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Work in Progress / Spite of the Floating Eye!

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MonoCoder
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Posted: 11th Jun 2009 01:59 Edited at: 17th Jul 2009 19:14
Spite of the Floating Eye
Or just Spiteful Eye; A 2D avoid-this-and-shoot-that alien romp

Level Art Progress

Spiteful Eye is a 2D-sidescrolling space-themed shoot-'em-up, made with DBPro and using IanM's Matrix1Utils, Barnsky's LUA and Diggsey's Box2D plugins. It is notable for attempting to adopt a painted art style for all of it's levels. Completion time is around the latter part of September if all goes to plan. The game was originally a small minigame which you can download at the bottom of this post.



Original First Post

Hello I'm a Youtube


After a couple-of-months absence from the forum and a month or so from coding in general, I've whipped this up in a couple of days to get me "back into it". You play the role of an alien creature of incredibly original design and must avoid death. Simple.

Play involves just the mouse. Move the mouse to yank yourself around the screen. Enemies scroll along the edges of the screen. If they align, they transmit a beam right across the screen that can potentially cause you harm. They can also on occasion spawn items for your consumption: A shield and some ammo.

Hold the left mouse-button to use the shield and protect yourself from harm. Click the right to fire a projectile of some description in the direction you are travelling. Hit enemies to gain extra points and aid your survival. You can hold up to 50 ammo and 2 seconds of shield. They are displayed in the bottom left and right of the screen respectively. Your health is in the top left, and score in the top right.

Credits/Features
Code - I've borrowed some collision doo-dads off Phaleax, so ta ^_^
Art - All original, + simple animation
Music - aw naw there ain't none

All in DBP. No extra dlls required. approx. 1.6mb zip file. Fast, easy download from Mediafire.
Download

Profit
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Posted: 11th Jun 2009 05:38
nice.


Bizar Guy
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Posted: 11th Jun 2009 06:04 Edited at: 11th Jun 2009 06:06
looks cool, I like the visuals mostly. But you could use some tunes !! I used my own instead, but I'd rather it came with its own.

I like it. Nice game there.

Profit
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Posted: 11th Jun 2009 06:06
That's how I felt as well. I wasn't sure if it was just because I didn't practice much, but after there's lots of the gray skull/aliens, it seemed random if I was going to get hit by a laser. The number of aliens being too large to keep track of all of them.


Bizar Guy
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Posted: 11th Jun 2009 06:07
I figured it out Profit, when two baddies are parallel, they fire.

Profit
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Posted: 11th Jun 2009 06:11 Edited at: 11th Jun 2009 06:13
Quote: "If they align, they transmit a beam right across the screen that can potentially cause you harm."


My problem being when there's loads of aliens, they might as well be firing randomly because it's impossible to keep track of all of them..


Bizar Guy
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Posted: 11th Jun 2009 06:15
true I guess. If there was more of a pattern and they weren't appearing randomly, it would have played better.

my score is 746.

MonoCoder
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Posted: 11th Jun 2009 21:39 Edited at: 16th Jun 2009 17:20
Ta Bizar, Profit. I've read through your points and come up with the following points for improvement:

• Introduce a level system
• Introduce a lives system
• Have all difficulty factors affected by current level
• Scale back difficulty temporarily when player dies
• Generally increase the number of items appearing
• Decrease the impact getting hit has on health
• Give more lives when closer to game-over
• Give bonus points for clearing a level
• Change the background with the level
• Introduce new “bounce-back” shield, three projectile firing, and scale up/down items
• Allow additional abilities by combing power-ups
• Early levels have just 2 edges of Zappers as opposed to the full 4
• Give opposite edges heavily unbalanced numbers of Zappers to allow for better focus
• Implement short looping variations of a space-themed “main theme” for each level
• Add sounds, though this is not a priority at the moment
• Fix flaw where holding right mouse button to fire turns off the shield

Because I was bored I wrote a few pages on the matter to clarify it. Get the docx file here if you want a quick five-minutes read and a picture or two. Might require the Word Viewer if you're lost for Microsoft Words.

Spiteful Eye WIP. Go on, it's fun sort of.
MonoCoder
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Posted: 16th Jun 2009 17:20 Edited at: 16th Jun 2009 17:21
Update - Now that I've got a "proof-of-concept" (to give it a pretentious term for lack of a better one) out of the way, I'm carrying the idea into lua (using barnski's plugin) and therefore starting it over again (though building it on an already functioning engine of mine). So obviously I'm going to design it properly this time round. Floaty eye is still more-or-less the same basic idea but here's some of the better "Zappers" I've done in the past half-hour or so...



personally liking 3 most, though I'll probably mix it up with bits of the others. The swing-open mouth could be a stronger beam or a weak-spot, I've yet to decide. But I reckon swingy mouth is in.

...progress is progress. D:

Spiteful Eye WIP. Go on, it's fun sort of.
Valle
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Posted: 16th Jun 2009 17:45
750 Points
interesting game idea


MonoCoder
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Posted: 19th Jun 2009 15:48 Edited at: 19th Jun 2009 15:48
Thanks Valle.

AND WHY ARE YOU ALL BETTER THAN ME AT THIS. 500 SOMETHING. D: D: D:


Anyway I am expanding horizons. Horizontally. Concept Art:


Of course, it'll not look quite like that. It will have a background though, weirdy-abstracty planety ones a bit like the one in the demo. I might even look towards getting a properly shaded style such that I can safely drop the outlines.

So it's going to be a 2D sidescrolly thing. I'm not going to drop the basic ideas from the demo, as you can see. I'm just going to make it all a bit more interesting. Game scrolls along on its own accord, player still uses mouse to guide Eye.

Oh and Box2D. I'm using Diggsey's Box2D plugin now. More soon...

Spiteful Eye WIP. Go on, it's fun sort of.
Bizar Guy
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Posted: 19th Jun 2009 16:35
That looks like an excellent concept!

MonoCoder
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Posted: 24th Jun 2009 19:23 Edited at: 25th Jun 2009 02:23
Thanks! Of course when I'm doing the proper art I'll obviously get the rocks to look more like rocks and so on and so forth.

So, update! Well honestly I don't have an update. I've not made progress that makes good "update material", but I've certainly made a whole load of progress nonetheless.

A few features off the top of my head
• Parallax background
• Advanced motion through level (ie. camera doesn't just move straight forward)
• All original art, and a lot of it

And this is without considering any level designs or even other levels besides that concept one. So far I've done quite well, if I do say so, in putting off the urge to run ahead with such stuff and not getting the basics in right. So far so good! Of course when I get to that, a whole bunch of hurdles will have been cleared, rendering the situation "exciting".

Currently working on designing the editor, file and level structure, resource handling, etc. Keeping things simple with a whole load of keyboard shortcuts and absolute minimal gui use (simple mousewheel-operated list at most). Everything is very scripting-oriented, so a lot of editing will take place in Notepad++ for me (hence this). Very handy!

Briefly regarding structure, level foreground and backgrounds are made up of 256x256 tiles. Reason being the "painty" style doesn't lend itself extremely well to tiling tiny 32x32-or-whatever tiles; meanwhile making the level one huge image... well, like hell! Every instance of an object is handed it's own script, every class can manage it's nodes and create new ones in the editor, and so on and so forth.


'edit: Actually, first steps in getting the editor together have been successful but otherwise confusing and likely will see shortcomings in time. This is mostly due to the fact that the engine was built for gui's but has been messed with several times before arriving here. Therefore I'm going to start a new engine.

This shouldn't take long at all though, at most the best part of a week. A great deal of time was spent making the current engine suitable for windows and viewports and nesting and parent/child objects and such - all of which aren't needed here. Instead, I'll be working on media management, advanced linked-lists (alphabetical, for getting objects by name, for example), draw ordering and object relationship tables as new features for this engine. Starting over will mean the inner-workings of everything will be fresh in my head, and I've always got the old engine to refer back to should I get stuck.


*absconds*

MonoCoder
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Posted: 30th Jun 2009 02:36 Edited at: 30th Jun 2009 13:44
Update - Am I behind or ahead of schedule? Well, I said new engine in less than a week 5 days ago, so not too shabby. Anyway, spent most of the time planning it. Spent today and yesterday beginning the actual coding and so far so good.

Anyway, I have a tiled plane. Or at least, very nearly... I'll update this post in a short while (or tomorrow morning at latest) with a vid of it working properly.

Update Edit - There! And it's still morning (just). Always the simplest seeming things that get you. ¬_¬ Anyway, Motion sickness abound! Choppy frame rate plus speed-up from recording etc. You can now scroll to anywhere on the plane (+ve and -ve) and it'll wrap to the layer's size perfectly. Currently with the one layer it's a pretty consistent 60fps.

Zeus
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Posted: 30th Jun 2009 16:54
Cool! Keep up the good work!

draknir_
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Posted: 30th Jun 2009 17:22
That concept art looks really neat
MonoCoder
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Posted: 30th Jun 2009 17:45 Edited at: 30th Jun 2009 18:55
Ta! Even better:

Update - Thankfully, jumping from 1 plane to a kazillion required the most minor of editing. Most of my time the past couple of hours or so has either been spent getting hold of a MIDI/USB converty device, which I've ordered and should receive soon (for the music, btw ¬_¬), or getting the damn thing to just record at a nice speed.

So here's the best I could do: Here. D:
It looks very nice at the right speed, but... ehh. It'll look much better once I replace that art with something a bit more coherent.

Bizar Guy
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Posted: 30th Jun 2009 19:12
Ooh, that's a very cool effect.

MonoCoder
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Posted: 2nd Jul 2009 13:06
Thanks. At some point once I've got more other stuff on screen I'll see how far I can make backgrounds go before the impact becomes noticeable.

For now I've done some test art: A small bit of land, 4096x768 (4 "screens", 48 256x256 tiles (reduced to 33 by removing wholly transparent ones)). I had some difficulty getting the art together, as keeping it seamless between screens required messing about getting each next to the other, updating one copy elsewhere, etc. Eventually I found that I can put them all into one big image and still edit at a good speed. Bigger levels will present problems, but they'll be planned out pretty much down to the tile.

Anyway videos: Bland and Bonus Shaded Bland.

As can be seen in the second video, AOs - Active Objects - are in, starting with my favourite, the bouncy ball. The splodges of flat colour round the edges were meant to be "lights" - I've added a function for pasting trails of sprites between a start and end position, but in the end figured it was best left to lasers, as the scrolling of the level meant lights didn't look quite right.

Anyway, so far it's 0.98mb and 8.87kb of image and script. I'm going to have to keep an eye on that first one...

Bizar Guy
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Posted: 2nd Jul 2009 19:35
Wow, that was really nice. And how in the world is that only 8.87kb of image???

Anyways, this is coming along very well.

draknir_
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Posted: 2nd Jul 2009 20:00
That is some awesome level artwork, i like your style!

@Bizar: I think you mis-read his post, its 0.98mb of images and 8.87kb of code.
MonoCoder
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Posted: 4th Jul 2009 03:39
@Bizar: I can only wish
@Biz und Drak: Much appreciated! Though I dunno, once you look under the youtube blur it's still a rush job...

Managed to get hold of some paper I was after (squared, but ended up with graph paper from Tesco ¬_¬) and thanks to a power outage spent a couple of hours coming up with the layout of the first level. Simple stuff as typical for a starting level but if anyone wants a scan of it I'll oblige.

Sooo new video. Camera and Generic AO Creation/Deletion. If you want a sum-up of the special features of the camera, here's a bit of doc' out of Word.

Finally, here's a downsized pic of the current build, just to have something in the thread itself...


Diggsey
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Posted: 4th Jul 2009 12:05
That camera control is very clever

MonoCoder
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Posted: 5th Jul 2009 00:13 Edited at: 6th Jul 2009 17:15
Thanks! I noticed I've actually mucked up the node-naming on there. I should probably have:
. Mind you it's just "hard-scripted" at the moment. I've fixed a problem with the change in speed that I think was in that video as well.

Other news: I'm looking into the inner workings of script saving for when I start working on the editor. Got on my nerves for the most part but it works now. The biggest irritation was that extra line that was invariably added to the bottom of every outputted script, but that's gone now so yay.

If anyone wants an example, start with this and call it nodes.lua:
. Have this DBPro code:
and run it. Click to draw a dot to the screen, and it'll automatically add it to the script (albeit rudimentarily; it slots it in at a fixed line). Next time the program starts, it'll call the script (looking something like this:
) and redraw your "saved" dots for you to add to.

How this will work in the editor I'm not entirely sure. I suppose the best bet is to start every AO off with a default script for it's class, that contains key comments in places for data to be entered. Then whenever it needs to be saved, it just looks through until it finds something like "-- FOOD" and it writes "FOOD = {pie; apple; brick};" or some'etes.



edit/update Been a bit concerned over where this game could potentially be going in terms of it's size. So I did a little bit of thinking and here it is:



Now of course a lot of that is "educated" guesses and what I assume to be pretty fuzzy assumptions. Also big quantities will probably roll some eyes. Nevertheless...

Anyway, the key thing to watch here is clearly the size of the music. Up to now I'd been planning to use .wav for music, as it loops pretty much perfectly (in comparison to .mp3s of the same sounds, which loop horribly). Now I think I'm going to revisit Torrey's Enhanced Audio Plugin so I can use .mp3s, get them to loop, and take even better control of them. regarding the mention somewhere above of "2 versions" for each music, I am of course referring to my being inspired by Mario Galaxy. Damn I only got to play it once for about half-an-hour, an absolute tease. Anyway, examples of my hopes for use of music: Buoy Base above water, and below. Or, Bowser battle and chorus. Awesome stuff. further edit Come to think of it, my music file-size guesses were based on the idea of the music being about 150 seconds. In practice they're likely to be about 2 thirds of that, which leans the overall size much closer to that 110mb-uncompressed target. On the other hand, that freed up space would probably be occupied by additional title/boss music, so...

Extra stuff - File size is all well and good but how would the game perform with a level loaded and playing? Well I did a rough test by loading about 4-5 times as many 256x256 images as I would need in any one level. 2768 images, 692mb in memory (I think? roughly ((256*256*(32/8)) * 2768)bytes/1048576?). Runs at a consistent frame rate of 58-60fps (whether or not it would ever affect it in the slightest I'm not sure, but best to check anyway). Actually crashes on 2768 for me but I don't think I should be the least bit concerned by that.

MonoCoder
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Posted: 7th Jul 2009 15:57 Edited at: 7th Jul 2009 15:59
Update *points to above post for lots of little updates that didn't really warrant a bump per se *

Midi cable came early today Hooked it into my also recently received XMidi2x2 and after about an hour got it together in FL Studio 8 (Demo). So yes, despite the absence of a save feature, I'm fairly happy.

So I knocked up a short tune. Think mysterious caves of a mysterious planet of mystery. Or something. Here's it in Youtube form, as I know I myself always avoid the Download button for music for some reason. D:

Now there's no percussion or anything fancy, in fact it's only one instrument. Played straight in, MP3'd straight out. But for all that I think it's got potential for atmosphere. Any good, or "christ that's bad what the hell man"?

in other news began work on the editor. Despite wanting to keep it as simple as possible, I am reminded how editors are hell. Mainly because you've got to sort of make a duplicate of everything: an "in-game" one that flies around and shoots stuff, and an "in-editor" one that sits still and responds to mouseclicks. That and I'm putting editor-only media (list background and such) in with the level media, which means an "editor" flag to differentiate between them and those actually for the level when outputting for game use...

But I do have a nice control system working (stack of key presses, clicks and dbl-clicks) and a decent "action-name-list" to build on. Example: Shift+Esc ("editor:exit" action) in that order brings up the editor "list" with "Exit Editor?", and "Yes" and "No" options. The list is solely controlled with the mousewheel, and highlighting "Yes" and wheel-clicking does exit. So far, so-so.

so yeah wheeee

MonoCoder
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Posted: 8th Jul 2009 01:57 Edited at: 8th Jul 2009 02:00
Update - Stopping the editor in it's tracks to start again. Only losing a day's work, and I'll probably be dragging it's extra input handling over to the new one anyway.

The reason is because I keep refraining from thinking things out properly before starting. So I'm going to divert my attention away from the main game for a couple of days and lay down the basics of the editor in my head first.

Things I want to get sorted out: A finalised folder/project structure that keeps media duplication down to as little as possible; Solve the AO/AOC (Active Object and Active Object Class for those not keeping up) duplication problem; Establishing a proper "Node" system to take handling out of AO/C hands; and AO link creation directly through the editor (dragging a line from one to the other, etc.). Basically all the abstract editor stuff that makes my head spin and is boring and I really want out of the way.

Been doing some more maths in the meantime in terms of the overall project...


Oh and feel free to drop in a comment on the bit of song in the last post. Honestly have no idea how I'm doing. D:

draknir_
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Posted: 8th Jul 2009 07:57
Hey, my graphics card is so completely messed up atm that I can't even watch youtube videos without black screening & rebooting But I'm still interested in your progress, so don't give up
MonoCoder
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Posted: 10th Jul 2009 22:00 Edited at: 10th Jul 2009 22:20
That's fine Hope you get your card fixed.

Update - Anyone viewing this thread since last it was bumped (yes, all five or six of you) will have noticed the new thingy on the first post. Speaks for itself. First screen below:

lol wot that's not right


Very much a "made it up as I went". I won't be updating every screen, just this one and maybe the odd one to show I'm still alive. btw for anyone wondering, I am drawing the game but that doesn't mean I think anything great of my "skills". Anyone could do this.

The first screen is just a brief intro picture of the first "level". We then scroll up and the start of the level fades in.

Anyway I've learnt a thing or two from doing that. The most important thing is that trying to do it all at the final size isn't a great idea. So I'm going to be drawing each screen at 2048x1536 instead of 1024x768, then scaling down. That should solve that blurry outline problem in the above picture and make fine detail a bit more feasible. This will probably mean a slight setback regarding lag when drawing, so I'll just reduce the number of screens in a single image to edit at once.

Also I'm dropping the editor. Almost. I'm going to create a couple of smaller editors for generating things like lists of media from a folder to drag-and-drop into a level script. I'll also be doing a level tiles/collision area editor. I'll be doing level objects and anything else manually.

If anyone wants to drop some crits on the above splatter before I go on to starting other art then you're most welcome.

...

Bizar Guy
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Posted: 10th Jul 2009 22:18
It certainly looks cool, but I have no clue what it is.

MonoCoder
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Posted: 10th Jul 2009 22:21 Edited at: 10th Jul 2009 22:25
It's a planet


expansion: The first level is just a primitive "greenery" planet to set the game off with something fairly easy. Beyond that we'll be going all deep-space abandoned evil and such. This level features upside-down plants and sideways waterfalls. Although the planet has a shape like three-spheres mushed together, it doesn't bear any real significance to the actual level.

Bizar Guy
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Posted: 10th Jul 2009 22:26 Edited at: 10th Jul 2009 22:27
Ah, ok. Makes sense now that I see the stars.

Also, where did you get that smiley?

Edit: and it does look very cool.

Profit
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Posted: 11th Jul 2009 05:59
Quote: "but I have no clue what it is."


MonoCoder:
This game sure has evolved quite a bit since the first demo! All this artwork is looking real nice.


MonoCoder
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Posted: 14th Jul 2009 02:33 Edited at: 14th Jul 2009 02:34
@Bizar: I will remember to up the star brightness a touch and maybe get a background planet or sun in there for good measure. And I nicked the smiley from here, as TGC's convey a pretty limited set of thoughts. And they're dull >__>
@Profit: These past couple of days I would have contested the niceness of the graphics (having some trouble with some bits) but I've got it together (for now) and your comments are much appreciated.

By trouble I mean I did some concept art for the level which I really liked, and have then had several failed attempts at replicating it. But anyway:

Update - Added to the first post a downsized shot out of GIMP of some part of whatever I'm currently doing. I should update the table at the end of any day where progress has been made. The screenshot should update in the same way but maybe less frequently. Whatever garners interest, and keeps me from doing art-only bumps lol

Brick Break
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Posted: 14th Jul 2009 03:22 Edited at: 14th Jul 2009 03:48
It seems like a confusing game, when we could just have mindless killing. Still, the graphics look OK.

WINNER list:
Latch, Lee Bamber, TDK
Thanks for the help!
Sixty Squares
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Posted: 14th Jul 2009 03:34 Edited at: 14th Jul 2009 03:36
Brick Break that was completely uncalled for. I would erase it before a MOD sees it if I were you...


This sounds like an interesting game idea. I'm looking forward to the final product .

<-- Spell based team dueling game!
MonoCoder
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Posted: 14th Jul 2009 15:05
@60: Ta.
@BB: I'd be very interested in reading your original post. If it shouldn't be on the forum then email me, but I look forward to knowing what you think.

MonoCoder
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Posted: 19th Jul 2009 00:26 Edited at: 19th Jul 2009 00:27
...if anything.

anyway, update:


(click for bigger)


Finished flat colouring for first six screens (up to a gap that can be sized as needed). There's a pretty big inconsistency in the top of the ground between the first couple of screens and the few I've just done because I've changed the style of it, and I'll be going back to fix those next. Also will be working on making the large wall of wood more convincing.
For now enjoy the enemy designs and concept stuff.

Profit
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Posted: 19th Jul 2009 06:13
this continues to get better and better looking.


Brick Break
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Posted: 19th Jul 2009 06:57
It was a negative comment. You don't want to hear it. I was just annoyed that this thread keeps getting bumped to the top of WIP while there are more exiting games out there.

WINNER list:
Latch, Lee Bamber, TDK
Thanks for the help!
MonoCoder
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Posted: 19th Jul 2009 15:27
@Profit: Thanks!
@BB: Thanks for replying. This thread is not constantly bumped (you can see I have in fact avoided this at times by repeatedly adding to existing posts), and sinks fairly quickly when it is. Whether or not it is exciting is trivial and subjective and not something to get worked up over. Please restrict comments to the topic of the WIP rather than the topic's existence. If it isn't exciting, please tell me why, so, you know, I can do something about it.

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