Dmg Blog A Home For All Dmgians
Your usage of attack speed is misleading. So you'll probably be interested in maximizing +dps/costin addition some heroes naturally do better with higher attack speeds or damage. Caelus attack speed vs dmg. To maximize your dps, get the one that is lowerhowever it's a bit more complicated than that because you'll notice buying attack speed items are cheaper than damage items. When you say attack speed, you actually mean 'increased attack speed' (IAS) which does not include the base 100 that normal attack speed would include.AS = 100 + IASAPS = (AS)(.01/BAT) = (100+IAS)(.01/BAT)tl;dr simple version: look at the bottom of your UI for attack damage and attack speed.
Dec 03, 2003 A dmg is a disk image. I think of them as a disk within a disk. If it won't mount it's possible the file is corrupted, or incomplete. Also I think there is a way to not automatically verify dmg files, which will sometimes let you mount dmg's with 'weird behaviors'. I could be wrong about that one though. Macs 'don't do' executable files.
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Dames Making Games is a not-for-profit videogame arts organization founded in Toronto in 2012. We run a wide range of programs and events for women, nonbinary, femme and queer folks interested in games. We support our membership by providing production space, education, advocacy, archiving, resource sharing and more collaborative practices.
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- Monthly social events since March 2012, featuring more than 180 speakers.
- Regular public workshops on game design, art direction, music production, project management, business development, software tools and programming languages.
- Quarterly salons and round-tables led by community members on topics such as labor justice, race and racism in games, copyright law, feminist modding, and more.
- Fifteen game jams (and counting!) with more than 500 participants—many first-time gamemakers.
- An annual 12-week immersive workshop surveying a broad range of disciplines behind unique roles, with weekly lectures and instructor-led project studios
- Four six-week-long development workshops, introducing 50 participants to gamemaking and leading them through the completion of their first solo game.
- Jam-style mentorship programs, with over 60 participants making a complete game in just 10 days.
DMG is a not-for-profit videogame arts organization that creates space for marginalized creators to make, play and critique videogames within a cultural context.
We teach computing skills for artistic expression, offer production and exhibition facilities, and provide community support for the creation of new artworks.
Our space and community is a platform and playground for artists working in games, engaging the public with the expressive potential of this medium.
What We Believe
- We believe game-making can be an act of resistance, giving creators ultimate agency in the expression of their identities, politics, selves, genders and sexualities. Our work has the power to transform our communities, and positively impact policies and practice.
- We believe that creating space and time to make and talk about games in an explicitly feminist context elevates the craft, amplifies alternative and diverse narratives, and supports the socio-cultural changes that are necessary to make game design accessible to all.
- We are interested in creating alternative forms of economic power grounded in solidarity, openness and collective values.
Community Commitments
- We are committed to the ongoing work of anti-oppression, anti-racism and decolonization.
- We are committed to developing, contributing to, experimenting with, promoting and sharing knowledge about free and open source tools and platforms.
- We care for and respect this organization, its mandate, its facility, its partners and its membership.
- We are committed to fostering an open and inclusive community space to make, play and talk about games not only as a refuge from and reaction to the harmful aspects of mainstream game culture, but also simply because games and the dames who make them are important to us.
Board of Directors
Izzie Colpitts-Campbell
Programming director
since 2014
Izzie is a software and electronic artist. She’s been exhibiting her work since 2008, including as part of a Making Patterns at Eyebeam in New York. Izzie currently works as programmer and creative technologist, specializing in experimental wearables, product design and responsible tech communities. Izzie represents DMG on the Toronto Media Arts Centre board of directors.
Soha is a writer and experimental game designer, currently working on diversity and inclusion programs at Riot Games in LA.
Meagan is a Métis (Swampy Cree/Newfoundlander) game designer. She is a member of Indigenous Routes, a nonprofit providing new media training for Indigenous youth, a founder of Achimostawinan Games, and Digital + Interactive Coordinator at imagineNATIVE Film + Media Arts Festival.
Jayd Matyas
Resource Development Director
since 2018
Jayd is a multidisciplinary game designer and storyteller with a background in industrial design and wearable tech. She is currently working on designing games for AI research at DeepMind in London, England.
Kaitlin is a writer and a narrative designer at Capy Games in Toronto. Her independent game work has focused on creating space for positive and productive conversations around mental health, difficult emotions, and healing in video games. She was the lead writer on the death positive video game A Mortician’s Tale (Laundry Bear Games 2017) and a lead narrative designer on Watch Dogs Legion (Ubisoft Toronto). Kaitlin serves as DMG’s industry liaison.
Natalie cultivates fandoms, builds new communities, develops character voices, leads interactive fiction workshops, designs alternate reality games, constructs branching narratives, and most mornings open Tumblr before she opens her eyes. Her digital strategies have twice won Canadian Screen Awards for sci-fi television show Wynonna Earp, and she's currently the community manager at Stitch Media, where she also gets to do everything from narrative design to ordering four-foot cloroplast cut-outs of angry cacti. She is currently finishing up Hench, a novel dedicated to the plight of the downtrodden and often expendable employees of supervillains. She also writes terrible little text-based video games about dismemberment, LARPS about trauma and recovery, and a lot of horror micro-fiction.
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Staff
Jennie is a developer, arts administrator and advocate for equity in interactive and media arts. She manages DMG’s day-to-day operations, long-term planning and program execution. Jennie also co-founded Gamma Space and is manages the operation of the Toronto Media Arts Centre, and serves on committees with MOCA Toronto, Ontario Creates and the Academy of Canadian Cinema & Television. She loves building tools and platforms for making games and interactive experiences.
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Jennie offers weekly office hours for members.
Past Directors
Founding Directors
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Cecily Carver • Alex Leitch • Jennie Robinson Faber