Why A Good Logo is a 3-digit Budget

I happened upon this gem of design blogs when doing a search for how much should be considered feasible for a logo design. Reading through it, it makes a ton of sense. My fellow designers, have a glance at the blog linked below and for those seeking a logo design from a designer it’s a great resource to explain the pricing of the digital goods.

10 Reasons Why A Logo Should Never Cost Less than $200


Second Life TLS 1.2 update – what works, what doesn’t

Inara Pey: Living in a Modem World

secondlifeOn Wednesday, June 15th, 2016, the Lab updated their Web Cashier services to TLS 1.2.

The change, which has been highlighted through official blog posts (and reported through pages such as this blog) has been implemented as a part of both LL’s on-going compliance work and in response to an ongoing  set of regulatory / compliance requirements which are global in scope (as explained by the PCI Security Standards Council).

However, there has been a certain amount of confusion over precisely how widespread the impact of the change will be, and what will or will not be affected.

To this end, and with the switched flipped, Whirly Fizzle and I have been trying older viewer (e.g. pre 4.7.7 Firestorm releases, the official obsolete platform viewer, Singularity) to find out what is and isn’t affected, and seeking feedback from the Lab.

This is what we’ve been able to determine:

If you…

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How we turn Second Life into a Lag Hell

I don’t reblog stuff here often as this is not a Twitter feed, but this is a very good read for builders and scripters.

Mona Eberhardt

“Lag Hell”. This is how Second Life has always been referred to by oh-so-many people throughout its ten years of existence. We often see people complaining about how laggy a region gets the moment a few avatars are on it – or, in some cases, how laggy a region is, no matter if it’s empty or packed full. The blame is invariably put on Linden Lab. Lag is always someone else’s problem. Oh really?

First of all, I’ll be the first to that Linden Lab have made many bad design decisions from the very beginning, and many of them are still haunting them to this day. But is it really so simple? As a matter of fact, it’s not. Yes, there’s much wrong with Second Life on the technical front. It has numerous limitations, but most of them could actually be worked around, provided content creators (from the complete beginners…

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