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Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: aeTIos on May 19, 2011, 02:55:47 am

Title: Contest entry - Continuity
Post by: aeTIos on May 19, 2011, 02:55:47 am
My contest entry is Continuity. Initially, I wanted to create Mario's Cement Factory, but since I finished that in like 2 days, its a bit too tiny.
Without further ado, you can play Continuity here (http://continuitygame.com/playcontinuity.html)
What do you think?
Title: Re: Contest entry - Continuity
Post by: Munchor on May 19, 2011, 02:58:49 am
That seems really hard to make, good luck! The puzzle+platformer engine is very good, I hope you can make something alike =D
Title: Re: Contest entry - Continuity
Post by: TIfanx1999 on May 19, 2011, 03:05:13 am
I really like the name, it's a good attenion getter. I'll have to check the link out when I get home. =)
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 19, 2011, 03:12:41 am
The tiles are 6x9 (The slide- able parts), so that will fit easily.
Title: Re: Contest entry - Continuity
Post by: leafy on May 19, 2011, 03:21:18 am
Dang, i was thinking about porting this for the competiton but bits of it would be extremely hard to code, so I gave up. Good luck - you'll need it ^^
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 19, 2011, 03:36:53 am
I'll use 4x4 tiles, gives more detail.
Title: Re: Contest entry - Continuity
Post by: yunhua98 on May 19, 2011, 12:33:06 pm
can we have Mario's Cement Factory?  :D
Title: Re: Contest entry - Continuity
Post by: BrownyTCat on May 19, 2011, 12:34:05 pm
Wow, I just killed 1 hour on the flash game. Looking forward to the addition of portability.
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 19, 2011, 01:22:18 pm
can we have Mario's Cement Factory?  :D
Its nearly finished, I'll upload it as soon as I finish it. Anyway, I now have working:
-The moving maps
-Changing map at the edge of the screen
I'll upload a screenie soon!
Title: Re: Contest entry - Continuity
Post by: ZippyDee on May 19, 2011, 02:06:07 pm
Dang, i was thinking about porting this for the competiton but bits of it would be extremely hard to code, so I gave up. Good luck - you'll need it ^^
What bits would be so difficult to code? Honestly I can't think of any big things other than crossing half way between screens, and stopping the user from attempting to slide either of the screens that you are half way between.
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 19, 2011, 03:49:22 pm
^^ That
It proves not to be too hard, but its a lot of debugging :P like all games.
Title: Re: Contest entry - Continuity
Post by: ztrumpet on May 19, 2011, 04:01:27 pm
Looks like fun.  Good luck porting it! ;D
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 19, 2011, 04:11:24 pm
Thanks! I'm backing up right now!
Title: Re: Contest entry - Continuity
Post by: Stefan Bauwens on May 20, 2011, 02:48:19 am
Looks like a nice game! Good Luck aeTIos.
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 20, 2011, 06:02:35 am
Here is a screenie!
I demonstrate all of the current features here.
Have fun viewing!

(Also, I suck at typing oncalc on-emu :P)
Title: Re: Contest entry - Continuity
Post by: Stefan Bauwens on May 20, 2011, 06:40:36 am
Nice aeTios. Why are the 'mini-screens'(the ones you can move) so small? I think you could make it maybe a little bigger IMHO.
Title: Re: Contest entry - Continuity
Post by: Jim Bauwens on May 20, 2011, 06:53:00 am
Looks very nice aeTIos!
Good job, and quick coding!
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 20, 2011, 07:47:17 am
Nice aeTios. Why are the 'mini-screens'(the ones you can move) so small? I think you could make it maybe a little bigger IMHO.
They are so small because there are also maps that are made 4x4 miniscreens , and that won't fit with 2x2 'pixels'.  I could try, of course.
Title: Re: Contest entry - Continuity
Post by: Munchor on May 20, 2011, 09:22:06 am
I now have to tell the truth, I never thought you could make it so similar to the original. I really never thought it could be so good and looking so much like the originalone. I can only congratulate you, nice job!!!!!!! +1 For yous!
Title: Re: Contest entry - Continuity
Post by: JustCause on May 20, 2011, 09:27:56 am
From the screenie, it seems like you jump and fall waaay fast, but everything else looks epic. (And really, it's your choice on the gravity.) Looking forward to this!
Title: Re: Contest entry - Continuity
Post by: Freyaday on May 20, 2011, 11:50:18 am
Woah. I'm gonna have to make TGWNN even epicer now.
Must...add...explosions....
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 20, 2011, 01:18:25 pm
From the screenie, it seems like you jump and fall waaay fast, but everything else looks epic. (And really, it's your choice on the gravity.) Looking forward to this!
I slowed down jumping and falling by a factor 2 (Checking for jumping and falling every 2 frames).
Added vertical screen changing, so if you reach the bottom of the screen, you'll either go to the screen down it or die, same for reaching the top, but there you wont die.
Will upload a screenie of it asap!
Title: Re: Contest entry - Continuity
Post by: Stefan Bauwens on May 20, 2011, 01:21:16 pm
Nice aeTios. Why are the 'mini-screens'(the ones you can move) so small? I think you could make it maybe a little bigger IMHO.
They are so small because there are also maps that are made 4x4 miniscreens , and that won't fit with 2x2 'pixels'.  I could try, of course.
Oh, ok. I understand :)
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 20, 2011, 02:22:01 pm
Screenie!!!
Title: Re: Contest entry - Continuity
Post by: SirCmpwn on May 20, 2011, 03:11:56 pm
This is very impressive!  I look forward to this quite a bit.  Will you be doing all the original levels, all your own levels, or a mix?
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 20, 2011, 03:12:51 pm
I think mixed. As you see, this is level 3/4 (Idk exactly)
Btw, the controls are:
Arrows: move/jump
2nd: Jump to tile screen
Are those keys okay? If you have suggestions, post!
Title: Re: Contest entry - Continuity
Post by: Ashbad on May 20, 2011, 03:31:13 pm
I think mixed. As you see, this is level 3/4 (Idk exactly)
Btw, the controls are:
Arrows: move/jump
2nd: Jump to tile screen
Are those keys okay? If you have suggestions, post!

the keys sound perfect, and relate almost exactly to the original keys -- good choices!
Title: Re: Contest entry - Continuity
Post by: yunhua98 on May 20, 2011, 03:47:38 pm
wow!  that looks really nice!  btw, do you plan on implementing physics?
Title: Re: Contest entry - Continuity
Post by: Freyaday on May 20, 2011, 03:55:38 pm
The player seems to be invisible when zoomed out.
Is this intentional?
Title: Re: Contest entry - Continuity
Post by: TIfanx1999 on May 20, 2011, 06:59:37 pm
This is yet another very cool contest entry. This is going to be a tough competition this year!  :thumbsup:
Title: Re: Contest entry - Continuity
Post by: ztrumpet on May 20, 2011, 07:05:56 pm
This looks wonderful.  Great job!  I can't wait for this one as well. :)
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 21, 2011, 09:18:35 am
The player seems to be invisible when zoomed out.
Is this intentional?
Yep. if you want to see the place to start, you should press 2nd 1 time before arranging the tiles.
Made an important-but-not-visible update: I no longer have hard-coded maps!(nah, they are still in the program, but can change very fast now)
Title: Re: Contest entry - Continuity
Post by: Munchor on May 21, 2011, 09:23:52 am
So is it tilemaps?
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 21, 2011, 09:59:43 am
Yup. It always was.
Title: Re: Contest entry - Continuity
Post by: Jonius7 on May 22, 2011, 09:34:51 pm
oh no! I only realised this topic was here! I was thinking of how to do this for my contest entry for the past week!
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 23, 2011, 02:29:24 am
aww, you are not alone for that, leafiness0 was also about to do it. Also, I now have appvars for the levels, and im coding scanning for levels right now. Also, the levels are in archive, since they are 216 bytes/sliding tile (the 'sub-maps'). I calculated that all maps take 40K together, so that is necessary lol.
Title: Re: Contest entry - Continuity
Post by: Munchor on May 23, 2011, 03:01:57 am
aeTIos, have you managed 4*4 maps, I guess that's a bit harder :)
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 23, 2011, 09:00:49 am
I tested with 2*3, that worked. I can use any map size, since I store the levels this way in the appvars:
Code: [Select]
Data(X) ;First byte of the tilemaps
Data(XposStart,YposStart)
Data(Level width,Level height)
Data(Level offset)   ; So if its 2*2, it'll be 4 bytes, and so on :)
Hex code for all slidetiles (216 bytes each)
I might use RLE, since that'll cut the level size drastically. Should take a look at Nemo's tutorial on that :P

IMPORTANT:
Oh, to avoid confusion between sub-maps and tiles (sprites), I'll use those definitions:
-Tile: Sprite
-Sub-map: Slider
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 24, 2011, 08:45:00 am
Update Update Update!
The scanning is waay too fast (Since there were only 3 programs on the emu xD)
On a real calc it'll take ~2-5 seconds, depending of how many files you have.

Screenie:
(http://img.removedfromgame.com/imgs/1-Continuity0.0.0.3alpha.gif)
Title: Re: Contest entry - Continuity
Post by: Freyaday on May 24, 2011, 10:44:25 am
It just seems to be a loop of you on the homescreen.
Is this intentional?
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 24, 2011, 10:51:40 am
No, that was a crap screenie. it is okay now.
Title: Re: Contest entry - Continuity
Post by: Freyaday on May 24, 2011, 10:54:23 am
Ahh, much better. I can't wait to play this on calc!
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 24, 2011, 01:51:45 pm
Next: Zooming. I have now ~20 different tiles.
Title: Re: Contest entry - Continuity
Post by: Stefan Bauwens on May 24, 2011, 02:05:22 pm
It looks great aeTIos. A pity I can't try it. But the screenshot says a lot! :)

Good Luck.
Title: Re: Contest entry - Continuity
Post by: Munchor on May 24, 2011, 02:46:35 pm
Will there be a level editor? This is looking greater and greater, nice job aeTIos.
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 24, 2011, 02:54:43 pm
I dont know if there will be a level editor. Most likely.
Title: Re: Contest entry - Continuity
Post by: Munchor on May 24, 2011, 04:24:35 pm
I dont know if there will be a level editor. Most likely.

That's really neat (if there is one) :D
Title: Re: Contest entry - Continuity
Post by: ztrumpet on May 24, 2011, 04:32:40 pm
This is really awesome.  Nice job! ;D
Title: Re: Contest entry - Continuity
Post by: tloz128 on May 24, 2011, 05:23:50 pm
I dont know if there will be a level editor. Most likely.
Nice job with this project so far! I would strongly recommend having a level editor. Not having one really hindered my progress last year in the contest. (I'd be willing to make one for you in Java if you wanted me to. :P)
Title: Re: Contest entry - Continuity
Post by: leafy on May 25, 2011, 01:11:24 am
aww, you are not alone for that, leafiness0 was also about to do it.

WHOOOO TOLDDD YOUUUU
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 25, 2011, 06:47:14 am
Dang, i was thinking about porting this for the competiton but bits of it would be extremely hard to code, so I gave up. Good luck - you'll need it ^^
This told me.

Update: Beta version!
Title: Re: Contest entry - Continuity
Post by: Jonius7 on May 25, 2011, 06:52:44 am
Great progress you've made there it's looking almost like the original. you even have the "2nd up left right" tile. Well done!
PS: have you accounted for when the person is in between two tiles? you don't want the person to be split!
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 25, 2011, 09:12:43 am
That's not possible. You can not get in between them.
I'm going to make a slow-flashing dot to indicate where you are.
Oh, and this will run pretty fast, even in 6mHz mode. In fact, I have a pause 37 in it. I removed all Fulls and it was pretty playable.
Title: Re: Contest entry - Continuity
Post by: Munchor on May 25, 2011, 09:37:42 am
What about not having a hole inbetween the map parts, it makes it look like the player will fall.

This is also looking great, nice job, I hope it can have loots of levels :D
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 25, 2011, 10:25:41 am
I am thinking about a grayscale border around the maps. Also, I added a flashing point to indicate where you are. New screenie when I have new levels!
Title: Re: Contest entry - Continuity
Post by: Stefan Bauwens on May 25, 2011, 01:15:06 pm
Nice screenshot aeTIos. :)
Greyscale borders? That sounds good.
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 25, 2011, 02:07:43 pm
O.O I cut 150 bytes doing optimizations!
Title: Re: Contest entry - Continuity
Post by: yunhua98 on May 25, 2011, 02:26:38 pm
nice.

I can't wait to play this!
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 25, 2011, 02:30:44 pm
Some of my classmates have played already :D
But they are not members. They like it (some, not all, but those who don't like it were prejudiced)
Title: Re: Contest entry - Continuity
Post by: Freyaday on May 25, 2011, 05:19:14 pm
How do you know they were prejudiced? Do they hate you?
Yeah. I've found massive amounts of byte savings by gong through and optimizing. Did you know that DispGraphClrDraw is gigantic? It's almost 400 bytes larger than DispGraph.
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 27, 2011, 09:52:31 am
I dont use that. Anyway, I have cut my code down quite a lot (let's say 400 bytes total) but since I added new code, you dont notice it. It is 7210 bytes now, without the maps.
Keys go away if you take them now!
Also, Frey, congrats on your 1000th post.
Title: Re: Contest entry - Continuity
Post by: Munchor on May 27, 2011, 12:43:39 pm
I dont use that. Anyway, I have cut my code down quite a lot (let's say 400 bytes total) but since I added new code, you dont notice it. It is 7210 bytes now, without the maps.
Keys go away if you take them now!
Also, Frey, congrats on your 1000th post.

7210bytes? Well, that's close to the limit, will it use CrabCake or be an App?
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 27, 2011, 12:52:22 pm
Its with all data included, forgot to say that.
Title: Re: Contest entry - Continuity
Post by: yunhua98 on May 27, 2011, 12:55:06 pm
How much space do the levels take?
Title: Re: Contest entry - Continuity
Post by: Munchor on May 27, 2011, 12:55:32 pm
Its with all data included, forgot to say that.

Ah, so what about without levels?
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 27, 2011, 12:57:39 pm
:\
Um, the levels are appvars. The data takes ~ 500 bytes (>20 sprites + text data)
Title: Re: Contest entry - Continuity
Post by: Freyaday on May 27, 2011, 09:20:36 pm
How are your levels so small?!?
Title: Re: Contest entry - Continuity
Post by: ztrumpet on May 27, 2011, 11:24:06 pm
Levels for mine look like they'll be under 100 bytes each. :D
Title: Re: Contest entry - Continuity
Post by: leafy on May 27, 2011, 11:28:05 pm
Each of my levels is 108 bytes. It's so small because it uses a tilemap. Freyaday, I think you draw all your maps manually (like manual placement) which takes up much more space.
Title: Re: Contest entry - Continuity
Post by: Darl181 on May 27, 2011, 11:36:33 pm
I can probably compress mine, atm only 8 types.  I really need to learn some sort of real compression method :P
Title: Re: Contest entry - Continuity
Post by: leafy on May 28, 2011, 12:00:15 am
You can use that pucrunch axiom that guy released.
Title: Re: Contest entry - Continuity
Post by: Freyaday on May 28, 2011, 01:37:21 am
Mine are actually a picture of the levelscape (the stuff you can stand/jump/run into) followed by the coordinates of the door and the coordinates of the switch for the door. Then there's another appvar for the mines, and another one for the shimmering rectangles.
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 28, 2011, 08:57:07 am
My levels are 216 bytes each. I am going to add compression very soon.
Title: Re: Contest entry - Continuity
Post by: Freyaday on May 28, 2011, 10:46:04 am
I'm gonna get the levels running out of archive eventually. I think that's gonna be the same time I get multiple levels working.
Title: Re: Contest entry - Continuity
Post by: leafy on May 28, 2011, 05:29:56 pm
@Freyaday if each map is one picture, not including the buttons and doors, that's already 768 bytes, which is massive. Using a tilemap you can cut it down a lot.
Title: Re: Contest entry - Continuity
Post by: Freyaday on May 28, 2011, 08:34:09 pm
And then I'd have 768 bytes of sprites, and 96 bytes of tilemap
Title: Re: Contest entry - Continuity
Post by: leafy on May 28, 2011, 09:25:43 pm
But sprites can be reused, saving you 768 bytes per map ^^
Title: Re: Contest entry - Continuity
Post by: Ashbad on May 28, 2011, 09:37:43 pm
It depends.  If he's going for either a black or a white scheme, with no different tiles, saving it as picture data would actually be best, considering that one tile = one pixel.
Title: Re: Contest entry - Continuity
Post by: Freyaday on May 29, 2011, 02:06:06 am
Ashbad's got it right. the levels you see in the screenies are the kind I'm gonna make.
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 30, 2011, 02:40:49 am
Wow. That. Is. Impressive.
Back on topic, grayscale is nearly perfect since I use an interrupt now. speed is überhigh even though the interrupt freq is 1 (which means ~300 (?) times a second). The only places I use Full is the tile shifting screen and the map draw routine, but that is not too necessary.
I cut ~40 bytes using A*B instead of A and B, its a huge improvement (not kidding, but you can really save a ton of bytes with this). Afaik, the program is now fully optimized (probably Runer can optimize it further, but I'm pretty sure it is less than 100 bytes)
Further news/updates:
-Added a run indicator at the loading screen (instead of the VAT entries displaying)
-Program size: 7422 bytes

Hope to post a screenie soon!
Title: Re: Contest entry - Continuity
Post by: Quigibo on May 30, 2011, 04:32:35 am
I cut ~40 bytes using A*B instead of A and B, its a huge improvement (not kidding, but you can really save a ton of bytes with this).

Those should be the same size.  Its 3 bytes to call the multiplication routine and 3 bytes to perform a logical and, plus the and is way faster than the multiply.  Are you sure you're calculating that correctly?
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 30, 2011, 04:54:04 am
Afaik, yes. I tried it and it did cut bytes (4 times, made 12 bytes)
But I'll check it again, thx for pointing this out

[offtopic]
BTW, did you see that axe 0.5.3 is totally broken? Runer found it out, check the bug reports section
Title: Re: Contest entry - Continuity
Post by: TIfanx1999 on May 30, 2011, 09:29:12 am
It's been fixed already: http://ourl.ca/40600 (newest build)
Title: Re: Contest entry - Continuity
Post by: aeTIos on May 30, 2011, 09:33:06 am
Yeah, I noticed that.
Title: Re: Contest entry - Continuity
Post by: aeTIos on June 02, 2011, 04:24:32 pm
I'm sorry for my activity decrease, I'll post updates soon.
Title: Re: Contest entry - Continuity
Post by: DJ Omnimaga on June 08, 2011, 12:31:34 am
Looks nice aeTIos. Very true to the original. I'm glad to see more flash games being ported to calcs. :)
Title: Re: Contest entry - Continuity
Post by: Darl181 on June 08, 2011, 11:59:19 am
This game is awesome, only thing I could think of to improve it gameplay-wise would be a scrolling animation when you go into the other box/area/whatever and when you're zoomed out, maybe have a way so it looks like the pieces are sliding instead of just snapping to place.
Title: Re: Contest entry - Continuity
Post by: aeTIos on June 09, 2011, 12:10:47 pm
Thx, I'll try to implent that. as for the snapping sliders, with animation its getting very slow.
Title: Re: Contest entry - Continuity
Post by: Darl181 on June 09, 2011, 02:39:35 pm
It doesn't have to be an animation per se, possibly it could just display the tile half-way through sliding or something.
Title: Re: Contest entry - Continuity
Post by: aeTIos on June 23, 2011, 03:13:38 am
*sigh*

I broke something, and now its friggin' slow.
I think I gotta rewrite the whole thing... :(
But since I got 3 weeks left, I can do it.

EDIT: :D its working again!
Title: Re: Contest entry - Continuity
Post by: Munchor on June 23, 2011, 07:30:57 am
*sigh*

I broke something, and now its friggin' slow.
I think I gotta rewrite the whole thing... :(
But since I got 3 weeks left, I can do it.

EDIT: :D its working again!

working again, sounds cool. make backups all the time! also make sure to start polishing it with the graphics and title screen and highscores and all that "polishing-related" stuff because there's not so much time left :)
Title: Re: Contest entry - Continuity
Post by: aeTIos on June 23, 2011, 10:05:22 am
Oh yeah, title screen!

comments?
Title: Re: Contest entry - Continuity
Post by: Munchor on June 23, 2011, 10:06:06 am
Oh yeah, title screen!

comments?

Looking cool! Nice job, how does one change option though?
Title: Re: Contest entry - Continuity
Post by: aeTIos on June 23, 2011, 10:07:55 am
The unused opts are gray, the used one is white.
Title: Re: Contest entry - Continuity
Post by: Stefan Bauwens on June 23, 2011, 10:09:44 am
It looks great. :) Good job.
Title: Re: Contest entry - Continuity
Post by: aeTIos on June 24, 2011, 06:41:04 am
Creating lv 5 atm. Can I ask for help for creating custom (so calc-only) levels?
Title: Re: Contest entry - Continuity
Post by: Munchor on June 24, 2011, 06:53:09 am
Creating lv 5 atm. Can I ask for help for creating custom (so calc-only) levels?

I'm not sure if that's against the rules, maybe it is.
Title: Re: Contest entry - Continuity
Post by: aeTIos on June 24, 2011, 09:22:24 am
I hope it isnt. Could some mod make clear?
Title: Re: Contest entry - Continuity
Post by: Darl181 on June 24, 2011, 11:02:05 am
You can always release a level editor.. ;)

I'm pretty sure you can have help designing levels, but it might hurt the originality score.

Looking awesome btw. :)
Title: Re: Contest entry - Continuity
Post by: aeTIos on June 27, 2011, 03:50:03 am
Made level editor! Wohoo!
Title: Re: Contest entry - Continuity
Post by: Freyaday on June 27, 2011, 05:49:02 am
Cool! So how have you been making your levels up 'til now?
Title: Re: Contest entry - Continuity
Post by: aeTIos on June 27, 2011, 09:32:35 am
Until now, drew them out and then converted them to hex. That was a pity. Its way faster and easier now.

EDIT: HOORAY! LEVEL8 WORKS!
Title: Re: Contest entry - Continuity
Post by: ruler501 on June 27, 2011, 10:44:54 am
This looks like its going well. Your getting levels out faster now(presumably). Can't wait to see the release version :)
Title: Re: Contest entry - Continuity
Post by: Freyaday on June 27, 2011, 07:05:54 pm
I've been making my levels via the level editor from the beginning. Bug testing and interface refining and level making all in one, whoo!
Title: Re: Contest entry - Continuity
Post by: aeTIos on July 02, 2011, 08:00:18 am
I have 9 levels right now. The level editor is having problems... the levels either freeze or crash the calc :( At least I have 9 levels now.
Title: Re: Contest entry - Continuity
Post by: Anima on July 02, 2011, 08:22:00 am
Whoaah, this looks pretty awesome. I want the beta/final version!!11 D:
Title: Re: Contest entry - Continuity
Post by: aeTIos on July 04, 2011, 04:50:23 am
Thanks.
I'll try to create some more levels... I'll do it with calcgs.