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Testers for Blizz-ABS needed

0 Members and 2 Guests are viewing this topic.

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Ok, it won't work that way with the Blizz-ABS... I need testers for it. Since I had to remove a lot of code and change a lot of it as well, it gets harder and harder to make it bugfree. Anybody who wants to test it, post here. I'll send you the raw 0.9.6.0 with loads of junk code and loads of bugs.
If you are going to test it, I'll keep you up to date with newest fixes and enhancements, so it's not just a "half an hour job", but a constant job until the release of 1.0.

Notes

  • you can change the controls, but leave it for now as it is ::)
  • standard control are the arrow keys, F is attack, G is defend
  • I've turned off skills, items, hotkey assignment, sprite changing, enhanced HUD, minimap and removed the pre-menu for now, because I need to concentrate on the funcionality, I can do the make-up later
  • enemy AI is over 95% bugfree, I am mainly looking for the last few glitches and places to improve the code
  • there are parts of code that basically don't do anything, don't do anything yet or parts that would do stuff, but I disabled it as I didn't even test it myself enough to be sure that it actually is worth you guys testing it
  • you don't need to configurate anything (but you can), just put in the script, make a map and put a few enemies into it
  • automatic enemy respawn is turned on
  • a "G" is used in the HUD instead of the cash icon, so you don't need an extra icon
  • if you are using PK, Dyna or any other illegal RMXP version, download this file, rename it to RGSS100J.dll, copy it into the folder C:\WINDOWS\system32 and confirm the replacement of the old file

This is different from version 0.9.1.0 (the one that way released)

  • when setting up enemies (with \e[ID] in their event name) you can add \p for passive (doesn't attack back until attacked), \r for random passive (50% chance to turn out passive), \b for boss (doesn't have any special effect yet)
  • enemies have 8-way pixel movement
  • player doesn't get thrown back anymore, he gets thrown "away" from the enemy instead when being attacked
  • enemies don't get thrown back for now, I'll change that back later
  • different enemy behaviour
  • enemies drop items/weapons/armors (collect them as if they were just events that need to be activated)
  • best Input module ever + extra Input features (as already mentioned you can set up your own controls for your game or just use the preconfiguration)
  • try walking over the part of the screen where the HUD is displayed =P
  • less lag ;)

Update 0.9.6.1

  • centering the screen fixed
  • saving works again
  • COULD be already used in games
  • added lag test menu for debugging (events, enemies, sprites -> getting_updated/alltogether, green->less than 50%, yellow->50-75%, red->over 75% of the objects get updated)
  • you can now set up the respawn time of enemies, it will work like it should
  • working minimap (trigger it visible/invisible with F5), but don't forget to enable it first in the BlizzABS module
  • hotkey assignment menu works (trigger it visible/invisible with F6), but the assignment scene doesn't work again yet =P
  • fixed a glitch in the aggression re-setup when respawning
  • now bosses never respawn
  • removed about 1000 lines of code that isn't used anymore
  • added about 600 lines of new code :=

Update 0.9.6.2

  • HUD gets updated again
  • swapped passive/aggressive enemies to normal (^__^')
  • opacity change for respawning enemies fixed
  • fixed the screen centering AGAIN
  • any attacking of passive enemies will make them aggressive, even if it's a missed hit
  • fixed that "division by 0" bug
  • added more options to the BlizzABS module
  • event preconditions for enemies work now
  • killing an enemy will trigger his event code from now on (you can make a boss who doesn't respawn and triggers a switch so he never comes back again after he was killed once ;))
  • decreased lag a little bit

Update 0.9.6.3

  • improved gradient bar drawing process in the HUD
  • improved hotkey assignment refresh in the HUD
  • working hotkey assignment scene (press ESC and choose Controls)
  • working quick change item/skill key from the hotkeyed items/skills (using skills and items doesn't work yet)
  • extended HUD
  • added more options to the BlizzABS module

Update 0.9.6.4

  • added more options in the BlizzABS::Config module ;)
  • fixed the bug when you press defend and attack at the same time
  • added sound to be played when taking up an item
  • escape in enemies' actions isn't taken into account anymore and "Do nothing" now really does nothing
  • enemies can defend now (in that case, no damage is taken if the player only attacks)
  • changed the way how enemy AI works (now using less RAM and more efficient processing)
  • fixed two glitches in the damage display and improved processing and updating
  • fixed sprite animation display
  • added the option to size down animations to 50%, so you can create animations MUCH easier
  • added skill and item use (scope targeting the party will target the player, scopes targeting the enemy will target only enemies in range, all enemies will target all enemies within the range of the skill)
  • you can already set up weapon/skill/item range, but only circular around the user
  • improved HUD again
  • decreased lag (mainly in the damage display area) ;8

Update 0.9.6.5

  • OPTIONAL PIXEL MOVEMENT! Set up how precise it should be (note that more precise modes WILL limit the maximum possible speed with which the player/enemies walk can walk around, if you need higher speeds, use $game_system.pixel_rate to change it during the game, 0 -> max:6, 1 -> max:6, 2 -> max:5, 3 -> max:4, 4 -> max:3, 5 -> max:2)
  • allies who follow your movement (they are not recognized by enemies YET, they cannot act YET, they are not displayed in the HUD YET, they can only move SO FAR and it might be a little bit buggy...)
  • fixed precondition bug
  • there's a little bug with enemy disappearing when using the "turn on local switch that's the 2nd page precondition"...

Update 0.9.7.0

  • fixed several bugs and glitches
  • improved ally tracking system (aka caterpillar)
  • pressing SPACE will switch to the next actor
  • if the current party leader dies, the next member becomes party leader
  • even if you have a skill in the hotkey bar, if the current leader doesn't know the skill, you can't assign it
  • pressing SPACE in the Control scene will virtually switch the party leader so you can assign skills
  • Move event command work on player correctly now (you can turn it off with $game_system.move_fix = false)
  • released for the public!

Bugs and glitches I already know of

  • poor method to prevent a passable "Hero touch" event under the player to go crazy
  • (it's not a bug, but...) they STILL don't go around obstacles, I'm still working on a efficient realtime algorythm that doesn't lag

What's in for you

Any tester who tests it until the working version 1.0 will be mentioned in the credits as tester under Special Thanks.
And well... If I can make it work earlier with your help, I can release it earlier. ;)

How to test it

Tear the script apart. Whatever comes to your mind to distort the normal battleflow/gameflow/whatever is welcome.
TYPE ALL BUGS YOU'VE FOUND SOMEWHERE DOWN! IT'S EASY TO FORGET FOUND BUGS!

Who's in as tester so far

  • me
  • Leonharts
  • modern algebra
  • NAMKCOR
  • Zeriab
  • Rune
  • Irockman1
  • blazinhandle
  • Zeph
  • Darico

Current status

Version: 0.9.7.0
The Blizz-ABS can be used now. (~_^)d
Only a few things left to be tested, set up and fixed. Hotkeys assignment works, hotkey control is online. Loads of other features were added and so far they work well. There are still some features left that I want to built in before I release version 1.0.0.0, I want to make the code look less messy, comment every line of code and make a manual how to use it in .pdf.
(I'll post the current version after the last review. I'll post the tested version 1.0.0.0 with all features ASAP after that.)


I'll keep this topic up to date for the testers. The better you guys do on this, the better version 1.0 will be and the earlier it will come out.
« Last Edit: March 09, 2007, 09:51:01 AM by Blizzard »
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**
Rep: +0/-0Level 87
Hello Blizard, i'll test it for you.
Give me the link for the download please.
Thanks.

*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Best Member2012 Best RPG Maker User (Scripting)2012 Favorite Staff Member2012 Most Mature MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Veteran2011 Favourite Staff Member2011 Most Mature Member2011 Best RPG Maker User (Scripting)2011 Best Use of Avatar and Signature Space2010 Most Mature Member2010 Favourite Staff Member
I'll test.

*****
Ancient Mummy
Rep:
Level 90
I already told you :D

I'll test it !

I do have some stuff to do for school this week and begin next week after that i wont mind testing it :D
« Last Edit: March 01, 2007, 02:15:58 PM by Snailer »

********
Hungry
Rep:
Level 96
Mawbeast
2013 Best ArtistParticipant - GIAW 11Secret Santa 2013 ParticipantFor the great victory in the Breakfast War.2012 Best Game Creator (Non-RM Programs)~Bronze - GIAW 9Project of the Month winner for December 2009Project of the Month winner for August 20082011 Best Game Creator (Non RM)Gold - GIAW Halloween
I can help if you'd like, whenever I make a game,
all I do is try to figure out how I can crash it ;8

FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: Bandcamp | Twitter | Patreon

*
? ? ? ? ? ? ? ? ? The nice kind of alien~
Rep:
Level 92
Martian - Occasionally kind
I will help testing it.
I intend to put a couple of hours a week into it.

*******
Rep:
Level 90
Returned from the dead.
 ;D ;D ;D I like testing... let me
Sincerely,
Your conscience.

**
Rep: +0/-0Level 87
I noticed that you didn't upload the entire script.
Only till:

Code: [Select]
=begin
#==============================================================================
# Window_SideMenu
#==============================================================================

class Window_SideMenu < Window_Selectable
 
  attr_reader   :win
  attr_accessor :choice
 
  def initialize(win)
    super(480, 0, 160, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size -= 8
    self.contents.font.bold = true
    self.contents.font.italic = true
    self.contents.font.color = Color.new(0, 255, 0, 255)
    type = case win.type
    when 0 then "Inventory"
    when 1 then "Skills"
    when 2 then "Equipment"
    when 3 then $game_player.battler.name
    when 4 then "Options"
    end
    self.contents.draw_text(0, -6, 128, 32, type, 1)
    self.contents.font.color = normal_color
    self.contents.font.italic = false
    win.z = self.z + 10
    @win = win
    if type == "Equipment"
      @win.host = self
      refresh_equipment
      @item_max = 5
    else
      @item_max = 0
    end
  end
 
  def refresh_equipment
    self.contents.clear
    self.contents.font.italic = true
    self.contents.font.color = Color.new(0, 255, 0, 255)
    self.contents.draw_text(0, -6, 128, 32, "Equipment", 1)
    self.contents.font.color = normal_color
    self.contents.font.italic = false
    draw_equip($data_weapons[@win.actor.weapon_id], 0)
    draw_equip($data_armors[@win.actor.armor1_id], 1)
    draw_equip($data_armors[@win.actor.armor2_id], 2)
    draw_equip($data_armors[@win.actor.armor3_id], 3)
    draw_equip($data_armors[@win.actor.armor4_id], 4)
  end
 
  def draw_equip(item, i)
    if item == nil
      self.contents.font.color = i == 0 ? knockout_color : crisis_color
      text = case i
      when 0 then $data_system.words.weapon
      when 1 then $data_system.words.armor1
      when 2 then $data_system.words.armor2
      when 3 then $data_system.words.armor3
      when 4 then $data_system.words.armor4
      end
      self.contents.draw_text(20, i*18+12, 128, 32, text)
      self.contents.font.color = normal_color
    else
      bitmap = RPG::Cache.icon(item.icon_name)
      self.contents.blt(4, i*18+22, bitmap, Rect.new(0, 0, 12, 12), 255)
      self.contents.draw_text(20, i*18+12, 128, 32, item.name)
    end
  end
 
  def dispose
    @win.dispose
    super
  end
 
  def update
    super
    @win.update
    update_equip if @win.type == 2
  end
 
  def update_equip
    if @index > 0 and @index <= 5 and Input.trigger?(Input::LMB)
      if @choice == nil
        $game_system.se_play($data_system.decision_se)
        if @win.choice != nil
          equip_to_actor(@win.item(@win.choice), @index)
          @win.choice = nil
          @win.refresh
          refresh_equipment
        else
          @choice = @index
        end
      else
        $game_system.se_play($data_system.cancel_se)
        @choice = nil
      end
    end
  end
 
  def equip_to_actor(item, chosen = @choice)
    if $game_player.battler.equippable?(item)
      if item.is_a?(RPG::Weapon)
        return unless chosen == 1
        $game_player.battler.equip(0, item.id)
      elsif item.is_a?(RPG::Armor)
        return unless chosen - 2 == item.kind
        $game_player.battler.equip(chosen-1, item.id)
      end
    elsif item == nil
      $game_player.battler.equip(chosen-1, 0)
    end
  end
 
  def item
    item = case @choice
    when 1 then $data_weapons[@win.actor.weapon_id]
    when 2 then $data_armors[@win.actor.armor1_id]
    when 3 then $data_armors[@win.actor.armor2_id]
    when 4 then $data_armors[@win.actor.armor3_id]
    when 5 then $data_armors[@win.actor.armor4_id]
    end
    @choice = nil
    return item
  end
 
  def active
    return @win.active
  end
 
  def cursor_height
    return (self.height - 32) / self.page_row_max
  end
 
  def cursor_width
    return (self.width - 32) / @column_max
  end
 
  def page_row_max
    return (self.height - 32) / 18
  end
 
  def update_cursor_rect
   

I think if you use notepad, you got to post the entire script in two notepad sheets.
That's maybe the main reason for the 'main bug'.
If you don't mind please post the other part or else if i made a mistake please tell me,

And when i deleted line Scene_Map line 3879-3894, only one Pop up window appeared when i clicked New_game.
I think, in an overall, that you gave only the 1st part of it.

Thanks buddy.

********
Hungry
Rep:
Level 96
Mawbeast
2013 Best ArtistParticipant - GIAW 11Secret Santa 2013 ParticipantFor the great victory in the Breakfast War.2012 Best Game Creator (Non-RM Programs)~Bronze - GIAW 9Project of the Month winner for December 2009Project of the Month winner for August 20082011 Best Game Creator (Non RM)Gold - GIAW Halloween
thanks for sending it.
I'll get right on testing it.

FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: Bandcamp | Twitter | Patreon

*****
Ancient Mummy
Rep:
Level 90
I noticed that you didn't upload the entire script.
Only till:

Code: [Select]
=begin
#==============================================================================
# Window_SideMenu
#==============================================================================

class Window_SideMenu < Window_Selectable
 
  attr_reader   :win
  attr_accessor :choice
 
  def initialize(win)
    super(480, 0, 160, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.size -= 8
    self.contents.font.bold = true
    self.contents.font.italic = true
    self.contents.font.color = Color.new(0, 255, 0, 255)
    type = case win.type
    when 0 then "Inventory"
    when 1 then "Skills"
    when 2 then "Equipment"
    when 3 then $game_player.battler.name
    when 4 then "Options"
    end
    self.contents.draw_text(0, -6, 128, 32, type, 1)
    self.contents.font.color = normal_color
    self.contents.font.italic = false
    win.z = self.z + 10
    @win = win
    if type == "Equipment"
      @win.host = self
      refresh_equipment
      @item_max = 5
    else
      @item_max = 0
    end
  end
 
  def refresh_equipment
    self.contents.clear
    self.contents.font.italic = true
    self.contents.font.color = Color.new(0, 255, 0, 255)
    self.contents.draw_text(0, -6, 128, 32, "Equipment", 1)
    self.contents.font.color = normal_color
    self.contents.font.italic = false
    draw_equip($data_weapons[@win.actor.weapon_id], 0)
    draw_equip($data_armors[@win.actor.armor1_id], 1)
    draw_equip($data_armors[@win.actor.armor2_id], 2)
    draw_equip($data_armors[@win.actor.armor3_id], 3)
    draw_equip($data_armors[@win.actor.armor4_id], 4)
  end
 
  def draw_equip(item, i)
    if item == nil
      self.contents.font.color = i == 0 ? knockout_color : crisis_color
      text = case i
      when 0 then $data_system.words.weapon
      when 1 then $data_system.words.armor1
      when 2 then $data_system.words.armor2
      when 3 then $data_system.words.armor3
      when 4 then $data_system.words.armor4
      end
      self.contents.draw_text(20, i*18+12, 128, 32, text)
      self.contents.font.color = normal_color
    else
      bitmap = RPG::Cache.icon(item.icon_name)
      self.contents.blt(4, i*18+22, bitmap, Rect.new(0, 0, 12, 12), 255)
      self.contents.draw_text(20, i*18+12, 128, 32, item.name)
    end
  end
 
  def dispose
    @win.dispose
    super
  end
 
  def update
    super
    @win.update
    update_equip if @win.type == 2
  end
 
  def update_equip
    if @index > 0 and @index <= 5 and Input.trigger?(Input::LMB)
      if @choice == nil
        $game_system.se_play($data_system.decision_se)
        if @win.choice != nil
          equip_to_actor(@win.item(@win.choice), @index)
          @win.choice = nil
          @win.refresh
          refresh_equipment
        else
          @choice = @index
        end
      else
        $game_system.se_play($data_system.cancel_se)
        @choice = nil
      end
    end
  end
 
  def equip_to_actor(item, chosen = @choice)
    if $game_player.battler.equippable?(item)
      if item.is_a?(RPG::Weapon)
        return unless chosen == 1
        $game_player.battler.equip(0, item.id)
      elsif item.is_a?(RPG::Armor)
        return unless chosen - 2 == item.kind
        $game_player.battler.equip(chosen-1, item.id)
      end
    elsif item == nil
      $game_player.battler.equip(chosen-1, 0)
    end
  end
 
  def item
    item = case @choice
    when 1 then $data_weapons[@win.actor.weapon_id]
    when 2 then $data_armors[@win.actor.armor1_id]
    when 3 then $data_armors[@win.actor.armor2_id]
    when 4 then $data_armors[@win.actor.armor3_id]
    when 5 then $data_armors[@win.actor.armor4_id]
    end
    @choice = nil
    return item
  end
 
  def active
    return @win.active
  end
 
  def cursor_height
    return (self.height - 32) / self.page_row_max
  end
 
  def cursor_width
    return (self.width - 32) / @column_max
  end
 
  def page_row_max
    return (self.height - 32) / 18
  end
 
  def update_cursor_rect
   

I think if you use notepad, you got to post the entire script in two notepad sheets.
That's maybe the main reason for the 'main bug'.
If you don't mind please post the other part or else if i made a mistake please tell me,

And when i deleted line Scene_Map line 3879-3894, only one Pop up window appeared when i clicked New_game.
I think, in an overall, that you gave only the 1st part of it.

Thanks buddy.

He is going to fix everything !
Atleast he said

jeez..


Hehe np for the idea Blizz :p

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Just lol. Ok, I'll reupload it.
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*****
Ancient Mummy
Rep:
Level 90
lol yes First of all i have no sprite when there are monsters in my map and also start position is messed up

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Just use one of the RTP. You can set up 3 enemies and the start position in like 30 seconds or less.
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*****
Ancient Mummy
Rep:
Level 90
Ok, first of all.. there is no difference in the first  and second script u send..
and second of all.. Do i still need to name the sprites with ( name ) _atk   because that wont work now..
« Last Edit: March 01, 2007, 05:50:38 PM by Snailer »

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
No, nothing is needed. I made it work like plug and play for now. Copy paste it in the editor, make a few enemies with \e[ID] and/or the other syntaxes and just start the game.
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*****
Ancient Mummy
Rep:
Level 90
ok ima go kill chickens now :)

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
The version 1.0 will be plug and play as well. :) Only who cares enough to read the instructions will find out about the extra features and how to use them. :)
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*****
Ancient Mummy
Rep:
Level 90
I care to read the instructions but uhm.. it looks like u left them out in this one..

********
Hungry
Rep:
Level 96
Mawbeast
2013 Best ArtistParticipant - GIAW 11Secret Santa 2013 ParticipantFor the great victory in the Breakfast War.2012 Best Game Creator (Non-RM Programs)~Bronze - GIAW 9Project of the Month winner for December 2009Project of the Month winner for August 20082011 Best Game Creator (Non RM)Gold - GIAW Halloween
# b) Creating enemies
# Make enemies in your database. Adding enemies on the map is done by naming
# the appropriate events. Use folling syntax in the name to create an enemy:
#
# \e[ID]
#
# where ID is the ID of the enemy in your database.

FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
Follow my project: MBlok | Find me on: Bandcamp | Twitter | Patreon

********
EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Lol, he meant REAL instructions. xD

@Snailer: No need for that now. I'll add more instructions when I give you more features to test. Although if you set CUSTOM_CONTROLS to true you can change the battle controls. ;8 It's just below in the module BlizzABS under class Config.
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********
Hungry
Rep:
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Mawbeast
2013 Best ArtistParticipant - GIAW 11Secret Santa 2013 ParticipantFor the great victory in the Breakfast War.2012 Best Game Creator (Non-RM Programs)~Bronze - GIAW 9Project of the Month winner for December 2009Project of the Month winner for August 20082011 Best Game Creator (Non RM)Gold - GIAW Halloween
either kind of instructions work for me.

FCF3a A+ C- D H- M P+ R T W- Z- Sf RLCT a cmn+++ d++ e++ f h+++ iw+++ j+ p sf+
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EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
Lol, ok. So, anything unusual found yet?
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*****
Ancient Mummy
Rep:
Level 90
uhm yes..
Using a map that is .. Bigger will set the screen at top left and that also limits my testing..
Lol, he meant REAL instructions. xD

@Snailer: No need for that now. I'll add more instructions when I give you more features to test. Although if you set CUSTOM_CONTROLS to true you can change the battle controls. ;8 It's just below in the module BlizzABS under class Config.
I already found that  ;)

Plus it laggs a little but ill check if an anti lagg script works
« Last Edit: March 01, 2007, 06:08:07 PM by Snailer »

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EXA
Rep:
Level 92
Pikachu on a toilet
Project of the Month winner for April 2007
What? Do you mean the HUD? What's wrong with it? But don't use anything else. The Minimap doesn't work with pixel movement enemies yet, etc.
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*****
Ancient Mummy
Rep:
Level 90
nono i ment that if i set my char in a big map the screen will "pan " to the top left while my character is still in his starting position and the screen still moves with me but im not there !