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kwigbo
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bullet Topic: Flash PJ Game Demo updated 11/01/06
    Posted: 09 July 2006 at 7:46pm
Play the Demo Here

*note*
Hit jump repeatedly to move around the screen. Temporary till I get the collisions done.

This demo requires the flash 9 player

Demo Controls
Space(jump)
Down(crouch/slide)
Left(walk)
Right(walk)

Game Engine Check List

Scrolling
horizontal scrolling ---- done
verticle scrolling ---- done

Collision Detection
Floor ---- done
Walls ---- not done
Ceiling ---- not done
45 degree angle ---- not done

Adding Sprites
Playable character ---- done
Non Playable Characters ---- not done
enemies ---- not done
collectables ---- not done

Layers
ForeGround ---- not done
Middle ---- done
Background ---- not done

Map Editor
Working

*Bug fix: Landing bounce
*Bug fix: Pogo Stick and infinite jump

Edited by kwigbo - 01 November 2006 at 12:59pm

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jalonso
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bullet Posted: 09 July 2006 at 11:22pm
Good to hear from you, I figured your new son was taking up all your time 
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Larwick
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bullet Posted: 10 July 2006 at 4:03am
Hurrah kwigbo is still here.  Neway, good job.
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bullet Posted: 10 July 2006 at 1:08pm
Yey its back in business i wondered whered youd gone im glad your back cant wait for the demo
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kwigbo
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bullet Posted: 10 July 2006 at 5:25pm
I just built a spriteLoader/animator class. I can load in sprite sheets rip them apart and animate them. This means all sprite graphics for the game can be loaded externally. Sprite frame speed can also be set through the xml it is set on a timer so it remains independent of the frame rate of the flash movie. Next step is the sprite movement so that update should be more fun.

P.S. Thanks for the warm welcome back.


Edited by kwigbo - 26 August 2006 at 3:24pm

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Demon
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bullet Posted: 10 July 2006 at 5:27pm
Kool, nice to see the flash version get on its feet again!  ps: I couldnt see anything when I followed your link kwigbo.
"At least we killed some boredom..." - Death Note.
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kwigbo
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bullet Posted: 10 July 2006 at 5:54pm
Sorry I forgot. You must have the new flash player 9 to be able to view the progress of the game.
Download it here

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bullet Posted: 11 July 2006 at 8:23am
thanks for the link and clever thingymabob ;)
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kwigbo
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bullet Posted: 15 July 2006 at 10:49am
Here is a little update. I linked the animation with the key presses Space(jump) Down(crouch) Left(walk) Right(walk). Next demo will have some movement I should have that done today at the latest tommorrow.

Edited by kwigbo - 26 August 2006 at 3:24pm

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kwigbo
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bullet Posted: 16 July 2006 at 8:04am
I just added some simple movement. I'm working on the jump next. Also you might notice the red when he moves left. I am aware of that issue and i'm trying to figure it out. Any comments would be helpful.

Edited by kwigbo - 26 August 2006 at 3:24pm

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Lawrence
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bullet Posted: 16 July 2006 at 8:21am
Good work so far. I think his acceleration is a bit off though. I can only explain it by drawing some rough graphs...

This is how it currently is:




This is how I think it should be:

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kwigbo
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bullet Posted: 16 July 2006 at 8:47am
Originally posted by Lawrence

I think his acceleration is a bit off though.


I tweaked the numbers a bit I had the acceleration set to low. Does that look any better?

Edited by kwigbo - 16 July 2006 at 8:47am

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kwigbo
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bullet Posted: 16 July 2006 at 1:46pm
I just got rid of that red haze when you move left. (If anybody noticed)

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Monkey 'o Doom
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bullet Posted: 16 July 2006 at 2:09pm
What's the framerate? It seems a bit choppy.

RPG is numberwang.
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Demon
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bullet Posted: 16 July 2006 at 2:41pm
If you're running one direction and, while still running, you hold the opposite direction button, the sprite doesn't turn with the way it moves.
"At least we killed some boredom..." - Death Note.
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Shark
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bullet Posted: 16 July 2006 at 3:46pm
i hate the acceleration, it may be realistic but it just will annoy me during the game.  I also hate that when ur sliding it takes ages to turn the other way.

Great to have you back and working on this :D
Snark, we love yuu.
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kwigbo
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bullet Posted: 16 July 2006 at 4:09pm
Originally posted by Monkey 'o Doom

What's the framerate? It seems a bit choppy.


*Fixed
I set the framerate to 24 it was at 10 before whoops.

Originally posted by Demon

If you're running one direction and, while still running, you hold the opposite direction button, the sprite doesn't turn with the way it moves.


*Fixed
I didnt notice that when I fixed the red haze but the red haze fix caused that. I think I got it right now.


Originally posted by Shark

I hate the acceleration, it may be realistic but it just will annoy me during the game. I also hate that when ur sliding it takes ages to turn the other way.

Great to have you back and working on this :D


The acceleration can be altered depending on the sprite. Right now I'm making controls that will control all sprites. So I will be able to create a new sprite with variables and images passed in through xml. And control it with key presses or predefined behaviors. All elements of physics will be adjustable.

About the turning the other way when sliding I'm not sure what you mean.

It's great to be back hopefully I can make some good progress this week cause the wife and kid are outta town till next weekend.

Thanks everyone for the feedback.

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Shark
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bullet Posted: 16 July 2006 at 4:29pm
Try running... sliding... then running in the other direction.
Snark, we love yuu.
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kwigbo
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bullet Posted: 16 July 2006 at 4:52pm
I made a little change is that better shark?

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Lawrence
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bullet Posted: 16 July 2006 at 5:39pm
The sprite animation seems too fast. Is it on one 1 sprite-frame per overall frame? Also when your running, if you let go of all buttons he comes to a complete sudden stop. I think he should have a tiny bit of momentum left and de-accelerate.
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kwigbo
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bullet Posted: 16 July 2006 at 5:44pm
Originally posted by Lawrence

The sprite animation seems too fast. Is it on one 1 sprite-frame per overall frame? Also when your running, if you let go of all buttons he comes to a complete sudden stop. I think he should have a tiny bit of momentum left and de-accelerate.


I'm working on some kinda frame delay to adjust the animation speed. I'll also look into the sudden stop.

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kwigbo
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bullet Posted: 23 July 2006 at 6:17pm
I just updated the movement. The jump is now working. (Space Bar) Please point out an glitches in the movement.

Edited by kwigbo - 26 August 2006 at 3:25pm

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Demon
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bullet Posted: 23 July 2006 at 6:23pm
Looking very nice, kiwgbo.  I dont see any glitches, except for being able to keep jumping, but I would think that was intentional for now.  Though it is fun to do. XD
"At least we killed some boredom..." - Death Note.
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Larwick
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bullet Posted: 24 July 2006 at 3:54am
God that midair jumping is rather addictive. Lol. There should sooo be some low gravity level where he can do that...

But yeah, it's working well atm, keep it up :D
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Demon
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bullet Posted: 24 July 2006 at 4:15am
There should sooo be some low gravity level where he can do that...

Well, you should be able to do something like that in the underwater level, kinda like Super Mario had. XD
"At least we killed some boredom..." - Death Note.
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kwigbo
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bullet Posted: 25 July 2006 at 12:00pm
I didnt even notice the jump. But I'm gonna figure out how to turn it on and off so I can use it. I changed the physics variables a bit to make it more like swimming in mario. I'll upload those changes tonight. I'm glad everyone likes it. I'm just anxious to get back to the point I was at before. Next step is to start creating a world! I'm gonna use the brians ice world tiles for the demo.

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rabidbaboy
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bullet Posted: 27 July 2006 at 1:31am
dunno if anybody has noticed, but pressing spacebar repeatedly makes you fly.
EDIT: ok, so the flying was noticed, my bad.
btw, here's a game i made in flash, a platformer also: http://www.deviantart.com/view/33175055/
maybe i could help?


Edited by rabidbaboy - 27 July 2006 at 1:36am
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kwigbo
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bullet Posted: 27 July 2006 at 5:46am
Originally posted by rabidbaboy

btw, here's a game i made in flash, a platformer also:http://www.deviantart.com/view/33175055/maybe i could help?


That's a nice little game you have there. What actionscript version did you use to make it? The pj game is being developed in actionscript 3.0. So if you can write as 3.0 classes let me know.

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rabidbaboy
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bullet Posted: 27 July 2006 at 6:05am
err...no, sorry, only used MX....
sorry.^^;
"baboy" is Filipino for "pig"
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Shark
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bullet Posted: 27 July 2006 at 6:12am
This is perfect!!

great work so far - the jumping is a little bit off though.


Edited by Shark - 27 July 2006 at 6:12am
Snark, we love yuu.
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kwigbo
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bullet Posted: 28 July 2006 at 2:09pm
Originally posted by Shark


This is perfect!!great work so far - the jumping is a little bit off though.


Yeah i'm still trying to nail down the jumping but right now I'm workin on building a world to throw him into.

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Souly
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bullet Posted: 28 July 2006 at 3:34pm
If you jump and you're not holding space.
And then you push down.
He slows down in mid-air.

I am the jesus of PJ.
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Niss
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bullet Posted: 13 August 2006 at 7:33am
kwigbo>as3>?
Actionscript 3?
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Niss
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bullet Posted: 13 August 2006 at 7:42am
oh forget about that, I googled it but what IDE are you using for developement (them macrodobe product series becomes ridicilously complex).
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kwigbo
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bullet Posted: 13 August 2006 at 6:56pm
I'm using the Adobe Flash 9 AS3 preview and the Adobe Flex SDK. Depending on where I am.

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Niss
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bullet Posted: 16 August 2006 at 5:58am
And how do you like flex? I'm thinking of diving deeper into it but not sure yet...
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kwigbo
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bullet Posted: 17 August 2006 at 6:00am
I love actionscript 3.0 I think it is the best version of the language yet. Flex seems to be a little more strict than the flash 9 preview. That will probably change with the final release though. I myself prefer using the flash 9 preview. It's a more familiar enviroment and you don't need to compile the swf from the command line. I only use the flex SDK when I'm at work cause I'm on a mac and the preview is windows only. If you're interested I recommend checking out the link below. Lots of resources for getting started in AS 3.0.

AS 3.0 resources

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kwigbo
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bullet Posted: 18 August 2006 at 6:59pm
Well I have nothing new to show but I have been working. I just got done building a map editor so I don't have to write out the xml for the test world. So you can look forward to seeing pj in brians ice world soon.

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kwigbo
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bullet Posted: 27 August 2006 at 5:08pm
Small update pj is in the world now i'm working on collision detection and scrolling. Check the link in the first post for the current demo.

** Another update horizontal scrolling. **

Still need to build the world as he walks.

Edited by kwigbo - 27 August 2006 at 6:34pm

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pixelblink
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bullet Posted: 27 August 2006 at 8:10pm
I'm currently trying to get some proper 32x32 tiles for IceWorld happening. Would be nice to see how it all fits in. Currently, he seems to be walking on almost nothing. Gotta get the multiple jump thing fixed too btw

Edited by pixelblink - 27 August 2006 at 8:10pm
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kwigbo
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bullet Posted: 28 August 2006 at 10:29am
Originally posted by pixelblink


I'm currently trying to get some proper 32x32 tiles for IceWorld happening. Would be nice to see how it all fits in. Currently, he seems to be walking on almost nothing. Gotta get the multiple jump thing fixed too btw


I havent done any collision detection yet i'm just workin on the scrolling.

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kwigbo
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bullet Posted: 31 August 2006 at 7:19pm
I just added horizontal scrolling. The world is also built and destroyed as it scrolls. So the game only keeps track of whats in the visible area. Which will allow for much more goin on in the game because it's only dealing with whats on screen.

Whenever I update the demo I will update the date on this thread.

I need some help though. Does anyone see the red around PJ when he walks past certain tiles? If you see it or not please post and tell me what operating system you are using and what browser. Thanks.

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Larwick
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bullet Posted: 01 September 2006 at 5:39am
Looking good kwigbo!
 
I see the red, and i'm using windows XP with crappy AOL.
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Monkey 'o Doom
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bullet Posted: 01 September 2006 at 6:47am
I see the red, and I've got Windows XP with IE6.
 
EDIT: I see the red in Firefox, too.


Edited by Monkey 'o Doom - 01 September 2006 at 7:16am

RPG is numberwang.
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kwigbo
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bullet Posted: 01 September 2006 at 7:03am
Anyone out there on a mac wanna check it out? Jalonso your on a mac right? I can check it out at work next tuesday but I'd like to know before hand if its windows only problem. I don't think the mac flash player is having the same problem. I have been in contact with adobe about the issue. It didnt show up till I set a mask on the level to section off the screen. I ran across it before when I was building the sprite but I got around it. In the mean time i'll try and get it do disapear while I work on collision detection.

Stay tuned for more updates.

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bullet Posted: 01 September 2006 at 8:41am
I use a Mac, so I guess I can check. I don't seem to be able to play the game, though. I'm downloading Flash 9 right now and see if that's what's missing.

EDIT: I can play the game now, but some funny things are happening...I see the ice tiles - that's supposed to happen, right? Curiously, the tiles seem to be part of the background, because they don't affect me in anyway - I walk in an invisible platform on the middle of the screen (a litle below maybe) and can't get on top of any of the tiles. Everything else is fine although the background is white (but that's temporary, I hope). Oh, and the little guy probably doesn't like borders because if i keep walking to one side he eventually gets out of the screen - but he comes back if I click in the opposite directional button.

Good news. I didn't see that red thing you were speaking of

If all this is supposed to happen...I apologize. (I haven't read t he whole thread so I don't really know it's what's supposed to be like)

EDIT2: Plus, he's got the magical gift of eternal jumping. Better fix that, no? I forgot to mention that I'm using Firefox on Mac OS X 10.3.9


Edited by Filax_666 - 01 September 2006 at 9:04am
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kwigbo
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bullet Posted: 01 September 2006 at 10:21am
There is no collision detection so all the things you've mentioned are supposed to happen right now. But I guess that means that the red stuff is windows only. I will log a report with adobe about that and see if I can't find a work around till they fix it. Thanks for checkin it out for me.

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kwigbo
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bullet Posted: 06 September 2006 at 6:28am
Hi,

I submitted a bug for this and it is already fixed. So it will be fixed
in the next release.

Thanks,
Subha

-----Original Message-----
From: kwigbo@kwigbo.com [mailto:kwigbo@kwigbo.com]
Sent: Friday, September 01, 2006 2:32 PM
To: Subha Subramanian
Subject: Re: Adobe Flash Player Feedback

I had sent you an fla reguarding a glitch with bitmapdata objects that
are transformed. The same thing happens when they are masked as well.
I found both these problems to show on the windows player and not the
mac.

issue : red tint on transparent pixels set with threshold when they
are transformed or masked.

attached : fla and loaded image that I used.

Please let me know if this is going to be fixed I seem to run across
it alot when working with bitmapdata.

Below is a link that shows the same issue on a larger scale.

http://www.kwigbo.com/upload/tbwRun/PlatformTest/platformTest.html

thanks Jedidiah Laudenslayer
kwigbo.com

Quoting Subha Subramanian <ssubrama@adobe.com>:

> Hi jedidiah,
>
>
>
> Thanks for the feedback about Adobe Flash Player. Could you please
send
[Hide Quoted Text]
> us the .fla file,.swf file? It would help us to investigate the issue
> further.
>
>
>
> Thanks a lot,
>
> Subha Subramanian
>
> ssubrama@adobe.com
>
> QE Engineer
>
> Adobe Systems Incorporated
>
>

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Souly
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bullet Posted: 13 September 2006 at 1:09am
When you push jump a bunch you just keep jumping.

I am the jesus of PJ.
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Larwick
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bullet Posted: 13 September 2006 at 9:03am
Lol mister pointouttheobvious.
 
Looking good Kwigbo.
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