Ends 04/01/2012 12:00 AM

Judges
halibabica

It's finally here! The much-anticipated third installment of the RMN community series! And this time, halibabica's in charge!

WHAT IS THIS

Super RMN Bros. is a community collaborative game where everyone uses the Super Mario Bros. X engine to create Mario levels! The stages are made and submitted by members of RMN, then compiled into one big game at the end of the event. Huzzah!

WHAT YOU NEED TO PARTICIPATE

Super Mario Bros. X v1.3, available at the Download link. This is the latest version of SMBX. It has everything you need to get started from the player, the editor, and a sample world.

You can also download the SMBX Graphics Pack by Red Yoshi here. It has a ton of Mario Brothers graphics that you can use in your level with a simple copy+paste!

JUST WHAT IS SUPER MARIO BROTHERS X?

Super Mario Bros X is a freeware game engine by Redigit geared towards having the gameplay features and physics of Mario 3 and Super Mario World while adding a ton of cool features and not having to deal with the restrictions of the old (S)NES hardware. If you want to see what SMBX can do, check out the games here on RMN or watch these videos showcasing SMBX's capabilities!

Games are distributed as a world with levels package they can add to Super Mario Bros X and play from the main game. There is no way to make a self contained game so all players will need to download SMBX in order to even play the game. The game does come with a large set of graphics and sounds like the RPG Maker RTPs so everybody at least has a large number of platformer resources to work with (and it'll keep the download of the actual game itself small).

You can view the RMN engine page for SMBX here.

HELP!

The editor can be tricky to use, especially for beginners. You can ask questions on our SMBX Help thread on our forums! If you have any questions go there for some tips or helpful links.

We also have a tutorials section on RMN for SMBX.

SUBMISSION RULES

  • Levels must be made in SMBX v1.3 .
  • I don't know if you've ever made Mario levels before. There are dozens of hacks and roms out there, so it's possible you've played custom levels or created your own. However, this project is being made specifically in the SMBX engine, so if you want to contribute, you have to use that. You can download it here.

  • Levels must be made FOR THIS PROJECT
  • So, you've used SMBX before, huh? Hey, you can just submit levels you already made! Right? WRONG. If you didn't make the level specifically for RMN Bros. 3, you're not allowed to submit it. Do not just zip up the levels of your personal project and dump them in here (Davenport, I'm looking at you). Everyone has to start from scratch. And if I catch you trying to submit a pre-made level, ooh, I'll, I'LL- ...deny it. Simple as that, really.

  • Levels must end in ONE SMB3 STAR
  • Starman doesn't work in SMBX like it does in the Mario games of yore. Each one you collect instead adds to your star count. There are two kinds of stars in the engine: SMB3 stars and SMW stars. The latter adds to your star count, but doesn't end the level. The former concludes the stage when collected. Each level must have ONE and ONLY ONE level-ending star. However, you can have any number of SMW stars (covered later).

  • There is no limit to the number of levels you can submit.
  • Beyond these four rules, the sky's just about the limit. There are a few other criteria your levels must meet for them to be accepted, but they're nothing huge, and are as follows.

LEVEL CRITERIA

  1. Checkpoints
  2. Theoretically, every level should have one of these. It's the SMW checkpoint object that lets you continue from partway through the level. Unless your level is extremely short, it should have one. If it can't have one for specific reasons (auto-scrolling, switch block/character shenanigans, etc.), it's recommended you not make the stage too long. Also, SMBX can only support one checkpoint per level, so placing multiples doesn't work.

  3. Power-Ups
  4. Your stage should have a good balance of items that are helpful to the player. ? Blocks should never contain lone Mushrooms; don't be afraid to give the player a Fire Flower or Leaf. On the other hand, exceptional items like the Tanooki and Hammer Suits should not be easily obtained. Use discretion with where you place items. One at the start and one after the checkpoint would be the least you could do. Also, pick items that the player can put to good use. A Fire Flower in an area with monsters immune to fire does the player no good; maybe an Ice Flower or Yoshi might be better instead. On the subject of Yoshi, he's a power-up like any other, and no restrictions are being placed on his use. Similarly, all styles of Kuribo's Shoe are allowed. Just remember, these things are very helpful, so choose carefully where you make them available.

  5. Banned Objects
  6. Your level must not contain any of the following items. If it does, you will be required to remove them.

    • SMB2 Crystal Ball, SMB3 Roulette, SMB3 ? Ball, SMW Keyhole, SMW Exit Gate
    • All banned for the same reason; they end the level. All levels must end with an SMB3 Star. No other exit type is allowed.

    • SMW Bowser Statue
    • Banned due to its glitchy hit box. You can still be hit by its fireballs while standing on top of it. Use the SMB3 Bowser Statue instead!

    • SMW Dry Bones
    • Banned for its stupid hit box. You may place Dry Bones in your level, but all Dry Bones in the project will use the SMB3 sprites instead.

  7. Unbanned Objects
  8. These are objects that were disallowed in the past. I'm permitting them for the reasons stated.

    • SMB3 Lakitu
    • This was banned in RMN Bros. 2 because it behaves erratically. You may use them in your levels, but be very careful when you do. They aren't impossible to deal with, but they can make situations extremely difficult. You'll definitely hear from me if it's a problem.

    • SMW Star
    • These were formerly banned because they didn't end the level. You may now use them as bonus secret stars in your stages. The player can collect them on alternate paths, but must be able to return to the rest of the level after grabbing them. More on these later.

  9. Different Characters
  10. This is, first and foremost, a Mario game. Mario will be the only character available to play as, but that doesn't mean you can't use the other characters. If you want to make a stage involving Luigi, Toad, Peach, and/or Link, you must specify so. Include the appropriate character block at the start. If you don't, I'll assume the stage was meant to be played as Mario. You don't have to switch back to Mario at the end of the stage, though. I will manage character swapping in the hub area.

  11. Player 2 Start
  12. SMBX has the option to play with a friend by sharing a keyboard and crowding around a monitor. There is no way to disallow a multiplayer game, so be sure to include both P1 and P2's start positions in your levels. HOWEVER, this is all you need to do to accommodate the second player. Making a balanced one-player game is difficult enough, so don't sweat it if something doesn't quite work for multi-mode. I'm not checking two player compatibility; you don't have to either.

  13. Secret Stars
  14. Each stage must have only one SMB3 level-ending star, but you can have (almost) as many SMW stars you want. Before you go throwing secret stars everywhere, though, you should understand how they work. The most important thing to know is that you can only have one star per section of a level. That's not my rule; that's a quirk of SMBX. It can only register one star per stage section, as it flags all stars in that section as 'collected' if one of them is found. Because this is the case, any secret stars you place must be in different sections than the star that ends the level. Incidentally, this also means the most stars any level can have is 21. Don't worry; if you mess it up, I'll tell you about it!

  15. Water Must be SWIMMABLE

    You can set waterfalls to either be swimmable or not, but ordinary water must always be. Don't fill your pits with water if they're supposed to be bottomless.

  16. Misc. Stuff
    • Pipes, Doors, and Carry Items
    • By default, all entrances in SMBX are set to disallow the player from carrying an item with them through the portal. If your level has objects the player may want to bring with them, be sure to set your entrances properly.

    • One-Tile Passages
    • Avoid making paths that are only one tile high. If Mario stands up in one, he zips through the wall in the opposite direction he's facing. In some places, this isn't a problem, but in others it can break the game. Spare my telling you to fix it and avoid creating such circumstances.

    • Ceilings
    • If you're making a water level or Mario is able to fly, you may want to block the area off the top of the screen so the player can't soar over everything. In aquatic stages, one could swim past everything from up there, so it's extremely important to include (same goes for underwater pits, actually). Of helpful note: one block placed above or below a level's boundary will create an impassable wall.

STORY AND TUTORIALS

Nothing too complicated here. Mario, Luigi, Toad, Peach, and Link have fallen into RMN's Pit of Challenges, where they must collect the stars from our levels if they ever hope to escape. The main villain is not Bowser, Wart, Kamek, Aristocrab, or anyone seen yet in the world of Mario. I will be making the final level myself, and the final boss is...me! Because by the time this is over, you will all want to kill me.

I will also be making a tutorial level that explains the mechanics of SMBX, covering both the basics and the advanced stuff. So don't bother explaining to the player how to break blocks with their tail or spin jump on Thwomps. I've got it covered!

TESTING AND FEEDBACK

This iteration of RMN Bros. is going to put greater emphasis on play testing and providing feedback for levels. I will be playing each level personally and leaving feedback the developers can use to improve their stages. My feedback will be divided into three categories:

  • Deal Breakers
  • These are things you MUST CHANGE or your level WILL NOT BE ACCEPTED. These include all variety of game breaking errors and poor balance/design. I will provide thoughts and ideas on how to fix these, depending on the complexity of the problem.

  • If-You-Don'ts
  • These are things that, if you don't change them, I will. These include things like levels without checkpoints, blocks containing only mushrooms, or levels with unfitting power-ups. If you don't make these corrections, I'll see to them in the end.

  • Nitpicks
  • These are small complaints of low importance. Things that would make the level look or feel nicer, but aren't really a problem on their own. These will most likely be aesthetic in nature, and they don't have to be changed for the level to be accepted.

    Although I will be testing each level thoroughly myself, I strongly encourage others to do the same. You don't have to follow the same methods of providing feedback I am (in fact, you don't really have the authority to!), but every bit of criticism helps.

ADDITIONAL STAFFERS

This is a big project, and it's very bold of me to be managing it alone. That's why I'm leaving open two spots for other users to join me in running the show. But you can't just sign up and say "Hey hali I'll be your game management bro." You have to PROVE YOUR WORTH. How, you might ask? By playing levels and leaving feedback! The more in-depth, the better. Show me you have what it takes to contribute to this project, and I'll let you in. If you can't handle the work, I have no reason to hire you.

Duties of these staffers would include testing others levels and leaving feedback, as well as helping refine my own stages, tutorial, hubs, and so forth. I'm a tough critic, but even I can't face my own work alone!

PROJECT TIMELINE

Signups begin NOW, and EVERYONE is free to join! The project will run for one month (thirty days), and levels may be submitted for testing during this time. When the month is up, no more levels will be accepted. Existing levels may still be updated based on feedback. I will do my best to have the whole thing compiled just one week after the event ends. Then we can download and enjoy!

Registration

You must be logged in to sign up for Super RMN Bros. 3.

Posts

Excellent, I'll read it tomorrow, since I will finish watching a film and then sleep.
Okay here it is...

GOOMBA CAVES - 9.5

Brilliant level concept! If there is one thing I have to point out... It isn't very obvious that you can't stand on the Phantos

MUSHROOM FACTORY - 10

Nice tough level, brilliant idea, bit of a last world level I reckon!

NARBACULAR DROP - 7.5

Quick question: What does the name mean? Ah well, good times, My part easier than I left it... the great chain level... The first part could do with improvements

POISON VALLEY - 8.5

Why do the large clouds not follow the colour scheme? Love this level, although in a way, sort of makes me feel cruel... Don't ask why...

SKY RUSH - 8

The airships style is very random, and the axes in between the beginning and the last axe don't seem to have a point, but overall, excellent!


0 - OMG, this level is an atrocity
1 - This level needs a 24-hour cleanup
2 - Obviously half-assed...
3 - Playable, but rubbish
4 - Needs cleaning-up
5 - Your common level
6 - Good
7 - Someone knows what they're doing!
8 - WOW!
9 - Absolutely AMAZING"!
10 - Perfect
Seiromem
I would have more makerscore If I did things.
6375
author=jackalotrun
NARBACULAR DROP - 7.5

Quick question: What does the name mean? Ah well, good times, My part easier than I left it... the great chain level... The first part could do with improvements


What do you mean "could do with improvments" >=l
graphical improvements... the cave dosen't look right and it could really do with a block just above the top part of the ladder...
http://rpgmaker.net/media/content/users/9179/locker/Cavetastic_Voyage.zip

http://rpgmaker.net/media/content/users/9179/locker/Major_Linkage.zip

http://rpgmaker.net/media/content/users/9179/locker/Smash_Bro.zip

http://rpgmaker.net/media/content/users/9179/locker/Vanilla_Lake.zip

author=halibabica
Link_2112

Cavetastic Voyage
Deal Breakers

- being able to climb the palm trees is a nice touch, but I’m afraid I can’t allow it. This is the only time in the whole game you’re able to, so it’s an inconsistency I just can’t overlook. You’ll need to change them to something more obviously climbable.

- the vines you need to cross the underground chasm fail to spawn if you collected the clock.

- the height variances of the ceiling in the chasm section make it extremely difficult to cross as super Mario. I eventually started skipping the mushroom after the checkpoint just to stop hitting my head. This part is unreasonably hard, particularly the speedy vine at the end. If it were slower, or there weren’t Powies underneath, or there wasn’t a swooping Tweeter overhead, or the ceiling weren’t too low, it might be less irritating. One or all of those things need adjusted.

If You Don’ts

- BGM???


- Removed climbable palm trees.

- Removed clock, I actually noticed that issue too after I already submitted.

- Made some vines longer. Made the speedy vine fall farther. Got rid of that bastard Tweeter at the end heh. "Powies"? Pretty sure those are Bob-ombs. Anyways, I added a message saying you can stand on them. They are actually there to help/save you. They can be a shortcut near the end, if you're feeling risky.

I was able to make all the jumps before the changes, you sure you were making small jumps at the bottom of the vines? It was tricky, though. That was the plan. It's fairly easy with the leaf power up, which you get immediately after the checkpoint.


author=halibabica
Major Linkage
If You Don’ts

- "Beware! Once you choose your path(insert comma) you must follow it to the end." YOU SAID YOU COMMA’D IT BUT YOU SO DIDN’T

- YOSHI COINS FFFF

- Um…Sparks? Are they pending respriting or something? (hint: yes, they are)

Nitpicks

- I got killed in the forest maze. I fell off the cliff after teleporting on the lower path. I think you may want to reroute some warps so it’s truly impossible. I checked in the editor, and I’m not sure what went wrong, but spawning Link on the platform above should solve it permanently. Also, although it follows the same pattern as the age-old puzzle it’s based off of…I don’t remember how to get through, and the player may not either. A hint somewhere would be most helpful (read: necessary).

- the fairy rupee trail is really neat, but the rest of the trail doesn’t appear if you miss a rupee. Unless that was your intention, could you make it so the last rupee in each trail makes the next layer appear instead of having to gather them all?

- one of the NPCs in the jail cells disappears sometimes. You can still talk to her, and she reappears when you move around, but it’s weird. I’m guessing this is due to the MAJOR LINKAGE going on in this level. If this area causes problems, maybe you should only have four cells instead of six.

- if the P bag is a 1-up, I think the heart container ought to be a 3-up. Considering how obscure the solution to that puzzle is, I think that’d be a more fair reward.


Oh god, this laggy mess. I want to chop it in 2 but it'll be tricky and require a few extra steps on the world map to really make them connected. It would screw up the checkpoint too :/ It's too bad but it's the only real solution I can think of that keeps the level in tact. I could maybe take two copies, delete all the secrets from copy 1 and that's what you start on. Then delete all the normal stuff from copy 2. Then any time you find a secret in copy 1, it sends you to the proper section in copy 2, and when you leave that section it brings you back to copy 1. I don't have much experience working with the world map, but I'm pretty sure this will work.

- I SAID I COMMA'D BUT I FORGOT!

- Resprited Yoshi coins

- Resprited Sparks

- In the forest maze, I put blocks just off-screen so you can't fall to your death. The solution actually doesn't follow the original(I don't remember the original. If it is the same, it's purely coincidence.) and since there is only 3 rooms, it will only take a small bit of memory and trial and error to make it through. The first one is easy, so you really only have 2 to tackle.

- About the fairy coin trails, that is intentional. It's not too hard to follow the path.

- The chick went invisible because her sprite was missing a frame. Fixed it.

- About the heart/p-bag. Which puzzle is really obscure that gives a heart? If you mean the one with invisible statue blocks, the heart isn't the reward. The glove is. If you mean another puzzle...which one? I'd rather leave the heart as a 1up, it's not that big a deal to have 2 different things be a 1up.

I can't even test this properly cause of lag, so I'll come back to it later and work on splitting it up. I already spent enough time on this today u.u

author=halibabica
Smash, Bro
If You Don’ts

- you forgot to reset P1’s start

- your bonus room still has no music! Is this intentional?


I checked the copy I have and these problems are already fixed.

haha It wasn't intentional that the bonus room had no music, I just kept forgetting.



author=halibabica
Vanilla Lake
Deal Breakers

- Ludwig can jump off the edges of the screen, leaving the player trapped. He must be enclosed.

- Unfinished!

If You Don’ts

- there’s a collision mask issue with your jutting spikes. You can see a box around them in the underground section. Also, they can be killed with fireballs, so you may want to make them immune.




- I already fixed the Ludqig problem. Maybe I never reuploaded after making changes last time *shrug*

- Finished in the most lazy fashion.

- Pretty sure the mask issue is fixed now, I don't see it there anymore. I'll make them immune to fire but that was actually intentional :/ but if you were gonna change it anyways... *rolls eyes* haha

Man, my computer sucks today. It's lagging on this level now. I need to reformat again.
halibabica
RMN's Official Reviewmonger
16948
from Link_2112
- About the heart/p-bag. Which puzzle is really obscure that gives a heart? If you mean the one with invisible statue blocks, the heart isn't the reward. The glove is. If you mean another puzzle...which one? I'd rather leave the heart as a 1up, it's not that big a deal to have 2 different things be a 1up.
Yeah, I get the glove is the reward, but it's still a tricky puzzle to solve. Then again, you kinda need it to find one of the triforce pieces, don't you? I can't recall. You can leave it a 1-up; it's no big deal.

Please avoid splitting this into two levels if you can. Maybe cut out extra sections or condense where you can. I'd start with that stupid door maze. It's egregiously frustrating.
author=halibabica
Yeah, I get the glove is the reward, but it's still a tricky puzzle to solve. Then again, you kinda need it to find one of the triforce pieces, don't you? I can't recall. You can leave it a 1-up; it's no big deal.


Ya, you need the glove for the triforce.

There's no real puzzle tho. The trick is figuring out where the invisible path of blocks is. Once you find that, you get the item you see(the glove) then destroy blocks. It's not meant to be a puzzle but I guess not knowing would make you think there is something to figure out. It's something from my other game that is going to be a staple mechanic.

Please avoid splitting this into two levels if you can. Maybe cut out extra sections or condense where you can. I'd start with that stupid door maze. It's egregiously frustrating.


Well...I attempted to shave it down before and wasn't happy taking much out. There is no room for shaving, without having giant barren rooms. I'll have to make the sacrifice, or pull the level(which would suck)
halibabica
RMN's Official Reviewmonger
16948
Well, for what it's worth, it doesn't lag on my Compé at all. I'd just give it a careful once-over and decide what parts really aren't necessary. Maybe you could even just make some things less complicated without removing them entirely. I'd like to avoid splitting the level at all costs.

Also, damn, I dunno where the hell I got 'Powie' from. I had to double-check SMB2's credits to be sure. I blame Obama.
author=halibabica
Well, for what it's worth, it doesn't lag on my Compé at all. I'd just give it a careful once-over and decide what parts really aren't necessary. Maybe you could even just make some things less complicated without removing them entirely. I'd like to avoid splitting the level at all costs.

Also, damn, I dunno where the hell I got 'Powie' from. I had to double-check SMB2's credits to be sure. I blame Obama.


Ok, well please run though Major Linkage to make sure all your feedback is settled(I can't cause of Major Laggage T.T) then I'll start cutting it up. Even navigating it in the editor lags for me.

It took a while to set up those doors xD but I'll remove that. I think the only real point of it is to get a key, so I can put the key somewhere else.
halibabica
RMN's Official Reviewmonger
16948
Cavetastic Voyage
Deal Breakers

- sorry, new deal breaker! If the POW block you throw at the beginning doesn’t kill enough of the Pokey above the temple, the player can’t get past without taking a hit. I can understand why you put it there, but you need to guarantee one POW will do the trick. Incidentally, taking off the top three Pokey segments works.

If You Don’ts

- fire flowers are useless against SMB2 baddies. You should switch the ones at the start to ice flowers.

Major Linkage
Nitpicks

- the Yoshi coins are appropriately resprited, but they look strange because their emblem is composed of 1x1 pixels (instead 2x2 like everything else). What I do for custom sprites is build them at half the size I need with 1x1 pixels, then double their size to 2x2. That way they don’t look out of place.

Vanilla Lake
If You Don’ts

- I can still see a little box around your wooden spikes. I dunno what’s up with them, but I’ll look into it for you, so don’t worry.

Smash, Bro is perfected!

@Faenon: I looked at the update, but as far as I can tell, the only difference is that player 2 has a start position now. My feelings regarding the level are otherwise unchanged: it's very flat, raw, and dull. I'm not sure what to recommend, really. It's passable as is, but it'd need a serious overhaul to get any better.
author=halibabica
Cavetastic VoyageIf You Don’ts

- fire flowers are useless against SMB2 baddies. You should switch the ones at the start to ice flowers.


so? you can pick them up and they are pretty harmless. there's clouds up above so you can avoid them all.



Major LinkageNitpicks

- the Yoshi coins are appropriately resprited, but they look strange because their emblem is composed of 1x1 pixels (instead 2x2 like everything else). What I do for custom sprites is build them at half the size I need with 1x1 pixels, then double their size to 2x2. That way they don’t look out of place.


meh

Vanilla Lake
If You Don’ts

- I can still see a little box around your wooden spikes. I dunno what’s up with them, but I’ll look into it for you, so don’t worry.
Smash, Bro is perfected!


I don't see a box around them.
halibabica
RMN's Official Reviewmonger
16948
from Link_2112
so? you can pick them up and they are pretty harmless.

That's not the point. You shouldn't be giving the player power-ups that are useless to them. If you're not keen on ice flowers, maybe switch them all to leaves instead.

from Link_2112
I don't see a box around them.

You can only see it in the underground section. It's very, very faint. I have no clue what the deal is, which is why I'm investigating.
It's not useless. It can be used to force bomb explosions or kill stuff later on. Just because it doesn't kill half the enemies in the first section(and a few later on) doesn't make it useless for the level. How is the ice flower better? You freeze them so you can PICK THEM UP. I think your over reaching your leadership powers on this one. If the entire level was fire flowers then I would agree, but for that first power up I chose fire and it should stay that way.

I fixed the problem with boxes around the spikes.
halibabica
RMN's Official Reviewmonger
16948
from Link_2112
I think your over reaching your leadership powers on this one.
Wow, aren't you getting defensive? I've clearly evolved into a power-hungry monstrosity over the course of this event, suggesting the player have a power-up that's more globally useful to them instead of in one single instance (chances are they'd stick with the leaf later).

from Link_2112
How is the ice flower better? You freeze them so you can PICK THEM UP.
Yeah, pick them up SAFELY. So they can't shoot bullets at you. Or blow up in your face. And maybe so you can SAFELY kick them at other monsters from a distance. Are we really gonna get so bent out of shape about this?

And besides all that, it was a NITPICK, meaning you don't absolutely have to change it!

Now, I suggest we all appreciate the irony of how defensive this post sounds.
author=halibabica
I've clearly evolved into a power-hungry monstrosity over the course of this event

I know!
How dare you make me fix a game breaking error? You used to be cool man!

Also, how's your progress hali?
Are we ready to get some testing during the weekend, after the weekend or before the weekend(today)?

hmmm... I didn't emphasise something enough like you both did...
Here, let me fix it:
Also, HOW's your progress hali?
halibabica
RMN's Official Reviewmonger
16948
from apa649
HOW's your progress hali?

Pretty good! I'm getting much closer, but I still have a ways to go. I'm off today, so I'm gonna do as much damage to it as I can. With a little luck, I could have it done by or on this weekend.
author=halibabica
If You Don’ts

- fire flowers are useless against SMB2 baddies. You should switch the ones at the start to ice flowers.

You make it sound like I'm a raving lunatic for defending my design choice *rolls eyes* you're mistaken, I wouldn't have said anything if you marked it as a nitpick. I calmly stated my opinion/reasoning and you go off on how I'm being defensive, as if I'm not allowed to question your opinion. Honestly, your post seems more defensive than mine. Any time someone suggests you're changing things you shouldn't, you flail your arms and ironically call yourself power-hungry. This is still a community event, not your game, so yeah we can stick up for our choices.

No hard feelings, bro. I'm not trying to make any enemies here.

author=apa649
I know!
How dare you make me fix a game breaking error? You used to be cool man!

There's no game breaking bugs here, those should indeed be fixed!
halibabica
RMN's Official Reviewmonger
16948
Derp, I feel stupid. Sometimes I forget what I flag things as. I also get miffed when I'm told I'm overstepping my bounds, as if I'm taking intolerable measures against your artistic vision or something. I'll admit, I should've left that as a nitpick (like I thought I did), but inappropriate power-ups are something I've been keeping an eye out for.
author=halibabica
There's no game breaking bugs here, those should indeed be fixed!


I didn't mean it as any sort of elaborate remark or anything. (what's a remark?)
I merely was trying to get some sort of humor out and also to notify that there are more sever things to worry about AND that hali isn't a powerhungry monstrotity.
And by me I meant me! Not you or anyone else.

Sorry if my post conpuzzled you!