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Life after Game

Life after Game 7 of the Western Conference Finals and not wanting to write about Game 6 of the Eastern Conference Finals because there is nothing to write about.

Q. Is this the easiest time to get someone in, or the toughest time?



A. In my 19 years here, the toughest time I've ever seen. Because the period between now and the deadline is the most, in my opinion, powerful part of the year and what drives this business. 


Q. Has anyone told you they want to be traded?


A. Oh yeah. Some of those guys we were just talking about, were right up the middle in our opinion. Some of them are looking for a chance to go somewhere and just to play. I get a little bit of both.


Q. How many guys have asked to be traded?



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A. I'd say four or five. I've only told two we want them to be here. I think everyone has a different definition of what a mistake is. Some people say, 'Well, this guy has a no-trade clause, he made a mistake.' I think we need to remember these guys are working really hard to be good here. When we have the right contracts, and get them signed long-term, I think that will be a win-win.



Q. Has anyone ever asked to be traded and you said, 'Hey, maybe you want to wait for some of these guys to sign?'


A. There are times we've talked about a contract or two. We've talked about a few and that stuff never really got serious. I'm not going to give up on anyone right now. I'm not.


Q. Was there any concern going into this year, after spending so much money on the cap last year, about whether it would take a couple of injuries to some players to catch up?


A. We lost Wade [Bosh], Kevin Martin, Luol [Deng], all free agents. If you look at Kyrie [Irving] has been out, J.R. [Smith] has been out. I'm not sure we're quite on the injury edge yet. We have a little more depth now, and it's nice to see Deron [Williams] get his legs back under him. 


Q. With the Lakers, Lakers, Lakers, they've got to be sick about how their season has gone.


A. But it's a marathon and you win the first two or three. They've got the No. 2 pick, I don't think there's any question about that. And they've got three picks in the lottery, I don't think there's any question about that. We don't win the draft lottery, and we don't win the lottery, we don't make the playoffs and our draft pick goes to the Lakers. So it would be really nice to get another top-three pick. If you would have told me that this time last year, I would have said you're crazy. So we'll see.



Q. [J.J.] Redick and Randy Foye?


A. I'm not sure we want to give up on them yet.


Q. You've known Chris [Christie] for a long time.


A. Yeah, we've been together a long time.


Q. But does he ever mention this all year?


A. Oh, he has. I think people forget that he is one of the youngest players in the league and when he first got here he was definitely a very good, young player. He was playing a lot of minutes for a team that was very good, he was still growing. 

But I think when you're one of the youngest players in the league, you learn how to block out a lot of the noise. You learn how to understand the league and understand the NBA.

 There were times in Cleveland that I thought, 'Gosh, he's not playing well.' I mean he'd get off to a good start, I think he averaged around 20 points a game in December. 

Life after Game of Thrones airs next year on HBO.


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Life after android game demos


So, here's the scenario. Your prototype is polished enough that you want to open a Kickstarter campaign, but you're still a bit nervous. You want to show people exactly what the game is like, but that might mean showing it to 100 people. On the plus side, you don't have to show 100 people your prototype. You could show a couple of thousand or a hundred thousand, as long as you can get enough playtesting to convince you it's good.


If you don't have an online demo, the following step-by-step process will help you do a short online demo in less than an hour.


Step 1: Setup an API.


Approximately 1/3 of Kickstarter projects come from developers who've learned from previous projects that an easy way to get people to play their games is to release a short demo to the web. The web demo can be a Flash or Java applet, or a static webpage with the demo script embedded. The demo has to look good and play well. (That's a sort of general rule for visual design.)


There are a few types of web demos. First, there are games like Jungle Run and Angry Birds that are designed to be played with a mouse or a touchscreen. That's fine, but they need to be simple to play. If you're going to be working with a mouse, make sure your demo starts and ends at the mouse's point of presence, or the origin. For touchscreens, your demo needs to be able to detect the user's location.

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