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Which dungeon progress should be focused on in 2021?

LW - Populate starting cave with NPC's / boss
LW - Expand sewers subdungeon
LW - Simplify dungeon 1 - Soldier tomb
LW - Simplify dungeon 2 - Desert palace
LW - Streamline dungeon 3 - Underwater prison
LW - Upgrade dungeon 4 - Mansion
LW - Add mystic forest dungeon - Cross a magic forest into several small ruins
DW - Add swamp piramide dungeon - Descend an underground piramide with poisoned water
DW - Add cathedral / graveyard dungeon - Revive old knights to beat the boss together
DW - Add Ice caverns dungeon - Hunt a boss across through a maze with icy floors
DW - Add dual towers dungeon - Climb one tower as training for a harder DW version
DW - Add dark woods dungeon - Explore a dead forest with deep interconnected ruins
DW - Add fortress of medu dungeon - Slowly drive the darkness out room by room
DW - Add fire+ice dungeons - Find fire/ice dragon by solving puzzles across 2 worlds
DW - Add final dungeon

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Author Topic: Alttp - Horn of Balance  (Read 338369 times)

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Re: Alttp - Horn of Balance
« Reply #1460 on: August 01, 2021, 09:39:01 pm »
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Progress report:
Code: [Select]
0.24.13 (30 juli 2021)
* Started implementing new dungeon: Cathedral
* Fixed gamedepths to stay within new Gamemaker limitations
* Started reorganising Gamemaker rooms

0.24.14 (31 juli 2021)
* Made progress on mockups of Cathedral rooms

0.24.15 (1 augustus 2021)
* Started work on cathedral room transitions and dungeon map
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Re: Alttp - Horn of Balance (demo 24 out)
« Reply #1461 on: August 06, 2021, 08:47:38 am »
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And here is the final tester demo before the SAGE event.
This is just a quicky update for demo and testing purposes. In short: The final boss has been included (without intro scenes - for now), an error is fixed when trying to  swim without flippers and the depth system has seen some updates.

EDIT:
Found a major issue in the demo so I'm pulling it. I'll release a patched version in a few days.
« Last Edit: August 06, 2021, 05:28:07 pm by Martijn dh »
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Re: Alttp - Horn of Balance
« Reply #1462 on: August 08, 2021, 08:52:21 pm »
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Currently playing the game through from start to end to limit any other surprises bugs. Only just reached the mansion right now, so I'm going the need yet another few days to finish the process.

Progress report:
Code: [Select]
0.24.16 (6 augustus 2021)
* Fixed layer depths that got changed during latest gamemaker update (+ renamed some layers for better consistency)
* Fixed water overlay issue in lower level cell room of underwater prison dungeon

0.24.17 (7 augustus 2021)
* Fixed ocarina being able to spawn birds indoors
* Fixed visual hickup in underwater prison dungeon map
* Make a few puzzels in the underwater prison slightly more obvious
* Default game resolution changed to fullscreen
* Fixed collisions in doorway in northern doorway of B3 level of underwater prison dungeon
* Add more indication of what to do during first boss fight
* Fixed lingering layer depth issues in the starting house
* Added a better indication of how to equip items in the item menu
* Tweaked masking while throwing containers
* Fixed issue where some Zol shadows did not display properly if you try to attack it before it becomes visible
* Zol collisions with thrown containers dissabled while hiding all underground
* Zol and mini-moldorm enemies now weaker to thrown objects
* Fixed Florine respawning on escape button upon room reentering
* Fixed being able to get stuck on ON-OFF blocks while positioning Florine NPC onto target switch

0.24.18 (8 augustus 2021)
* Fixed some more tile layer depth settings
* Tweaked counter bottle masking slightly
* Fixed not auto pushing objects correctly when not explicietly grabbing it while moving horizontally and hugging a northern pushable object
* Fixed tiling layer depth issue in basement entrance in desert palace
* Fixed new doors functioning properly in tomb dungeon flying tiles room
* Fixed sword interaction with floating stalfos heads while both on a bridge.
* Flying enemies can now be hit by arrows and other weapons regardless of height above ground
* Fixed small tiling issues for shadows of flying enemies in specific room
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Re: Alttp - Horn of Balance
« Reply #1463 on: August 15, 2021, 07:54:24 pm »
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And here is this weeks update: I've played the game again from start to finish, fixed a bunch of things and submitted a public demo for the SAGE 2021 event. I believe that event'll go live on the 18th, but I'm not sure in which timezone exactly. Expect a link on this forum to there around the same time as well.

Progress report:
Code: [Select]
0.24.19 (11 augustus 2021)
* Fixed masking issue in right room of main library in mansion dungeon
* Tweaked main staircase target positions

0.24.20 (12 augustus 2021)
* Added extra shortcut outside cathedral dungeon
* Tweaked moving platforms in NW cave in Darkworld
* Tweaked pit visuals in top floor of DW cave up the northern mountain
* Fixed DW crystals not loaded correctly when coming back to the game
* Fixed boss icon not blinking properly on the DW overworld map
* Fixed being able to refind the mirror in the LW if you skipped it and came back after collecting it in the DW
* Fixed mining town dungeon intro scene trigger timing

0.24.21 (14 augustus 2021)
* Fixed activation depth of enemy in hotel of mining town dungeon
* Fixed masking in mining town room before boss encounter
* Fixed depth issue of bush stumps in outdoor area of mining town dungeon
* Tweaked some smaller things in mining town dungeon

0.24.22 (14 augustus 2021) -- SAGE 2021 DEMO
* Fixed arrows being blocked by destroyed bunny beams
* Soldier swords/spears/etc no longer block character projectiles (like arrows/fireballs/boomerang)
* Tweaked some bush placements in mining town dungeon
* Fixed water exiting inside one of the mining town dungeon rooms
* Fixed mining town dungeon shortcut appearing via wrong flag
* Fixed a room not being displayed at correct position on map
* Fixed hostage text typo
* Fixed typo making the mining town boss invincible.
* Fixed error when presenting crystals to the final dungeon entrance
* Made wallmasters slightly easier to kill
* Tweaked final boss water attack trajectories
* Added failsafe to prevent continued character transparancy if dying while midway being shocked
* Tweaked final boss death sequence
* Fixed error while catching strange ghosts

==================================================

0.25.00 (15 augustus 2021)
* Game now starts in full game by default on first boot up
* Finished cathedral dungeon map
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Re: Alttp - Horn of Balance [SAGE DEMO out]
« Reply #1464 on: August 21, 2021, 07:26:03 am »
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Just a quick post to let you all know that SAGE2021 started. A new demo of my game is also present if you want to check it out and show it some love.

Horn of Balance booth:
https://sonicfangameshq.com/forums/showcase/legend-of-zelda-horn-of-balance.978/

General SAGE link:
https://sagexpo.org/#/games
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Re: Alttp - Horn of Balance
« Reply #1465 on: August 29, 2021, 08:22:58 pm »
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And here is the latest progress report.
Also, the SAGE expo is now "over", so I'll be taking a few weeks to comb through the available livestreams to tweak and bugfix. Overall I'm quite happy with the results. Though I was a little surprised that native controller support was such a mandatory thing for some people to even play. (Guess I was a little out of touch on that one). Also: Zelda fangames get featured far less (most of the week) because plenty of streamers seemed go down their lists starting with A. Go figure. Maybe I should rename my game to "A link to the past fangame" next year instead. XD

EDIT: I hope to release a hotfix demo by the end of the next weekend. That one will be made available on this forum again.

Progress report:
Code: [Select]
0.25.01 (21-22 augustus 2021)
* Made a bit more progress tiling out the new cathedral dungeon

0.25.02 (24 augustus 2021)
* Rusted floor button in cave to soldier tomb dungeon given special color to make it clearer it's different (for people not talking to NPC's)

0.25.03 (25 augustus 2021)
* Restructured coding behind the options menus a little
* Lowered starting audio settings to 80%
* Fixed a few minor NPC dialogue typo's
* Decreased cucco health significantly
* Started experimenting to add controller support

0.25.04 (26 augustus 2021)
* Tutorial boss now waits longer to loop attack pattern
* Text upon death now shows the entered username
* Experimented a lot with adding controler support, but couldn't get my SNES or Switch pro controller to work with my PC
* Finished tiling first 2 rooms of cathedral

0.25.05 (28 augustus 2021)
* Fixed spacing deviation in some text in options menu
* Tweaked dialogue entrance kid and glasses kid in intro cave for better guidance
* Fixed being able to get stuck in bridge south of towers in light world
* Decreased full magic item spawn from enemies slightly
* Fixed warp tile back to entrance in dungeon 1 from transporting to the wrong depth level
* Decreased volume boss death sound
* Fixed 2 minor visual oversights in tomb dungeon map
* Tweaked minor tiling oversight in desert palace
* Fixed minor visual glitch left side of lightworld
* Adjusted desert boss spawn area (preventing it from potentially spawning in walls)
* Fixed incorrect ring being removed from map upon completion of the Desert palace or Underwater prison
* Fixed typo in desert palace F2 hint block
* Fixed being able to come up for air underneath the edges of the east bride in the underwater prison
* Fixed some spelling errors around the tombs boss
* Made it slightly more obvious how to access the green chest in the mansion garden
* Updated item text for enchanted boomerang to make it clearer what it does
* Fixed some more typos
* Fixed error after falling into abyss after breaking breakable floor above

0.25.06 (29 augustus 2021)
* Fixed Link and warp icon not drawning at correct locations on the worldmap while inside (or directly outside) the potionshop
« Last Edit: August 29, 2021, 08:24:32 pm by Martijn dh »
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Re: Alttp - Horn of Balance
« Reply #1466 on: August 31, 2021, 02:59:06 am »
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Sorry, couldn't find time to play it... but the SAGE demo is on my pc for it
Future Controller Support is sexy though
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Re: Alttp - Horn of Balance
« Reply #1467 on: August 31, 2021, 06:02:33 am »
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No worries.
If all goes well then I *should* have controller support out by the end of this next weekend as well. Though I only have a basic model lying around to test with, so different models migth still take a workaround if they use different standards (like the Switch Pro controllers do apparently).
« Last Edit: August 31, 2021, 06:05:28 am by Martijn dh »
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Re: Alttp - Horn of Balance (demo 25 out)
« Reply #1468 on: September 06, 2021, 05:15:43 pm »
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Demo 25 is out below
After SAGE 2021 I've been taking a little bit of time to hotfix and tweak the game further before releasing this updated version. You'll notice that the game now has autosaving and native gamepad support. Enjoy!

SIDENOTE: I'll add more settings (and clean up the added options layout) in demo 26. First I'm looking for player feedback on how this iteration actually works for their controllers.

Download
Demo version: 0.25.11
File Size: 25,61 MB (Zipped)
Download (Mediafire): https://www.mediafire.com/file/reoml9ix5lwxd4d/Zelda+0+25+11.zip/file

Differences in SAGE 2021 demo compared to v24:
* Added a final boss fight
* Added 2 new enemies: variant bat and variant wall master
* Seperated damage stats for thrown objects and for bounced back projectiles
* Fixed all known errors
* A ton of tweaks and fixes

Additional differences in v25 compared to SAGE 2021 demo:
* Added autosaves (every screen transition)
* Added native gamepad support (= enabled in the options menu)
* Fixed all known errors
* Lots of small tweaks and fixes


Progress report:
Code: [Select]
0.25.07 (30 augustus 2021)
* Fixed error when calling the bird in the mansion garden
* Made more preparations to add controller support

0.25.08 (2 september 2021)
* Tweaked small tiling issue in the lightworld
* Made more progress adding controller support

0.25.09 (3 september 2021)
* Finished adding controller support
SOME NOTES ON THIS:
– I´ve being playtesting with the one gamepad I own that actually works on PC. Different brands might require a different mapping so if the button layout feels off for you, please let me know what brand/type controller you are using and what buttons you feel need switching on it. The more information the better.
– Showing the gamepad controls in the HUD and so forth will be added later
– Further gamepad will also be added to the options menu later
– For those following the game for a while: I might end up editing the default keyboard controls a little to improve the gamepad controls

* Game now only closes via keyboard controls: Escape,
* Fixed error when trying to kill cucco's
* Lowered angry cucco intensity
* Fixed map not showing as subboss room as visited upon first entering
* Fixed incorrect damage stats used when running into enemies (=enemy could be stunned or turned to stone where not intended)
* Lowered amount of money hidden under tombs staircase (to prevent easy rupee farming)
* Tweaked subboss royal tombs stats and health a little
* Fixed pushing air when opening a locked door while moving towards door

0.25.10 (4 september 2021)
* Edited hinttext for the cape item
* Tweaked mining town boss defense stats
* Added hint(text) for beating the final dungeon boss
* Tweaked mining town enemy placement ever so slightly
* Increased the cost of the red tunic
* Tweaked a hinttext near the second to last key in the tombs
* Fixed diving issue (caused by edits for gamepad support)
* Fixed error when jumping into specific water tiles from specific directions while not being equipped with the correct tunic

0.25.11 (5 september 2021)
* Fixed minor depth issue with door near big chest in the mining town
* Tweaked overworld tiling lower right of mining town
* Changed default screen resolution to large (from fullscreen for better performance)
* Tweaked some barrel placements in mining town houses
* Tweaked hinttexts a little from the day before
* Added autosave feature to the game (=triggered by room transitions)
* Dropped “save & continue” option
* Cleaned up the coding behind the options menu some more
* Gamepad controls can now be viewed in the options menu
* Added option to enable/disable native gamepad support
« Last Edit: September 06, 2021, 05:25:37 pm by Martijn dh »
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Re: Alttp - Horn of Balance (demo 25 out)
« Reply #1469 on: September 07, 2021, 01:03:42 am »
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SIDENOTE: I'll add more settings (and clean up the added options layout) in demo 26. First I'm looking for player feedback on how this iteration actually works for their controllers.


Just looked at it for a few minutes:
1. the "full" screen option streches the picture to my resolution, instead of 4:3
2. the xbox one x controller, seemed to work fine, just that if i press the analog stick to far to the right, link autowalks right. if i just press it slightly or any other direction or use the dpad, it doesn't
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Re: Alttp - Horn of Balance
« Reply #1470 on: September 07, 2021, 06:30:54 am »
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1. This has always been the case. You want me to (add an option to) keep it at 3:4 by adding sidebars? What specific screen size do you have?
2. So the problem is that moving the stick to the right means that Link doesn't stop again?
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pxl_moon (dotyue)

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Re: Alttp - Horn of Balance
« Reply #1471 on: September 07, 2021, 01:18:45 pm »
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1. This has always been the case. You want me to (add an option to) keep it at 3:4 by adding sidebars? What specific screen size do you have?
2. So the problem is that moving the stick to the right means that Link doesn't stop again?

1. The last build i had, had the largest setting at "large" window. i have an 27" at 1080p
2. yes
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Re: Alttp - Horn of Balance
« Reply #1472 on: September 07, 2021, 07:50:36 pm »
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Interesting. If moving the stick to the right is the only controller issue you have, then it might be related to the specific controller. Since moving the stick down is handled exactly the same in code. Maybe the game's set to sensitive for some (used?) controllers? Hmm. I'll have to read up on this. I'll see what I can find out during the weekend.

@All: Does anybody else have this, or similar, controller issues?
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Re: Alttp - Horn of Balance
« Reply #1473 on: September 12, 2021, 08:42:20 pm »
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Currently still working through the SAGE observations and feedback. Had a case of mild food poisoning so it went a little slower then I'd hoped but it's progressing. Hopefully I can finish up next weekend, so that I also get back to the new cathedral level soon as well.

As for controller support: I had to return my cheap testing controller earlier because of buttons failing. So I'm putting that on hold for a little while until I get another (fixed) unit. Well, I might still work to expand the options, but it's a little too risky to release something without any testing.

Progress report:
Code: [Select]
0.25.12 (7 september 2021)
* Added scene for when you bring Florine to the underwater prison exit room
* Corrected overlapping water visuals in underwater prison B3

0.25.13 (10 september 2021)
* Upgraded to latest Gamemaker versions

0.25.14 (12 september 2021)
* Game now asks for confirmation before closing
* Added little reward to the “arrow in the knee” joke statue
* Added map goal indicator after beating the mansion
* Added beter NPC guidance in front of the mansion (directly after beating the intro cave)
* Made the chasing soldier AI slightly less efficient (to make it easier on players)
* Fixed scene not triggering in the mining town, when bringing a second hostage to their target location from the left
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Re: Alttp - Horn of Balance
« Reply #1474 on: September 14, 2021, 12:41:44 am »
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Hey, I'm playing the SAGE demo and I think I soft locked in the mining city dungeon, I'm missing a key and all the chests left are behind a locked door, anything I can do about that?
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Re: Alttp - Horn of Balance
« Reply #1475 on: September 14, 2021, 06:42:56 am »
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Hi OtherBlue,

Welcome to the forum.

For a walkthrough of the mining dungeon you could check out this playthrough:
https://www.twitch.tv/videos/1131276659?t=01h01m24s

Alternatively I'll give away where you can find the different keys (in order):
Show content
1. In central cave; kill all the enemies and activate the conveyor belt
2. In the town center enter the restaurant, walk over the outside walkway to find the chest in the broken house a little left of the center
3. In town area carried by soldier in upper right
4. In the town top middle grab the key on a bookcase in the library
5. Inside the mines, in the room where you bring the children is a chest down the left staircase.
6. Inside the mine where the gaurds are patrolling is a chest with a key on the top pathways
8. The chest in the broken chicken farm in the south of the town
7. Inside the mines (B3 - lower right corner of the map) is a room with rolling pins and a key at the end of the path. Bomb a wall to access that room from the north.


If you are still stuck afterwards let me know which keys you were able to get so that I can dive deeper into the issue.
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Re: Alttp - Horn of Balance
« Reply #1476 on: September 19, 2021, 09:26:20 pm »
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Just a minor update this week. Mainly I've added gamepad options to set the button/stick deadzones (=% you need to activate controls for the game to register).
@pxl_moon (dotyue): could you check if changing the deadzone values fixes the stick issue you experienced? (We can at least rule it out as a cause).

Download: https://www.mediafire.com/file/n1es3bfewhjn6ev/Zelda+0+25+18.zip/file

Progress report:
Code: [Select]
0.25.15 (13 september 2021)
* Tweaked page layout for gamepad controls a little

0.25.16 (17 september 2021)
* Restructured option menu code some more
* Added options to adjust gamepad deathzones

0.25.17 (18 september 2021)
* Hud/menu button indicators now made gamepad appropriate based on choice in options menu
* Made underwater prison shortcut warp easier to find
* Added a few more hints to the underwater prison

0.25.18 (19 september 2021)
* Fully tiled and masked two rooms in the cathedral dungeon
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Re: Alttp - Horn of Balance
« Reply #1477 on: September 21, 2021, 01:48:05 am »
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@pxl_moon (dotyue): could you check if changing the deadzone values fixes the stick issue you experienced? (We can at least rule it out as a cause).

Played a little bit around and i think it had to do with my up/right directions... maybe the stick is a little "used"  >:D
Well, at least the standard setting is not making a problem (sry if thats the same setting you used before ) and the maximum setting shows control over the left/down directions, but not the up/right directions

At least it is now playable for me \o/
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Re: Alttp - Horn of Balance
« Reply #1478 on: October 03, 2021, 08:09:21 pm »
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Quote from: pxl_moon (dotyue) link=topic=33701.msg454903#msg454903
1. the "full" screen option streches the picture to my resolution, instead of 4:3
This is now editable in the options menu

==========

This weekends progress report:

Code: [Select]
0.25.19 (25 september 2021)
* Tweaked visual issues of water in bottom level of final waterways room
* Fixed oversight where you were able to receive massive damage when connecting to multiple enemy sprites in the same step while not not yet hurting
* Tweaked some more dialogue
* Made more progress tiling the new dungeon

0.25.20 (1 oktober 2021)
* Reorganised the option menu pages some more
* Fully added extra option to disable screen stretching while playing in full screen mode

0.25.21 (2 oktober 2021)
* Tweaked coding behind option menu some more
* Fixed frame flicker when switching between world map modes
* Added throwable pews
* Added solution for re-entering the underwater prison if failed to activate the shortcut warp tile
* Fixed overlaying switch sound effect when re-entering F2 room with third pillar puzzle, after fulling solving the room beforehand
* Tweaked solution for upper most left room of F1 desert palace
* Lowered minimal and upgradable amounts of bombs and arrows
* Tweaked desert boss fight slightly
« Last Edit: October 03, 2021, 08:16:41 pm by Martijn dh »
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Working on "Horn of Balance" here: http://www.zfgc.com/forum/index.php?topic=33701.0
Also exploring the creation of an original IP. Let me know if you want to stay updated on that front.
Re: Alttp - Horn of Balance
« Reply #1479 on: October 04, 2021, 06:03:15 pm »
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I just want to mention how impressed I am that progress is continually being made on this project.  I used to hang out here probably 10 years ago and I remember seeing progress updates it seems way back then.  Every couple of years I pop in again and see updates on this project. Way to stick with it!
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