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Featured Member Projects => Walrii Games (TI/HP/PC/2600) => Topic started by: alexgt on December 09, 2015, 08:17:47 pm

Title: Zampy's Quest [Walrii Contest][HP Prime][HP PPL]
Post by: alexgt on December 09, 2015, 08:17:47 pm
You are Zampy. You woke up on the 5th of March 4096 at 5:12:43 in the morning. Your flipper was stuck in a electrical socket but oddly you were not hurt, instead you felt like you were getting stronger! The electricity super charging your muscles and brain. Little did you know or remembered that you tried to commit suicide the night before, you stuck your flipper in the socket and accepted death, this you forgot. You accepted that everyone hated you, that everyone you loved despised you, that no one in the world valued your life. The only people who love you are your parents and they were kidnapped. This you remember, this you know. You are now the most powerful, determined, and unloved walrii in the walriiverse you are only loved by your parents you love your parents and you will get them back.

That is the back story (rather sad :'() but this will be a RPG platformer with some cool features.

v0.01:
https://www.youtube.com/watch?v=9GkbxffI_M0
v0.05:
https://www.youtube.com/watch?v=xqiESkRL8v8
v0.11:
https://www.youtube.com/watch?v=HdfHGB2oeJQ

How to Install:
https://www.youtube.com/watch?v=EcuBzsVZto8
Title: Re: Zampy's Quest
Post by: DJ Omnimaga on December 09, 2015, 08:21:40 pm
So who would be Zampy? Is it like the regular Walrii or a new one? Also since this is an RPG, don't go too overkill at first to not overwhelm yourself :P. I wish you good luck, though.
Title: Re: Zampy's Quest
Post by: alexgt on December 09, 2015, 08:32:02 pm
Yeah I am going small and focusing on the platformer part more that the RPG (we all know what happened to Nagoji 20x15 :P). Zampy is the main character.

Thanks for the luck we will all need it ;)
Title: Re: Zampy's Quest [Walrii Contest]
Post by: c4ooo on December 09, 2015, 08:35:19 pm
The story reminds me of black sabath's song "iron man" which is about a man who goes to the future and witnesses the acopplyps. On his way back he is turned to steal and rendered mute. He tries to warn the people, but they mock him so he gets angry and uses his power to destroy the world (thus completing the circle).
Title: Re: Zampy's Quest
Post by: alexgt on December 09, 2015, 08:49:51 pm
Yeah, that is actually one of my favorite songs :P
Title: Re: Zampy's Quest
Post by: c4ooo on December 09, 2015, 08:52:19 pm
Quote from: alexgt on December 09, 2015, 08:49:51 pm
Yeah, that is actually one of my favorite songs :P

Haha not suprised :D (https://codewalr.us/proxy.php?request=http%3A%2F%2Fimg.ourl.ca%2FIron%2520Walrii.png&hash=10338e7cc6e9004a4eade1b751397aa1)
Title: Re: Zampy's Quest
Post by: alexgt on December 09, 2015, 08:56:14 pm
Yeah:
(https://codewalr.us/index.php?action=dlattach;attach=401;type=avatar)
Title: Re: Zampy's Quest [Walrii Contest]
Post by: Snektron on December 09, 2015, 08:58:39 pm
Cool idea :)
Title: Re: Zampy's Quest
Post by: alexgt on December 09, 2015, 09:00:45 pm
Thanks ;)
Title: Re: Zampy's Quest
Post by: alexgt on December 10, 2015, 04:42:07 pm
Updated title to say HP Prime & HP PPL
Title: Re: Zampy's Quest
Post by: alexgt on December 13, 2015, 11:57:54 pm
Ok, I got all the collision with blocks working, so I could start making levels! now for the enemies.
Title: Re: Zampy's Quest [Walrii Contest][HP Prime][HP PPL]
Post by: kegwaan on December 14, 2015, 12:38:19 am
This is actually a great idea, although I think the story turned a little dark about half way through. But good luck! I'm unfamiliar with the HP Prime, but from what I do know this will turn out fantastic on it. :thumbsup:
Title: Re: Zampy's Quest
Post by: alexgt on December 14, 2015, 01:50:12 am
Thanks :) if you want to learn more about he prime you can go here (http://www8.hp.com/us/en/products/calculators/product-detail.html?oid=5367463&jumpid=ba_r329_hhoaffiliate&aid=38293&pbid=XdSn0e3h3*k&aoid=35252&siteid=XdSn0e3h3.k-exZmFrDYRGrsF.NNNQfjtg) if you want to get one shop around a bit and you will find a good deal ;).

And don't worry the story brightens up later, you will be able to play this on the emulator (http://www.hpprime.de/en/category/13-emulator) as I am working on making it compatible :).
Title: Re: Zampy's Quest [Walrii Contest][HP Prime][HP PPL]
Post by: kegwaan on December 14, 2015, 01:56:30 am
Quote from: alexgt on December 14, 2015, 01:50:12 am
Thanks :) if you want to learn more about he prime you can go here (http://www8.hp.com/us/en/products/calculators/product-detail.html?oid=5367463&jumpid=ba_r329_hhoaffiliate&aid=38293&pbid=XdSn0e3h3*k&aoid=35252&siteid=XdSn0e3h3.k-exZmFrDYRGrsF.NNNQfjtg) if you want to get one shop around a bit and you will find a good deal ;) .

And don't worry the story brightens up later, you will be able to play this on the emulator (http://www.hpprime.de/en/category/13-emulator) as I am working on making it compatible :) .

If there's ever a good time to look for one it's now with the holidays coming up  ;D
Title: Re: Zampy's Quest
Post by: alexgt on December 14, 2015, 01:59:03 am
Yeah, especially with (hopefully) good deals ;)
Title: Re: Zampy's Quest
Post by: DJ Omnimaga on December 14, 2015, 07:44:24 pm
Do you plan to post screenshots soon? Also I hope it doesn't die like Nagoji 20x15 <.<
Title: Re: Zampy's Quest
Post by: alexgt on December 14, 2015, 09:46:58 pm
Here is a video of the progress so far ;) I have the block collision done way ahead of schedule O.O. The bug you see when Zampy jumps under a block is only present on the Emulator version on calc it is fine :)
https://www.youtube.com/watch?v=9GkbxffI_M0
Title: Re: Zampy's Quest
Post by: alexgt on December 17, 2015, 02:44:17 pm
Update: Movement, gravity, and jumping is very smooth. when I get home I am going to back it up and start with side scrolling.
Title: Re: Zampy's Quest
Post by: DJ Omnimaga on December 28, 2015, 06:55:15 am
I missed this but now I saw the vid and awesome work. What I was wondering is if the graphics would look similar to the Minecraft HP Prime screen you did. :P

Will you use both walking frames by the way? Also which collision method do you use?
Title: Re: Zampy's Quest
Post by: alexgt on December 28, 2015, 04:11:00 pm
The amount of tiles on screen are the same as MinePrime and movement is kinda the same but the camera does not move up/down when the player jumps it only moves when player goes left/right. I will make a new vid showcasing the better gravity and collision. And yep I will have the walking animation and correct Zampy's orientation when moving left/right, I think I can make it display animated enemies too without making too much lag ;). Since I am using an App I can have as many levels (just a big matrix with values as blocks) as I want in the Archive not taking up RAM and I just load the level I want into a var and use that for collision. But unlike MinePrime (I will change MinePrime to work like this later) Zampy's quest lets you be anywhere in the world and not stuck with moving block by block so it is really smooth to play ;).

Right now I am working on jump smashing blocks Zampy, SMASH!!!  (-_(//));
Title: Re: Zampy's Quest
Post by: DJ Omnimaga on December 28, 2015, 10:03:07 pm
Awesome. I was actually curious about movement. While it works well for a sandbox game for editing the world, tile by tile movement could be akward for a platform game.
Title: Re: Zampy's Quest [Walrii Contest][HP Prime][HP PPL]
Post by: semiprocoder on December 28, 2015, 11:44:11 pm
Wait that's tile by tile?
I thought this was smooth, cause it looks pretty good. Even if is tile by tile I think that the tiles are fast enough to make it so you don't really need to make movement not tile by tile.
Title: Re: Zampy's Quest
Post by: DJ Omnimaga on December 29, 2015, 03:32:42 am
By tile by tile, he meant that tapping the left arrow will gradually move the character 16 pixels to the left, for example, rather than 1. Thus, it's more akward to jump around since you can't stand between two tiles.
Title: Re: Zampy's Quest [Walrii Contest][HP Prime][HP PPL]
Post by: alexgt on December 29, 2015, 04:30:07 pm
here is an example @semiprocoder
(https://img.ourl.ca/mineprime.gif)
You can notice here that the character is always centered over the block while in zampy's quest he moves incrementally over blocks.
Title: Re: Zampy's Quest [Walrii Contest][HP Prime][HP PPL]
Post by: semiprocoder on December 29, 2015, 08:22:30 pm
All right I see now. Good to know that you made it differently in this game. Also have you made any additions to this game yet?

Sidenote: Will the walrus change into iron walrii as the game goes on? Cause that would be awesome.
Title: Re: Zampy's Quest
Post by: DJ Omnimaga on December 30, 2015, 06:25:38 am
Maybe it could be some sort of armor power-up where you are invicible for a certain period of time?
Title: Re: Zampy's Quest [Walrii Contest][HP Prime][HP PPL]
Post by: kegwaan on December 30, 2015, 10:06:25 pm
If there are going to be NPCs in this game, then the iron walrii should be one of them, as a sort of Easter egg/reference.
Title: Re: Zampy's Quest
Post by: alexgt on December 31, 2015, 12:00:50 am
Quote from: semiprocoder on December 29, 2015, 08:22:30 pm
All right I see now. Good to know that you made it differently in this game. Also have you made any additions to this game yet?

Sidenote: Will the walrus change into iron walrii as the game goes on? Cause that would be awesome.

That is a really good idea O.O you could get different powers from different parts and stuff but it would use energy...

Quote from: kegwaan on December 30, 2015, 10:06:25 pm
If there are going to be NPCs in this game, then the iron walrii should be one of them, as a sort of Easter egg/reference.

I was planing on making a few references to CW (ok allot :P)
Title: Re: Zampy's Quest
Post by: DJ Omnimaga on December 31, 2015, 12:32:59 am
Just as long as you don't spam rickrolls inside the game <_<

Anyway what have you added so far since the last update?
Title: Re: Zampy's Quest
Post by: alexgt on December 31, 2015, 06:35:42 pm
Nope, no rickrolls :trollface:

But as far as updates I have ruled out some movement bugs, but now I think I will start on enemies. Their AI will be minimal, kinda like gombas as not to create much lag xD
Title: Re: Zampy's Quest
Post by: alexgt on January 02, 2016, 01:16:55 am
Update!!
- Added dynamic map drawing/ collision
- Sped up the game at least 2X!
- Made jumping smoother
- Added animation to Zampy
- Squashed many minor bugs ;)
Title: Re: Zampy's Quest
Post by: Unicorn on January 02, 2016, 06:29:23 am
Awesome! Can we get a screenshot?
Title: Re: Zampy's Quest
Post by: DJ Omnimaga on January 03, 2016, 02:30:07 am
I agree that a screenshot would be nice. :) I am curious about what you have so far. What do you mean by dynamic map drawing by the way? Do you mean auto-tiles like in RPG Maker?
Title: Re: Zampy's Quest
Post by: alexgt on January 03, 2016, 03:39:22 am
I mean for dynamic map drawing is that it creates the GROB the correct size and only uses the correct amount of tiles on either directoin when I draw it. for ex: if I have a 100x15 map it would load a 1600x240 GROB, anyways it is a lot more efficient than what I had before xD

Here is the screenshot , the visual glitch in the back of Zampy is just the way I had the walriis on the sprite sheet but I can fix that by fixing the image ;)
https://www.youtube.com/watch?v=xqiESkRL8v8
A rating is much appreciated :P
Title: Re: Zampy's Quest
Post by: Streetwalrus on January 03, 2016, 11:49:25 am
Looks good, but what is that bar behind him when he faces left ? :P
Title: Re: Zampy's Quest
Post by: alexgt on January 03, 2016, 04:11:26 pm
Quote from: Streetwalrus on January 03, 2016, 11:49:25 am
Looks good, but what is that bar behind him when he faces left ? :P
Quote from: alexgt on January 03, 2016, 03:39:22 am
Here is the screenshot , the visual glitch in the back of Zampy is just the way I had the walriis on the sprite sheet but I can fix that by fixing the image ;)

(I have the first walrii starting at {0,0} and the next at {23,0 so since I didn't give it it's full space part of the other walrii appears when I display the GROB. It happens in the other direction also but it just displays 1 pixel that is out of whack :P) I can fix it today though ;)
Title: Re: Zampy's Quest
Post by: Streetwalrus on January 04, 2016, 03:00:42 pm
Ah ok lol, I'd guessed that it was something that simple. :P
Title: Re: Zampy's Quest
Post by: alexgt on January 04, 2016, 04:23:05 pm
Yeah, but now I am working on enemies
Title: Re: Zampy's Quest
Post by: DJ Omnimaga on January 06, 2016, 07:41:34 pm
Wow that looks cool so far :D. You should make the background so it uses a gradient drawn in another GROB (either 1x240 stretched up or 320x240) and instead of drawing the blue background you use the gradient. I think stretching it would slow the game down, though.
Title: Re: Zampy's Quest
Post by: alexgt on January 06, 2016, 10:00:40 pm
So I don't slow the game down I just draw the whole level before play so it will be much faster. I already have a gradient background but it just wasn't loaded when I recorded the background and it is pseudo random ;).

I am on the verge of fixing a very large bug <_<
Title: Re: Zampy's Quest
Post by: DJ Omnimaga on January 10, 2016, 08:54:43 am
Drawing the whole level before play causes serious RAM problems, though >.< (remember how much trouble I had running MinePrime?) How big are each map?

Something you could do to reduce risks of RAM running out is to make the map so it uses 8x8 tiles, but when time comes to display it on the LCD, zoom it up to 2x size. I notice your graphics don't have much details, so using 8x8 tiles instead of 16x16 and a zoomed up map, while keeping Walrii and the rest 320x240 wouldn't make graphics suffer that much.

In any case, I can't wait to try it :)

Also what is the bug?
Title: Re: Zampy's Quest
Post by: alexgt on January 10, 2016, 09:38:31 pm
Well the level is only 100 blocks long and 15 tall so 100*16 and 15*16 isn't that bad compared to MinePrime, but when exiting Zampy's Quest you always need to use the builtin exit with Esc because that seets all the grobs to 0x0 :P

THe bug was a teleportation bug and it caused you to stick to walls but that is solved ;)

I hope I have time to make the enemies and AI :P (and level design xD)
Title: Re: Zampy's Quest
Post by: DJ Omnimaga on January 11, 2016, 07:53:45 am
I should really implement that in future games. And good luck with AI (focus on levels first, though)
Title: Re: Zampy's Quest
Post by: alexgt on January 11, 2016, 02:37:44 pm
but levels will be soo boring with out enemies <_<

And instead of having a whole story in the game I think I will put it in the readme to save time, I still plan to work on it after the contest though because it is the first platformer besides SWL ;) (so it will be finished eventually just like MinePrime :P)
Title: Re: Zampy's Quest
Post by: DJ Omnimaga on January 12, 2016, 08:53:31 am
I know, but I was saying in case you run out of time. Of course you could have some test levels for the contest, though, and then work on a better level and send a second more polished version in case in the end you get extra time.
Title: Re: Zampy's Quest
Post by: alexgt on January 12, 2016, 01:09:43 pm
Yeah, I will definitely finish this after the contest but I want some basic mechanics so I can get a few points :P

Right now I am working on the Menu and ruling that out, then I am going to skip to AI and enemies, though I don't know if I can implement any form of collision with entities tho ._.

But I have exams tomorrow so that will cut my time right out <_<
Title: Re: Zampy's Quest
Post by: DJ Omnimaga on January 13, 2016, 08:36:46 am
As I said, AI doesn't need to be complex. It can just be the enemy bouncing against walls or slowly following you and some could simply not move at all and act as obstacles.

I hope you have enough free time before next weekend.
Title: Re: Zampy's Quest
Post by: alexgt on January 13, 2016, 09:50:05 pm
Thanks ;), I am working on level selection now (I really don't want to work on AI :P)

And trying to go through and optimize it because it is getting a little slow <_<. So I am implementing frame skipping.
Title: Re: Zampy's Quest
Post by: DJ Omnimaga on January 14, 2016, 06:59:41 pm
How slow does it get on the real calc? Frame skipping would help I guess. (Not that I mind if it gets a bit slow, though, since Lua games could be particularly bad on that front, especially in OS 3.1 or below)
Title: Re: Zampy's Quest [Walrii Contest][HP Prime][HP PPL]
Post by: c4ooo on January 16, 2016, 07:50:54 pm
Reading the original post (err saw when i first read this) i see this was meant to be an RPG. Its good you dropped the idea of an RPG and went for something simpler :)
My original idea was to make to make a platformer game, but i dropped that idea for a simple endless runner :)
Title: Re: Zampy's Quest
Post by: DJ Omnimaga on January 18, 2016, 08:20:20 am
Yeah, good move (although if people had extra time left before the deadline they could have expanded their entry if it was already finished). It's never a good idea to do something too big and tedious for a contest with such tight deadline. I still hope Alex and others can finish their entries in time.
Title: Re: Zampy's Quest
Post by: alexgt on January 19, 2016, 02:03:25 pm
Well, I dropped the idea for an RPG for the contest but I will continue with the game afterwards, it is nowhere near total completion tho.

And it runs really well right now especially with frame skipping and optimizations to the game loop, it is getting ~20-30 fps though O.o. I am not certain so how would you test that?
Title: Re: Zampy's Quest
Post by: DJ Omnimaga on January 19, 2016, 06:00:42 pm
Wow cool to hear about the frame rate. Do you think you can submit in time? Also what have you implemented so far?
Title: Re: Zampy's Quest
Post by: alexgt on January 19, 2016, 07:44:18 pm
I will just copy the readme over and it has everything. I am just on the bus to get home and I will have 4 hours then so I should be able to finish.

Zampy's Quest is a story of a walrus and his journey to save his parents (I need to put the full story from CW here). Zampy's Quest is also not complete by any means as of now so sorry for that :P.

Controls:
Left arrow, moves you left
Right arrow, moves you right
Apps button, Jump away

Feature log:

Before 1-19-16:
Added level rendering
Added 5 maps (only currently accessible via changing of code :/)
Added Zampy and iron Zampy (Iron Zampy not implemented yet)
Added smooth scrolling
Added Super High Tech gravity settings (they are really realistic tho :P)
Added super high tech collision
Added sweet jumping
Added ~146 bugs, in 0 minutes
Removed 103 bugs, in more time than I care to admit
Ignored 5 bugs, in 0 minutes, after I tried to fix them for quite a while xD
Flattened 38 bugs, with a steamroller
Added optimisations
Removed code for optimizations
Added frame skipping (I don't know exactly but I think it runs at 20-30fps!!!)
Added an unnecessary line of code for bugtesting and never removed it xD
Added a visual glitch on Zampy
Added animation to Zampy
Added a main start menu (only the first and last option work though, the second option is credits so apparently I was so lacking on time and I forgot to give credit to myself xD)
Added a lot of easter eggs (sadly I couldn't add them to any levels)
Didn't add enemies (yeah, hell if I know I could even get them to display on the screen :P)
Drank coffee
Added this README
Fixed visual glitch for Zampy

Note: the readme will change in the final release for the contest :P
Title: Re: Zampy's Quest
Post by: DJ Omnimaga on January 19, 2016, 08:28:07 pm
Wow that's a lot of stuff O.O. I can't wait to try what you submit. :) Make sure to send all files required to run the game and the readme :walrii:
Title: Re: Zampy's Quest
Post by: alexgt on January 19, 2016, 08:28:43 pm
Yeah, some of it is just random :P
Title: Re: Zampy's Quest
Post by: DJ Omnimaga on January 19, 2016, 09:09:30 pm
"Added <numbers of> bugs" sounds like regular TI OS updates :trollface:
Title: Re: Zampy's Quest
Post by: alexgt on January 19, 2016, 11:06:57 pm
Yeah, out of the 5 ignored ones only one is actually noticeable... can you find it???

but yeah, I have no idea how to fix it tho <_<

Also I have a youtube video on how to install it/ any other app that is updated from the first. It shows some code but it is just at the top of the program and it is all comments, plus I turned it in :P
Title: Re: Zampy's Quest
Post by: DJ Omnimaga on January 19, 2016, 11:43:44 pm
I had to restart my calc a few times before the game ran but now it does. That's one hell of a fast moving walrus you got there :P (as in, the walking animation)

I can't figure out how to enter the door, though.
Title: Re: Zampy's Quest
Post by: alexgt on January 20, 2016, 12:50:31 am
Yeah, I was going to slow him down but then I was like, Nah that looks a bit more funny :P

And there is no progression through the levels I just put the door there for the future :P
I just didn't have time with exams xD
Title: Re: Zampy's Quest
Post by: DJ Omnimaga on January 20, 2016, 01:02:45 am
ah sorry to hear. I find it weird that in USA you have exams at the very start of school year instead of at the end, though >.<

Is there a way to play past level 1 by changing the code or something? I checked the code and couldn't figure how D:
Title: Re: Zampy's Quest
Post by: alexgt on January 20, 2016, 02:24:52 pm
Well we have two exams one in the middle of the year and one at the end

And to change the level you have to go to a subroutine named RunMainMenu() which is below DrawMainMenu() which is below ExitGame() which is right under the main function START() so it isn't that far down :P

then you will look for a line that looks like this:

AFiles("LEVEL.1-1")->M1;


You can change it to any of the following preset levels:
- LEVEL.LSelect
- TestLevel
- Level1-1
- LEVEL.1-1
- MenuWorld

You can also make levels on your own they just have to make a matrix that is at least 20x15

the block IDs are:
Grass - 1
Dirt - 2
Brick - 3
Flowers - 4-6
Door Base - 7
Door Top - 8

Just put those in the matrix and use this in the home screen and it will create the level in the App

M1->AFiles("Whatever you want to name your level")

M1 is just what I usually use for making levels but you can use anything you want, be careful because when you run Zampy's Quest it sets M1 ot 1x1 erasing it.

Make sure that everything you put in AFiles() is surrounded by quotes ;)
Title: Re: Zampy's Quest
Post by: DJ Omnimaga on January 20, 2016, 08:59:03 pm
Ok thanks for the tips. I hope you eventually add new levels and continue working on the game in the future. The engine seems promising so far despite some glitches (eg we can't fall between two blocks)
Title: Re: Zampy's Quest
Post by: Unicorn on January 21, 2016, 07:04:14 am
Ah, I was wondering about the levels. Yeah, it would be nice if you could create more levels, as well as implement a gui to select them. ;)
Title: Re: Zampy's Quest
Post by: DJ Omnimaga on January 21, 2016, 08:58:14 am
By the way, do you plan to use the up arrow to enter doors? That seems like it would be a better choice since that's what many old platformers like Mario used.
Title: Re: Zampy's Quest
Post by: alexgt on January 21, 2016, 12:56:13 pm
Quote from: DJ Omnimaga on January 21, 2016, 08:58:14 am
By the way, do you plan to use the up arrow to enter doors? That seems like it would be a better choice since that's what many old platformers like Mario used.

Yep, on the calc you will use the up arrow, and on the PC it will be down (since the up arrow is used for jump).

Quote from: DJ Omnimaga on January 20, 2016, 08:59:03 pm
Ok thanks for the tips. I hope you eventually add new levels and continue working on the game in the future. The engine seems promising so far despite some glitches (eg we can't fall between two blocks)

Yeah, that glitch i am working on and the engine might slow down once I add enemies. But don't worry I will keep working on it ;)

Quote from: Unicorn on January 21, 2016, 07:04:14 am
Ah, I was wondering about the levels. Yeah, it would be nice if you could create more levels, as well as implement a gui to select them. ;)

The GUI to select them is a level in itself, LEVEL.LSelect is a level that has doors from world 1,2, and 3
Title: Re: Zampy's Quest
Post by: DJ Omnimaga on January 24, 2016, 08:01:52 am
Oh right. Also I wonder if you would be able to make it so that at the game start, it detects if you are on a PC or calculator by calculating the time it takes to execute a FOR A FROM 0 TO 999999 DO or something like that (eg if it takes longer then it detects the platform as a real calculator)? There could be an in-game option where you choose Calc, PC or Auto and the default would be Auto (the options being in case your computer is 15 years old and is detected as a calculator).

Also another idea I had since the levels are relatively short would be to instead make the game exploration-based, so that you need to get keys or items in specific levels to unlock other doors. Each level would basically be an area linked by doors and each level would basically be multiple areas. There could be a grass area, a cavern and a dungeon. It would be closer to an adventure game.
Title: Re: Zampy's Quest
Post by: alexgt on January 24, 2016, 08:05:34 am
Yeah, I might do a adventure themed avenue but I want to see how much enemies slow down the game first. Multiple rooms to a level might be a problem since I never designed the game to handle that <_<