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14 Highest Paying URL Shortener to Earn Money Online
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.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
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
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
Oke.io
Oke.io provides you an opportunity to earn money online by shortening URLs. Oke.io is a very friendly URL Shortener Service as it enables you to earn money by shortening and sharing URLs easily.
Oke.io can pay you anywhere from $5 to $10 for your US, UK, and Canada visitors, whereas for the rest of the world the CPM will not be less than $2. You can sign up by using your email. The minimum payout is $5, and the payment is made via PayPal.- The payout for 1000 views-$7
- Minimum payout-$5
- Referral commission-20%
- Payout options-PayPal, Payza, Bitcoin and Skrill
- Payment time-daily
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
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
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
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
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
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
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
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.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
Stars Without Civility
UPDATE: Apparently, that comment didn't come from Kevin Crawford of Sine Nomine Publishing, but some jackass impersonating him.
Ok, this post is about Kevin Crawford [yeah, some other dude] throwing down on Prince of Nothing's Stars Without Number review.
Now, it would be hypocritical of me to say creators shouldn't rail against criticism. I do it all the time (hope you're finally able to sit down without one of those donut-cushions, Bryce). Some critiques are valuable, others are the opposite of that.
But I didn't really say anything too negative. The whole comment section (just like the review itself) is basically a love-letter to Stars Without Number.
Here's what I wrote...
"Some of the tools do sound useful, but overall the system doesn't do it for me. You guys have fun!"
And this was Kevin Crawford's response...
"I considered honestly responding but then I realized that the greatest thing you ever produced was the shit that dribbled down your mother's leg while she birthed you."
Credit where credit is due, it's colorful. But he comes across as a huge jerk. At first, I assumed maybe it wasn't actually him, or that he was responding to another comment, instead of mine.
And is it just me, or does that sound... illogical? How exactly am I producing the shit dribbling down my mother's leg while she birthed me? If anything, that's a product of my mother or the birthing process in general. I don't think I had any hand in producing the aforementioned dribbling shit. Oh well.
Then I read another reply from a third party...
"That is definitely the real Kevin Crawford. Most people assume that he's pretty chill, but now you know."
I'm not sure why he was an asshole to me, it could be a variety of little slights which gamers imagine are terrible abuses towards the entire RPG community or whatever.
I'd trash talk him back if I knew more about his game. Unfortunately, all I know is that it's OSR, scifi, really long at 300+ pages (kind of a deal-breaker for me right there), and extremely popular. Also, the whole Scream thing sound pretty awesome!
Regardless, I'm very proud of my creation, Alpha Blue. Sure, its audience is a fraction of Kevin's, but it services a niche rarely talked about in RPG circles... rules-light, sleazy, scifi parody.
Alpha Blue has come a long way, boasting a dozen supplements, scenarios, and helpful tid-bits for the BDSM who's brave or insane enough to run something like that. Check out what Kort'thalis Publishing offers.
To anyone who has a problem with me, what I produce, my mother, or any adjacent dribbling, please come forward, speak your mind. Let's get it all out in the open. Private resentments, secret harassment campaigns, boycotting, and just bad blood in general - I've suffered through all of them and have come out stronger for it.
Ok, you know where to find me. Have a great weekend, no matter how much of an asshole you are! ;)
VS
p.s. This week, I put up two Alpha Blue articles on Draconic Magazine
here and here. Hope you enjoy them.
Ok, this post is about Kevin Crawford [yeah, some other dude] throwing down on Prince of Nothing's Stars Without Number review.
Now, it would be hypocritical of me to say creators shouldn't rail against criticism. I do it all the time (hope you're finally able to sit down without one of those donut-cushions, Bryce). Some critiques are valuable, others are the opposite of that.
But I didn't really say anything too negative. The whole comment section (just like the review itself) is basically a love-letter to Stars Without Number.
Here's what I wrote...
"Some of the tools do sound useful, but overall the system doesn't do it for me. You guys have fun!"
And this was Kevin Crawford's response...
"I considered honestly responding but then I realized that the greatest thing you ever produced was the shit that dribbled down your mother's leg while she birthed you."
Credit where credit is due, it's colorful. But he comes across as a huge jerk. At first, I assumed maybe it wasn't actually him, or that he was responding to another comment, instead of mine.
And is it just me, or does that sound... illogical? How exactly am I producing the shit dribbling down my mother's leg while she birthed me? If anything, that's a product of my mother or the birthing process in general. I don't think I had any hand in producing the aforementioned dribbling shit. Oh well.
Then I read another reply from a third party...
"That is definitely the real Kevin Crawford. Most people assume that he's pretty chill, but now you know."
I'm not sure why he was an asshole to me, it could be a variety of little slights which gamers imagine are terrible abuses towards the entire RPG community or whatever.
I'd trash talk him back if I knew more about his game. Unfortunately, all I know is that it's OSR, scifi, really long at 300+ pages (kind of a deal-breaker for me right there), and extremely popular. Also, the whole Scream thing sound pretty awesome!
Regardless, I'm very proud of my creation, Alpha Blue. Sure, its audience is a fraction of Kevin's, but it services a niche rarely talked about in RPG circles... rules-light, sleazy, scifi parody.
Alpha Blue has come a long way, boasting a dozen supplements, scenarios, and helpful tid-bits for the BDSM who's brave or insane enough to run something like that. Check out what Kort'thalis Publishing offers.
To anyone who has a problem with me, what I produce, my mother, or any adjacent dribbling, please come forward, speak your mind. Let's get it all out in the open. Private resentments, secret harassment campaigns, boycotting, and just bad blood in general - I've suffered through all of them and have come out stronger for it.
Ok, you know where to find me. Have a great weekend, no matter how much of an asshole you are! ;)
VS
p.s. This week, I put up two Alpha Blue articles on Draconic Magazine
here and here. Hope you enjoy them.
(106 MB) Download Hitman 3 Contracts Game Highly Compressed For Pc
Download Hitman 3 Contracts Game Highly Compressed For Pc
Screenshot
System Requirements of Hitman Contracts PC Game
Before you start Hitman Contracts Free Download make sure your PC meets minimum system requirements
- Operating System: Windows XP/ Windows Vista/ Windows 7/ Windows 8 and 8.1
- CPU:Pentium 4 1.6 GHz
- RAM: 256 MB
- Setup Size: 106 MB
What If Videogames Had Actual AI?
Is there any artificial intelligence in a typical videogame? Depends on what you mean. The kind of AI that goes into games typically deal with pathfinding and expressing behaviors that were designed by human designers. The sort of AI that we work on in university research labs is often trying to achieve more ambitious goals, and therefore often not yet mature enough to use in an actual game. This article has an excellent discussion of the difference, including a suggestion (from Alex Champandard) that the "next giant leap of game AI is actually artificial intelligence". And there's indeed lots of things we could do in games if we only had the AI techniques to do it.
So let's step into the future, and assume that many of the various AI techniques we are working on at the moment have reached perfection, and we could make games that use them. In other words, let's imagine what games would be like if we had good enough AI for anything we wanted to do with AI in games. Imagine that you are playing a game of the future.
You are playing an "open world" game, something like Grand Theft Auto or Skyrim. Instead of going straight to the next mission objective in the city you are in, you decide to drive (or ride) five hours in some randomly chosen direction. The game makes up the landscape as you go along, and you end up in a new city that no human player has visited before. In this city, you can enter any house (though you might have to pick a few locks), talk to everyone you meet, and involve yourself in a completely new set of intrigues and carry out new missions. If you would have gone in a different direction, you would have reached a different city with different architecture, different people and different missions. Or a huge forest with realistic animals and eremites, or a secret research lab, or whatever the game engine comes up with.
Talking to these people you find in the new city is as easy as just talking to the screen. The characters respond to you in natural language that takes into account what you just said. These lines are not read by an actor but generated in real-time by the game. You could also communicate with the game though waving your hands around, dancing, exhibiting emotions or other exotic modalities. Of course, in many (most?) cases you are still pushing buttons on a keyboard or controller, as that is often the most efficient way of telling the game what you want to do.
Perhaps needless to say, but all the non-player characters (NPCs) navigate and generally behave in a thoroughly believable way. For example, they will not get stuck running into walls or repeat the same sentence over and over (well, not more than an ordinary human would). This also means that you have interesting adversaries and collaborators to play any game with, without having to resort to waiting for your friends to come online or have to resort to being matched with annoying thirteen year olds.
Within the open world game, there are other games to play, for example by accessing virtual game consoles within the game or proposing to play a game with some NPC. These NPCs are capable of playing the various sub-games at whatever level of proficiency that fits with the game fiction, and they play with human-like playing styles. It is also possible to play the core game at different resolutions, for example as a management game or as a game involving the control of individual body parts, by zooming in or out. Whatever rules, mechanics and content are necessary to play these sub-games or derived games are invented by the game engine on the spot. Any of these games can be lifted out of the main game and played on its own.
The game senses how you feel while playing the game, and figures out which aspects of it you are good at as well as which parts you like (and conversely, which parts you suck at and despise). Based on this, the game constantly adapts itself to be more to your liking, for example by giving you more story, challenges and experiences that you will like in that new city which you reached by driving five hours in a randomly chosen direction. Or perhaps by changing its own rules. It's not just that the game is giving you more of what you already liked and mastered. Rather more sophisticatedly, the game models what you preferred in the past, and creates new content that answers to your evolving skills and preferences as you keep playing.
Although the game you are playing is endless, of infinite resolution and continuously adapts to your changing tastes and capabilities, you might still want to play something else at some point. So why not design and make your own game? Maybe because it's hard and requires lots of work? Sure, it's true that back in 2015 it required hundreds of people working for years to make a high profile game, and a handful of highly skilled professionals to make any notable game at all. But now that it's the future and we have advanced AI, this can be used not only inside of the game but also in the game design and development and process. So you simply switch the game engine to edit mode and start sketching a game idea. A bit of a storyline here, a character there, some mechanics over here and a set piece on top of it. The game engine immediately fills in the missing parts and provides you with a complete, playable game. Some of it is suggestions: if you have sketched an in-game economy but have no money sink, the game engine will suggest one for you, and if you have designed gaps that the player character can not jump over, the game engine will suggest changes to the gaps or to the jump mechanic. You can continue sketching, and the game engine will convert your sketches into details, or jump right in and start modifying the details of the game; whatever you do, the game engine will work with you to flesh out your ideas into a complete game with art, levels and characters. At any time you can jump in and play the game yourself, and you can also watch a number of artificial players play various parts of the game, including players that play like you would have played the game or like your friends (with different tastes and skills) would have played it.
If you ask me, I'd say that this is a rather enticing vision of the future. I'll certainly play a lot of games if this is what games will look like in a decade or so. But will they? Will we have the AI techniques to make all this possible? Well, me and a bunch of other people in the CI/AI in Games research community are certainly working on it. (Whether that means that progress is more or less likely to happen is another question...) My team and I are in some form working on all of the things discussed above, except the natural interaction parts (talking to the game etc).
If you are interested in knowing more about these topics, I recently wrote a blog post summarizing what I've been working on in the last few years. Last year, I also co-wrote a survey paper trying to give a panoramic overview of AI in games research and another survey paper about computational game creativity. Also, our in-progress book about procedural content generation covers many of these topics. You might also want to look at the general video game playing competition (and its results) and the sentient sketchbook and ropossum AI-assisted level design systems. For work on believable NPC behavior, check out the Mario AI Turing Test competition and procedural personas.
Finally, I've always been in favor of better collaboration between AI researchers and game developers. I wrote a post last year about why this collaboration doesn't always work so well, and what could be done about that.
So let's step into the future, and assume that many of the various AI techniques we are working on at the moment have reached perfection, and we could make games that use them. In other words, let's imagine what games would be like if we had good enough AI for anything we wanted to do with AI in games. Imagine that you are playing a game of the future.
You are playing an "open world" game, something like Grand Theft Auto or Skyrim. Instead of going straight to the next mission objective in the city you are in, you decide to drive (or ride) five hours in some randomly chosen direction. The game makes up the landscape as you go along, and you end up in a new city that no human player has visited before. In this city, you can enter any house (though you might have to pick a few locks), talk to everyone you meet, and involve yourself in a completely new set of intrigues and carry out new missions. If you would have gone in a different direction, you would have reached a different city with different architecture, different people and different missions. Or a huge forest with realistic animals and eremites, or a secret research lab, or whatever the game engine comes up with.
Talking to these people you find in the new city is as easy as just talking to the screen. The characters respond to you in natural language that takes into account what you just said. These lines are not read by an actor but generated in real-time by the game. You could also communicate with the game though waving your hands around, dancing, exhibiting emotions or other exotic modalities. Of course, in many (most?) cases you are still pushing buttons on a keyboard or controller, as that is often the most efficient way of telling the game what you want to do.
Perhaps needless to say, but all the non-player characters (NPCs) navigate and generally behave in a thoroughly believable way. For example, they will not get stuck running into walls or repeat the same sentence over and over (well, not more than an ordinary human would). This also means that you have interesting adversaries and collaborators to play any game with, without having to resort to waiting for your friends to come online or have to resort to being matched with annoying thirteen year olds.
Within the open world game, there are other games to play, for example by accessing virtual game consoles within the game or proposing to play a game with some NPC. These NPCs are capable of playing the various sub-games at whatever level of proficiency that fits with the game fiction, and they play with human-like playing styles. It is also possible to play the core game at different resolutions, for example as a management game or as a game involving the control of individual body parts, by zooming in or out. Whatever rules, mechanics and content are necessary to play these sub-games or derived games are invented by the game engine on the spot. Any of these games can be lifted out of the main game and played on its own.
The game senses how you feel while playing the game, and figures out which aspects of it you are good at as well as which parts you like (and conversely, which parts you suck at and despise). Based on this, the game constantly adapts itself to be more to your liking, for example by giving you more story, challenges and experiences that you will like in that new city which you reached by driving five hours in a randomly chosen direction. Or perhaps by changing its own rules. It's not just that the game is giving you more of what you already liked and mastered. Rather more sophisticatedly, the game models what you preferred in the past, and creates new content that answers to your evolving skills and preferences as you keep playing.
Although the game you are playing is endless, of infinite resolution and continuously adapts to your changing tastes and capabilities, you might still want to play something else at some point. So why not design and make your own game? Maybe because it's hard and requires lots of work? Sure, it's true that back in 2015 it required hundreds of people working for years to make a high profile game, and a handful of highly skilled professionals to make any notable game at all. But now that it's the future and we have advanced AI, this can be used not only inside of the game but also in the game design and development and process. So you simply switch the game engine to edit mode and start sketching a game idea. A bit of a storyline here, a character there, some mechanics over here and a set piece on top of it. The game engine immediately fills in the missing parts and provides you with a complete, playable game. Some of it is suggestions: if you have sketched an in-game economy but have no money sink, the game engine will suggest one for you, and if you have designed gaps that the player character can not jump over, the game engine will suggest changes to the gaps or to the jump mechanic. You can continue sketching, and the game engine will convert your sketches into details, or jump right in and start modifying the details of the game; whatever you do, the game engine will work with you to flesh out your ideas into a complete game with art, levels and characters. At any time you can jump in and play the game yourself, and you can also watch a number of artificial players play various parts of the game, including players that play like you would have played the game or like your friends (with different tastes and skills) would have played it.
If you ask me, I'd say that this is a rather enticing vision of the future. I'll certainly play a lot of games if this is what games will look like in a decade or so. But will they? Will we have the AI techniques to make all this possible? Well, me and a bunch of other people in the CI/AI in Games research community are certainly working on it. (Whether that means that progress is more or less likely to happen is another question...) My team and I are in some form working on all of the things discussed above, except the natural interaction parts (talking to the game etc).
If you are interested in knowing more about these topics, I recently wrote a blog post summarizing what I've been working on in the last few years. Last year, I also co-wrote a survey paper trying to give a panoramic overview of AI in games research and another survey paper about computational game creativity. Also, our in-progress book about procedural content generation covers many of these topics. You might also want to look at the general video game playing competition (and its results) and the sentient sketchbook and ropossum AI-assisted level design systems. For work on believable NPC behavior, check out the Mario AI Turing Test competition and procedural personas.
Finally, I've always been in favor of better collaboration between AI researchers and game developers. I wrote a post last year about why this collaboration doesn't always work so well, and what could be done about that.
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