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sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
The reason the Unity docs tell you to use LateUpdate() for camera stuff is to avoid stuttering cameras. Otherwise you might have the camera moving the place it's supposed to be before the thing it's following has moved to where it's supposed to be, which both introduces a frame of lag and if your frametimes are not consistent then the amount of lag will vary from frame to frame, so it will look all juddery. You can call should be able to call Input.GetButtonUp() in LateUpdate() just fine. For simplicity's sake, I personally would move all of the camera control code to LateUpdate().

I think what will help you is to not set centerCam to false until after the camera has been reset, so check to see if it's moved far enough that you consider it to be reset. You might try something like

Code:
        if (centerCam == true) {
            ResetCamera();
            if (Quaternion.Angle(camTransform.forward, target.forward) < 1.0f) {
                centerCam = false;
            }
        }
 

ThanksVision

Alt account
Banned
Oct 25, 2017
1,030
The reason the Unity docs tell you to use LateUpdate() for camera stuff is to avoid stuttering cameras. Otherwise you might have the camera moving the place it's supposed to be before the thing it's following has moved to where it's supposed to be, which both introduces a frame of lag and if your frametimes are not consistent then the amount of lag will vary from frame to frame, so it will look all juddery. You can call should be able to call Input.GetButtonUp() in LateUpdate() just fine. For simplicity's sake, I personally would move all of the camera control code to LateUpdate().

I think what will help you is to not set centerCam to false until after the camera has been reset, so check to see if it's moved far enough that you consider it to be reset. You might try something like

Code:
        if (centerCam == true) {
            ResetCamera();
            if (Quaternion.Angle(camTransform.forward, target.forward) < 1.0f) {
                centerCam = false;
            }
        }

Awesome, this worked perfectly, thanks for the tips. Just had to update the currentX value to only add the initial angle of rotation instead of every single time the resetCamera was called, because that would move the camera too far in one direction after it had been centered.

do most people just use asset cameras or something? I like doing it this way because it teaches me how everything works (first time learning about quaternions, for instance), but a lot of the code I'm writing feels like continually adding in bandaids to get things to work the way I want. I guess it's this odd feeling of 'am I doing this the *RIGHT* way?' when I should just be pleased I'm doing it at all..
 

sabrina

Banned
Oct 25, 2017
5,174
newport beach, CA
Awesome, this worked perfectly, thanks for the tips. Just had to update the currentX value to only add the initial angle of rotation instead of every single time the resetCamera was called, because that would move the camera too far in one direction after it had been centered.

do most people just use asset cameras or something? I like doing it this way because it teaches me how everything works (first time learning about quaternions, for instance), but a lot of the code I'm writing feels like continually adding in bandaids to get things to work the way I want. I guess it's this odd feeling of 'am I doing this the *RIGHT* way?' when I should just be pleased I'm doing it at all..
I'm not sure. Maybe! I like programming my own, but it's probably a lot easier because I'm making a 2D game.
 

MaxKriegerVG

Member
Oct 29, 2017
34
Cleveland, OH
Hey, all! I'm the guy that posted CROSSNIQ a couple of pages back.

Just letting you all know that I'm running a Kickstarter for an enhanced version, CROSSNIQ+, on February 5th, and in honor, we're running a high score contest over on the twitter! Thought some of yall might be interested.

https://twitter.com/crossniq/status/955125018190630912


Khr0NP3.jpg
 

Painguy

Banned
Oct 26, 2017
1,024
California
Ayyy my first video game level is done!!!! Its gonna be a memetastic video game/birthday card lol. Now to let unity finish baking the lightmaps...This has been going on for a few hours. Is there anyway to make it go faster? Also how do I fix the "Object size in lightmap has reached the max atlas size'? is that whats causing the long processing time? Pretty sure I had a bigger scene render a lightmap faster than this when I was using the built in terrain editor.
w44CCKw.jpg
7c2184b7-7194-4ab1-bbc1-68eb110e20d0

Been stuck trying to figure out what I'm gonna do with these voxels. Tried out something new. Thoughts welcome.

qO7EIJv.png
Make a game where you go on an adventure to collect the legendary voxel blocks of the land of Voxolia. The more voxels you collect the bigger in size your character becomes which lets you solve some voxely physics puzzles.
 
Last edited:

Wulfric

Member
Oct 25, 2017
5,963
Ayyy my first video game level is done!!!! Its gonna be a memetastic video game/birthday card lol. Now to let unity finish baking the lightmaps...This has been going on for a few hours. Is there anyway to make it go faster? Also how do I fix the "Object size in lightmap has reached the max atlas size'? is that whats causing the long processing time? Pretty sure I had a bigger scene render a lightmap faster than this when I was using the built in terrain editor.

Make a game where you go on an adventure to collect the legendary voxel blocks of the land of Voxolia. The more voxels you collect the bigger in size your character becomes which lets you solve some voxely physics puzzles.

This is cool! I wish my friends would make a video game for me. xD
 

F-Pina

Nerd Monkeys
Verified
Nov 3, 2017
233
Lisbon
Hey fellow devs, quick question here about Steam and social awareness of your brand / game.
I am trying to understand if "wishlist aditions" of your game by a player is a good indication of a purchase when it launches. I mean, how much of a percentage do you expect from your audience to actually buy it? 50%, 25%?
And, of course, if anyone has actual numbers, it would be great :)
 

SweetSark

Banned
Nov 29, 2017
3,640
Everything was going too well, I was due for one big setback, and it finally happened: when trying to integrate enemies' animations, I realized the system wouldn't work as is (I was using single objects for the enemie's AI, so the animations caused multiple collision box issues)... I've now separated each enemy into a logic and an animation box (as Inti behaves), meaning the enemy manager is now somewhere between "completely broken" and "barely understandable anymore", so that's the bad news. The good news is the animations are working somewhat as intended, so now I just need to rework the AIs to be able to handle multiple instances of enemies again... and all will be fine :-D

CharmingWeeklyJabiru-max-14mb.gif

ImpishYellowAmmonite-max-14mb.gif

I wonder if this cause difficulties if there are many enemies at the same time.
If the defeated enemies stay in the background while you still fighting other enemies, maybe it would be difficult to distint who is an enemy and who isn't.
Maybe you should throw a shadow when the defeated enemies go to the background.
Other than that, it look very promising. All my wishes to continue like that. Cheers!
 

Camille_

Member
Oct 26, 2017
224
Angoulême, France
Our Lead Designer Chris did a short talk recently on AI in our game, but it's (hopefully) generally useful for AI and 2D game AI considerations. Watch it here.


These animations look great! I love that you can kick the spike back, and that the enemies are pacified and cute after being defeated. What a clever idea.

Dang, thanks a lot :-)

I wonder if this cause difficulties if there are many enemies at the same time.
If the defeated enemies stay in the background while you still fighting other enemies, maybe it would be difficult to distint who is an enemy and who isn't.
Maybe you should throw a shadow when the defeated enemies go to the background.
Other than that, it look very promising. All my wishes to continue like that. Cheers!

Thanks! You're correct that a distinction is needed, and in fact there is already something for it in place:

JitteryElaborateAmericancurl-max-14mb.gif


Thematically, all ennemies are possessed by the "moon spirit", which is the main antagonist of the game. When fighting the enemies, you progressively release the spirit's hold on them, until they're completely freed - at which point the moon spirit goes away, and the monsters turn back into animals. So it's very easy to tell which is which! :-D I had just disabled the spirit effects for the gifs you quoted, since I'm sketching animations without filling in enemies, so they become hard to see with just outlines+spirit, and I wanted to test specific things in their animation timings. I'll record demo gifs of the whole thing all at once when I have fully colored animation for enemies :-D
 
Last edited:

thomasmahler

Game Director at Moon Studios
Verified
Oct 27, 2017
1,097
Vienna / Austria
I sometimes get a little free time to work on personal projects. Ported this older project of mine to Switch a while ago and yesterday night kept going on it a little, mostly optimizing the code and getting it to run at 60fps on Switch:



Would be fun to actually keep going on this at some point. I always wanted to see another Kart Racer that mimics things like Diddy Kong Racing again :)
 

_Rob_

Member
Oct 26, 2017
606
I sometimes get a little free time to work on personal projects. Ported this older project of mine to Switch a while ago and yesterday night kept going on it a little, mostly optimizing the code and getting it to run at 60fps on Switch:



Would be fun to actually keep going on this at some point. I always wanted to see another Kart Racer that mimics things like Diddy Kong Racing again :)


Oh man, this is really cool! I love the cartoony animation, really lends itself to the physics nicely (reminds me of MotorToon on the PS1 in that regard)! I'd buy this for sure should you make it a complete thing, especially on the Switch.
 

Deleted member 5167

User requested account closure
Banned
Oct 25, 2017
3,114
Hey fellow devs, quick question here about Steam and social awareness of your brand / game.
I am trying to understand if "wishlist aditions" of your game by a player is a good indication of a purchase when it launches. I mean, how much of a percentage do you expect from your audience to actually buy it? 50%, 25%?
And, of course, if anyone has actual numbers, it would be great :)

Personal anecdotal, I wishlist things I have no intention of buying at release but would purchase on sale at some future point.
 

F-Pina

Nerd Monkeys
Verified
Nov 3, 2017
233
Lisbon
Personal anecdotal, I wishlist things I have no intention of buying at release but would purchase on sale at some future point.
I figure there is a percentage of people that do that, but how much?
I do see it on my older game on Steam whenever we go on Steam Sales is when the wishlist gets used by players.
Oh well.
 

Django

Banned
Jan 17, 2018
288
Hi y'all

First post on resetera! I am a writer and voice actor who has worked on several indie games!
You can find my writing in the most recent update of Forgotten Memories on itunes ( the original game didn't have my script, but they updated it a couple weeks ago with a brand new script of mine)



My most recent project is a sweet 2D action game called Huntdown...which I cannot say much about due to NDA, but look forward to it!


Anyway, I figured I would say hi and introduce myself.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
I'm so happy, Clive 'N' Wrench is running on Unity 2017, now I get to join missile in his pursuit of DOF perfection! Plus I guess the performance boost and other new tools are kinda cool.

Congrats! Did it take long? For me the jump from 5.6 to 2017 broke less things than the jump from 5.5 to 5.6, which I found hilarious, but my game is 2D.



You're making a procedural Zelda? Wow!

Been stuck trying to figure out what I'm gonna do with these voxels. Tried out something new. Thoughts welcome.

qO7EIJv.png

I think it looks great, I'm a sucker for SNES Final Fantasy type sprites, and this is pretty much the 3D version.
 

WishyWaters

Member
Oct 26, 2017
94
Awesome, this worked perfectly, thanks for the tips. Just had to update the currentX value to only add the initial angle of rotation instead of every single time the resetCamera was called, because that would move the camera too far in one direction after it had been centered.

do most people just use asset cameras or something? I like doing it this way because it teaches me how everything works (first time learning about quaternions, for instance), but a lot of the code I'm writing feels like continually adding in bandaids to get things to work the way I want. I guess it's this odd feeling of 'am I doing this the *RIGHT* way?' when I should just be pleased I'm doing it at all..
I've been coding almost my entire life and everything feels this way.
 

mikehaggar

Developer at Pixel Arc Studios
Verified
Oct 26, 2017
1,379
Harrisburg, Pa
Awesome, this worked perfectly, thanks for the tips. Just had to update the currentX value to only add the initial angle of rotation instead of every single time the resetCamera was called, because that would move the camera too far in one direction after it had been centered.

do most people just use asset cameras or something? I like doing it this way because it teaches me how everything works (first time learning about quaternions, for instance), but a lot of the code I'm writing feels like continually adding in bandaids to get things to work the way I want. I guess it's this odd feeling of 'am I doing this the *RIGHT* way?' when I should just be pleased I'm doing it at all..

I've been coding almost my entire life and everything feels this way.

This is the truth xD Feels the same for someone like me who don't code for a living or specialize in it.

Yeah, I've coded a lot in my life (professionally as a career and also hobbyist stuff) and my goal is always to do things in a way that are clean and don't have the "bandaids," but sometimes you realize it's impossible to do something completely clean and elegant and those "bandaids" are needed. Also, very generally speaking, there's now *WRONG* way to do something. It's just possible there's a better way lol.
 

K Monkey

Member
Oct 25, 2017
278
I've been coding almost my entire life and everything feels this way.

I wouldn't call myself a good coder but I can get by with a bit of bandaids and lots of smoke and mirrors. As long as no one can see how it was put together, I don't think i will ever be a good enough coder to do the things the "best" way.

Had a bit of time to do a bit of work on something new this morning.

Y2O2Kdm.png


 

Jrs3000

Member
Oct 26, 2017
293
USA
Hey guys. It's a new year and the concept of my game remains just that, a concept. I'm finally going to start this year on my 2D side scroller. I need a little advice though; I'm at that fork in the road on what game engine to use. I currently have Game Maker 2 but I keep thinking of just starting out in unity or unreal 4 and take up the pain of learning that as it will benefit me in the long term on future game plans. What do you think?
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
I've been coding almost my entire life and everything feels this way.

I absolutely hate hacking or bandaiding anything; besides being a huge fan of code elegance, it always comes to bite you back in the ass, and turns projects unmanageable within a few years. I've been forced to do so too many times by bosses when I worked office coding jobs, so this time I'm making everything "as it should be", no hacks, everything as general purpose as possible, following design patterns, etc., no matter how much time and work it takes me. As a result, my bug rate is extremely low, and adding new stuff most of the time "just works". Frankly, it's by far the thing I'm going to miss most if / when I'm forced back to office jobs. :/

It really helps if you develop a healthy hungry for "best practices" knowledge, especially design patterns. And remember, every problem can be solved with another layer of indirection! (after 20 years, I still keep rediscovering this adage over and over. :D).
 

OllyOllyBennett

BizDev & PR at Cardboard Sword
Verified
Nov 10, 2017
40
North East, UK
I currently have Game Maker 2 but I keep thinking of just starting out in unity or unreal 4 and take up the pain of learning that as it will benefit me in the long term on future game plans. What do you think?
I'm no coder, so don't take just my advice, but I would offer the following: If you want to develop skills that might have wider reach in development, and create a skillset that will better benefit you for potential employment, then I would suggest Unreal or Unity. If you have the liberty to take that extra time (e.g. part time job, living at parent's, etc.) then it is probably worth it. However, if you're just planning on boshing out some prototypes, then use whatever's quickest.
 
Oct 25, 2017
653
I sometimes get a little free time to work on personal projects. Ported this older project of mine to Switch a while ago and yesterday night kept going on it a little, mostly optimizing the code and getting it to run at 60fps on Switch:



Would be fun to actually keep going on this at some point. I always wanted to see another Kart Racer that mimics things like Diddy Kong Racing again :)

I'd play the hell out of some Diddy Kong-like
 
Oct 27, 2017
262
You're making a procedural Zelda? Wow!

More or less! My long-term goal is to make a game with so many procedural aspects (story, world, abilities, etc.) that if you start a new game, it feels like playing a whole new game in the same genre... with the genre being something akin to Zelda.

But that's a pretty ridiculous ambition, so as a starting point I'm just tinkering with dungeon layouts and seeing how much I can incorporate out of things I love from the Zelda series :)
 

nuchallenger

Member
Oct 29, 2017
36
I want to play as the black kung fu dude.
Hi y'all

First post on resetera! I am a writer and voice actor who has worked on several indie games!
You can find my writing in the most recent update of Forgotten Memories on itunes ( the original game didn't have my script, but they updated it a couple weeks ago with a brand new script of mine)



My most recent project is a sweet 2D action game called Huntdown...which I cannot say much about due to NDA, but look forward to it!


Anyway, I figured I would say hi and introduce myself.
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
More or less! My long-term goal is to make a game with so many procedural aspects (story, world, abilities, etc.) that if you start a new game, it feels like playing a whole new game in the same genre... with the genre being something akin to Zelda.

But that's a pretty ridiculous ambition, so as a starting point I'm just tinkering with dungeon layouts and seeing how much I can incorporate out of things I love from the Zelda series :)

That is amazingly ambituous.
If you're doing a tile-based overworld, for organic patches of different terrain, the quite simple Voronoi algorithm is pretty great; it's what I used for mine. You place random "seeds" and each tile in the map has the terrain type of the seed closest to it.
 
Oct 27, 2017
262
That is amazingly ambituous.

And probably completely unrealistic! But I think if I achieve even half of what I have in mind, I'd still have learned a lot and made something worthwhile.

If you're doing a tile-based overworld, for organic patches of different terrain, the quite simple Voronoi algorithm is pretty great; it's what I used for mine. You place random "seeds" and each tile in the map has the terrain type of the seed closest to it.

Thanks, that's pretty intriguing. I haven't thought so much about the overworld yet, but I've made a note!
 

ThanksVision

Alt account
Banned
Oct 25, 2017
1,030
so continuing my search for 'elegant' game design practices as a beginner... what's the best way to handle different player states?

state 1: right analogue stick orbits camera around player, left analogue stick moves player in the direction relative to the camera
state 2 (activated when left trigger is held down): camera zooms in, targets empty 'crosshair' object offset from player, right analogue stick moves these crosshairs and the camera continually looks at them, left analogue stick now makes the player strafe (think any third person shooter game ever)

I currently have three scripts: player movement, camera movement, and a static class for helper functions. is it simplest to just have conditionals in each script's update() function that checks if the left trigger is held down, and base actions/movement off that? others online have simply created two separate camera objects that are switched between when necessary. and then others have single scripts dedicated to taking in all controller input, then using flags/enums to set states based off what is pressed. seems like there are a ton of different options to take here.

I can just see my camera script getting extremely complicated if I'm changing what it does based off a a bunch of different inputs at all times. Any suggestions/tips/practices you all would recommend?
 

Jrs3000

Member
Oct 26, 2017
293
USA
I'm no coder, so don't take just my advice, but I would offer the following: If you want to develop skills that might have wider reach in development, and create a skillset that will better benefit you for potential employment, then I would suggest Unreal or Unity. If you have the liberty to take that extra time (e.g. part time job, living at parent's, etc.) then it is probably worth it. However, if you're just planning on boshing out some prototypes, then use whatever's quickest.

Sound advice. I'm in this for the long haul. Thank you. Now comes the nitpicking of Unity vs UE4. I'm leaning towards UE4.
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
More or less! My long-term goal is to make a game with so many procedural aspects (story, world, abilities, etc.) that if you start a new game, it feels like playing a whole new game in the same genre... with the genre being something akin to Zelda.

But that's a pretty ridiculous ambition, so as a starting point I'm just tinkering with dungeon layouts and seeing how much I can incorporate out of things I love from the Zelda series :)
Are you me? :) I'm not making a Zelda game, but my team and I are trying to make a procedurally generated horror game. Level layout, enemy placements and triggers, jump scares, mood enhancements, item pickups, locked and unlocked doors, you name, everything is gonna be randomized to some degree. Probably a really bad idea, but that's why we want to try it haha. Biggest hassle so far is getting enough art assets to actually fill the hundreds of rooms I've made to this day.
 

Painguy

Banned
Oct 26, 2017
1,024
California
Well for w/e reason Enlighten in Unity is pretty much crap. Had to bake my lightmaps manually. 7/11 Lighting transport blah blah blah. -________- On the upside I'm 60% done, but will be a few days late for the birthday. :(
 
Oct 27, 2017
262
Are you me? :) I'm not making a Zelda game, but my team and I are trying to make a procedurally generated horror game. Level layout, enemy placements and triggers, jump scares, mood enhancements, item pickups, locked and unlocked doors, you name, everything is gonna be randomized to some degree. Probably a really bad idea, but that's why we want to try it haha. Biggest hassle so far is getting enough art assets to actually fill the hundreds of rooms I've made to this day.

Ah, sounds fantastic! That is something I'd love to play.

Actually, a procedurally generated Resident Evil style game is something else I'd considered... But I'm doing this on my own as a hobby, and to be honest, anything that can't be done with tile maps and pixel art (and endless palette swaps) is probably beyond me.
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
Ah, sounds fantastic! That is something I'd love to play.

Actually, a procedurally generated Resident Evil style game is something else I'd considered... But I'm doing this on my own as a hobby, and to be honest, anything that can't be done with tile maps and pixel art (and endless palette swaps) is probably beyond me.
Good to hear! :) Yeah it's a hobby for me too, in hopes of landing a level design job down the road. My team is talking about starting a company but we're all happy amateurs doing our first project (together at least), so we'll see where this goes.
 

Bahlor

Member
Oct 25, 2017
541
Germany
I sometimes get a little free time to work on personal projects. Ported this older project of mine to Switch a while ago and yesterday night kept going on it a little, mostly optimizing the code and getting it to run at 60fps on Switch:



Would be fun to actually keep going on this at some point. I always wanted to see another Kart Racer that mimics things like Diddy Kong Racing again :)


That looks awesome! I really love the art style and would absolutely play this on the switch. Release it! :D And I would also love to get a devkit of the switch, guess it is still not available via dev center right?
 

Weltall Zero

Game Developer
Banned
Oct 26, 2017
19,343
Madrid
Thankfully I had plenty of help, but in all it took about a week. Bear in mind though it was a jump from 4.7 to 2017!

Yikes. I wonder if it's "better" to port to new version progressively (in your case, port to 5 and fix any issues, then to 2017). The only negative is that you might end up fixing stuff that fixes itself in the next version anyway.
 

_Rob_

Member
Oct 26, 2017
606
Yikes. I wonder if it's "better" to port to new version progressively (in your case, port to 5 and fix any issues, then to 2017). The only negative is that you might end up fixing stuff that fixes itself in the next version anyway.

I really couldn't answer that, I'd imagine it's all case-by-case. For me the decision was mainly about opening up the possibility of console ports and taking advantage of all the new tools! I'd been considering it for a long time, but the final push was the offer of help; I'm so glad it all worked out!
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
I really couldn't answer that, I'd imagine it's all case-by-case. For me the decision was mainly about opening up the possibility of console ports and taking advantage of all the new tools! I'd been considering it for a long time, but the final push was the offer of help; I'm so glad it all worked out!
What kind of issues did you run into during this upgrade? Sounds fascinating tbh.
 

_Rob_

Member
Oct 26, 2017
606
What kind of issues did you run into during this upgrade? Sounds fascinating tbh.

I can't say for sure programming wise, because I didn't handle that. The biggest issues from my point of view were with outdated assets and shaders:

  • A lot of the characters in CnW use fur shaders, the only real solution beside rewriting the shader entirely was to purchase another asset as a replacement.
  • For the longest time I was also using an asset called VPaint, this allowed me to paint vertex colours directly onto models within Unity, which was super helpful for faking things like AO and GI. Thankfully Unity's proper AO and GI have pretty much allowed that to happen automatically, I'm not 100% happy with things yet, but I don't think many people would be able to tell the difference now. The added benefit of course being that my workflow can speed up!

  • For some reason (and it's still somewhat ongoing) Unity's legacy animation system handles things just slightly differently, which has lead to a handful of odd animation transition bugs. The main one at the moment is that every now and then their idle animation gets stuck in an odd slow motion transition, meaning that they appear to slide around for a moment.

  • Another strange bug that's still ongoing is when they collect watches, it spawns in a particle effect and a rigidbody animated number. Before the switch this number would fall from wherever the watch was acquired, hit the ground and then jump up and down in place. Now though, the rigidbody is stuck following Clive's X and Z positional coordinates.... I guess because you can now parent a rigidbody to another?

  • Semi related to the above, Unity now handles audio differently. It used to be that each sound could be set to either 2D or 3D at a file level. Now however that's handled by whichever audio source plays the clip. Unfortunately the watch collection sound is parented to Clive's audio source, which is 3D. Unfortunately this means that all the collectables have a very weird sounding audio glitch as the pitch wildly bends!

  • Lighting is also handled differently now, meaning that all the scene lights are roughly double as bright as they used to be.
I think that about covers it, but I'll edit the post if I remember anything else!
 

Minamu

Member
Nov 18, 2017
1,900
Sweden
Thanks that's super interesting to read :) I hope everything gets fixed for you. As someone said, now prepare for 2018? ;)
 

WishyWaters

Member
Oct 26, 2017
94
Any authors or critical readers here that would want to take a look at my story outline? It's a typical Hero's Journey for an RPG, but some fresh opinions would be nice. Just let me know and I'll message you the outline.
 
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