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AndyUK

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18th March, 2009 at 03:28:57 -

A Friendly role play competition where people choose to make games for one of two or a computer to be released on the launch day.
The games have to be made within the Consoles/Computer's limitations which will follow in my next post.
Each game will be reviewed in a mock magazine (I hope you guys can help me with all this) and the final review scores will ultimately affect the success of the three formats.

Everyone is free to choose which format they make their game for.

 
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OMC

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18th March, 2009 at 03:40:29 -

I'll help with the magazine articles. That is, if you'll let me.

 

  		
  		

AndyUK

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18th March, 2009 at 04:05:29 -

1. 16 bit home computer (Name undecided)

Any screen size (but no scrolling on 640x480 or more)
You choose your own palette, sprites can use any of your available palette

Mode 0 60fps - 16 visible objects on screen at once - 12 colours
Mode 1 30fps - 32 visible objects on screen at once - 24 colours
Mode 2 30fps - 64 visible objects on screen at once - 32 colours (4 pixel scroll)
Mode 3 60fps - 32 visible objects on screen at once - 12 colours (8 pixel scroll)

.Any mode can display a 256 colour static screen, it can have Text or Buttons.
.Supports all MMF2 extensions.
.Music can be Midi,Mod,OGG,MP3.
.8mb maximum game size (after compression Minus MMF2 runtime)
.Supports key board, multi button controller, mouse or any other Peripheral you can think of.
.No flicker


2. 8 Bit games console

Mode 0 - 32 visible objects on screen at once - 8 colours
Mode 1 - 32 visible objects on screen at once - 16 colours (They must be double width)

.60 frames per second
.Always Smooth scroll
.320x240 or 320x200
.You can use flicker to get around the object limit.
.You can mix modes mid screen so long as there are not new colours used and the mode .1 section only ever has 8 colours within it.
.1 layer only
.Music can be midi or mod (or chip tune sounding ogg,mp3,etc)
.1mb maximum game size (after compression minus MMF runtime.)
.Fixed pallete
Image

3. Handheld

As above but
.160x144 screen size
.Sprites cannot contain more than 4 colours
.Special two colour mode that doubles on screen objects to 64

 
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Spitznagl

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18th March, 2009 at 19:09:26 -

Awsome!

I'm in for the 8-bit console if you let us at least a month to do it.
As for the magazine, I could try helping with graphics. But no reviewing for me, my english skills aren't develloped enought for that kind of writing.

 
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Fish20



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19th March, 2009 at 00:50:32 -

I know what im gonna do already so i'll start!
Edit: One question, Can you make it scroll x+320 ata a time. Like you are still in the same frame but it doesn't look like it.

Edited by Fish20

 
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AndyUK

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19th March, 2009 at 02:12:09 -

Flip screen?
yeah.

			
  	    

 
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DaVince

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19th March, 2009 at 16:25:42 -

Flip screen isn't quite the right term for it... (Flip screen actually usually mean that you draw anything that's on the video backbuffer to the screen - something that's irrelevant for click games.)

I don't Click anymore, but I do have some game creation tools I could use to make one of these. Can I still join?

 
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AndyUK

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19th March, 2009 at 22:43:27 -

Yeah it doesn't have to be exclusive to click.

 
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Nova™

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21st March, 2009 at 23:54:26 -

Good stuff, Andy - I'll join in

 
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22nd March, 2009 at 11:55:03 -

I'm gonna have a go at this. And i hope the reviews are retro too, with scores out of 100/100%!

"Wow, Street Fighter II got 97%!!" etc...... Happy days!

 
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AndyUK

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24th March, 2009 at 22:19:16 -

I'll try to keep this topic alive. But really if you guys are interested could you keep posting with something?

Here is an example game i'm working on. It's taking longer than I thought because it's really hard to make nice graphics with double width pixels and such a weird pallete.
This uses the 8-bit console's mode 1. With a mode 0 status panel.

Image
You can pick objects up (by pressing 'Down') and throw them at enemies (Fire 2)

Image
Don't do a Mario on them! slimes hurt!

Image
Uh... you can't actually die yet. Makes it easier to test, lol.

Heh, all three of those screenshots have exactly 15 different colours.

Edited by AndyUK

 
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24th March, 2009 at 22:57:55 -

That there is a good lookin' game!

 


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OMC

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24th March, 2009 at 23:43:47 -

Wow, AndyUK, that looks fantastic!

 

  		
  		

Spitznagl

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25th March, 2009 at 02:57:22 -

Andy UK: So that' s what you meant by "double width".
I was sure that it had to be stretched in both dimension, which would look like a 160x120 resolution. To late to turnaround

I personally can't think of a console who's graphics were streched only horizontaly, but I haven't seen everything. I'm just curious; Was there really one which did that?
It still kinda feels authentic anyway.

 
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AndyUK

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25th March, 2009 at 03:48:11 -

I can think of 2.

Commodore 64 games system and Amstrad gx4000

 
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Spitznagl

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25th March, 2009 at 14:03:01 -

Soo true! I knew I had seen somthing like that before. Thanks

 
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AndyUK

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25th March, 2009 at 19:58:15 -

Thanks guys.
Has anyone else done anything yet?

 
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25th March, 2009 at 20:17:08 -

< <
♪o
 


Edited by OMC

 

  		
  		

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26th March, 2009 at 06:25:29 -

Wow Andy, that's a really nice looking game. Very nostalgic.

 
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AndyUK

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28th March, 2009 at 21:44:44 -

I actually based the graphics on the Amstrad cpc version of Titus the fox. Don't know how many are familiar with the game. But the graphics are very good for the humble ol' Amstrad cpc. The pallete for the '8-bit console' is actually the same as the Amstrad's pallete too and it has it's own double width pixel mode so it's good to look to for inspiration.

Image

Edited by AndyUK

 
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Spitznagl

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31st March, 2009 at 05:42:41 -

Here's what I did so far!
Image

I'm actually putting all my time in the level editor for now(nearly finished), so the graphics are at beta stage.
I wanted to make a 8-bit game at first, but I can't come up to something good with this palette. There's not even a gray, and personally, I need many shades. So this is gonna be for the home computer.

As for the actual game; aside from the frames generating, the player movements is all I've coded, and I haven't really planned on the exact goal of the game. That bird's probably going to be harmless though, with the game play somehow focussing on dodging

"Features"
Level editor:
-Supports background, foreground and actual surfaces
-Tiles rotation and flipping
Platform movement:
-Exact 16 pxls jump
-Slopes climbing

 
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AndyUK

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31st March, 2009 at 20:38:28 -

Aha! fantastic stuff.
Yeah the 8 bit palette isn't great, however there is a grey in there. Look at the center of the image i posted.

I'm actually currently working on two games myself, but i thought no one was actually interested since there were very few posts. I guess you guys are just busy working on games
I asked Rikus to make a front page news post for the competiton but ive not had a reply to the dcmail i sent yet...

keep up the good work guys.

 
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3rd April, 2009 at 19:21:59 -

Question: Do you want invisible detectors to count in the object limit?

 
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3rd April, 2009 at 19:26:38 -

I'm desperate to join this competition, but I don't have any time for it D: and I have so many ideas to choose from...

Those graphics are looking awesome, AndyUK.

 
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3rd April, 2009 at 21:14:10 -

Ive got a bit of a problem though, my game is never going to come under 1mb lol silly me.
Oh to answer your question no, invisible objects dont count

Edited by AndyUK

 
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4th April, 2009 at 06:35:15 -

Here's some inspiring mockups for the Game boy for you guys to learn from. I was unable to participate cause I hadn't joined at the time. But there is some nice stuff in this challenge.

http://www.wayofthepixel.net/pixelation/index.php?topic=5016.0

Plus, if you look hard enough there, you'll find plenty of retro style posts to get tips and info from. It's not that hard to get nice looking graphics Andy.

 
All platforming problems can be mostly solved here:

http://www.clickteam.com/mbfiles2/277308-engine.zip
http://www.angelfire.com/games5/psywakd/platform.gam
www.zephni.com

These are very excellent examples by other people and are very informative.
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AndyUK

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4th April, 2009 at 22:16:03 -

Well, i did mean I found it hard to make good graphics with double pixel width and that specific pallete.
If the guys are pixelation have a forum with those specs I'll find it more useful.

Yeah also it's easy when you have the talent.

 
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5th April, 2009 at 00:33:53 -


Originally Posted by AndyUK.Sprites cannot contain more than 4 colours


Does this mean just per sprite, or can the game only show four colors at a time?

 
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5th April, 2009 at 00:51:46 -

it means each sprite can have 4 colours from the 8 or 16 chosen from the palette in the PNG image ive linked to.

 
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5th April, 2009 at 01:38:47 -

Oh, ok.

I'll probably only use four or so colors anyway. Makes it feel more old-school.

Edited by RedEnchilada

 
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6th April, 2009 at 22:35:31 -

Welp, I changed my mind. The extra colors do make it look better.

Image

Is there anything I should change? I really wanna know if the light on the camera's okay.

 
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13th April, 2009 at 13:54:50 -

Is there a time limit? I'm starting late.

 
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13th April, 2009 at 18:51:55 -

What is the time limit? is there even an end date? I'm working on a game that /may/ qualify, but it's not due for completion for a fair while yet, so you may be all done and bored by then. Ho humm.

 
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14th April, 2009 at 20:17:51 -

Image
The first level.

 
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AndyUK

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14th April, 2009 at 21:47:05 -


wow i thought everyone had forgotten already.
Um... there is no end date at the moment. You can't release a new format without games can you?

Ive finished my example game for the 8-bit console
http://www.create-games.com/download.asp?id=7678

Edited by AndyUK

 
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14th April, 2009 at 21:53:57 -

I think I'll enter this. Can make a quick vertical 8bit SHMUP. Gimmie about a couple of days. If thats ok?

 
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AndyUK

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14th April, 2009 at 22:04:04 -

heh yes of course it is.

 
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14th April, 2009 at 22:12:39 -

Not to be off topic(In case I am) but I think it'd be pretty cool to remake some of our games for different platforms. (Not literally, but with different graphics and the like.)

Say, AndyUK released Buzz the squirrel for the PC. What if he made a Gameboy version? The graphics would be lower in resolution and probably shorter music loops and such. Idk, it just sounded like an interesting idea.

 
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14th April, 2009 at 23:59:18 -

I have a slight problem. When coding it in TGF, it runs at 50fps, and I can't alter it in MMF2 otherwise it screws up the timing. You don't mind if it's 50FPS? (Its the handheld 8bit)

 
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AndyUK

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15th April, 2009 at 00:26:49 -

nah it doesn't have to be 60fps. I just meant it doesn't have to go lower.

 
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15th April, 2009 at 07:36:45 -

I started something for the handheld. It will ensure hilarity somehow.

 
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15th April, 2009 at 18:31:28 -

I'm in, making something for the 8-bit console

 
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15th April, 2009 at 19:04:04 -

im in too... 16 bit P:

 
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Poobical

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15th April, 2009 at 22:13:25 -

This is a lil' demo of what I've got so far.

http://sonicmayhem8bit.110mb.com/GalaxyGuardiansDemo.zip

It's levels 1 and 4.
The game is for 8bit handheld. The aim of the game is to fight through bosses (guardians). You get a choice of what weapon you want to use at the start of each level. (you can also turn on Pick-Ups in the options menu that gives you weapon pick ups randomly through the stage)You must destroy the guardian to proceed. Just a quick easy game. Not too easy, not to hard.
(oh Alt + Enter for full screen)

Edited by Poobical

 
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AndyUK

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15th April, 2009 at 22:36:34 -

I like it, it's well made. The boss' life counter does get in the way though. On the second boss i just couldn't see it shooting at me. The first boss did take an awfully long time to kill...
Other than that I can't see anything wrong with it

 
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Poobical

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15th April, 2009 at 22:43:24 -

Yeah, the bullets in the second level have been changed to green now.
First boss took along time? Mmm, perhaps I could cut down the meter to 1000.
The boss life is there because I've got influenced by Gunstar Heroes. Thanks for ye comment.

Btw, Arnold's Adventure is really good. Really does seem totally retro! Defo a keeper on my laptop.

 
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15th April, 2009 at 22:49:19 -

I agree completely. First boss was just tedious, and second one I couldn't see what was going on (at which point I got bored and stopped playing).
You should add a double-size option - that wouldn't be against the rules I don't think, seeing as it's not actually increasing the resolution as such.
Also, why don't you add normal shoot 'em up levels between the bosses? I can't help thinking it would be more fun. But then, personally I *hate* boss battles in any game.

Oh, and I nearly forgot - you need a visual cue to tell the player when the first boss is charging its lasers - I had music playing so I kept getting zapped without warning, until I realized there was a sound effect for it. The same may apply elsewhere, I'm not sure.

Edited by Sketchy

 
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AndyUK

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15th April, 2009 at 23:04:00 -

Thanks I kinda rushed Arnold's adventure so it's probably as buggy as hell. Then i threw in some of my own lame mods because i can't keep asking Davince to churn out a billion tunes for all sorts of stuff.

Could the counter could be moved up so it's out of the way? or is there a reason why it's a bit further down?

 
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Poobical

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15th April, 2009 at 23:19:17 -

Cheers for the criticism, Sketchy. I've just put the first boss down to 1000 and allow more hits to damage the boss. I could easily put in a visual cue to the laser attack.

However adding in normal level would be difficult, due to the 32 object limit, however I could give it ago. Actually while writing that, I feel like it'll pad out the game more. Considering I've done seven bosses, I could just add in seven levels, and forget the 15 boss structure.

Thanks for the advice.

(The counters down there, just like Gunstar Heroes, although I could just move it up in the top right corner or something.)
(Done the edits to the bosses. Works alot better )

Edited by Poobical

 
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RedEnchilada

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16th April, 2009 at 14:30:40 -

32 visible objects on screen at once.

You can have as many objects as you want, as long as only 32 are seen by the viewer at a time.

 
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16th April, 2009 at 15:06:33 -

This reminds me of the demake competition i failed to complete my Crash game for lol :]

Is there any kind of deadline? I kinda scanned through the thread and didn't notice one?

 
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16th April, 2009 at 15:06:39 -

oh nice AndyUK, those graphics look really good


Edited by alastair john jack

 
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16th April, 2009 at 17:12:26 -

Yeah I know RedEchidna just with those type of stages there are more bad-guys and stuff on screen. (Bad Dudes + There bullets + Terrain) However I have made some flying levels, which add more depth to the game.

 
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AndyUK

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16th April, 2009 at 18:05:25 -

There isn't a deadline. There doesn't really need to be one at all really.
There's always a few people that spot competitions late and want to get involved but can't due to time constraints.
Just think of it as holding off on the launch dates until the launch lineup is ready.

I don't want to act as an organiser, it's just an idea I had and decided to share. So it's basically still open to suggestions for anything.

 
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30th April, 2009 at 01:07:51 -

KABUMP

I've got a video of my game.



 
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26th September, 2009 at 23:51:50 -

AndyUK says technically this is still going on!!!

 
Awesomeness is Watermelon.
*/l、
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
This is Koji. Copy and paste Koji to your sig so he can acheive world domination.

AndyUK

Mascot Maniac

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Game of the Week WinnerSecond GOTW AwardHas Donated, Thank You!VIP Member
27th September, 2009 at 02:06:29 -

You know what? I'd rather start a new one if anything.

Instead of having competing formats to make games for it might be good to just have one format and the best game becomes the game that is bundled with it at launch.

 
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RedEnchilada

formerly RedEchidna

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VIP MemberWii OwnerThe Cake is a LiePicture Me This Round 24 Winner!
27th September, 2009 at 02:29:10 -

But I like this competition!

 
http://www.youtube.com/watch?v=WYrSD35vHo4
woooooooooooooooooaah maaaaaaaaaaaaaaaaaaaaan

AndyUK

Mascot Maniac

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Game of the Week WinnerSecond GOTW AwardHas Donated, Thank You!VIP Member
27th September, 2009 at 02:55:33 -

But everyone forgot about it...

 
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Watermelon876



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  16/04/2009
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I am an April FoolVIP Member
27th September, 2009 at 03:16:51 -

You don't bundle the best game, you bundle a game which looks good, then you send the best game later.
At any rate, I think you should start with Gameboy 3-color monochrome.

Edited by Watermelon876

 
Awesomeness is Watermelon.
*/l、
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
This is Koji. Copy and paste Koji to your sig so he can acheive world domination.

Spitznagl

Cabinetmaker

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The SpinsterVIP MemberHas Donated, Thank You!Picture Me This Round 29 Winner!Picture Me This Round 31 Winner!Picture Me This Round 36 Winner!
27th September, 2009 at 04:10:54 -

You should definitely restart it in a month, but with a deadline this time.
Last time, I kept on delaying my project until I eventually forgot about it.

 
...

-MacAdaM-

Megaman Fosho

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  12/02/2008
Points
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27th September, 2009 at 04:28:48 -

Yeah, you should re-start this one eventually, I would enter it, it sounds like fun

 
Your just jealous that you're not as awesome as me.
(And my megaman avatar )

nim



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27th September, 2009 at 04:31:55 -

I always thought this was a great idea for a competition. Andy, I know you don't like too many rules in competitions, but most people like to have a deadline. I also think that making a couple of "template" MMF files would help people get started at the correct window size, etc.

Edited by nim

 
//

AndyUK

Mascot Maniac

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Game of the Week WinnerSecond GOTW AwardHas Donated, Thank You!VIP Member
27th September, 2009 at 18:39:06 -

I also don't want to rule myself out as a competitor lol.

I don't see why we can't restart this, although i'm not sure of having multiple formats because people seemed to all choose the same one last time.

 
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