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[Guide] Sierra for the Dell Insprion 5559

I made High Sierra boot on that laptop, so you can now use the new updated guide posted here

My first hackintosh, therefore my first guide! Let's start.
First, what works:
What doesn't work:
Now, the guide:
First, prepare the clover USB drive with UniBeast. Google it if you don't know how.
After you have a drive, open the clover folder and do the following:
The VoodooHDA kext
All the kexts must be moved to /Clovekexts/Other and HFSPlus.efi must be moved into /CloveDrivers64UEFI
Now, partition your hard drive. Also be sure to have the GPT partition type and the UEFI bootloader mode with secure boot disabled.
Now, boot into clover and boot the Sierra installer with the platform-id 12345678 for the graphics card or you are going to get a kernel panic. Open Disk Utility from the top bar, and format the partition you want to install macOS on with OS X extended (journaled) and complete the installation. Note that if it gets stuck at "15 minutes remaining" just wait for about 3 minutes and it is going to continue.
After the installation finishes, boot up the OS with clover again with the 12345678 ig-platform-id for the graphics card, rebuild kext cache (just open kext utility), and after this boot with the default platform-id from the config and you should be fine with graphics. If something goes wrong, feel free to ask me.
Post-installation goodies:
  1. Download the needed kext.
  2. Download kext utility if you didn't already.
  3. Open the kext utility and drag the kext into it.
  4. Reboot and you should be fine.
  5. Open System Preferences Energy Saver Show battery status in menu bar.
  6. Optional: if you wanna have battery percentage, click on the battery indicator and select 'show percentage'.
By the way it was such a surprise for me when after a reboot I saw the battery indicator :D The kext was from 2013 so i didn't expect it to work, that's the reason.
submitted by ArtikusHG to hackintosh [link] [comments]

[Table] IAmA: Hey! We are Corey and Lori Cole, Creators of Quest for Glory, and Oded Sharon, CEO of Adventure Mob, Ask Us Anything!

Verified? (This bot cannot verify AMAs just yet)
Date: 2013-11-05
Link to submission (Has self-text)
Questions Answers
Why do you think the adventure genre takes a backseat to most publishers? Kickstarter seems to be a way to equal this out. What do you think the publishing model will look like in 5 years? I think that Adventure Games will always be Indie. The profit margin won't be tempting for the major companies. But Crowd Funding will make sure that Adventure Games survive as an art form.
I just read that the development budget for Witcher 3 is $15 million and the marketing budget is $25 million. It's not at all clear to me that those marketing dollars are justified, but they do guarantee that people will hear about the game. Our Hero-U budget is $660K, with close to zero of that going to marketing. We'll find out next year if that's a terrible mistake and I need to come up with another $1.5M for marketing.
Maybe its better this way. I'm not sure I like what happens with huge budgets all the time anymore. We've also reached the point of seeing such good graphics that it doesnt even matter anymore. I think we're going to have a much wider variety of games available now that Indie developers can get funding.
So, what should we expect from the game itself? What style do you see it as? Also, will gameplay be better if I'm high? The gameplay tutorial Oded posted yesterday gives a pretty good indication. You can find it at Link to I'd say the style is somewhat like a television cartoon. The scenes were based on 1970's Kingston, Jamaica photo references.
We're putting a lot of emphasis on the story, and high production values. All the artwork, including backgrounds and 2D cel animations were hand drawn. We've been doing playtests to get the kinks of out the dialogs and puzzles from an early stage of development. You can expect to experience the journey of a young boy in Trenchtown Jamaica trying to become a famous reggae musician, with fun puzzles, engaging dialogs, and Reggae music.
Hey, guys! Oded, it was really great talking to you on Facebook. When the game was announced, the Kickstarter pitch said the game would also deal with some political issues (in addition to being a jammin' good adventure). The Bolt Riley game is more of a homage to Reggie and the spirit of the Jamaican music and not about Rastafarianism. The messages of the music are about peace and love. We want to share the good feelings.
Can you elaborate on what sort of political issues Bolt might be confronted with, and how that will be juxtaposed with the light-hearted mood you're obviously going for? I'm a big fan of LGBT myself (despite being straight).
Also, when we spoke, you seemed unaware of the "(pink) elephant in the room" of Rastafarian homophobia. Have you had a chance to read up on that, and will that have any effect on the game or the aforementioned political slant? Bolt starts the game when he is in a gang of Rude Boys. He escapes this life of crime by following a path of love and harmony with his Reggae music. We want to project a positive theme or inclusiveness in this game. No matter your sexual orientation, race, color or whatever.
Cheers, man, and the best of luck! You guys deserve bounties of success and prosperity. :) As a great musician said once "One Love".
I know not everyone reads the KickstartVentures blog (blasphemy!), so I thought I'd re-ask one of the important questions from my interview. What would happen if Bolt Riley doesn't make funding through Kickstarter? The sad reality is that if Bolt Riley doesn't successfully fund raise, Adventure Mob goes bankrupt on Dec 31st 2013.
There's no second chances. There's no plan B. This will be the end. All our technology, artwork, drawings, design, all the hard work Corey and Lori did. Everything get thrown out and erased from existence.
Did you hear that, people? Go out and pledge! NOW! Exactly Serana.
Hey Oded, I've read that Bolt Riley is developed in Unity and will be available on loads of different platforms. What are some of the difficulties in developing cross platform games? Hey Rodik! I've learned a few lessons from having Star Shipping Inc made for almost every platform that Unity supports. one is optimization. Mobile has a lot of memory limitations. We had to use texture compression packing and such. Then there's some issues with features that are supported on some platforms but not the rest (like playing video files on mobile) Then there's different platform API's, like GameCenter on iOS. We test the game on every platform early on in the development. The game itself plays pretty similarly on each with differences in interface and control.. Unity is wonderful in that sense.
How will you make sure that the game plays well on various platforms? Unity works very well for cross-platform games, as long as you consider the differences in interfaces right from the start.
This one's for Oded. With so many projects backed, which one(s) are you looking forward to the most? I also have two kids. I won't tell you which is my favorite. I've now backed over 150. It's hard for me to choose only one.
All the adventure games. Double fine, Space Ventures, Hero-U Of course. Broken sword, mage's initiation, city quest, quest for infamy. i'm sure i'm forgetting a few good ones.
I actually got a few of the ones I was looking for. OUYA, and Oculus Rift, no doubt i backed a LOT there. I really enjoyed Trial of the Clone, and i didn't get time to get into To Be or not To Be.
Lemme see (going over KS profile page)
I'm waiting for Veronica Mars. I baked a few for joke, but i really liked them. Open source death start. Old man eating eggs in 3D.
I got a few that I didn't have time for yet.
I'll back the $10k if someone makes a kickstarter for a time machine.
I've received several that I haven't had time to play. Just got my copy of Neocolonialism. I spent about 5 minutes each with that and LSL:R. Never got around to playing the Sherlock Holmes: Consulting Detective modules I got last year as part of my Shadowgate support. Project Eternity and Broken Age will surely be fun, if I ever find time to play either of them.
Heh. I don't blame you for not naming a favorite. I'm the same way. Too many I'm looking forward to. Which one is your favorite? I knew i forgot some :)
Hey guys! Just wanted to say thank you so much for making the amazing QfG games. Hero's Quest and QfG II were pretty much my most played games back in the day. While I know it was all an illusion now, I was convinced you could get into all the houses in the town of Spielburg. To my 9 year old eyes, there was a whole world of loot to be stolen, if only I could get my lockpicking just a little... bit... higher... While I loved the QfG games, I always felt like the fighting sequences were the weakest parts. Was this down to the engine, or simple priorities? Can you talk a little bit about that side of things? In QfG, we wanted to make a fighting system that was Skill Based rather than twitch based. We experimented with the look and feel with every game. I liked game four's "Street Fighter" style of combat best. I'm not a twitch game player, but the game gave me enough warning and feedback to be successful at it. Alas, few of the fans agreed with me. We plan to do extensive playtesting on the combat system (for Hero-U). It is very difficult to balance one for all player types - Some will work hard to bring up their skills, while some will use stealth to avoid most combats. We don't want to punish either play style.
Can you talk about how you got involved with Replay? I've met Replay in GDC April 2011 when I was still running Corbomite. I learned they had licensed Leisure Suit Larry for distribution on intel Atom/Appup. Shortly following I founded Adventure Mob to start making adventure games starting with Bolt and Larry. We built the Larry demo for them (Link to which they used to get the full remake license from Codemasters. Long story short. Fast forward two years, despite our hard work and efforts, Larry didn't happen for us, we're hoping Bolt does.
Was 9/11 an inside job? I don't know. I'm more interested in 4/20 right now :)
I do have a funny story about working at a software company and knew something was wrong when the most reliable thing in the internet world at the time stop working and that was "ping"
Are you holding development on the actual game engine until the native 2D tools get released for Unity 4.3, sharing in what Lori and Corey already worked to get right, or facilitating the 3D directly? Chapter 1 is fully developed and in Alpha. We used Sprite manager 2 and EZGui on Unity 3.0. We're not waiting for any native tools. However, for chapter 3 (or 2) we might want to rewrite portions of the engine to switch between EZGui to NGUI and from SM2 to native. no point in that nowthough. We are facilitating 3D for a bunch of stuff. If you look at the game play video you can see it when the camera zooms in on Bolt. It also is very nice to play the game with the Oculus VR glasses on (YES! I have that prototype!) because it's actually layered in 3D!
Hey Oded, How many copies of Pizza Morgana were ever sold? A few dozens thousands copies were sold. Many many more pirated. There were some sites that you could play and pay per minute, so it was played more. The demo was downloaded I think a few hundred thousands times.
How many people payed in advance for two episodes and are still waiting for episode 2? Only a handful bought the entire season, I've refunded some of the people who did, and some people suggested that their purchase remain as a donation. I'm hoping to finish that series one day. Who knows. Next kickstarter?
Seriously? A few dozen thousands? It is not a $19.99 game. Only a handful of people bought the entire season. The game made a few thousand dollars the most, over the span of 5 years or so.
So, if buy few you mean atleast 1, for 19.99 USD a copy that means you made 240,000 USD in revenue. Or if by "few" you mean 2, that makes your revenue 480,000 USD. If it was such a huge success, what's the sense in not producing an episode 2 yet? The first episode game sells for 2.99 in most portals, some sites it was 0.99. I got 30c per copy or even less.. minus portals affiliate marketing fees. Minus 5% tax.
I agree, it should be doing much better, and people have negative feelings about... certain parties. I really hope things liven up. How can you not trust Oded and the Coles? I think that there was a 'gold-rush mentality' last year when all the Adventure Games hit Kickstarter and everyone supported them. The Kickstarter Adventure Gamers Group were awesome - we never would have funded without them. Now, people are much more selective about their choices. And they don't have bottomless wallets. :-(
I realize that there is a certain technical and artistic aspect in creating any sort of game. With this there have to be compromises made to meet artistic vision vs realistic technical possibilities. There is always the looming problem of feature creep as well. With this being said what type of vacuum cleaner do you use at home or the office? We use a few precautions to fit project scale to the budget. First, we try and design it to the budget while takes some slack into account. We don't want to make a game that's way beyond our capabilities, budget wise. We had a lot of planning, knew how much each resource cost like backgrounds, and animations and characters, and set those number in our budget and told the designers - You have 15 scenes to design. And we can make and animate 15 characters. They designed the game to fit to those limitations. Then we adapt according to progress, that's the producer's job.
Given you can always make a better, more expensive game that fits your wild imagination, but we try to stay humble and be realistic when designing the game.
Vaccum: Dyson. He made a lot of failed prototypes before he got it right. I've made a lot of games before Bolt Riley.
Oded, after Bolt Riley has been produced, would you consider making the world's first Krautrock adventure game? I'm not sure i'm a big fan of Krautrock. I actually had an idea to make a Polka Adventure about Weird Al Yancovik!
Ohh, ah! That would be awesome, Oded. We can all drag out the accordions and play along with the game. When you come to Israel!
You realize Wierd Al would totally do that for dirt cheap, right? Because he's Wierd Al. Little known connection - Both Lori and Oded play accordion, as of course does Weird Al.
Why am I not surprised that you guys play the accordian :) Note that I don't play the accordion, just guitar. I think The Music Man was big when Lori was growing up, so her parents bought her accordion lessons. My brother plays multiple instruments - fiddle, autoharp, pennywhistles, recorder. Lori and I both sing in a local choral group - She's a first soprano, I'm a baritone who sometimes pretends to be a tenor and sometimes a bass (no baritone parts in most choral music).
Thank you for putting out the favorite games of my youth. So You Want To Be A Hero and Wages of War were so much fun to play through over and over. I think my single favorite joke was the "Pop-ulation explosion". Do you plan to bring similar humor to Hero-U? I'm trying to balance the humor in Hero-U. There will definitely be humor, and undoubtedly some puns, but I want to keep them from being too distracting. The underlying story is very serious. Of course, that was true in Quest for Glory also, so let's just say I'm trying to be a shade more subtle, but I still love wordplay. :-)
With a name like Rogue to Redemption, a character named Shawn O'Conner, and a teaser trailer with Mr. Bun E. Slippers, can there be any doubt that humor will be an important part of Hero-U? We love pun-ishing our fans.
I'll have to try it. Have you ever looked at the remake for QfGII? I didn't see if you were involved in it. I just couldn't get the original version to be enjoyable after playing the others. The Trial by Fire Remake was great. The only part they didn't get right (from my point of view) was the combat system philosophy that combat needed to be fun, exciting, and easy to learn. Corey kept getting killed trying to survive outside of town.
Other than that, AGDI did a marvelous job turning a parser-based game into point and click. (I personally can't stand parser games)
one here, huh? Well, I'll start us off by linking an interview I did with Oded: Link to That was a fun interview to do Serena! Thanks!
Point-and-click is boring! "Sierra games" were never the same after Sierra made the switch. Will you please make an adventure game with a text parser? Yes, we lost a great deal of difficulty and challenge when Adventure Games moved to 'Point and Click', but there is such a thing as too much frustration to interfere with the game's fun.
Allright Oded, what are your top 10 reggae albums? I'm not sure about Albums, because I like individual songs. Obviously a LOT of Marley: Jamming. One Love. Get Up Stand Up. Three Little Birds. Then , Eric Clapton's "I shot the sherrif". (and not Bob Marley's original version) i surprisingly discovered this when i was working on Bolt Riley, i always thought it was Marley. I like the song "I don't like Reggae, I love it". Do the soundstrack of Monkey Island count?
Speaking of "I Shot The Sherriff" This was the premise of chapter 4 or 5. I was talking to Dave Gilbert to design it, where the Riley had to stop a heist in a radio station where some band members take hostages so a DJ would play the band songs and Riley is stuck in this situation. I envisioned it as a film noir episode like Dave knows to write best.
Hello my friends. You know you have all my well wishes and I have probably exhausted Lori and Corey with questions by now already. But I think a good question for all of you would be, how do you feel about the remote business model for creating things like games vs the traditional brick-and-mortar approach? Currently I work in the latter, and only have a glimpse of the pros and cons of using modern web technologies to replace physical *presence. Are there added obstacles, anything that is better, things of that nature? A remote business model is very difficult to manage. Most people don't have the self-discipline to set themselves reasonable work habits, present company accounted for.. Traditional work places give better structure, support, and feedback for the creative workers. I think the web makes working remotely wonderful. While we had big offices and most of the team were sitting together, a few members of our team were all around the world. Our offices were in Herzliya, Israel. We had people work from Haifa, Jerusalem, Tel-aviv all cities in Israel then one designer in Brussels, Belgium and the Coles in Oakhurst, California. My previous game Star Shipping Inc. was developed entirely remotely when me and Oran Bar-Tal were sitting at our own desks at home, I'm coding, he's making artwork, and we were on an open skype call for hours with screensharing. felt like we were siting next to each other honestly. We'd each say hello to our respective wives when they walked by.
No worries. Just trying to help before people start wandering in asking these questions. We're sent moderators proof ahead of time that it was us. Hope Corey's problem is solved soon.
I can't decide which of QFG2 or QFG4 are my favorite. Which one is yours? You can answer too Lori and Corey. Mine will always be QG4. It was the game I wanted to make right from the start. Gothic Horror, movie tropes, Vampires, and a love story... it had it all. (Including 70 million bugs...)
Hi Oded, this adventure concept just SCREAMS Bob Marley! Have you thought about contacting them to get an even bigger spotlight on your game? Yes, we have. Long story...
Oh do tell... I can't actually go to a lot of details, but the publisher we worked with originally had some deep ties to Reggae music and part of the reason we started working on this game. They had licensed other IPs which we were hoping to work on. Sadly they aren't in business any more - they were trying to raise money from a big VC and the founder poured his own fortune into the company, when the VC didn't invest, the guy lost his money and the company shut down and they lost the IP's and we lost our publisher.
I can't wait to see it. Folks were talking about trust earlier here. For most KS's I try to give generously to support these great games. For you two, I pulled out the stops and fired all the boilers! You earned my trust years ago. And Oded, well, how can you not love Oded? Trust is a contract that must be continually renewed. It's the faith of the fans that inflames our passion for making our games the best we can create.
I've personally did not get paid in the majority of the past 7 years. All my income from most projects usually goes to the company's account and that's used to make games. I'm lucky to have a wife with a full time job supporting me and the kids, but it's getting harder by the day.
Hi Oded, best wishes from Berlin! Hope you are doing well my friend. Just curious about how you and Lori + Corey joint for this nice project? Best, Tom. Hey Tom! Good to hear from you. I got an introduction to the Coles by our mutual friend Noah Falstien, who I wrote when i was looking for designers to make Bolt Riley. And like you said, the word on Bolt was a ... "Joint effort".. hehe.
What's the password? Swordfish! It's always "swordfish".
Boxers or briefs? Inquiring minds want to know! Is commando an option too? :) Actually mine is briefs.
Adventure Mob did a great job with the demo. It sucked to hear they were dropped for N-Fusion. :)
With Unity, Linux publishing is a breeze. The Universal Binary + data just runs. There's no emulator setup. And then you can get your game added to the Ubuntu Software Center if you decide. Yes, I promised a Linux build for some of our backers, knowing it should be straightforward. I'm slightly more concerned about iPad and Android builds, as we will have to adjust the user interface to play well on mobile devices. Those are also price-sensitive markets, which is a problem because we don't want to cannibalize our PC/Mac/Linux sales by offering cheaper versions on mobile. Maybe I'll just wait six months or a year before doing those ports.
I think we're going to have a much wider variety of games available now that Indie developers can get funding. I agree with Lori. Kickstarter have opened a new era for game creators. Because adventure games are such a niche, it's nearly impossible to get funding otherwise. Publishers have the alternatives of investing pittance in F2P casual games and get in millions in revenue. A lot of the market is going to those match candy crush type games, and publishers nowadays don't care about old school premium games as much.
The big AAA publishers have budgets (and incomes) of dozens of millions of dollars. a $500k production is not a good business investment if it will only break even. (which is the reality of our market, sadly).
Not so much a question, but a thank you: As a kid I always was interested in Greek mythology, and Quest for Glory V was one of the first games I ever bought. Enjoyed it thoroughly, so thank you! You're welcome and thank you! :-) Lori and I both grew up reading mythology books, so it was natural to incorporate that background into our games. We tried to be true to each culture the player visits.
I would assume getting high would probably always improve gameplay, unless it's Amnesia :( Hehe, that's funny. wait. what was the question? i forgot. ahhh... Does Reddit IAmA are better when you're stoned?
Thanks for your answer. I definitely wouldn't want such a dicey subject to overshadow that message of unification. Thanks for elaborating on the political issues. :) Again, my very best of luck with the Kickstarter! My pleasure! and thanks for asking.
I'm not surprised by that. It's very bad in Jamaica for LGBT people. But I'm amazed that Rastafarians in particular would suffer that. It's hard for anyone in Jamaica. As a result, tribes form. Tribes form by defining themselves. Anyone who isn't a member of the tribe is an outsider and put down.
It's hard for anyone in Jamaica. As a result, tribes form. Tribes form by defining themselves. Anyone who isn't a member of the tribe is an outsider and put down. Sadly, LGBT people will always be the scapegoats and the outsiders in a community that defines itself by excluding others.
I have replayed the Quest for Glory series more times than I can remember. I don't have a question. I just want to thank you for creating a series that has had a tremendous impact on me throughout the years. I can still load up QFG1 and get that warm, fuzzy feeling inside. Thanks, Adrocknola. We believe that games should be fun and meaningful.
You guys rock. Quest for glory series is no doubt the game i've clocked most hours in playing. I had to get all my stats to the maximum. form 100 to 500. In each type of character. And i had to upgrade to Paladin from each of the options. So add that..
Hello all! BigD (Doug) here. Sorry I've been so quiet. I have a parade of students in and out my door! I am very excited about Bolt Riley. Here's a thought, I'll tell every student that comes in for a pledge to BR, I'll give them one answer! Yay, BigD! We've got some nice artwork for your Wing in Hero-U. I'm going to set up a pdf Artbook "Big D's Hall of Heroes" or something similar when the game releases for you to enjoy all the preliminary artwork and the final art. But I'll save it until you get the fun of seeing it in the game.
That's a good idea... especially if you then give them answers such as, "Type enter curtain or walk through curtain, not just go North". Or "Dwarves like to read magazines when they go on break". Nice cryptic clues to games few have played in decades. :-)
You don't want to know how much us hardcore fans gave. It would blow your minds! Well, it's safe to say that the developers give even more. As backers, we open our purses and hearts. As project creators, we have to open our veins. Games are made of blood, sweat, tears, and brain tissue. (Eww, sorry, that all sounds really gross. :-))
Ken sent me. ;) Schwertfisch.
Schwertfisch. ¡Espadarte!
I'm not sure i'm a big fan of Krautrock. I actually had an idea to make a Polka Adventure about Weird Al Yancovik! Ohh, ah! That would be awesome, Oded. We can all drag out the accordions and play along with the game.
Little known connection - Both Lori and Oded play accordion, as of course does Weird Al. A few years back i made a game called "Accordion Hero" which you use a real toy accordion as a controller: Link to
I haven't had a chance to look at anything for Hero-U yet, I'm at work and this is the first I've heard of it. I will be checking it out for sure once I'm home. In many ways, the games we make are homages to many of the icons and experiences of our lives. The Marx Brothers, Sanford and Sons, Boris Karlov, and above all, Peter Lorre are all timeless. This is a way to make sure that they will never be forgotten.
I didn't realize that the bazaar in Wages of War was a nod to Sanford and Son until years after I played the game, I love all the hidden jokes that come out each time I replay your games. Mind you, most of the references and tributes to characters in our games are from before OUR time, too. We're not that ancient... yet.
I can't wait to find more of these references, I'll have to replay through QfG I-IV, I never got V to work very well. Shadows of Darkness was the richest in cultural references since it pulled from every classic horror riff we loved. Okay, so it didn't have mummies or zombies, but they wouldn't have fit in with the setting.
A remote business model is very difficult to manage. Most people don't have the self-discipline to set themselves reasonable work habits, present company accounted for.. Traditional work places give better structure, support, and feedback for the creative workers. That being said, I'd still rather work in a remote business than a standard one. I'm too much of a contrarion to deal with arbitrary deadlines, specific work hours, and bosses.
Hey Tom! Good to hear from you. I got an introduction to the Coles by our mutual friend Noah Falstien, who I wrote when i was looking for designers to make Bolt Riley. And like you said, the word on Bolt was a ... "Joint effort".. hehe. Not that any actual joints were involved - Besides that it's hard to pass one across several thousand miles, Lori and I are very boring that way. Our high school / college introductions to weed only made us sleepy, so we live boring sober lifestyles.
Last updated: 2013-11-09 18:46 UTC
This post was generated by a robot! Send all complaints to epsy.
submitted by tabledresser to tabled [link] [comments]

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