interesting text files

This commit is contained in:
Melos Han-Tani 2020-04-04 19:32:44 +09:00
parent 0251107504
commit ffc9249d0a
7 changed files with 1560 additions and 0 deletions

View File

@ -0,0 +1,163 @@
DNT - TITLE SCREEN STUFF
------------------------
GFX Press [SOMEKEY-ENTER] (on title)
GFX ANODYNE
GFX menu=enter
GFX Saving...
xPlease use the arrow keys to resize the window until you cannot see any black around the borders. Press C when done.
xMelos Han-Tani Marina Kittaka
xPress [SOMEKEY-C] to start
xVersion 1.508
xContinue
xNew Game
x Are you sure? (Yes, No)
x Really? (Nah, yeah)
x No going back: (forget it, I know)
x0 deaths
X0 cards
xinput lag
xmac controller
xpress back toe ixt
DNT - In-game GUI
-----------------
DNT - Menu:
----------------
xMap
x Current Room
x Door/Exit
x No Map
x Return to Nexus
x Return to entrance
xItems - Normal, Swap, Extend, Widen
x A pair of spring-loaded shoes - press [SOMEKEY-X] to jump!
x A pair of shoes for biking.
x An empty cardboard box.
x A key found in the Temple of the Seeing One.
x A key found in a red, underground cave.
x A key found in a mountain cave.
xCards
x 0 cards
xSave - test ios too
x Save
x Saved!
x ERROR
x Save and go to title
x Go to title
x Save and quit
x Quit game
x Deaths: 0
xConfig
x Language: (ja, en)
x Set keybinds
x Set volume
x Autosave at checkpoints (On, Off)
x Change Resolution2
x Config UI
x Touch+D-Pad , D-Pad Only, Touch Only
x Move Input Type
x Resolution: (Windowed, Integer Scaled, Stretch)
x Scaling: 3x
x Drag the buttons until you're satisfied. Then, tap the menu to continue.
xxx???
You're rolling in it!
Once the property of a famous Bubble Mage.
If your graphics become scrambled, look at the pokedex entry of an official Pokemon.
This heart has no name.
Please visit the electric monsters' world.
A kitty statue. Cute, but useless.
Oh my!!!!
Oh no!!!!
It's black.
It's red.
It's green.
It's blue.
It's white.
xxx[SOMEKEY-C]: Select [SOMEKEY-X]: Back"
DNT -In-game dialogues
---------------------
xxxDNT Mitra:
Hey, Young!
Are those bike shoes for me? Wow! Thanks, Young! Ive been thinking about getting these, since Wares has those pedals where you can clip in bike shoes. Here, Young, take my boots in exchange! They have these cool springs that let you jump really high! You press [SOMEKEY-X] to jump with them on!
Hi Young! Notice anything new? ^... ^... Oh, well, I got new biking shoes, see! They clip into Wares' pedals. Since Ill no longer be needing my old boots, I want you to have them, Young! They have these cool springs that let you jump really high! You press [SOMEKEY-X] to jump with them on!
Alright, take care!
Go on, try them out! ...Theyre not THAT smelly.
Cool, huh?
Wow, are those the biking shoes from Finty's shop? You're giving them to me? Thanks, Young, I really appreciate it! Here, try out my old shoes in return--I think you'll find them really useful! There's an engraving on the shoes that says \"Press [SOMEKEY-X] to jump\". I've never understood that, though, because there's no \"[SOMEKEY-X]\" anywhere on the shoes...
xxxDNT Treasures:
xx Some strange force stops this treasure box from being opened.
x An engraving on the broom handle reads: Press [SOMEKEY-C] to sweep.
x This key may be used a single time to open up a locked barrier.
x A mysterious pair of boots has nothing but the branding on it, which says \"Press [SOMEKEY-X]\".
x A few words on the broom extension read \"Equip the WIDEN upgrade in the menu to have the broom release harmful dust to the left and right.\"
x A few words on the broom extension read \"Equip the EXTEND upgrade in the menu for the broom to release harmful dust in front of the broom's normal reach.\"
x A note next to the broom extension: \"Hello, Young. Use this SWAP upgrade on two tiles to switch their places. It may be a while before you can use this everywhere, but it should serve you well for the time being.\"
x YOU FOUND A HEART!!! Maximum Health increased by...zero.
x Goldman: What? It's not there? That shopkeeper must have stolen it!
xxxDNT -Swap messages referring to the tile-swapping item you get
x Sorry!
x The swap won't work here.
x Young could not muster the strength to use the swap here.
xxxDNT Keyblock:
x This door is locked.
xxxDNT Dust:
Your broom is now full of dust! Attack again to place it.
xxxDNT Checkpoint:
Save? (Yes, No)
While standing on a checkpoint, press [SOMEKEY-C] to save your progress and set it as your respawn point if you die.
xxxxxDNT NPC:
There is writing scrawled on this rock:
xxxDNT Door:
The portal does not appear to be active.
xxxDNT KeyBlock:
The gate stares, petrified. It won't open until it senses four cards...
Sensing four cards, the gate decides to open.
The gate stubbornly remains in place.
The gate senses all of the cards, and decides to open.
The gate senses enough cards, and decides to open.
It opens!
It remains closed.
...
!!!
xxxxxDNT Solid_Sprite:
The sign points to the east but the words on it are faded.
The sign points to the west but the words on it are faded.
The words on the sign are faded.
xxxDNT Trade_NPC:
Finty: Welcome, welcome, my friend Young! The names Prasandhoff--Finty Prasandhoff! Take a look around at my shop and see if anything catches your eye!
Finty: I still appreciate that box!
Finty: Ah, a box! Thank you so much! Now I can carry all my inventory home at night and back in the morning! As a token of my gratitude, take this ugly--I mean beautiful, collector's edition card!^
Wait a minute...it's not here! What happened to it? Well, here, let me ease your wounds instead!
As a token of my gratitude, take these stylish biking shoes!
Fine morning out, isn't it, my friend? A fine morning for shopping! I just wish I had a box to carry my inventory around.
Too bad, looks like you can't afford this item! Come back later, when you have the cash!
Finty: Ah, you have a fine eye! You need a better weapon, don't you? Blow your enemies to pieces for only $499.99!
Finty: That money sack will allow you to accumulate money that you find in The Land! It's yours for a mere $869.99!
Finty: Oh ho ho, here's a specialty item indeed: clip-in bike shoes so you can be speedy AND stylish! On sale now for just $299.99!
Finty: Tired of shoving dust around with your piddling little broom? Eradicate harmful dust particles with this state-of-The-Art vacuum cleaner! Just $749.99, or four easy, monthly payments of $199.99!
xxx scene elevator
Floor?
1\n
2\n
3\n
4\n
Cancel
end scene

145
intra/txt/JOURNAL.txt Normal file
View File

@ -0,0 +1,145 @@
music itself is maybe 300 hours..
maybe more time...doesnt really count design time when away from computer
melos school (10-2 - 12-15) average 3 hours a day? 4? 220-450
marina school, melos not, lots of sfx (9-15? - 10-1) (~90 hours)
hard work till public demo, california, lots of sprites, dungeons finished (8-1 - 9-18) (300-500 hours)
till i get home (6-25-7-29) (80-160 hours)
non-marina summer - end of month demo release (6-9-6-24?) (40-80 hours)
End of spring quarter (5-27-6-8) (30 hours)
mostly retired.
60-70 hours?
+ ? for music- SFX, Title, blank, overworld, street, bedroom probably 20?
5-26-12 (??? 10 hrs? no clue check github)
did a lot of shit yo check commit looogs
5-21-12 (1 hr??)
draw some of the street tileset and its entities.
5-20-12 (2 hrs??)
fix inventory, add settings stuff
5-19-12 (3 hrs? 4?)
some initial inventory stuff and logic, fixing some hole crap..draw order stuff
5-18-12/5-16?? (2 hrs?)
-some death mechanics.
-breaky floors?
-add character animations for stabbing
5-15-12 (2 hrs?? more?)
- i've stopped really keeping track of time, just committing to github
- add treasure actions
-mockup of inventory
-LETS MAKE FIRST LEVEL!!!
5-12-12 (1.5 hr?)
-events for door unlock
-some sfx for door/unlok keys
5-8-12 (1 hr)
holes!
??? (1.5 hr?)
keys?
5-2-12
-some gui mockup
-health logic
5-1-12 (2 hr?)
-some basic event stuff checking
-fixed memory leaks
-pushy blocks actually almost work thank god
-add logic for movers
-do some itnro cutscene
4-27-12 (2 hr?)
-worked on songs
-worked on intro drawing and some assets
(36)
4-26-12 (1.5 hr)
-add save/load/reset...so far..
-some door crap. need to implement reading the arrray but its built fine
-oh happy day, doors work. but the fields tilemap is offset oops
4-20-12 (1 hr)
-back in action...pushy blocks
***
TWO WEEK BREAK
***
4-7-12 (1.5 hr)
- draw some tile sets., some other tile logic
4-6-12 (1.5 hr)
- Change slime hit SFX
- Draw a little of the broom
- Flashy slime death
- Permanence works for objects!
-
4-5-12 (1.5 hr)
-SFX for broom swing. Light that glows.
-Song for white dungeon place.
-Seamless audio.
4-4-12 (2.5 hr)
-getting back into the swing of things? broom pushes slimes
-Make laser charge/fire sfx, slime hit sfx, add logic for that.
-Add slime death anim/etc
3-30-12 (1.5 hr)
- Add laser's laser (heh) sprite, logic to make it shoot. Fixed some bugs, added a new array
that represents the objects that aren't dame-generated (i.e., subsprites of the stateful sprites)
3-29-12 (1.5 hr?)
- Add Laser sprite and logic to make it flash
3-28-12 (3 hr?)
- Add basic header.
- Add some grayish tileset
- Figure out more door stuff, fix
- Drew enemy or something
- sort of have a rough working of grid-local and map-local permanence, fixed some bugs iwth that
3-27-12 (1.5 hr?)
-Draw player sprite, animate logic..basic stuff
-Think of other sorts of tiles
3-23-12
- "broom" appears in proper direction
3-19-12 again? (2.5 hours)
- Got stateless/stateful sprite stuff to work with XML, cool
- fake block/sword/player sprite, attacking haha
- Did some stuff with doors...have transport but can't focus.
need to fix collision bugs. also be able to set custom callbacks for each entity or whatever, yay.
getting that thing where I collide early...
3-19-12 (1.5 hours)
-Figured out getting state to persist. woo-hoo.
-Basic collisions with a fake slime sprite
3-18-12 (2.5 hours)
- Figured out transforming the DAME generated XML into a serializable XML
with grid-specific sprites for dynamic loading. Groovy!
- Figure out more annoying intricacies with dealing with XML...but progress. sigh
3-17-12 (0.5 hours)
- Figured out exporter for real with the sprites. lua. literally worst thing in my life
3-16-12 (1.0 hours)
- Figured out exporters with lua. Can now make sprites and give them properties which will then be parsed with some xml dohicky here
- planned out more infrastructure
3-14-12
- Planned out some infrastructure in journal
3-12-12
- Make screen transitions with solid tiles work.
- Add basic implementation of single push blocks
3-11-12
- Implement basic screen transitions with dynamic loading

429
intra/txt/PLANS.txt Normal file
View File

@ -0,0 +1,429 @@
EXTRA CARDS (x denotes i put it in the game)
#0...
x#36 : Hidden in death apartment (Young)
x#37 : Hidden in old bedroom (Dialogue rock)
x#38: Hidden in HOTEL roof (right)
x#39 : End of DEBUG gauntlet (old young sprite)
x#40 : End of CELL hidden area (Wall eye (something w/ seeing one?))
x#41 : End of SPACE hidden area (faces/entities)
x#42 : End of SUBURB hidden area (killer)
x#43 : Goldman's room (Goldman)
x$44 : Blank, islands (Broom)
x#45: Hidden in FIELDS (bttom roight)
x#46: Hidden in STREET (bottom)
x#47: Hidden in REDSEA *bottom left
---
x#48 : In hard-to-reach extra NEXUS (empty)
Health ups:
x1. nw overworld (card gate 4)
x2. (card gate 8) BEACH (far west)
x3. (card gate 16) SUBURB
x4. (card gate 24) CELL (Southeast)
xcard gate 36. (end)
xcard gate 47 - extra-blank-path-start
xcard gate 47 (changed from 48 for a bit) - end of exra-blank-path
xcard gate 49 - past portal there
xcard gate 50 - finalbalnk
x_Northwestern temple goes to BEDROOM, which goes to a dead end, goes to "CORRIDOR"
-CORRIDOR is part of a place you can get extra cards in. It leads to two portals, one goes to OLDBEACH and other goes to OLDBEDROOM
-logicall everything is in "DRAWER" for my convenience - grayscale and static are always on light/darkness alpha is debatable
-can explore the OLDBEACH with hte swapor OLDBEDROOM. leads elsewhere?
-Anyways with 46? or so cards, you can go up the extra windmill and cross the gate, going through that puzzly area takes you to...hmm..
dumb ideas:
- flying, rotating dog corridor
- lots of youngs walking in sync
- islands of beach (old, older tilesets?)
ending
24 "chunks"
each takes 12 seconds
24 * 12 = 288
12 non-cast chunks
12 cast chunks
first 6: Go, panning to the sky. Reach the top, fade out.
Then (panning)
Blank
Nexus
Street
Overworld
Windmill yooo
sage fight
Bedroom
Redcave
Crowd
Apartment
Hotel
Circus
Fields
forest
Beach
cliff
Redsea
End on GO. (Briar fight?)
"the end pic"
=========
go secret:
hotel (blue) - (5,3))
apartment (green) - (4,1)
circus (red) - (0,4)
Current doors:
DUNGEON DOORS (Dungeon-dungeon, or dungeon-outside)
0: C REDCAVE-REDSEA
1: bedroom <-> overworld
2: street <-> overworld
2: STREET-OVERWORLD
!!!!3: BEACH-FIELDS
4: NEXUS-BLANK
5: L REDCAVE-REDSEA
6: BLANK-BLANK
7: R REDCAVE-REDSEA
8: N REDCAVE-REDSEA
9: L REDCAVE-REDCAVE (STAIRWELL)
10: fields -- fields (Free roam) test (use later for something?)
11: BEACH-REDSEA
12: debug <-> fields test (use later for something?)
13: NEXUS-STREET
14: crowd-crowd 1st to boss, boss
15: crowd-crowd (1st to outside)
16: crowd-crowd (outside to 2nd);
17: crowd>crowd (2nd to 1st, boss)
18-24 (APARTMENT-SUBURB, center/sw/nne/ne/nw/top floor)
25 HOTEL-SPACE
26-30 HOTEL-HOTEL: 26 (hotel roof to 4th fl), 27 (SW 3-2) 28 (SW 2-1), 29 (NE 3-2), 30 (NE 2-1)
31 CIRCUS-CELL
32 (Circus psot-boss, basement treasure room)
33: OVERWORLD-FIELDS
34: FIELDS-WINDMILL
35: FIELDS-FOREST
36: FIELDS-TERMINAL
37: BEDROOM-SUBURB
38: CROWD-CLIFF
39: CLIFF-SPACE
40: FOREST-CLIFF
41: REDCAVE-CELL
42: TERMINAL-GO
43: GO-HAPPY
44: GO-BLUE
(only 44 doors? swell! oh wait)
4: NEXUS-BLANK (ONE WAy?)
13: NEXUS-STREET
45: NEXUS-CELL
46: NEXUS-SUBURB
47: NEXUS-SPACE
48: NEXUS-FIELDS
49: NEXUS-OVERWORLD
50: NEXUS-FOREST
51: NEXUS-TERMINAL
52: NEXUS-GO
53: NEXUS-redsea
54: -windmill
55: -beach
56 blue
57 happy
58 circus
59 hotel
60 apt
61 crowd
62 redcave
63 bedroom
64 windmill
----
65 APT-APT_SECRET
66 CROWD pre-boss to somewhere
67 REDSEA-REDCAVE (item cave)
68 CROWD-CLIFF (item cave)
69 CROWD-Cliff (transition to space)
70 BEDROOM exit 2 to OVERWORLD (to suburb transition area)
71 GO secret.
72 REDCAVE secret.
73: SUBURB family house (NO FILTER)
74: SUBURB paranoid house
75: SUBURB festive house (NO FILTER)
76: SUBURB dead-couple house(card house)
77: SUBURB killers house
78; SUBURB hanged house
79: OVERWORLD-DARKPASSAGEs
80: FIELDS - MONSTERCAVE
81 SUBURB blocked-off-house (Swap)
82 WINDMILL - BLANK
83 OLDBEACH-DRAWER
84 OLDBEDROOM-DRAWER
85 OVERWORLD-HIDDENBEDROOM
86 BLANK (concentric) - Blank ISLANDS
87 BLANK ISLANDS - Blank otherpath
88 finalblank - oldoverowlrd
89 oldoverworld - finalnexus
90 finalnexus - debug
91- finalnexus-finalblank
92 - CELL hidden portals
93 - fields-beach (rank's hose)
94 - REDCAVE-REDCAVE (boi)
card counts: bedroom: 4, redcave: 3, crowd: 3 , apartment: 3, hotel: 4, cirucs: 4
Total: 21
Overworld: 2
Fields: 2
Windmill: 1 (26)
Terminal: 1
Forest: 1
Cliff: 2
Suburb: 1
Space: 2 (33)
Cell: 1
Beach: 1
Redsea: 1
(36)
Drawer: 3
CIRUCS ENEMIES:
-Javiera and Arthur (boss) - saving them - puzzle, and enemies?
-Javiera is trapped in a cage
-Arthur surrounded by lions
*** Need some sort of limited thing you attack that can drop health sometimes - e.g. bushes, pots
*** Nexus doors: Overworld, street, should have some sort of animation (like the elevator). One in every area except dungeons. Possibly two in the bigger areas - one close to the dungeon entrance
========
Functions of secondary areas...involving obtaining growths and story explanation. Incorporate dungeon mechanics?
Overworld - some long block pushing puzzles because why the heck not? NPCs will give you the growths (cards)
Beach
Redsea
Forest
Plains
....
Circus dungeon ideas: - speed tiles up on paper...large, turtle-rock-LA-esque
Circus Boss ideeas: Hand in hole, things chase you in circle..
hotel structure: fl 4 is separate. fl 3: 3 locks, 2 keys. one goes to growth, one to 2nd floor where you can find a growth and a key, the other to 2nd floor where you can find two keys and the two stairwells that go down to the 1st floor. floor 1 has 2 locks, and 1 key in the case that the player did everything on floor 2 and 3 first.
others:
figure out explanation of minimap
ideas for entering APARTMENT:
ideas for CIRCUS mechs because i'm too lazy to write
entrnce: CELL is between circus and redcave
tileset: a pebbley/dirt ground path/?
mechs: fire rings..uh
ideas for HOTEL mechs "" ""
tileset: potted plants, desk, tiles, carpeting. nice ornate walls, wall lamps. Beds, etc.
mechs: An elevator. room you enter, looks the same, touch a certain sprite, set a state var, sends you to that place.
-Try to get to the bottom of the hotel to reach the boss.
-Maids - behavior is triggered by picking up dust(for yet another use of dust... ). behavior is to follow you, and grab you and pull you into a hole. you can kill it but risk being pulled. dropping the dust when it's not aggrod by the broom means it will stop chasing you.
-could put multiple of these in a room to create some tension when riding Propelled etc.
APARTMENT notes:
First floor - 1 growth,2 keys - 1 key needed to take the stairs to the 2nd floor area that leads to the 2nd growth - key needed
-The bottom door leads to an outside area that will end result be a lock that goes to the 3rd floor
- The top right door goes to where youcan find another key.
BIG DOORS (req, desc)
1 - Open nexus-street door
3 - Overworld-plains entrance
How to...open up the 2nd set of 3 dungeons?
-Cutscene?
-Silhouettes on some sort of world map (maybe fade them in)
-Each of first 3 bosses killed breaks the layers of this button(?) which opens up the other 3
-Blocking the terminal: Have 3 torches, 1 for each of the last 3 bosses (kind o flike super metroid)
DRAW ORDER:
1. Background (0)
2. BG Tiles, including animated tiles that don't need depth (0)
2.1 Anim tiles
2.2 BG2
2.3 flat_gadgets
3. 'Sortables'
- Player, light, entities, animated tiles that need depth.
3.1 fg sprite group
4. Header
5. Darkness,
6. Screen fade out/in
7. Death overlay
8. Various popup messages
***Deal with edge case with cracked tiles and holes etc!!
1. Push into anim_tiles
Handling drawing the player and monsters together:
encapsulate into flxgroup. give flxgroup a y value, based on its draw-ref so we can sort groups next to sprites and have everything in the group drawn sanely. for monsters, do this in spritefactory
handling 'sortables'
1. Everything in otherobjects, stateless, statefuls (ugh) get added into "Sortables"
2. On every call to draw (or every other if performance is bad), sort "sortables" by y coordinate.
3. On screen transitions, like normal move out the old objects from the 3 arrays, but need to both delete them from sortables, their "old_array", and null them
--get hlped by some small race of things throuh some area
--the dungeon is them next to a predatory race, you can take an easy route but
--they all die horrible deaths...or not
NEXUS DOORS:
- positioned in a large circle (a-la-yume-nikki), but themed floors around them
- unlocked by going through the correct one in the other map
- To do this - just an array of "open or not" somewhere - where the door lookup executes and checks this array, if it's false, then if not in nexus open it. use constants for the lookup arrray, as well as mapping to the frames in DAME.
-CONSTANT for each pair. enum'd in door.as or whatever.
-On door callback, if the door frame is one of the nexus-somwehre else pairs:
-If in nexus, check the "doors unlcoked" array and act accordingly
-Otherwise change the doors unlocked array to true.
FALLING THROUGH FLOOR TO BELOW FLOOR:
DIALOGUE WITH NPCs:
EVENTS:
XXXXXA guy that follows you in the street. He is lit up and oscillates behind you, then disappears. (this could be at
the ending of the street tutorial area.
-Walking through an "orange storm" of decreasing noise until reaching the beach.
PUZZLE IDEAS
1. Flipping rows of tiles, stopping the flipping by placing blocks on them. Uses some special item.
2. Jumping on the correct set of tiles in succession.
3. Dusting can clear a path for pushable things that keep traveling. Need to weigh down some buttons.
4. XXXDusting blocks lasers, so with two you can effectively push a laser back.
5. Little diagrams hidden somewhere, then you place dust on a grid somewhere to unlock something
ENEMY IDEAS
1. XXXFaces one way, slow, only vulnerable from the back.
2. XXXPew pew
3. XXXCircles you
4. Roughly follows you, tries to poke
RANDOM IDEAS
1. "I don't think there's anything to see here" easter egg room?
2. Leave a hole in one room. Use directions elsewhere to navigate.
"GROWTH" ideas (the key items)
1. They hold off an area at the end of the game. They lead to some sort of final area representing
mental growth?
2. the shape: small plants? little glowy balls?
TILEMAP IDEAS
The entrance realm drops you into this light area...sky like, with strange engraved tiles. slight glows show where is walkable and where is not
To the left you can see waht is the beginning of a broken staircase.
to the north are a set of signs. upon growing enar there is a highlight to look at them.
these signs explain how to save and change your controls.
continuing to go north, there is a lot of dust to your left, just floating there.
going north again, the world darkens and there is what seems to be the entrance to an alleyway,
which leads to the street mini-dungeon...
SETTING-THE-CONTROLS TUTORIAL IDEA
1. In a single room that dynamically changes.
2. "You may find exploration difficult without the ability of movement."
"Move over here with UPKEY DOWNKEY LEFTKEY RIGHTKEY".
"You may press ENTER if would like to set an alternate means of movement."
"Now...if you were to use an ability...what key would you press?"
"You're already using that one to move. Try another."
"ACTION_1? If that's right, move over here. Otherwise press another key."
"Okay, what if you were to use a second ability? What key would you use?"
"You're already using that"
"ACTION_2? If that's right, move over here."
"Great. Press ENTER to access the menu and modify these controls further as you see fit."
------> some intro cutscene
------> boom street bumbumbbum
XXXGETTING THE BROOM. ("ENTER" (or pause key) dialogue pops up)
XXXInstructions should be self-evident on the screen ( ACTION_1: Set Item 1 ACTION_2: Set Item 2 ACTION_3: KEY ITEMS ...etc)
GETTING THE MAP
:PRESS ACTION_3 TO PULL UP THE MAP
OLD
------------
health bar implementation:
5x5 squares, spaced 1 pixel apart, in a N x 2 array.
HealthBar FlxGroup class.
-Has a pool of 20 blocks, and a parameter of how many it actually has
-keep an index of lowest index block that's full. taking damage will lower this counter and mark things as visible
-restoring health the other way
numbered like:
3 1
4 2
A player is associate with the health bar, damage things on the player should reduce its health bar in the gui.
(Invincibility timer for player as well!)
TIGSource Devlog
5-27 1/0 - -
7-4 32/1678 11/437
7-6 33/1773 11/503
7-7 34/1866 11/513 2/256 (inspration adave)
7-10 34/1969 11/548 2/314
7-14 37/2196 11/576 2/336
7-17 42/2371 11/589 2/345
7-21 46/2596 11/607 2/350
8-7 51/3184
8-12 56/3512
8-18 62/3861
8-28 79/4747
9-1 85/5092 10?/702 (defunct feedback)
9-3(1am)88/5208
9_4 (00:18) 88/5255
9-5 (03:07) 89/5327
Greenlight page
Started: 12:56 pm, 8-30;
8-31 (1:30 pm) ~4500? ~5000?
9-1 (1:30 pm) 6,333 / 362
9-2 (1:58 pm) 7358/413
9-3 (1:15 am) 7641/432
9-3 (22:42) 7925/459
9-5 (02:51) 8234/491 (1%!)
indiedb (since 8-13)
9-1? 3992/41
9-3 (1 am) 4108/42
9-3 22:42 4266/42 (38 "today")
9-5 (03:08) 4462/42

12
intra/txt/POLISH.txt Normal file
View File

@ -0,0 +1,12 @@
Here's a list of all things that can be done for polish, if time allows.
By time allows, I mean AFTER
All level design, SFX, music, tilesets, animations, dialogue, entity programming
are done.
Concurrently with testing is probably okay.
1. REDCAVE boss burns away when dying - this would be done programmatically but Marina can pick the colors.
2. HOTEL boss's pupil/iris or whatever follows your movement. Involves splitting the sprite into 3 layers - base, eyelid, eye..thing.
xxx3. The HOTEL boss periodically appears in water throughout the dungeon at a random chance.
5. on TITLE SCREEN, starting the game, the current frame is split into rectangles and squares and shattered
6. Bonus pictures and short song clips with the collected cards

157
intra/txt/sfx_music.txt Normal file
View File

@ -0,0 +1,157 @@
sfx
Player:
x-Broom attack (3 variants, randomly played)
x-Getting hurt
x-Jumping up/down
bedroom:
slime - move, splash, shoot (All done)
Redcave:
Mover - move (done), die (done)
On/off - steam attack: (done);
Four shooter: shoot (done) pop, (done)
Red Pillar slide into hole (done)
red cave rise (done)
Slasher - attack (done)
Redboss (done)
Crowd:
Dog - Bark (done), dash (done)
Frog - attack/pop (done)
Person - (done)
Spike roller - fall (done), hit wall (done)
moving platform - start, stop (done)
wallboss - hurt noise, fist fall, fist hit, fist small fall, laser charge, laser move, spit noise (bubbles but more menacing?), bubbles hitting, death sound, flooor crack (all done)
apartment:
gasguy: gas attack, floating noise? (donedone)
teleguy disappear sound (done)
silverfish alerted noise DONE
rat sqeuak when turn DONE
dash trap - hit (done), move (need a new one, uses slasher atk)
splitboss - (split noise), ball appear, ball shoot noise, dash noise, hurt, dying, screen glowing sound (Rising sound) DONE except glowing/dying
Hotel enemies:
Dustmaid - (done) - maybe being missed?
burst plant (done)
steampipe (done)
eyeboss: blink, poof, bounce, splash, shoot/explode, hurt noise
-todo: jump out of water, land, get killed stuff (more or less done)
circus enemies:
fire pillar (done)
contort (distorted big laugh, distorted small laughs)
lion - hurt (done), fireball (done), dash(a roar of sorts?)
dash pad - on 1, on 2 (both done)
arthur/javiera: pick up, throw, jump, land, shockwave die, hurt, death scream
General
-Walk into door (Done)
- Health pickup (small, big, heath up)
- elevator (done)
-
MUSIC:
xBoss - Done, might increase amplitude
Mitra - done
Title (Briar/Young's theme) - Done
Ending Theme/Credits - mostly done
Bedroom - Done
Redcave - Done
Crowd - Done
Apartment - done
hotel-roof - done
hotel - done
Circus - done
Blank - Done
Nexus - Done
Street - Done
Overworld - Done
Fields - Done
Beach - Done
Redsea - Done
Forest - Done
Cliff - Done
Windmill - Done
Suburb - done
Space - Done
Cell - Done
Terminal - calm verson done
sage fight: done
Go - done
Happy - done/done
Blue - Done
ending: done
track list
1. Intro (Young's Theme)
2. Blank
3. Nexus
4. Street
5. Overworld
5.5 Mitra
6. Bedroom
7. Fields
8. Windmill
9. Forest
10. Cliff
11. Beach
12. Redsea
13. Redcave
14. Crowd
15. Space
16. Cell
17. Suburb
17.5 Soft
18. Roof
19. Hotel
20. Apartment
21. Circus
23. Game Over
24. Terminal_Init
25. Sage Fight
26. Terminal_Final
27. Go
28. Happy_Init
29. Happy
30. Blue
31. Briar Fight
32. Ending
Outtakes
1. Older_White_Palace
2. Old_White_Palace
3. Old_Bedroom
4. Old_Happy
5. Older_Terminal
6. Old_Terminal
7. Gladys
8. Boss (Generic)
Extras
1. Alpha Demo Trailer Song
2. Reminiscences of Young Video Song

304
intra/txt/shortlist.txt Normal file
View File

@ -0,0 +1,304 @@
Exit dead room bug:
- crashes game - push new build if someone complains...?
- i need to push a fixed humble at some point
- and a fixed ios at some point, not really major
jp :
-verify steam Works with
x-windows
To do this: run PackageApp_Win.bat , produces standalone. Then run the anodyne_windows.nsi script
- How do I update the init() function in the ANE??
x-MAC
- Stick bin file in a mac
- Run package_mac.sh
- Copy back to windows after zipping
x-iOS
x-Run package APPSTORE on tassadar, need graphical session open though
-Linux
- run some script on my laptop?
- Package:
xWindows EXE
Mac DMG
Linux Version
iOS .ipa
Android .apk
- Distribute:
Steam
xWindows
xMac
xLinux
GOG
Windows
Mac
Humble
xWindows
xMac
xLinux
x- Get release date
x- Put release date on steam page
x- Change Steam store page to japanese
x- M
x-verify startup lagnuage change works on japanese computer
x-Test with brand new game that system startup is respected and then saves override itake trailer - re-record hive of demons, intro, change last picture
x- allow choosing in mobile options menu
x change font elsewhere when needed
x allow choosing on desktop options Menu
x-split owrds that are too long (> 18 char)
x- change font used on en/non-en
x-serialize language choice
xfigure out how to get my steam thingies back -sep branch?
xtoggle on startup based on settings in-game - need to use different reference for bla hlbah
-----------------
Level Editor:
Select from menu
Editor similar to current game. outline rooms - exports to file
------
iOS build
--------
- Caveats
- Make sure "1" and "2" set in supported profiles
- Make srue expanded resolution is on
- Make srure have correct dimension images, all the icons
- Testflight: make sure everyone is always added
- Make sure the auto-home-kill-app is off
VNC - http://forums.macrumors.com/showpost.php?p=7221295&postcount=20
Follow the instructions (updating plists, stopping/starting)
Rebooting the computer works well. Then I used "TightVNC".
x- Add portrait mode
x- Add auto-detect
x- Fix touch detection with UI
x- Fix pause menu for android/iOS
x- Back button on Android should act as "back" button
x- Add moving the UI. Make sure no overlap with game or other buttons
x- Add saving the UI, loading it
x- Fix touch bug, fix game starting or resuming with wrong orientation, fixed game getting cut off by on-display status bar
- Add moving around young with touch.
- Android: Fix status bar messing with stuff for default
pushing out update for 1.506
Humble Store:
Steam: Mac, Win, Linux
GOG:
1.507 fixes
-?
-fix 50 cards
1.506 fixes
-Joypad support for windows and mac
-Change redcave room so you can't die (easily) when a tentacleis retracting
-Fix apartment/hotel doors letting you jump out of map
-Steam Achiveements serialized
-Window resizing fix
-Saves volume setting
-Big gates opening don't stop you from attacking after they are open before you leave the screen once
-Redboss doesn't make noise when attacking when dead, song starts properly if you die once and try to fight again
-Harder to skip wallboss
-Fullscreen setting really works now
-Fix fields map so the minimap is correct
-Tweak blue, circus to be a bit easier
-make clues to get through maze better, fix unfair chaser placement
1.5055 fixes
- Gold area NPCs don't let you walk through walls now
- GO Puzzle re-instated with actual clues.
- Falling in holes is a little nicer
1.505 fixes
-save window settingss
-quit room -> tite -> continue freezes
1.504 fixes
-Redcave hole bindings
-Forest minimap fix
-Card calculations
-Remove GO puzzle
-Tentacles in redcave stop you from moving till cutscenes start
-No OHKO from Those Enemies
-Cicada in suburb won't freeze you
-Title screen song loops now
---------
x-Make dust not get stuck on shore when you walk off - snap to nearest water?
-xnew title stuff
z-fields grass foot
x-window resize begn
-xdams in blue/happy
-xDust under Miao, keep in NW part of fields
-xcard placement spinning change
z-sweep lion fire
x-super bat sprites
z-new slime bullet
x-big health srite
x-Add sprite for nexus gateway lighting up when done.
x-fix slime bug
-xsend build to friends tomorrow morning
x-change checkpoint behavior (autosave only happens when you set a checkpoint by default)
- force stepping on one in street
x-fix lonk
x-check suburb blocker guy
x-terminal solid tiles
x-Ending overlay
x-Happy npcs
x- Make sure water anim scripting in blue/happy/go work
-xENDING: Sage fight, briar fight, final end picture, "cast photo".
x-Scenic CLIFF bg for the beginning of credits.
x-do scripitng for demo blocking off FIELDS doors.
x-record footage for trailer
x-write trailer song
xadd page four of cards
xnexus pad doors - placed at topleft
x- find way to "get out of water" faster
x-fix water in walking into walls
-xgmae freezes on restart WHY?
-xfalling in crowd not good - go out of bounds while falling into boss world
x-walking in mitra scene...no!
x46:00 - red boss - died, went back to northern entrance, disappear? - Something about sortables and adding, not being removed.
-xget stuck idle after talking to rock in REDSEA
x???can't move down in "save" select with chepoint
xDialogue deltas - create the structure from disk, check the save file, if the save file's exists, then copy the save file's state over to the disk state tree.
xDelta method for XML tree
xwalking to sage, talking once, quitting and starting new games crashes game (get default "." text)
xStarting/stopping crashes game with air? maybe a debug issue? happened in street <-> title
xpersons walk int ocrowd
(x?) correct handling of interrupts with mobile (BGing, volume?)
(x?)give way to exit with mobile
(x?) handedness for mobile
(x?) make actions work on tap, not on off
(x?)switching functions broom/jump
xmini-minimap for dungeons - mad etileset
x- IS the water anim broken? or will anim tiles stay(well, they should, so I should be oaky)
x-Getting ending stuff to work with the events
x-forest briar?
x sage dialogue buton things
x Reduce sounds playing at once with pew lasers and flame pillars
-Check samples of songs
x-Correctness of cards
x-Checked map transitions
x-Checked item picking up working
x-Relatively thorough save checking
x-REsolution switching works
x-All debug modes off...
x-Add way to resize window if extra space shows
x-*** Allow changing from in-game. works with saving
xboss: add some sort of feedback that the slow things slow you down
-xFinal boss design
x-last 2 areas design
-xswap doesnt work in first room afte rentering a map
-xLeft red cave won't rise..?
x-shieldies slimes need to fall into holes somewhat more ocnsistently
-xturn off ambiance with the volume
-xminor graphics glitch with reflection
xPROPELLED ISSUE
xdashes go under dust (?? fixed?)
-xStructure doors for IGF entry ,dialogue thing...
xMinimaps + elevators and then dying don't play well? (1st -> 3rd, fill in, die, or take elevator)
xhealth bar still? (etan had a lot from the save file?)
xtiny contort shadows still show
xslime shoot things too transparaent
x-chaser sfx (reuse mover)
x-return to nexus function for outside of dungeons
xUp the boss health, increase letency
xreset gates and boss health when leaving room or dying
x-biofilm thing
x-arrows for int scale prompt
x-resolution switching that is more custom
x-saving of resolution
xpixel push need to be reset when dead
xmake ro
xcheckpoint before fuck you up roomtator balls flash for a bit before the y can hurt you
xcircus dust doesnt work
xdust management when using as a raft isn't done right
xarthur reset state after dying
xjump down slime before boss
xsong stops after dying/
xdash trap room issue?
xdouble spike roller remove autojump, or make into a spring
xoffset fucked up when dying from flame?
xfix rat hitting too close
x-nexas fucked up
-xslasher reduce hitbox
-xshoot laser reduce hitbox
-xminimaps still fucked up
-xsuburb doors to apartment stil messed up
x- make it more obvious to figure out dust raft
x-put chasers into dame
-xdebug chasers
x-voluem things with windmill gates
x-windill cutscenes7
x-make sure the states save correctly
x-make sure dungeon statues work
x-bats go off screen and bump you back
-xelevator dont new a playstate
-xfix stnading position when entering nexus
x-slime health needs o drop where it is killed
x-stuck falling after dash jump (Fixed?)
x-javiera sometimse run the wrong way
x-door sound for entering/exiting
x-down broom a little too high up
x-walk thru block in blank
x-door freezes end of demo (fix ref)
x*shieldies hold down buttons whendead
x-way to return in opposite direction through first bedroom room north of entrance
x-big key in post-bedroom respawns after picked up
x*Fix resolution scaling for H > W
x-move playstate over to recycling
x-minimap reset on delete
xdeath message doesnt appear after you ie onces
x-make alt tabbing not move game to left...
x-exit from game option?
x-fix controls screen on main menu
x-contorts go off screen
x-teleguy doesnt play right anim when moving after teleport
x-add health cicadas to bosses
x-stop/start songs w/ bosses
x-remove health drops from bosses
x-hide broom on jump
x-silverfish don't move correctly when gassed
x-multiple ??? !!?! in dialogue allowed without line break
x-rats hit invisible dust
x-gasguy gas hits too early
x-gasguy doesnt have correct latency between getting hit
x-darkness changes happen during transitioni, not after
x-add keys to inventory
x-big gate opens
x-foot overlay disappears when attacking
x-fix draw order of player (foot overlay goes behind player)
-xxcheckpoints respawn you in the wrong map (go to bedroom, exit to overworld, save quit)
-xtouching sadbro freezes you
-xcan't attack to go through overworld sage scene
x-key anim
xadd health cicada to rooms
x-autosave icon
xfix checkpoint
x-pew pew need to spawn laser closer
xslime drop too much health
x- leave menu with enter key
x-Add "resets_pos" property to script generation - resets the
x- new splosion sprites w/ shieldy and slime
x- recoil flips you?
x- Sync broom to player, draw order
x- explain npcs
x- Fix health bar
x- get menuw orking with new gfx
x-auto jump shadow only get big
x- no minmap with z
x- make auto-jump not work when leaving menu
x- make player shadow disappear when landed
x- stop player when attacking
x- Make moving platforms jump only
x- move left/right on ladder

350
intra/txt/stats.txt Normal file
View File

@ -0,0 +1,350 @@
Demo: 9-16
Webpage (Google analytics, per day), estimated demo downloads - deleted copies reset the counter, so it's a rough guess. add ~80 to the base mediafire count to account for ones i deleted
9-17 1262 80 # Mostly reddit
9-18 373 150 #still mostly reddit and then a few directs
9-19 385 240 #mostly idniegames, a few pcgamer -
9-20 180 290 # 143 in the morning of the air installer
9-21 111 310? # no clue
TIGSource Devlog
5-27 12:00 1/0
7-4 12:00 32/1678
7-6 12:00 33/1773
7-7 12:00 34/1866
7-10 12:00 34/1969
7-14 12:00 37/2196
7-17 12:00 42/2371
7-21 12:00 46/2596
8-7 12:00 51/3184
8-12 12:00 56/3512
8-18 12:00 62/3861
8-28 12:00 79/4747
9-1 12:00 85/5092
9-3 01:00 88/5208
9-4 00:18 88/5255
9-5 03:07 89/5327
9-6 09:36 90/5438
9-6 23:49 91/5517
9-8 00:26 92/5579
9-8 21:54 93/5690
9-10 00:55 95/5819
9-10 22:10 95/5917
9-11 23:09 100/6071
9-13 12:31 102/6226
9-14 16:06 103/6358
9-15 23:09 106/6520
9-16 22:19 117/6697
9-17 23:40 119/6809
9-19 00:50 124/6976
9-20 01:41 125/7066
9-21 00:05 126/7162
9-22 00:20 127/7250
9-23 00:16 12?/7311
9-23 23:20 128/7359
9-24 20:13 129/7472
9-26 00:59 130/7549
9-27 00:16 131/7646
9-27 23:29 138/7765
9-29 08:19 141/7965
9-30 00:32 142/8051
10-1 00:18 143/8164
10-2 00:57 146/8359
10-2 22:27 148/8495
10-4 00:25 149/8585
10-5 17:09 150/8776
10-6 22:37 157/8970
10-9 01:13 162/9345
10-10 01:18 162/9438
10-11 09:41 163/9517
10-12 10:25 165/9619
10-14 17:32 172/10040
10-15 23:29 173/10243
10-17 00:55 178/10456
10-18 01:17 180/10600
10-19 01:47 182/10735
10-22 01:55 186/11025
10-23 01:05 191/11208
10-24 09:58 193/11393
10-26 20:21 195/11633
10-28 01:53 200/11834
10-29 00:45 205/12042
10-30 10:14 206/12237
11-2 01:38 230/12823
11-5 10:08 243/13279
11-9 02:00 252/13909
11-10 01:40 253/14039
11-11 12:53 257/14235
11-14 01:42 265/14659
11-15 13:13 268/14855
11-18 22:58 272/15255
11-20 01:07 276/15394
11-23 23:30 283/15983
11-25 00:52 288/16196
11-28 00:15 294/16586
12-1 10:20 301/17039
12-2 01:52 303/17165
12-3 03:37 305/17287
12-6 02:21 309/17670
12-7 02:02 310/17761
12-11 01:33 313/18118
12-16 00:56 317/18613
12-19 11:32 318/18840
12-24 02:59 320/19200
12-27 12:18 325/19604
12-29 11:56 325/19784
12-31 11:08 330/20113
1-2 17:32 342/20589
1-6 00:06 350/21065
1-9 10:34 368/21839
1-10 13:49 370/21962
1-14 21:19 373/22321
1-16 01:37 377/22583
1-18 00:20 379/22751
1-21 12:43 381/23102
1-23 02:59 389/23440
1-29 01:49 400/24266
2-3 16:23 407/24991
2-5 19:51 430/25696
2-6 22:09 444/26138
2-8 09:52 462/26693
2-9 15:58 466/26910
2-12 20:20 473/27418
2-14 02:42 473/27544
2-15 06:27 474/27671
Greenlight page
Started: 12:56 pm, 8-30;
8-30 12:56 0 0
8-31 13:30 4500 260
9-1 13:30 6333 362
9-2 13:48 7358 413
9-3 01:15 7641 432
9-3 22:41 7925 459
9-5 02:51 8234 491
9-6 09:33 8555 512
9-6 23:49 8663 520
9-8 00:25 8811 528
9-8 21:48 8933 535
9-10 00:55 9055 540
9-10 22:11 9286 543
9-11 23:08 9428 555
9-13 12:29 9731 564
9-14 16:07 9957 569 24
9-15 23:08 10181 575 25
9-16 22:20 10341 577 25
9-17 23:39 10483 578 25
9-19 00:50 10663 589 27
9-20 01:40 10800 604 27
9-21 00:09 10956 610 27
9-22 00:20 11143 616 27
9-23 00:15 11391 621 28
9-23 23:20 11641 622 28
9-24 20:13 11757 623 28
9-26 01:07 11909 626 28
9-27 00:14 12054 632 29
9-27 23:29 12163 636 29
9-29 08:19 12297 637 29
9-30 00:32 12362 640 29
10-1 00:18 12474 643 29
10-2 00:58 12552 644 29
10-2 22:19 12640 647 31
10-4 00:24 12727 653 31
10-5 17:06 12866 658 31
10-6 22:36 12964 660 32
10-9 01:15 13122 660 32
10-10 01:18 13181 661 32
10-11 09:43 13255 661 32
10-12 10:26 13309 662 32
10-14 17:32 13533 666 30
10-15 23:27 13660 669 30
10-17 00:56 13737 671 30 56
10-18 01:16 13807 672 30 55
10-19 01:48 13858 671 30 55
10-22 01:55 14034 674 32 55
10-23 01:05 14084 674 32 55
10-24 09:58 14145 675 32 55
10-26 20:20 14283 677 32 55
10-28 01:53 14501 687 32 54
10-29 00:44 14562 689 32 55
10-30 10:14 14615 691 32 55
11-2 01:38 14664 692 33 55
11-5 10:08 14782 696 33 55
11-9 02:00 15079 702 33 54
11-10 01:40 15164 706 34 54
11-11 12:53 15325 710 34 54
11-14 01:42 15690 722 35 55
11-15 13:13 15803 723 35 55
11-18 22:58 15987 728 36 53
11-20 01:07 16034 729 36 53
11-23 23:30 16180 733 36 53
11-25 00:52 16228 733 36 53
11-28 00:15 16346 739 36 53
12-1 10:20 16698 743 36 56
12-2 01:52 16758 744 36 56
12-3 03:27 16855 744 36 56
12-6 02:21 17066 749 36 54
12-7 02:02 17130 751 36 55
12-11 01:33 17395 753 36 53
12-16 00:56 17640 760 36 53
12-19 11:32 17784 763 36 53
12-24 02:59 17911 768 36 52
12-27 12:09 17972 770 36 52
12-29 11:56 18020 771 36 51
12-31 11:08 18058 772 35 51
1-2 17:32 18106 771 35 51
1-6 00:06 18175 773 35 51
1-9 10:34 18287 777 36 49
1-10 13:49 18337 780 36 50
1-14 21:19 18477 786 36 48
1-16 01:37 18534 788 36 51
1-18 00:20 18655 791 36 51
1-21 12:44 18907 798 36 51
1-23 02:59 18989 801 36 51
1-29 01:49 18653 812 36 50
2-3 16:24 18935 824 35 49
2-5 19:51 20194 885 36 55
2-6 22:09 21059 939 36 59
2-8 09:52 22404 980 37 64
2-9 15:58 23425 1036 37 68
2-12 20:20 26432 1159 37 81
2-14 02:42 27992 1216 37 87
2-15 06:27 28937 1236 37 90
2-15 11:12 30642 1301 38 199
2-15 13:48 31371 1322 38 197
2-15 15:47 31876 1343 39 194
2-15 17:09 32217 1360 39 191
2-15 21:52 33187 1395 40 186
2-15 23:37 33445 1408 40 186
2-16 00:59 33644 1418 40 185
2-16 11:46 35324 1489 40 181
2-16 14:10 35824 1505 40 179
2-16 16:08 36212 1518 40 177
2-16 20:07 36866 1541 40 175
2-17 10:04 38545 1608 40 165
2-17 17:08 39742 1649 40 162
2-18 01:32 40705 1684 40 160
2-18 10:20 41223 1700 40 159
2-18 16:56 41658 1716 40 158
2-19 01:50 42079 1734 40 156
2-19 13:07 42548 1750 40 155
2-19 21:55 43115 1776 40 155
2-20 12:15 43694 1793 40 153
2-20 20:06 44053 1815 40 151
2-21 01:51 44230 1823 40 151
2-21 09:26 44434 1829 40 150
2-21 21:43 44884 1839 40 150
2-22 17:37 45490 1851 40 148
2-23 07:52 45976 1856 41 147
2-23 19:30 46489 1869 41 147
2-24 01:36 46705 1874 41 147
2-24 11:24 47054 1878 41 146
2-24 15:36 47262 1884 41 146
2-24 21:57 47537 1895 41 146
2-25 03:27 47668 1898 41 146
2-25 13:13 48012 1907 41 146
2-25 20:35 48520 1918 41 145
2-26 17:00 50032 1980 36 100
# 24,225 yes votes at time of greenlighting
videos on youtube
2-24 01:41 357
2-24 11:25 361
2-24 20:01 370
indiedb (since 8-13)
8-13 12:00 0 0
9-1 12:00 3992 41
9-3 01:00 4108 42
9-3 22:42 4266 42
9-5 03:08 4462 42
9-6 09:34 4910 42
9-6 23:50 5073 42
9-8 00:25 5290 44
9-8 21:51 5649 45
9-10 00:55 5894 45
9-10 22:11 6064 45
9-11 23:08 6388 50
9-13 12:30 6679 52
9-14 16:09 6841 53
9-15 23:09 7265 56
9-16 22:21 7376 57
9-17 23:40 7576 57
9-19 00:51 7997 58
9-20 01:40 8185 60
9-21 00:07 8266 61
9-22 00:22 8401 62
9-23 00:15 8667 62
9-23 23:20 8837 62
9-24 22:13 9083 63
9-26 01:00 9297 63
9-27 00:17 9485 64
9-27 23:28 9623 66
9-29 08:20 10014 68
9-30 00:32 10127 68
10-1 00:18 10234 69
10-2 00:58 10328 69
10-2 20:19 10480 69
10-4 00:24 10626 69
10-5 17:07 10760 70
10-6 22:36 11156 73
10-9 01:15 11407 74
10-10 01:17 11503 75
10-11 09:43 11573 75
10-12 10:26 11612 76
10-14 17:32 12686 79
10-15 23:27 13092 83
10-17 00:56 13220 82
10-18 01:16 13309 82
10-19 01:48 13450 82
10-22 01:55 14186 86
10-23 01:05 14449 89
10-24 09:58 14583 90
10-26 20:20 14780 91
10-28 01:53 15761 94
10-29 00:44 16098 94
10-30 10:12 16226 95
11-2 01:38 16818 96
11-5 10:11 17413 96
11-9 02:00 17750 97
11-10 01:40 17899 97
11-11 12:53 18832 102
11-14 01:42 19232 102
11-15 13:13 19353 102
11-18 22:58 19678 103
11-20 01:07 19781 103
11-23 23:30 20802 105
11-25 00:52 21038 105
11-28 00:15 21738 106
12-1 10:21 22383 107
12-2 01:52 22607 108
12-3 03:27 22775 108
12-6 02:21 23085 108
12-7 01:59 23157 109
12-11 01:33 23618 111
12-16 00:56 24353 113
12-19 11:32 24735 113
12-24 03:00 25529 113
12-27 12:09 25796 115
12-29 11:56 26495 119
12-31 11:08 27112 119
1-2 17:32 27566 119
1-6 00:06 28512 121
1-9 10:34 29144 121
1-10 13:49 29328 121
1-14 21:19 29982 123
1-16 01:37 30117 123
1-18 00:20 30309 123
1-21 12:47 31651 128
1-23 02:59 31862 128
1-29 01:49 33146 140
2-3 16:25 40654 161
2-5 19:51 43377 187
2-8 09:52 46101 214
2-9 15:58 47656 223
2-12 20:20 50490 245
2-14 02:42 51298 247
2-15 06:27 51829 247