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Old 03-03-2012, 08:08 PM   #151   Add To Ignore List  
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Smile Re: AntonioR's Showcase Thread - 2D Games

http://i.imgur.com/NZzd2.png

Rundiculous is a running game that encompasses elements from VVVVVV and Bit.Trip Runner. The goal of the game is to reach the end of each level and collect as many blue crystals as possible to get the highest score and do it with as few fails possible. In each level player has to face many challenges to pass the level, from tricky terrain to malfunctioned robots. To do that he uses a set of skills; jumping, sliding, kicking and gravity flipping.

Unfortunately I didn't manage to finish it. Some features are also not fully implemented(kicking) and it only has four levels. Three levels are short and simple made mainly for the players to get used to the controls. The fourth level "First Encounter" is just a taste of what the game should have been if it was finished (thought the level is missing some terrain data).

The build I submitted to the Facepunch Game Programming Competition #5 can be downloaded here:

http://www.mediafire.com/?let2ok3ee5yjm0d


Other info:

- Made using a heavily modified Advanced2D engine (C++, DirectX9, FMOD)
- I did all the art myself (player is obviously a ripoff though)
- Configurable controls and screen settings via options menu
- DirectInput joystick support (I recommend playing with a joystick)
- Level highscores
- Three music tracks by Mongo https://www.facebook.com/pages/Mugsy...38258232906581

Big thanks to Mischievous and Kristo for testing and support, and Mongo for his great music


I hope you like this little game. I will continue working on it and release a full game sometime in the future.
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Old 03-04-2012, 07:12 AM   #152   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

Game is super fun to play! I have lots of fun playing it
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Old 03-05-2012, 11:57 AM   #153   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

I uploaded a video showing the gameplay of my Rundiculous game. As I said before, it wasn't finished, so there are just 3 short "tutorial" levels and one a bit more challenging.

YouTube Video: Rundiculous - my 2D running game (alpha gameplay)
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Old 03-08-2012, 11:38 AM   #154   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

The competition poll/judging has begun. Only 6 entries from around 30 people that originally wanted to participate. No voter bothered to write their "reviews", and I doubt anyone has even played the games:

http://facepunch.com/threads/1168844
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Old 03-10-2012, 01:16 PM   #155   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

I made a slider...

http://i.imgur.com/5NjHj.gif

Now you will be able to change sound and/or music volume in options, among other things.

Last edited by AntonioR; 03-10-2012 at 01:47 PM.
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Old 03-11-2012, 10:05 AM   #156   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

Remarkable!
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Old 03-16-2012, 07:41 PM   #157   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

This was disappointing. I expected that on such a large forum like Facepunch there would be more voters, and that some would even bother to review the games or at least give some feedback like in previous competitions.

https://fbcdn-sphotos-a.akamaihd.net/hphotos-ak-ash4/419659_351704958206177_193787573997917_1018302_461954590_n.jpg

Well, at least I cleaned up some of the code...
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Old 04-01-2012, 07:53 AM   #158   Add To Ignore List  
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Exclamation Devlog - April 1st 2012

More than 90% of programers work is not visible to the end user...

A while back I decided I won't add any new features to my game and engine before the current state works properly.
The code was a mess, half of the stuff worked just on pictures, but in reality it was either bugged or half finished.

Things to do:
1. fix physics
2. make level editor user-friendly
3. figure out skeletal animation and animator
4. figure out how enemy spawners should work

Current state, April 1st 2012:

1. I tried fixing physics, but I failed. At least that part of the code is now clean, so it wont be a problem getting back to that.

2. Making editor user-friendly is best done if you try to make a map and then implement all the features that seem to be missing. Since I have no mapping skills and Super Mario Bros. maps are a too small challenge I decided to remake one map from another 2D sidescroller that is several times bigger than all my previous maps. The end result is a map(unfinished) of 1200 entities(not counting enemies,entity!=tile) and an editor with clean code and increased usability.

Major changes to the editor since the last editor related post:

- I made a TextureManager which stores all the game textures and makes them all accessible via the editor. So, basically if you want to make a terrain out of players heads you can now do it.
- the textures are loaded from text files. Just put a path to whatever texture you can find in that text file, it will be loaded and you can make levels with it (texture can be a tilemap too)
- I found out that in Visual Studio windows and toolbars can autohide/autoshow when the cursor hovers over it. It saves space and reduces the number of "mouse presses" when working. I implemented that in my editor.

http://i.imgur.com/LByYw.gif
Autoshow/autohide feature and first layer of the map.

- changeable grid size
- selection box
- fixed almost everything editor related

3./4. Nothing yet...


When I finish all this I will release a playable tech-demo.

-----------------------------------------------------------------------------

Here is a devlog so it doesn't get forgotten:

Code:
=> March 2012
- cleaned clipboard and selectionbox code
- map scrolling when selectonbox is active+cursor at the edges of the screen
- rewritten the selectionbox
- Draw a sprites box inside the Sprite selection box
- Added option to copy,cut, paste individually or trough selectionbox(ctrl + x, c, v)
>Improved grid and everything related to it
- Added levelborders (left, right, up, down)
- In editsprite and editlayer placed sliders to change colors
- made an Autohide button 
- fixed sprite selection and moving(works with different offsets)
- Editor methods Levels, editlevels, savelevel replaced with a addSelectLevel ()
- Made PlayerCollision to working for the players and the rest (update-not working)
- made tile-based scrolling sprites
> Made TextureManager class
- The textures are now loaded via text files file and stored in layers
- Added options in the sliders for the volume and music
- Made a GUI slider
>rewritten the audio manager
- frequency and intensity of the sound can be changed
- private sounds for sprites

=> February 2012
- Added flipv and fliph in EditSprite, now it works with tiledsprites
- Added game_joystickXYAxisRelease () and game_joystickXYAxisPress () so that the x and y axes behave as buttons
- Made options class
- Made new collision method, is a little overkill, but it seems to work (update-it doesn't)
- Added private offset for sprites
- Added dropbox
- Textbox if the release is pressed something else
- Added class EditLayer (changed everything related to it)
- Added class EditSprite (changed everything related to it)
- Added methods in the GUI for resizing forms
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Old 04-13-2012, 04:36 PM   #159   Add To Ignore List  
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Default Re: Devlog - April 1st 2012

Quote:
Originally Posted by AntonioR View Post
More than 90% of programers work is not visible to the end user...
You mean 99.99%
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Old 04-13-2012, 04:52 PM   #160   Add To Ignore List  
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Default Re: Devlog - April 1st 2012

Quote:
Originally Posted by Shrinker View Post
You mean 99.99%
Lol, true
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Old 04-14-2012, 08:13 AM   #161   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

It's over 100 000 !

http://i.imgur.com/FfvpV.png

Notice how the power of Minecraft affects the view count
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Old 04-14-2012, 08:17 AM   #162   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

Haha, figures. I will from now on call my maps SamCraft }
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Old 04-18-2012, 03:10 PM   #163   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

Good news... sort of.

I re-enabled the messy split-screen code to test can my crappy PC handle the test-map I mentioned above, but with the new "don't render if not on screen" code. Surprisingly I got an average of 70 FPS at 1440x900.

I even have an idea how to increase that by optimizing collision. I plan to divide the map to "sectors". If an entity is inside a certain sector, it will check has it collided with entities from only that sector. Now it checks for collision with every entity every frame what is an overkill.

And also, the game isn't fixed to 60 FPS anymore, which is also nice
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Old 04-23-2012, 01:23 PM   #164   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

Check out the fancy new HUD in split-screen:

http://i.imgur.com/Jdsiq.png

Isn't it... serious ?

I think I will have to use bigger images(64x32) for the weapon selection thingy in the upper left corner.
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Old 04-23-2012, 02:03 PM   #165   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

Man you're really getting serious with this.
Also for the sector collision thing, you might also want to make it check if the entity is close to another sector, because it might have to collide with something from it too.
Or, a more modding-user friendly idea, make each entity check for collision in a range around it, that might even save more FPS than the sector idea.
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Old 04-23-2012, 02:17 PM   #166   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

You haven't seen half of it

Quote:
Originally Posted by Mischievous View Post
Also for the sector collision thing, you might also want to make it check if the entity is close to another sector, because it might have to collide with something from it too.
There will be two checks:
- first check in which sectors an entity is,
- then check collisions with all entities that are in same sectors

In worst case an entity (represented as a rectangle) can be in 4 sectors. Since most of the entities in game are static platforms, I will only have to set in which sector they are once.

Last edited by AntonioR; 04-23-2012 at 02:19 PM.
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Old 04-25-2012, 11:24 AM   #167   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

Ops...

http://i.imgur.com/hUGY7.png
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Old 04-27-2012, 08:54 AM   #168   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

I had a breaktrough today with my in-game skeleton stuff. I managed to automatize(?) the process of setting up entities skeleton. I made a class that loads a text file with the skeleton settings, stores it, takes the entities skeleton and sets up the bones and then connects them accordingly while the game runs.

This was all done manually before (except some settings that were loaded from a file even before).

Check out some of the BEFORE/AFTER code:

BEFORE
Code:
torso->setRotation(-1.57);
torso->setScale(bones_info[1].scale_x,bones_info[1].scale_y);
torso->setRotationAxis(bones_info[1].rot_axis_x,bones_info[1].rot_axis_y);	
torso->setAtt_num(0);
torso->setAtt_num(5);

torso->setAtt_pos(0,neckx,necky);
torso->setAtt_pos(1,shoulder1x,shoulder1y);	
torso->setAtt_pos(2,shoulder2x,shoulder2y);	
torso->setAtt_pos(3,hip1x,hip1y);	
torso->setAtt_pos(4,hip2x,hip2y);		

//arms		
arm1_up->setScale(bones_info[2].scale_x,bones_info[2].scale_y);
arm1_up->setRotationAxis(bones_info[2].rot_axis_x,bones_info[2].rot_axis_y);
arm1_up->setAtt_pos(0,bones_info[2].att_x,bones_info[2].att_y);	

arm2_up->setScale(bones_info[2].scale_x,bones_info[2].scale_y);
arm2_up->setRotationAxis(bones_info[2].rot_axis_x,bones_info[2].rot_axis_y);
arm2_up->setAtt_pos(0,bones_info[2].att_x,bones_info[2].att_y);	

arm1_down->setScale(bones_info[3].scale_x,bones_info[3].scale_y);
arm1_down->setRotationAxis(bones_info[3].rot_axis_x,bones_info[3].rot_axis_y);
arm1_down->setAtt_pos(0,bones_info[3].att_x,bones_info[3].att_y);	

arm2_down->setScale(bones_info[3].scale_x,bones_info[3].scale_y);
arm2_down->setRotationAxis(bones_info[3].rot_axis_x,bones_info[3].rot_axis_y);
arm2_down->setAtt_pos(0,bones_info[3].att_x,bones_info[3].att_y);

//legs	
leg1_up->setScale(bones_info[4].scale_x,bones_info[4].scale_y);
leg1_up->setRotationAxis(bones_info[4].rot_axis_x,bones_info[4].rot_axis_y);
leg1_up->setAtt_pos(0,bones_info[4].att_x,bones_info[4].att_y);	

leg1_down->setScale(bones_info[5].scale_x,bones_info[5].scale_y);
leg1_down->setRotationAxis(bones_info[5].rot_axis_x,bones_info[5].rot_axis_y);
leg1_down->setAtt_pos(0,bones_info[5].att_x,bones_info[5].att_y);	

leg2_up->setScale(bones_info[4].scale_x,bones_info[4].scale_y);
leg2_up->setRotationAxis(bones_info[4].rot_axis_x,bones_info[4].rot_axis_y);
leg2_up->setAtt_pos(0,bones_info[4].att_x,bones_info[4].att_y);

leg2_down->setScale(bones_info[5].scale_x,bones_info[5].scale_y);	
leg2_down->setRotationAxis(bones_info[5].rot_axis_x,bones_info[5].rot_axis_y);
leg2_down->setAtt_pos(0,bones_info[5].att_x,bones_info[5].att_y);

for (int i=0;i<a->skeleton.size();i++)
{
	a->skeleton[i]->setRotationAxis(
		a->skeleton[i]->rotateX*a->skeleton[i]->getScaleX(),
		a->skeleton[i]->rotateY*a->skeleton[i]->getScaleY());

	for(int j=0;j<a->skeleton[i]->att_angle.size();j++)
	{
		a->skeleton[i]->setAtt_pos(j,
			a->skeleton[i]->att_posx[j]*a->skeleton[i]->getScaleX(),
			a->skeleton[i]->att_posy[j]*a->skeleton[i]->getScaleY());	
	}
}
AFTER
Code:
this->skeleton_beheaded.setBones(a->skeleton);
BEFORE
Code:
a->skeleton[TORSO]->setPosition(a->cx(),a->getY()+a->skeleton[TORSO]->w());	
	
a->skeleton[TORSO]->attach(1,a->skeleton[ARM1_UP]);
a->skeleton[TORSO]->attach(2,a->skeleton[ARM2_UP]);
a->skeleton[TORSO]->attach(3,a->skeleton[LEG1_UP]);
a->skeleton[TORSO]->attach(4,a->skeleton[LEG2_UP]);
	
a->skeleton[LEG1_UP]->attach(0,a->skeleton[LEG1_DOWN]);
a->skeleton[LEG2_UP]->attach(0,a->skeleton[LEG2_DOWN]);
a->skeleton[LEG1_DOWN]->attach(0,a->skeleton[FOOT1]);
a->skeleton[LEG2_DOWN]->attach(0,a->skeleton[FOOT2]);
a->skeleton[ARM1_UP]->attach(0,a->skeleton[ARM1_DOWN]);
a->skeleton[ARM2_UP]->attach(0,a->skeleton[ARM2_DOWN]);
AFTER
Code:
this->skeleton_beheaded.ConnectBones(a);

Note that this pile of code was present in every enemy class and was all similar, but with different parameters set up manually. Now it all works via preloaded settings from a text file and the mentioned class.


EDIT: And here is how the file looks like:
Code:
HEAD
1 10 0 0.5 0.5
1 TORSO 0
10 40
TORSO
5 15 50 0.135 0.135
0 # 0
198 78
135 50
135 50
15 50
15 50
ARM1_UP
1 25 35 0.135 0.135
1 TORSO 1
155 40
ARM2_UP
1 25 35 0.135 0.135
1 TORSO 2
155 40
ARM1_DOWN
1 12 40 0.135 0.135
1 ARM1_UP 0
150 30
ARM2_DOWN
1 12 40 0.135 0.135
1 ARM2_UP 0
150 30
LEG1_UP
1 25 43 0.135 0.135
1 TORSO 3
200 38
LEG2_UP
1 25 43 0.135 0.135
1 TORSO 4
200 38
LEG1_DOWN
1 22 40 0.135 0.135
1 LEG1_UP 0
200 38
LEG2_DOWN
1 22 40 0.135 0.135
1 LEG2_UP 0
200 38
FOOT1
1 15 30 0.135 0.135
1 LEG1_DOWN 0
15 50
FOOT2
1 15 30 0.135 0.135
1 LEG2_DOWN 0
15 50

Last edited by AntonioR; 04-27-2012 at 09:04 AM.
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Old 04-27-2012, 11:38 AM   #169   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

Quote:
Originally Posted by AntonioR View Post
Ops...

http://i.imgur.com/hUGY7.png
Burn it with fireeeeee :O
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Old 04-27-2012, 01:00 PM   #170   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

Great code you have. You use constants very wisely and everything is very readable
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Old 04-27-2012, 01:48 PM   #171   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

Good job on outsourcing that parameterization! My editor has its whole logic located externally now, it's just much faster to develop <3
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Old 04-28-2012, 10:25 AM   #172   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

Thanks

I am in the process of making my code more useable. It really feels great when you write some good code that is flexible enough to replace so much previous code, and is actually intelligent. Not to mention that you can make changes without recompiling the code.

My life would probably be much easier if I would know how to integrate Lua or a similar scripting language... and would actually know how to use it...

Last edited by AntonioR; 04-28-2012 at 10:37 AM.
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Old 04-30-2012, 06:22 PM   #173   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

Status report, May 1st 2012.

1./2. No updates...

3. Last month I worked on skeletal animation and my animation editor.

These are some updates:
- made possible to load/save animations in animation editor with user defined names
- made a skeleton class which can load information about entities skeleton and bones, store it and update entities bone positions(post above)
- made an animation class which loads, stores an animation and updates entities skeleton bones (rotation)
- applied all this to in-game skeletal entities (saved few hundred lines of code and made it easier to read)

It is far from being perfect, but it is good enough for now. There are a lot of things I still have to figure out how to do.

Here is an image of the animation editor. You can load some entities, load and save animations...
You can change bones rotation by entering a value in a text-box, or by selecting a bone and rotating it with a mouse.

http://i.imgur.com/sV6L5.gif

4. Nothing yet...

I feel I have "overcoded" myself in the past few weeks, so I am taking a break now.
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Old 05-01-2012, 10:40 AM   #174   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

Really cool heh, also yes, a break is a good idea every now and then, just remember to come back
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Old 05-23-2012, 06:15 AM   #175   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

Fooling around with shaders...

Can you recognize the map ?

Quote:
http://i.imgur.com/MCpTz.png

http://i.imgur.com/r695h.png
Page stretch :O
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Old 05-23-2012, 08:07 AM   #176   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

Quote:
Originally Posted by AntonioR View Post
Fooling around with shaders...

Can you recognize the map ?

http://i.imgur.com/MCpTz.png

http://i.imgur.com/r695h.png

Page stretch :O
I don't.
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Old 05-23-2012, 09:07 AM   #177   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

Oh, never quote posts with such big pictures :/
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Old 05-23-2012, 02:18 PM   #178   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

That reminds me of either Limbo or CS, or some other Limboy or CSy game. Was I close?
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Old 05-23-2012, 02:45 PM   #179   Add To Ignore List  
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No Misch, way off...
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Old 05-23-2012, 03:50 PM   #180   Add To Ignore List  
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Default Re: AntonioR's Showcase Thread - 2D Games

max payne 1?
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