away with being so aggressive that you don't

really need to block, dodge, or parry at all.

This is often down to the way that enemies get stunned when you attack them.

Hit an enemy during its anticipation frames and it will cancel your foe's attack and

leave it unable to move or dodge while you tee up your next attack.

This is generally called "stun-locking" an enemy, and lets you just wail on foes without

needing to worry about them fighting back.

One way to fix this is to give enemies a stat that stops them from being stunned until you

do enough damage.

Dark Souls calls this poise, while most fighting games call it super armour.

Another way is to have some form of stamina, like in Nioh, to stop you from infinitely

spamming attacks.

Or you could have multiple enemies attacking you at once, so you can't focus all of your

time on one enemy and must block and dodge those incoming foes.

Or you could just make certain attacks impossible to interrupt.

Or let enemies break out of stun lock.

I mean it's not very hard to implement - designers just have to remember to do it.

Basically, we don't want the player to aggressively chew through enemies without ever thinking

about defence - but we also don't want players to hide behind their shield, waiting to pull

off parries.

An exciting and dynamic back and forth between offence and defence should be encouraged at

all times.

And really, the main way to encourage this sort of behaviour is through interesting enemy design.

Enemies should test you on both your offensive and defensive skills, with a wide range of

foes that move in different ways, attack at different speeds, and can block, dodge, and

perhaps even parry your moves.

Plus: the player should be prioritising different enemies, like focusing on attacking those

who can attack from a great distance or quickly killing off healers who can respawn fallen enemies.

Picking your targets is yet another thing to think about.

These enemies should be given clear designs - with distinct colours and easily readable

silhouettes - so players can learn which enemies are capable of which attacks, and then pick

them out from a crowd with ease.

Plus, those all-important anticipation frames should be hugely exaggerated on enemies, because

they should be telegraphing upcoming attacks.

Other games, like Bayonetta, also use sound and visual effects - like glints on the enemy's

weapon - to give you a heads up that an enemy is about to strike.

Handy, when the game is just buckets of visual stimuli being pumped into your eyeballs.

What designers want to avoid, I think, is enemies that can only be killed with very

specific moves.

This essentially crushes all those tasty options we just came up with, down to just one dominant

strategy.

However, enemies that are resistant to certain attacks - like big brutes who can't be parried

in God of War - are good because they force you to use other moves and strategies.

Because interesting enemies are a major way to encourage you to use the full move-set

on offer - and not just rely on the same few attacks, or a couple memorable combos, for

the entire game.

But there are more ways to do that - like how Furi gives you some health back if you

pull off a difficult parry, or how Transformers lets you do a high damage vehicle attack at

the end of successful combos.

Of course, the most obvious way to achieve this is through a scoring system, as seen

in pretty much every Clover and Platinum game.

These give you points for pulling off combos, mixing up your attack patterns, and fighting

enemies in quick succession - but remove points for taking damage.

A scoring system allows novice players to get through the game with simple button mashing

- but bad grades - but provides an extra challenge for those who have learnt all the intricacies

of the combat system.

One other way to make sure you're using every tool in your arsenal is to have enemies

adapt to your playstyle.

It's not something we've seen in a lot of action games, but it cropped up in last

year's Middle Earth: Shadow of War.

In one memorable battle, an enemy got wise to me jumping over its head and so started

to deflect that move - forcing me to find another option.

Namely, shooting him in the arse.

So: you've made lots of distinct attacks.

And you've crafted some great defensive moves.

And you've used interesting enemy designs to keep a good balance between offence and defence.

But your game still sucks. Why?

Well, it probably just doesn't feel very good.

Hits feel weak, and counters don't have that crunch that make you feel like you just

pulled off the most difficult move in all of gaming.

So to properly provide this feeling, action game developers spend huge amounts of time

on art, animation, and sound to really sell the impact of every attack you make.

So, remember those three animation phases I talked about earlier?

Well they're also used to make attacks feel more impactful.

Check out this ridiculously satisfying punch finisher from Resident Evil 6.

If we break it down, there's a huge wind-up where Chris leans back, then a very quick

snap to the enemy's face, a brief pause upon impact, and then a lengthy recovery where

Chris's arm hangs in the air afterwards.

This is the secret to a good, crunchy attack.

Huge anticipation - in God of War 3, we even get some some cheeky slow mo at the start

of heavy attacks to increase the animation frames.

Then a very quick strike towards to the enemy - in Ryse, this is so fast that huge chunks

of the animation are cut out.

From one frame to the next, your sword can travel great distances.

Then a brief moment to pause upon impact - in Transformers, the two characters stay in the

exact same pose for three frames upon impact.

And finally, a hefty recovery, to show that your hero really put their all into the attack.

And all this can be accentuated with visual effects like coloured lines of motion, which

are super prominent in God of War and also help explain the unique shape of each attack.

Or blurring the screen upon impact.

Big sparks and other fireworks.

The enemy flashing red, or playing a hurt animation, or being bounced off to the

other side of the room.

And, of course, some good, crunchy sound effects.

Here's a great video on making a powerful punch sound from scratch.

So, what makes a good combat system?

Well, ultimately, an action game is all about making decisions.

About which enemy to hit.

Where to stand.

Which attack to use.

And when to use it.

Plus, how to react to incoming attacks.

In some games this can be quite thoughtful and considered - in others, you're making

these decisions at a thousand miles an hour.

These games might be overcome by just mashing buttons, but good enemy design and addictive

scoring systems push you to be more precise in your movements.

But every design decision must be made carefully to contribute to the overall feel of the game.

Everything from the camera - which swoops out wide in free-flowing fighters, but hangs

in close for one-on-one brawlers - to the stickiness of your character, to the use of

animation cancelling, to the generosity of when you can parry moves, should all fit each

game's unique feel and flow.

And on top of all that, the game should just feel amazing to play - with all sorts of subtle

animation tricks to make every attack hit as hard as a truck.

Nail all that, throw in some innovative new mechanics, and you might just have a combat

system worthy of the greats.

Thanks so much for watching!

In the future, we might be able to look at some specific gamesand see how their melee systems are designed

to fit a specific style of combat.

For now though, lemme know your favourite combat systems in the comments below.

GMTK is supported by viewers just like you, who kick a few dollars a month my way over

on Patreon.

For more infomation >> What Makes a Good Combat System? | Game Maker's Toolkit - Duration: 17:25.

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[MV] RISABAE(이사배) _ E.N.C (Feat. Kisum(키썸)) - Duration: 3:25.

Eyes

Save you in my heart

Nose

I want to have your scent

And I Chu Chu Chu

Baby baby ready for you

For you

Be my love

To you I want to

Be prettier

Than anybody

Today too, for you

On my face

I'll draw my heart

What do I do?

My heart keeps pounding

It changes to a prettier color

Ready for you

I'll show you

All my heart

My you hu hu hu

My love

Yeah yeah

Everyday I think about you you you

Perfect your eyes nose Chu

Even if I compare you with anyone

You're incomparable

The palette containing all colors

I can't hide it anymore

My 24 hours are all about you

My day goes as I just think about you

I like you more as I just think about you

Fall in Love Fall in Love Ye Ah

All in Love All in Love

I love you

My heart keeps pounding

It changes to a prettier color

Ready for you

I'll show you

All my heart

My you hu hu hu

There's one thing

I cannot do

Just only one yeah

That is hiding my love from you

I can't hide my heart that's growing bigger

I can't do it anymore

To secretly look at you

Now come on boy

Will you tell me?

That I look prettier today

That you almost fall in love with me at first sight

I want to say that I want to hear that

Will you say that to me?

Baby shall we start?

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The person I've been waiting for is you

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Love you

For more infomation >> [MV] RISABAE(이사배) _ E.N.C (Feat. Kisum(키썸)) - Duration: 3:25.

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N. Korean coverage of inter-Korean summit puts U.S. issues second - Duration: 2:17.

North Korean state media also released, this morning, a fairly detailed report about the

second inter-Korean summit yesterday.

It wrote that the two Koreas will hold a string of talks next month... and that Kim Jong-un

is determined to go ahead with his June 12th summit with Donald Trump.

Oh Jung-hee has the details.

Pyongyang's Korean Central Television aired seven minutes of footage Sunday morning from

the second Moon-Kim summit.

The background music was familiar to all Koreans: a song called "Our Hope is Reunification."

"After just 29 days, another meeting of great importance has been held between the highest

leaders of the North and the South at the historic site of Panmunjom."

The North Korean report said... the two Koreas will hold a string of talks with each other

as soon as possible,... starting with the high-level talks on June 1st.

It also said... the two leaders agreed to meet and talk face to face as often as possible

to achieve denuclearization on the Korean Peninsula.

Then the report highlighted Kim Jong-un's strong will to go ahead with his summit with

U.S. President Donald Trump.

"Kim Jong-un thanked President Moon Jae-in for working so hard for the North Korea-U.S.

summit slated for June 12th, and expressed his determination that the historic summit

go ahead."

Kim suggested that the two Koreas work together to improve Pyongyang-Washington relations.

With talks underway between the North and the U.S., there is still hope for a summit

to happen on June 12th, but Kim's remarks are seen as part of efforts to make sure that

it does.

Differently from South Korean President Moon Jae-in's own announcement on Sunday, the North

Korean report brought up inter-Korean relations first... and then the North Korea-U.S. summit.

This is viewed by some as the North putting more weight on inter-Korean relations,...

wanting to resolve other issues on the foundation of strong relations with Seoul.

Pyongyang said Moon and Kim, in their meeting, reached a "satisfactory consensus."

The report said... this second summit opens up a new chapter in the development of inter-Korean

relations.

Oh Jung-hee, Arirang News.

For more infomation >> N. Korean coverage of inter-Korean summit puts U.S. issues second - Duration: 2:17.

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Inter-Korean Summit opening remarks by Moon Jae-in and Kim Jong-un - Duration: 2:03.

Footage of the opening and closing remarks of Saturday's summit were released this morning

as well, showing the leaders of the two Koreas pledging to keep working to improve relations

and meet more often.

Let's take a look at some of what they had to say.

The reason we have met suddenly today is because of the important content of the Panmunjom

Declaration and the many agreements that were reached.

We needed to discuss how to take thorough responsibility for it and carry it out.

It's not the first time you, President Moon, have come to the North.

At the last inter-Korean summit, one of the most memorable scenes was when you came over

the border for ten seconds.

It could be important to visit Pyongyang and have a proper reception, but also to show

that the leaders of the two Koreas can meet easily, like this, at Panmunjom when necessary.

I believe it can open a new era for inter-Korean relations.

We will do everything we can to reach a result.

We also need to have a consensus with the U.S. and the international community to resolve

the inter-Korean relationship.

It is all connected.

After the April 27th inter-Korean summit, there were some difficulties in inter-Korean

communications.

There is also the very important North Korea-U.S. summit coming up.

But I think this meeting was very meaningful in that we were able to demonstrate once again

our intention to cooperate.

For more infomation >> Inter-Korean Summit opening remarks by Moon Jae-in and Kim Jong-un - Duration: 2:03.

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Surprise summit gives new impetus to Panmunjom Declaration - Duration: 2:19.

At today's press briefing, President Moon explained what the two Koreas will be doing

now that their leaders have met for a second time.

There appears to be a renewed focus on fulfilling the commitments made in their big agreement

reached at last month's summit, the Panmunjom Declearation, which called for, among other

things, lowering tensions and bringing together families separated by the Korean War.

Cha Sang-mi reports.

A month after President Moon Jae-in and North Korean leader Kim Jong-un signed the April

27th Panmunjom Declaration at their first historic summit, the declaration has been

given a new impetus.

At their surprise summit Saturday at the Demilitarized Zone, the leaders of the two Koreas discussed

joint follow-up efforts to come.

"We reaffirmed that we will promptly fulfill the April 27th Panmunjom Declaration.

We agreed to hold, in succession, high-level inter-Korean talks on June 1st, then military

talks, and an inter-Korean Red Cross meeting for the reunion of separated families.".

According to the Declaration, military talks are to alleviate "acute military tensions"

and "eliminate the danger of war" on the Korean Peninsula.

The Inter-Korean Red Cross Meeting is to ensure that reunions for separated families are scheduled

for National Liberation Day on August 15th this year.

Stressing on the significance of the promptness and informality of the latest meeting, President

Moon said both sides were ready to talk on the phone or meet anytime they need to.

President Moon added that he had for a long time pushed for regular meetings between the

leadership of the two sides to resolve conflict and tensions, and that his desire to do so

is reflected in the Panmunjom Declaration.

Looking back on some important progress made already, he said the Winter Olympics held

this year in Pyeongchang became a Peace Olympics, and that a new path to peace and prosperity

was created at the summits in Panmunjom, a site that had been a symbol of tension and

confrontation.

"President Moon says the direction of history is now changing.

If the declaration of April 27th is fulfilled, then ordinary Koreans might no longer need

to live with a deeply rooted, constant fear of conflict.

Cha Sang-mi, Arirang News."

For more infomation >> Surprise summit gives new impetus to Panmunjom Declaration - Duration: 2:19.

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Second inter-Korean summit: how it all came about - Duration: 2:46.

The second inter-Korean summit took place exactly a month after the first one, planned

and held in secret.

So how did it come about?

According to an official at South Korea's presidential office, it was the North who

reached out first.

Hwang Ho-jun has this report from the Blue House.

"Chairman Kim reached out to me in the afternoon two days ago, saying that he would like to

meet without any formalities.

I accepted that offer with pleasure."

And a high-ranking official at the Blue House described in a bit more detail how that meeting

was set up.

Speaking on the condition of anonymity, the official said Seoul's intelligence chief Suh

Hoon and his North Korean counterpart, Kim Yong-chol have been in close communication

since the April 27th summit.

Last Friday, Suh and Kim were discussing how to prepare for the North Korea-U.S. summit,

and how to improve inter-Korean relations as part of the follow-up measures to the April

27 Panmunjom Declaration.

During that process, the North Korean official relayed Kim Jong-un's desire for the leaders

of the two Koreas to hold an informal and candid meeting.

Suh passed on Kim's message to President Moon, who approved the proposal.

So, from Friday night to Saturday morning, working-level talks took place to iron out

the details of the impromptu summit between President Moon and Kim Jong-un.

And on Saturday afternoon, the two leaders met again at the border village of Panmunjom,...

this time at Tongil-gak, a building on the North Korean side.

But of course, the surprise summit was also happening as Pyongyang and Washington wrangle

over the conditions for their own summit.

It was last Tuesday when President Moon and President Trump met in Washington,... where

the Blue House official said the two leaders agreed to do their utmost so the North Korea-U.S.

summit scheduled for June 12th will be held without any disruption.

But, just two days later, President Trump suddenly called off the June summit in a letter

to Kim Jong-un,... citing hostile comments from North Korean officials as well as concern

about the country's commitment to giving up its nuclear weapons.

The Blue House lamented the cancellation and urged the leaders to resolve their problems

through direct and close dialogue.

North Korea responded to Trump's letter as well, in a surprising way, calling it "unexpected"

and "extremely regrettable," and saying Pyongyang was willing "to sit face to face at any time."

And just about 14 hours later, President Trump tweeted that he remains open to holding a

summit on June 12th, as the two sides are having, quote, "very productive talks."

So with the summit in Singapore possibly back on, President Moon pledged to call or meet

with his North Korean counterpart whenever necessary.

He praised Kim Jong-un for taking the initiative to talk, and, comparing the latest meeting

to one between friends, he said that's how it should be.

Hwang Hojun, Arirang News.

For more infomation >> Second inter-Korean summit: how it all came about - Duration: 2:46.

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S. Korea's Moon says N. Korea's Kim is committed to "complete denuclearization," summit with Trump - Duration: 2:44.

President Moon Jae-in has given his word that North Korean leader Kim Jong-un is still committed

the "complete denuclearization" of the Korean peninsula and to a planned meeting with U.S.

President Donald Trump.

Our chief Blue House correspondent Moon Connyoung has more from the South Korean leader's press

conference broadcast live earlier this Sunday morning.

North Korean leader Kim Jong-un is determined to meet U.S. President Donald Trump to discuss

the complete denuclearization of the Korean Peninsula.

That's South Korean Presidzent Moon Jae-in... in the first public account of his surprise

second face-to-face with North Korea's Kim on Saturday... to discuss salvaging a canceled

summit meeting between Mr. Kim and President Trump.

It's a new twist in the whirlwind of diplomacy over the fate of the North's nuclear arsenal.

"Chairman Kim once again clearly expressed his firm commitment to the complete denuclearization

of the Korean Peninsula.

He also expressed his intent to bury the history of war and confrontation and cooperate for

peace and prosperity through a successful North Korea-U.S summit."

.

During their time together, President Moon explained the outcome of his meeting with

U.S. President Trump in Washington last week.

"I told Chairman Kim that if he decides and puts into practice a complete denuclearization,

President Trump is willing for economic cooperation and ending hostile relations."

.

The South Korean president, who's been a huge proponent of the North Korea, U.S. summit,

told reporters at the Blue House that the North Korean leader's main concern is that

he needs absolute trust from the U.S. that it will ensure regime guarantee after they

completely denuclearize.

But, now that the two sides at least understand what the other wants and are willing to pledge,

Mr. Moon expects "the summit will turn out just fine" especially as working level officials

from North Korea and the U.S. have resumed talks.

The secret Moon, Kim meeting was the latest dramatic turn in a week of diplomatic ups

and downs surrounding the prospects for an unprecedented summit between North Korea and

the U.S., and the strongest sign yet that the leaders of the two Koreas are trying to

keep the on-again off-again meeting on track.

"The South Korean president referred to his role this time as defusing what he called

"little difficulties" surrounding the Kim, Trump summit, but what he's done essentially

is setting the stage for a direct trilateral communication line between the three leaders;

perhaps transforming his role from the mediator to the negotiator.

Moon Connyoung, Arirang News, the Blue House."

For more infomation >> S. Korea's Moon says N. Korea's Kim is committed to "complete denuclearization," summit with Trump - Duration: 2:44.

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240 metre Derinlik 10 Kiloluk Balık ! Kulaklığını Tak izle ve Keyfini Çıkar 128.Video - Duration: 10:44.

For more infomation >> 240 metre Derinlik 10 Kiloluk Balık ! Kulaklığını Tak izle ve Keyfini Çıkar 128.Video - Duration: 10:44.

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How to delete Facebook account using child report 2018 | delete Facebook account | - Duration: 6:10.

How to delete Facebook account using child report 2018 | delete Facebook account |

For more infomation >> How to delete Facebook account using child report 2018 | delete Facebook account | - Duration: 6:10.

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【MUKBANG】 [MOS] New Tempura Rice Burger [Shrimp & Shrimp Kakiage So Tasty] 18 Items, 5302kcal[CC] - Duration: 10:03.

hello it's Kinoshita Yuka ( English subtitles by ~Aphexx~ )

So today tadaa! Mos haul of their seasonal items featuring tempura

To go along with a tempura mos I bought all their rice burgers

and this limited edition lavender lemonade and brown rice flake shake with strawberries

onion Futur~~~~

3 onion rings

this is a sweet thing... its a frozen sort of thing ....

its been a while since my dude here has been in a vid my little minion

lets let him keep things warm for us.....

lets get him to keep things cool for us

I'mma making mistakes on everything today

itadakimasu Let's start things off with a shrimp tempura

I bought one each of every single rice Burger

5 types of rice burgers its amazing they've got up to 5 different types of them now

It smells amazing This is what it looks like

Can you guys see it? When you compare a rice Burger to a hamburger....

it looks pretty tiny

Since buns are so fluffy And rice is really packed densely

It just can't be helped it should end up about the same though

and so the shrimp here

It tastes amazing its got a decent amount of batter

with a nice crunch and nice plump shrimp... its so yummy

I think there might be two shrimp in it

This is their lavender lemonade Yellow red and purple

It tastes very much like a lemonade

Is there any lavender flavor to it???

Doesn't quite live up to its name

I totes love onion rings mos's stuff is so pretty

Everything we have today is deep fried

The surfaces of rice Burger is cooked to a nice crispness the sauce for the shrimp tempura is so tasty

I think it even has green beans in it and a bit of seaweed

I feel as though onion rings are more Suited To rice Burgers than fries

I could totally go for a miso soup right now

This is another limited edition item super shrimp and mix veg tempura

This one cost 480 yen it is 30 yen more than the shrimp one

its so extravagant just look at it its just overflowing with tempura

shrimp and mix tempura

The shrimp tempura alone is so yummy With the added sweetness from the veggies its so good

There's a bit of seaweed in here as well there's even some green pea in the mix veg

wait its edamame instead

With only an extra 30 yen you get to have both shrimp and mix veg

this just might be a better deal

This is something that's been around since forever yakiniku rice burger

This is one of my absolute favorites

yakiniku made into a burger.... its the bestest stuff

rice and meat.. aint a doubt its goonna be good

This one is a little low on veg It's a solid helping of meat and rice

I have some tea over here as well

The Yakiniku is cooked with a sweet and savory sauce And that sauce soaks right into the rice.... its so yummy

This is a rice burger with mix veg

This is something that's been around forever

When you compare to the Yakiniku Burger This one seems a bit healthier

did they only add shrimp to the mix tempura?

so wait shrimp plus mix veg is the super mix veg and shirmp

so that's how it is then

this one leaves the mix veg tempura flavors alone and doesn't add a flavorful sauce to it

perhaps a light salty sauce is what is on here

There are little bits of shrimp and squid in this I guess this is a mixed Seafood and veg tempura

next up is rice burger with root veg tempura

if this were me in the past I would have totally peaced out on this one

if you're going to have mixed root veg tempura just eat it on its own is what I'd have said

But now I like trying all sorts of new things so I'm ok with this version as well

This is what it looks like mixed root veg is pokin out

burdock carrot and stuff even different seaweeds as well

This would probably be perfect for those vegans out there

There's quite a lot of flavor as well making it perfect with rice

I really appreciate that there is seaweed in here as well

Rice + seaweed = good

Despite having a seaweed in here You don't really taste it at all

I think they coulda' added a bit more seaweed in here

Now for the rest of it

which one?

In the comment section you guys are saying that I'm probably chugging down all this tea

because I don't like the flavors of the food I'm eating

I just get so thirsty and need liquids to go with this and so I need to drink plenty of tea with my meals

since I'm eating so much my body needs to have the extra liquids

wait a minute I said vegans could probably eat the mixed root veg one

wait no.. no no I thought I saw some chicken in it.... it was just tofu skins

it might have no meat in it at all

it seems like there is yuzu citrus in this mixed veg tempura

last up is mos rice burger with yakiniku

looks delish

last mouthful itadakimasu

2 onion ring~~~

lets just eat em

and what we've been waiting for...

brown rice and strawberry

looks so delish

its pretty liquidy its only a fridge I guess

the tapioca is so yummy

the sweet bean and shake go so nicely

the crunchy rice flakes are so yummy as well

There's bits of strawberry as well

I love that you can also enjoy the strawberry flavors as well

Is so sweet and tangy and yummy

At first you only get sweet beans and shake

and after you mix it together you get the strawberry flavor in it as well

its even got legit bits of strawberry as well

why is it only this strap that keeps falling is my body lopsided?

its probably lopsided

It's so cold and refreshing its the perfect thing to finish a meal

all done gochisosamadeshita

the limited mos su~~~~

tempura mos burgers were so yummy

rice burgers are the bomb I totally love them

the mix veg ones were a nice deal

but the shrimp only ones tasted so nice on their own and have their merit

you get to experience the extravagant shrimp only flavor

and the shrimp tempura batter was so extra crunchy for those who love shrimp tempura its your only choice

for those who want to have both then the mix veg ones are more your thing

the brown rice flake with strawberry shake was so yummy

Strawberries and sweet beans go nicely together

I was able to eat all flavors of rice burgers I feel so #Blessed today

And as always thank you for watching if there is anything you Wants me to do or eat please tell me in a comment section below video please hit the like And subscribe buttons BAI BAI

For more infomation >> 【MUKBANG】 [MOS] New Tempura Rice Burger [Shrimp & Shrimp Kakiage So Tasty] 18 Items, 5302kcal[CC] - Duration: 10:03.

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Watch: SHINee's Key Uses His Knowledge As An SM Artist To Guess Lyrics To Super Junior's Devil - Duration: 1:58.

Watch: SHINee's Key Uses His Knowledge As An SM Artist To Guess Lyrics To Super Junior's "Devil"

The cast of tvNs Amazing Saturday tried their best to guess the lyrics to more K-pop songs.

On the May 26 episode, guest Ji Sang Ryul joined the cast for the segment Do Re Mi Market where they tried to guess the lyrics to K-pop songs in order to win food as the reward. Soompi. Display. News. English.

300x250. Mobile. English. 300x250. ATF. The first song was Lee Jung Hyuns Change (literal title). After following Moon Se Yoons lead, the cast was able to enjoy black bean noodles.

The second song of the night was Super Juniors Devil.  Whenever a song by an SM artist appeared on the show, Key played an important role in leading the cast to the correct answer.

Key showed confidence once again when he heard that it was a song by a fellow SM Entertainment artist and that the lyrics were written by Kenzie, who has written lyrics for SHINee, Red Velvet, EXO, and more.

Devil was released in 2015 and depicts the feelings of a man who fell for a woman with deadly charms.

The members failed to succeed on their first try but got it right the second time around, and Key was able to prove his knowledge of fellow SM artists songs.

Amazing Saturday airs on Saturdays at 7:40 p.m. KST. Check out the clips below!.

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