Omnimaga

Calculator Community => TI Calculators => Lua => Topic started by: Augs on September 22, 2012, 08:10:45 am

Title: The animal crossing team.
Post by: Augs on September 22, 2012, 08:10:45 am
I am new to TI programming. I recently started playing animal crossing. I think it would be cool to be able to have that on the nspire. However, I need multile people to help me with this project. Anyone up for this?
Title: Re: The animal crossing team.
Post by: DJ Omnimaga on September 22, 2012, 01:40:15 pm
For optimal performance I think it would need to be converted to 2D, though (keeping the same graphics or close)
Title: Re: The animal crossing team.
Post by: Augs on September 22, 2012, 04:14:57 pm
For optimal performance I think it would need to be converted to 2D, though (keeping the same graphics or close)

Of couse it will be in 2d. It will also be in tiles, like pokémon. This will make it easy to make a randomly generated world.
Title: Re: The animal crossing team.
Post by: Augs on September 23, 2012, 05:39:38 am
So no one wants to join me?
Title: Re: The animal crossing team.
Post by: shmibs on September 23, 2012, 06:08:02 am
there are probably a few people who would want to. don't expect an answer that quickly, though :P
we aren't a massive forum, so it takes a bit for people to reply to things, and it's the middle of the night right now for people in america, anyways.

on that note, please don't double post. it's impolite, and your thread was still well within the last few most recently edited.

EDIT: oh, and people are much more likely to respond to something like this if you give an example of what work you've already done on a project. if you haven't done anything at all yet, then it's probably a better idea to start before you ask other people to write things for you.
Title: Re: The animal crossing team.
Post by: Augs on September 23, 2012, 10:36:20 am
there are probably a few people who would want to. don't expect an answer that quickly, though :P
we aren't a massive forum, so it takes a bit for people to reply to things, and it's the middle of the night right now for people in america, anyways.

on that note, please don't double post. it's impolite, and your thread was still well within the last few most recently edited.

EDIT: oh, and people are much more likely to respond to something like this if you give an example of what work you've already done on a project. if you haven't done anything at all yet, then it's probably a better idea to start before you ask other people to write things for you.

I didn't double post.
Title: Re: The animal crossing team.
Post by: DJ Omnimaga on September 23, 2012, 01:35:23 pm
there are probably a few people who would want to. don't expect an answer that quickly, though :P
we aren't a massive forum, so it takes a bit for people to reply to things, and it's the middle of the night right now for people in america, anyways.

on that note, please don't double post. it's impolite, and your thread was still well within the last few most recently edited.

EDIT: oh, and people are much more likely to respond to something like this if you give an example of what work you've already done on a project. if you haven't done anything at all yet, then it's probably a better idea to start before you ask other people to write things for you.

I didn't double post.
Actually you did :P :

http://ourl.ca/17067/317525
http://ourl.ca/17067/317570

The second link is an actual double-post (when someone posts two consecutive messages on a forum within less than 24 hours or so, even if the two are different)

But yeah in the entire world, there may be about 5 or 6 TI-Nspire game programmers that are active at the same time. Among those, if no one happens to like animal crossing (seeing how few 84+ animal crossing projects there were in the last decade) then it might take even longer for anyone to reply. Another issue is that Animal Crossing is a very recent console game, so maybe people fear this project will be too much of a burden to work on. It can be very hard to have a team project going, so the best thing would maybe be to start up and if for example you need sprites, graphics or help on coding some parts of the game, then hopefully someone will answer within the next few weeks or something.
Title: Re: The animal crossing team.
Post by: Augs on September 23, 2012, 02:39:51 pm
there are probably a few people who would want to. don't expect an answer that quickly, though :P
we aren't a massive forum, so it takes a bit for people to reply to things, and it's the middle of the night right now for people in america, anyways.

on that note, please don't double post. it's impolite, and your thread was still well within the last few most recently edited.

EDIT: oh, and people are much more likely to respond to something like this if you give an example of what work you've already done on a project. if you haven't done anything at all yet, then it's probably a better idea to start before you ask other people to write things for you.

I didn't double post.
Actually you did :P :

http://ourl.ca/17067/317525
http://ourl.ca/17067/317570

The second link is an actual double-post (when someone posts two consecutive messages on a forum within less than 24 hours or so, even if the two are different)

But yeah in the entire world, there may be about 5 or 6 TI-Nspire game programmers that are active at the same time. Among those, if no one happens to like animal crossing (seeing how few 84+ animal crossing projects there were in the last decade) then it might take even longer for anyone to reply. Another issue is that Animal Crossing is a very recent console game, so maybe people fear this project will be too much of a burden to work on. It can be very hard to have a team project going, so the best thing would maybe be to start up and if for example you need sprites, graphics or help on coding some parts of the game, then hopefully someone will answer within the next few weeks or something.

Ok thanks for the advice. Animal crossing is not that new, I mean newer stuff has been done such as GPsp. Animal crossing is an N64 game ported to gamecube.
Title: Re: The animal crossing team.
Post by: DJ Omnimaga on September 23, 2012, 11:23:09 pm
Oh I see lol. But I guess the fact the original is 3D might scare away some people, since they think it's a game with far too many features to be even close to feasible on a calculator. It's like for example if I asked people if they want to join forces to port Super Mario 64 or Starcraft to the TI-Nspire or Zelda the Minish Cap to the 84+SE *cough* (http://omnimaga.org/oldsite/zeldamc.gif). It could be feasible with features cutting, but most people would probably fear it's too much work and not join me. There's also the limited time issues x.x
Title: Re: The animal crossing team.
Post by: Sorunome on September 23, 2012, 11:33:59 pm
It is a cool idea to port animal-crossing, i would really like to help if i had a cx/ever had played animal crossing, i'm only keep hearing how cool it is :P
Maybe you could try as a single to make it?
Oh, and 1000th post :w00t:
Title: Re: The animal crossing team.
Post by: Augs on September 24, 2012, 04:39:37 pm
I am currently looking for some one to draw it. That fact that it is 3d does not actually change anything. It could be 2d. It could be made on a snes. The only trouble I am having is that I don't know how to make a save file. I am planning to make the days like minecraft(played time and 10 minutes).
Title: Re: The animal crossing team.
Post by: cyanophycean314 on September 24, 2012, 05:12:19 pm
For Lua, you can store data and saves using the document's variables. These can be recalled during later runs. What you would probably want to do is do a var.store() of a list containing all the save data. Then you can use var.recall() to load the variables. Head to Inspired-Lua for more detailed coverage.

Good luck with the project!  :)
Title: Re: The animal crossing team.
Post by: Augs on September 26, 2012, 01:15:37 pm
For Lua, you can store data and saves using the document's variables. These can be recalled during later runs. What you would probably want to do is do a var.store() of a list containing all the save data. Then you can use var.recall() to load the variables. Head to Inspired-Lua for more detailed coverage.

Good luck with the project!  :)

Is there any other way of saving? Because if you reset the calculator it loses all the stored variables. Is there any way of making notes then read things off them?
Title: Re: The animal crossing team.
Post by: TheNlightenedOne on September 26, 2012, 01:43:55 pm
I think if the user saves the document, it saves the variables too.
Title: Re: The animal crossing team.
Post by: Augs on September 26, 2012, 02:00:36 pm
I think if the user saves the document, it saves the variables too.
Tested this, Confirmed. Thanks I will start right away, next time I post will hopefully be a first release.
Title: Re: The animal crossing team.
Post by: Augs on September 30, 2012, 09:23:27 am
Here is a small preview of my game.
Title: Re: The animal crossing team.
Post by: ElementCoder on September 30, 2012, 11:13:45 am
Keep it up. If this gets finished it will be awesome :)
Title: Re: The animal crossing team.
Post by: Augs on September 30, 2012, 11:22:48 am
Keep it up. If this gets finished it will be awesome :)

Thanks, I was looking for other people to help me but I don't think anyone will....

Oh well I will work han style:solo

Also here is the source code, I hid a message in there.
Title: Re: The animal crossing team.
Post by: annoyingcalc on September 30, 2012, 12:46:08 pm
Actually I might help if I get my duck hunt port finished

I dont have any other prjects
Title: Re: The animal crossing team.
Post by: Augs on September 30, 2012, 12:49:18 pm
Actually I might help if I get my duck hunt port finished

I dont have any other prjects


Do you need any help with the duck hunt port?

I could help
Title: Re: The animal crossing team.
Post by: annoyingcalc on September 30, 2012, 12:52:09 pm
Not really but my nes has corrupted the graphics on all my nes game cards Ill need A.REPLACEMENT NES BEFORE I,(sorry eidnt realize I had caps on im on android currently) can work more or just analize the duck hunt.swf we have in the games section
Title: Re: The animal crossing team.
Post by: Augs on September 30, 2012, 12:58:39 pm
Not really but my nes has corrupted the graphics on all my nes game cards Ill need A.REPLACEMENT NES BEFORE I,(sorry eidnt realize I had caps on im on android currently) can work more or just analize the duck hunt.swf we have in the games section

[deleted]
Title: Re: The animal crossing team.
Post by: annoyingcalc on September 30, 2012, 03:25:49 pm
no posting links to roms
Title: Re: The animal crossing team.
Post by: Augs on September 30, 2012, 03:27:06 pm
Oh sorry, I didn't know. Why not?

[deleted]
Title: Re: The animal crossing team.
Post by: annoyingcalc on September 30, 2012, 03:28:46 pm
It is illegal in the US this site is hosted in the US if roms are found here this site could be shut down without any notice
Title: Re: The animal crossing team.
Post by: Augs on September 30, 2012, 03:39:50 pm
Ok I modified them.
Title: Re: The animal crossing team.
Post by: Eeems on September 30, 2012, 11:44:56 pm
Thank you for removing the links.
Title: Re: The animal crossing team.
Post by: DJ Omnimaga on October 01, 2012, 01:11:54 am
That is starting to look nice btw. More building depth (not 3D but relief) would be nice, though.
Title: Re: The animal crossing team.
Post by: Augs on October 01, 2012, 11:28:16 am
Maybe later visuals come later gameplay first.
Title: Re: The animal crossing team.
Post by: DJ Omnimaga on October 01, 2012, 01:24:49 pm
Yeah gameplay would be the most importantt of course. I was just making sure the visuals would not remain the same in the final version, so that they are more up to SNES/GBA 2D mapping standards (and attract more people)
Title: Re: The animal crossing team.
Post by: Augs on October 01, 2012, 01:37:10 pm
Ok, Will do. I can do that real quick. Should be done by wednesday as I am not very productive.
Title: Re: The animal crossing team.
Post by: someone on October 01, 2012, 03:21:11 pm
Here is a small preview of my game.
Hi Augs, I saw that some parts of the code that could be modified to read easier the code, like using "elseif" where it can be applied & adding a variable where you call the same chunk several times & so on. (There was even a crash when navigating up or down, due to being out of range in a table)

I've attached a file with the changes.
Title: Re: The animal crossing team.
Post by: Augs on October 01, 2012, 05:00:30 pm
Thanks, I had a look at that. This is the first contribution, care to join the team?

The code is great but it I prefer the XMapCoord and YMapCoord, It will prove to be useful later, you will see. Did you find this? TheGame = "lost"
Title: Re: The animal crossing team.
Post by: someone on October 01, 2012, 05:49:56 pm
Thanks for the invitation. In general, I like to help whenever I can & have time to do so, but I wouldn't like to be counted as an active member of a team. So I would like to pass the offer.

I suppose that XMapCoord and YMapCoord will be used for "warps" to other maps (most likely using those coordinates as new points), but you'll be limited to a determined number (Currently 64 or 100, depending if you count the margins or not). Calling a map by an ID is better as you will not be limited by the squares & you still have the character's coordinates which you can then compare. Although as you say, I don't know how you plan on creating the screens (though right now looks like those Zelda games for handheld)

As for the string, I know is a local joke here, but never cared to read what is really about...
Title: Re: The animal crossing team.
Post by: ElementCoder on October 02, 2012, 02:36:10 am
As for the string, I know is a local joke here, but never cared to read what is really about...
*ElementCoder lost the game

The Game is a mental game in which you try to avoid thinking about The Game. The moment you realize you are playing The Game, you've thought about it and therefore lost. When you lose you have to tell everyone in you direct surroundings that you've lost The Game. The rules are quite simple:
1. Everyone in the world participates in The Game. You cannot not play The Game and you can never stop playing.
2. Whenever you think about The Game, you lose.
3. You have to tell people in your surroundings that you've lost the game.
Title: Re: The animal crossing team.
Post by: Augs on October 02, 2012, 12:57:11 pm
I updated the sprites. Now the houses look better.
Title: Re: The animal crossing team.
Post by: Augs on October 05, 2012, 06:14:16 pm
Here is an update on the project.

-Added trees
-Added water
-Added moving screens

Edit: made finished the map
Title: Re: The animal crossing team.
Post by: ElementCoder on October 13, 2012, 02:07:45 pm
Wow you're making good progress with this :D
P.S. The tree on the top right has a misalinged hitbox, you can walk behind the lower log, but not behind the second log. I suspect this should be the other way around? :P
Title: Re: The animal crossing team.
Post by: Augs on October 13, 2012, 03:05:40 pm
Thanks. I did not notice this. I also need to fix the bug where you can't get out of the house. However I will not do so now as the JC2 MP beta is up and I just got the new pokemon. Yeah this is a pretty big project for my 3rd project.
Title: Re: The animal crossing team.
Post by: DJ Omnimaga on October 13, 2012, 03:08:17 pm
Glad to see more updates :)
Title: Re: The animal crossing team.
Post by: Happybobjr on October 13, 2012, 08:04:28 pm
This looks really cool.  Its nice to see a larger interest in Lua
Title: Re: The animal crossing team.
Post by: someone on October 15, 2012, 02:28:06 pm
Hi Augs, I would recommend you to change how you store the images, so that you can reduce lines of codes when you look at them on the map (You would need to replace "..." with the actual string, I just skip it because is to long to post).
Also, you could move them out of the startup function you created & have them as global variables (well, that's it if you plan to reuse the "startup()" function to reset the game in order to skip recreating the graphics all over again...

Code: [Select]
platform.apilevel = '1.0'

---------------
-- CONSTANTS --
---------------
object = {}    -- C = Cobble, D = Door, G = Grass, L = Log, S = Dirt, W = Wood, X = Black, / = RoofL, | = RoofR, @ = Window, # = Leaf, ~ = Water, ` = Shop, ' = Post
object["C"] = image.new(...)
object["D"] = image.new(...)
object["1"] = object["D"]
object["2"] = object["D"]
object["G"] = image.new(...)
object["S"] = image.new(...)
object["W"] = image.new(...)
object["X"] = image.new(...)
object["/"] = image.new(...)
object["|"] = image.new(...)
object["@"] = image.new(...)
object["`"] = image.new(...)
object["~"] = image.new(...)
object["'"] = image.new(...)

frontObject = {} -- L = Log, # = Leaf,
frontObject["L"] = image.new(...)
frontObject["#"] = image.new(...)

And then, when you are painting them, you can use the following code:
Code: [Select]
--------------------------------------------------------------------------------
function on.paint(gc)
--------------------------------------------------------------------------------
  Doors()
 
  sprites(gc, object)         -- Background
  gc:drawImage(Person,(Xcoord-1)*BlockSize,(Ycoord-1)*BlockSize)
  sprites(gc, frontObject)    -- Foreground
 
end
--------------------------------------------------------------------------------
function sprites(gc, table)
--------------------------------------------------------------------------------
  for i = 1, #Map do          -- length of table -> 10
    for ii = 1, #Map[i] do    -- length of row -> 10
      sprite = string.sub(Map[i],ii,ii)
      if table[sprite] then
        gc:drawImage(table[sprite], BlockSize*(ii-1), BlockSize*(i-1))
      end
    end
  end
end

Edit: Joined functions when you paint something in the back and front of the character...
Title: Re: The animal crossing team.
Post by: Augs on October 16, 2012, 10:04:41 am
Thanks for the help. I will use parts of this. I won't use all of it since I don't understand some of it. But thanks anyway.
Title: Re: The animal crossing team.
Post by: someone on October 16, 2012, 11:50:00 am
Which part you don't understand? It would be best to explain what the code is & does and use it (unless there's a better way than what I posted...) rather than skip it completely just because it seems confusing.

I'll explain the same code I posted earlier, if there's something that is not clear or you still don't fully understand, just ask ;):
Code: [Select]
platform.apilevel = '1.0'

---------------
-- CONSTANTS --
---------------
-- Since the images never change, I've moved them at the beginning in order to have them as global constants.
-- To store them, I've used a table, in where the key (what goes inside the brackets) matches the ASCII used for the sprites. This will greatly simplify the code when you look in the map for an specific sprite.

object = {}    -- C = Cobble, D = Door, G = Grass, L = Log, S = Dirt, W = Wood, X = Black, / = RoofL, | = RoofR, @ = Window, # = Leaf, ~ = Water, ` = Shop, ' = Post
object["C"] = image.new(...)
object["D"] = image.new(...)
object["1"] = object["D"]        -- This is just a reference to the sprite above
object["2"] = object["D"]        -- Same as above
object["G"] = image.new(...)
...
object["'"] = image.new(...)

-- Also, I've separated the items that will be painted on the front in another block
frontObject = {} -- L = Log, # = Leaf,
frontObject["L"] = image.new(...)
frontObject["#"] = image.new(...)

And the explanation of the second part of the code:
Code: [Select]
--------------------------------------------------------------------------------
function on.paint(gc)
--------------------------------------------------------------------------------
  Doors()
 
  sprites(gc, object)           -- Function for painting Background sprites, needs parameter "gc" for Graphic Content functions
  gc:drawImage(Person,(Xcoord-1)*BlockSize,(Ycoord-1)*BlockSize)    -- Character sprite
  sprites(gc, frontObject)     -- Function for painting Foreground sprites, needs parameter "gc" for Graphic Content functions
 
end
--------------------------------------------------------------------------------
function sprites(gc, table)
--------------------------------------------------------------------------------
  for i = 1, #Map do          -- length of table -> 10
    for ii = 1, #Map[i] do    -- length of row -> 10
      temp = string.sub(Map[i],ii,ii)
      if table[temp] then   -- Checks if key exists in the table before painting
        gc:drawImage(table[temp], BlockSize*(ii-1), BlockSize*(i-1))
      end
    end
  end
end
When you have a table, you can know its size if you use "#". Maybe that's the confusing part you have (since I had posted it before & you didn't included it).
Title: Re: The animal crossing team.
Post by: Augs on October 16, 2012, 01:03:51 pm
I don't understand the table[temp] thing.
Title: Re: The animal crossing team.
Post by: ElementCoder on October 16, 2012, 01:29:22 pm
Code: [Select]
      temp = string.sub(Map[i],ii,ii)
      if table[temp] then   -- Checks if key exists in the table before painting
        gc:drawImage(table[temp], BlockSize*(ii-1), BlockSize*(i-1))
      end
First he defines temp as the token you have on your map. This would be fine, since there should always be something on the map. But imagine there is a small mistake, and there isn't anything in the map or you're accidentally trying to paint outside of the map (e.g. row 5 when there are only 4 rows). Then temp doesn't exist. If you'd remove the if statement(trying to paint the tile directly) and temp all of a sudden doesn't exist, it will crash the entire program. The if statement prevents this. If temp exists, then it draws the accompanying image. If it doesn't, it skips to the next thing to do.
Table, I think, you should replace with either object or frontObject.

I hope I explained it correctly, correct me if I'm wrong someone :)
Title: Re: The animal crossing team.
Post by: Adriweb on October 16, 2012, 01:29:30 pm
if table[temp] means : if table[temp] ~= nil. An image is stored there.
Title: Re: The animal crossing team.
Post by: Augs on October 16, 2012, 01:50:10 pm
I understand now, thanks.
Title: Re: The animal crossing team.
Post by: Augs on October 28, 2012, 03:10:52 pm
Good news, I have added Tom nook(Who looks like an owl).
Also sorry for the slow development.
And sorry for the double post.
Title: Re: The animal crossing team.
Post by: ElementCoder on November 02, 2012, 04:33:21 am
Well as long as updates keep coming, I'm glad. I'd really like to see this project finished.
Title: Re: The animal crossing team.
Post by: Augs on November 17, 2012, 12:18:10 pm
Sorry for the slow development this is just because I find LUA incredibly boring. I prefer C#. Sorry but I don't think this will ever be finished.
Title: Re: The animal crossing team.
Post by: Jim Bauwens on November 17, 2012, 01:35:09 pm
Sorry for the slow development this is just because I find LUA incredibly boring. I prefer C#. Sorry but I don't think this will ever be finished.

What's boring on it? If you know the language well enough, you can do awesome stuff with it.
Title: Re: The animal crossing team.
Post by: Augs on November 17, 2012, 01:36:45 pm
Well C# seems more speedy and stuff also I just got into using XNA and it is pretty awesome.
Title: Re: The animal crossing team.
Post by: DJ Omnimaga on November 17, 2012, 02:36:43 pm
Have you considered giving C a try? It would allow you to continue working on a TI-Nspire version as well as one for the computer.
Title: Re: The animal crossing team.
Post by: Augs on November 17, 2012, 02:57:48 pm
Yeah but MSYS didn't want to work.
Title: Re: The animal crossing team.
Post by: ExtendeD on November 17, 2012, 03:26:32 pm
You actually don't need to install MSYS anymore to develop for Ndless.
Did you try the latest standalone Ndless SDK (http://ndlessly.wordpress.com/ndless-for-developers/) that includes everything you need to edit, build et test your C programs?
Title: Re: The animal crossing team.
Post by: Augs on November 17, 2012, 04:58:20 pm
Thanks for that. Now all I have to do is learn how to use C for the calc
Title: Re: The animal crossing team.
Post by: aeTIos on November 18, 2012, 06:11:03 am
That's not too hard. C for the nspire is just like C for the computer, but you have other libraries and stuff. I think everything you need is in the SDK.
Title: Re: The animal crossing team.
Post by: Augs on December 01, 2012, 08:01:53 am
Minor update guys, but expect more frequent ones in the future

(http://i.imgur.com/DvKJs.png)

Added:
-Another guy
-Press tab to talk to the person in your sector
Title: Re: The animal crossing team.
Post by: aeTIos on December 01, 2012, 08:03:37 am
Nice :D
Title: Re: The animal crossing team.
Post by: ElementCoder on December 02, 2012, 11:47:37 am
Yay finally an update! Does this mean you're back on the project and there is a chance this is finished someday?
Title: Re: The animal crossing team.
Post by: Augs on December 02, 2012, 04:53:22 pm
Another Update!

Added:
-Save(del)
-Load(enter)

Fixed:
-AI being in hit blocks
-Miss placed hit-box of tree

Title: Re: The animal crossing team.
Post by: Loulou 54 on December 02, 2012, 05:09:28 pm
Really cool ! I've played animal crossing on the nintendo DS, it's a good game ! :)
The save button seems not working.. It always load the same thing.

Good luck !
Title: Re: The animal crossing team.
Post by: Augs on December 03, 2012, 11:12:20 am
Weird, It works on the computer but not my calculator
Title: Re: The animal crossing team.
Post by: Augs on December 04, 2012, 12:32:18 pm
I can't work out the problem, can anyone see a reason why it won't work?
Title: Re: The animal crossing team.
Post by: ElementCoder on December 07, 2012, 02:32:19 am
I'll give it a shot as soon as I get home today :)
Title: Re: The animal crossing team.
Post by: Jonius7 on January 11, 2013, 05:43:30 pm
I can't work out the problem, can anyone see a reason why it won't work?
The OS Version?
Also it's great seeing the progress so far, I hope it continues.
Title: Re: The animal crossing team.
Post by: Augs on January 19, 2013, 06:31:41 am
OS version 3.1. I could save my high score on a racing game I made. So I don't think the OS is a problem
Title: Re: The animal crossing team.
Post by: annoyingcalc on January 19, 2013, 05:57:02 pm
could you post the code for the saving?

Maybe I could find the problem
Title: Re: The animal crossing team.
Post by: Augs on June 09, 2013, 06:00:14 pm
Hey guys, I have recently been playing a lot of animal crossing and would really really like to pick this project up, but have a few problems:
1:I hate LUA(Don't ask why I just do for some reason)
2:I have no devotion
3:I am not that good a programming
4:Making the entire game would take wayyy to long.

So if(and that's a big IF) I do pick this up it would be really nice to work with someone and it would be in Ndless C.

(Don't get your hopes up. If you have seen any of my posts and promises they are all pretty much broken, apart from Phil)

Title: Re: The animal crossing team.
Post by: TIfanx1999 on June 09, 2013, 11:05:20 pm
Well:
1.)No big deal, obviously some languages you will like better than other.
2.)It's always hard to find motivation.
3.)The only way to get better is to practice. :)
4.)Anything worth doing takes time.

If its something you really want to do, you'll do it, or at least have fun trying. :)
Title: Re: The animal crossing team.
Post by: Jonius7 on July 11, 2013, 06:16:32 am
Yeah from what I saw late 2012 it was quite good. A lot of stuff still missing, but movement and map display were great. Hope to see further progress :)