Hi there, well it has been
quite a short while since I last did something for this game. Despite
working today (Working on a Sunday at a local distribution
Centre, due to having the Bank Holiday off? WHAT? WORKING SUNDAYS? ARE
YOU MAD? - Heckler!) and also while working on this project. Hmm, now
then where was I? Oh yes, now I remember. I've come to the part where I
am to program the next boss stage for Level 6. This stage is to feature
a large bi-plane, which the player will have to fight against. This
stage will be similar to the bird shooting stage, but the bullets can
move faster than the bird. I might make some additional movements to
the boss plane, but first I must get it added into the source code
before I even have it moving about.
The first thing that I did was opened the CommandTables.a assembly file
and added an additional parameter label. Which of course was
.Boss3Frame - This is where the boss plane animation will be stored
before I put that boss plane into Sprite 2's type value inside $77fa .
The second sprite ($7ffb) will of course be the Bi-Plane's bullet. Then
I stored the Bi-Plane's frame data into the .Boss3Frame label, so
that when I get on to the boss sprite's code, I can add the .Boss3Frame
to the VIC2 sprite type. The next thing I done was loaded up the
TestBoss.A and added a routine to check for LEVEL 6's boss stage.
Because the level's boss stage is going to be similar to LEVEL 2's boss
wave (probably apart from the movements and bullet speed), I can use
some of the same JSR routines to allow the Bi-Plane, fire a bullet at a
time.
As soon as I got the Bi-Plane to shoot bullets, I worked on the
movement of the sprite. Like with the Bird boss, I got the Bi-Plane to
move up and down, but this time round the Bi-Plane moves forward. The
bullet speed is medium, as when the bullet speed was set to fast, it
was just too hard and the Bi-Plane will only move forwards at a slow
velocity - as if it was hovering across the screen. Hopefully now that
this stage is working, I shall move on to level 7's stage. :o)
10th June 2010 - Blame the blasted
author (Wayne)
Grrr at the library today found a book called THE HISTORY OF FLIGHT,
there are pictures of PLANES AND HELICOPTERS and other stuff, wish I
had found this book two years ago!!! Oh well I suppose there are plenty
of ideas here if I did decide to do a UITA sequel! ( LOL ! ) Also I
have been working on ZAP ZIP ZOP and WHEELSPIN, these are nearly
finished, they have taken much longer than I expected to complete, I
find it SO frustrating , working full time AND working on these
projects is such a pain!!! I will get these things done if it kills
me! Got an Gmail off Richard today, he asked if he could send
UITA off to KENZ for approval, I of course said yes.
13th June 2010 - Off you pop. (Richard)
As I have mainly been working on Bionik Granny Returns sprites,
nothing else has been done you. I'll need to sort something out for
level 7, and hopefully I can start on it later on this week or maybe
the next weekend. I emailed a preview of this game to Kenz to try out
to see what he thinks of the work done so far. The game feels like
going back to 1985 or something, but on a playable perspective side of
things. Heheheh. I guess I should do the same type of loader for this
game as I did with the Firebird style version of The Wild Bunch (The
Visi Load effect with Martin Piper's Autoboot IRQ Turbo Tape). :o)
16th June 2010 - Two new SEUCK games
(Wayne)
Well again I have been back on the Two SEUCK games ZAP ZIP ZOP
is
complete apart from sorting out some text to type on the title screen,
WHEELSPIN ( A game featuring Cars and other Traffic ) is a completely
different matter, I have been adding and improving graphics, I wanted
to shade the cars but didnt want to do them too well because when the
game is developed proffesionally and released as BOUNCY CARS
people
will have nothing to look forward to. BUT when I ran the game
with the
cut down shadow it looked rubbish so I took the time to go over every
car frame by frame and shade them properly, it might not make sense now
bnut when you see the finished game you should appreciate it! Never
mind I have PLENTY of tricks up my sleeve for the final version of
BOUNCY CARS but you lot will just have to wait and see!!!
27th June 2010 - YO DJ, SPIN THAT
WHEEL (Wayne)
I
was off work last week, unfortunately because I spent the week at my
girlfriends and she has no C64 there I didnt get and work done, it was
fab spending time with her but felt wierd going "COLD TURKEY" without
my beloved C64, to quote an old girlfriend ( Who I wish was dead but
isnt unfortunately ! ) the C64 is my "other woman". Anger and
bitterness aside I came home this week and worked on WHEELSPIN,
this
little devil is finally finished, although I would like to tweek it and
do a "MANLY THAN MEN" version that will be slightly tougher ( ERM did
that sound odd, good I thought so too... ). Its funny how going away
from a project and coming back to it helps you see it with different
eyes, for example, I had drawn shadows for the cars but had drawn
buildings and neglected to do the same for them, coming back to
WHEELSPIN on Monday night, I noticed this and corrected it, all is good
in Waynes World at last... ( ITS PARTY TIME -EXCELLENT!!!!!!!!!! )
18th July 2010 - Back in action soon (Richard)
I was on holiday for 2 weeks or so and have just come back. I
have two outstanding diary entries and later on this week, I'll be
working on level 7 and a possibility of level 8 as well. Depends on how
the mood takes me at the time.
18th July 2010 - A couple of Wayne's
diary entries (Wayne)
Had a daft weekend, I went over the
UITA levels and apart from creating some new levels I also checked
the level colours with the relevant enemies for
there specific levels, I decided to make some
changes to ensure that the best colours would be used in the game,
also I am trying to help add variety to the game. This is incredibly
boring but necessary work and hopefully will show through in the
final product! I noticed when I went back through the level colours
that some of the screen colours and sprite enemies wouldn't have
worked, so I am very glad that I went back through these levels and
checked them. To save memory I have reused level graphics from
previous levels, but I plan to change the colour schemes to avoid too
much repetition, I have also tried to space out these levels to avoid
making it look too obvious that I am reusing level graphics if that
makes sense. I have also been thinking about going back and
tweaking one or two sprites in the game, one of the planes at
the end of the game definitely needs adjusting. I have also sent
Richard a colour table for the levels today too!
21st
July 2010 - I've been frozen by an Action Replay Cartridge
(Richard)
I received an email from Andrew with a
few .D64's for the Up in the Air game. Alright, who's responsible for
freezing my project with an action replay cartridge, causing me to load
149 blocks of data? Nah, doesn't matter. It's okay, I used the Action
Replay fast loader and I didn't have to wait for the program to
decompact either :o). Nyaaaah, nyaaaah! That shouldn't really matter as
this was to show me how what I missed out for that particular level.]
It appears that I made a mistake
with the end of level 6 boss. It should have been a brown wooden
biplane instead of a boss plane. So when I get round to doing some
more programming on the project tomorrow morning. I shall update the
boss to be the biplane and then work on with Level 7. Do some Bionik
Granny Returns on Saturday, and then come back to this project on
Sunday. I might help start Gold Quest 5 with Thorsten and his friends
next week. Also I have something special in store for September 2010.
Not only the vertical scrolling SEUCK competition (4th September 2010).
As it is the 15th anniversary of an infamous game of mine :o)
On the same .D64 was the UITA charset
for the title screen. I loaded it up and I took a look at it. I will
most definitely use this for the front end for the game. That should
make Wayne's day :o) As well as the UITA title screen char set. Wayne
has also provided a UITA menu screen (Hmm, will I need to program this
one in, or has it already been done? Hehehehe. ). I loaded the file up
and ... BAH. I have to program this as well. At least the disk menu
won't result to be too big in size (No. of blocks) after it has been
programmed and compressed. :o)
Now, I am on to the final .D64, which
Andrew passed over to me. It's an .I file called Zip Zap Zop. It's a
SEUCK data file, but I can still load it up with SEUCK, using an Action
Replay cartridge, by loading the data file to $0900 - $FFFA. I tested
the game and ... It's a challenging game. For some reason, it
reminds me of one of the retro arcade classics called "Invasion" ...
This game has a whole variety of enemies and some nice bonus sections
as well. I hope Wayne will or Andrew will come up with a good idea for
a new front end for this title.
21st
July 2010 – I hacked Richard's game – I'm in real trouble now! (Wayne)
Ok this
has been a big week so far, I sent Andrew Fisher two disks, this
involved me staying up until 3am MON and TUE night. Mondays disk had
new levels for the game and the final version of ZIP ZAP ZOP,
Tuesdays disk had a hacked version of the game with a simple change
of enemy for one of the end of level baddies in it, somehow the wrong
sprites where being used for one of the end of level baddies, I don't
know how it happened but it did, so I hacked (Action Replay MK VI,
rules - Richard) into the game and relocated the required sprites to
the location the game is using - very ugly thing to do really and not
even proper programming but at least Richard can see what I am doing
with the final game!
Oh and I
also stayed up and drew a whole new front end character set, The
current one we are using is one I drew ages ago and doesn't look that
good and I have been meaning to alter it for a while... Game play
wise I can tell you UP IN THE AIR is feeling great, Richard has
altered the GYROCOPTERS on Level 6 to fire at you, this really does
make the game much more challenging. I also like the End Of Level 3
baddie movement pattern, things are progressing very nicely indeed...
:o)
<>
22nd
July 2010 – Peak-a-boo (Richard)
I
received another two work disks from Andrew today. One has the
updated version of Zip Zap Zop, for the final UITA disk, and also
there's another disks, which contains the background for levels 16,
17 and 18. So when I looked at the levels, I can nice mountains for
level 16. Level 17 looks similar to level 3, and level 18 looks
similar to level 1.
Programming time - again
Well, if you remember my diary entry from
yesterday, you'll notice that Wayne has been hacking my game to show me
what the correct end of level boss should have been in the first place.
So, I went back to my assembly source code for the boss stage and
altered the biplane to show a giant wooden bi-plane for this level. I
also used a wrong colour for the boss. It should have been brown,
rather than blue, so I changed the colour for this boss stage as well.
Wayne also wanted the speed of the boss Gyrocopter to move faster, so I
added a little hack to the boss routine, which made the bi-plane move
at a fast paced speed. Now level 6 is done. On to level 7 now.
To get level 7 started, I copied and pasted
the usual level setup routine, and set the decruncher routine to
decrunch from the end address of the compressed level screen (Level 7)
and then I checked the level specification for this stage will be using
for this stage. Well, it appears that Wayne would like me to use bomber
planes for this stage. I loaded up his SEUCK demo to have a glance at
how the enemy should move. It looks as if the enemy has to move in a
straight line and drop bombs. Hmm. Another recycled level 5, but this
time with bomber planes and bombs. Sounds like a great idea to me.

I setup the level background scene, as
indicated in Wayne's level design, but there still seems to be a small
glitch in the scroller. It looks as if Wayne used more than one colour
for the background (for the red mountains), therefore when the
background was scrolling, I could see black and blue bits. Hmm, perhaps
there was something wrong with my screen colour scroll routine for the
third layer of the parallax scrolling. I must take a look at this on
Sunday. I also added level 7's random speed table and also implemented
level 5's shoot routine into the code. Unfortunately it seems that the
bombers are not just dropping bombs, but the blighters are also
shooting out bomber planes as well. LOL that is a silly mistake I have
to admit. Anyway, I shall look into fixing this and the scroller on
Sunday. Today was a working day, I'm a bit burned out now, spent 2 and
a half hours on this project today. So I shall call it a day for now.
25th July 2010 - The Wright Stuff
(Wayne)
Well I did notice in the demo Richard sent
me that the end of Level 3 was wrong after a quick Gmail to Richard
he has corrected it, the end of Level 3s plane is now a Wright
Brothers style plane albeit in the fact that it shoots you. I am
betting the Wright Brothers never intended their planes to do that!
:-> If I feel in the mood tonight ( MATRON ! ) I may well touch up
( MISSUS ! ) the sprite graphics. Next Time - Wayne tries to write a
diary entry free from CARRY ON references giggle! ( oh and before I
go special thanks to Andrew Fisher for porting over and sending over
all my C64 files to Richard Bayliss - what a HERO ! ( Like Robert
DeNiro ) End Of Diary!
30th July 2010 - More work files
received (Richard)
I got an email from Andrew with yet another two .D64 files. This time
round those two .d64 images contained some work files of Wayne's final
sprites and also some more level designs. Andrew pointed out to me that
with the new sprites file, Wayne has drawn an animation for the
balloons popping. I have noted this request down and shall implement it
near to the end of the project. I'm now thinking to myself about the
pop effect - it would be much better to use this, rather than have no
effect where the balloon disappears at all. :o)
3rd
August 2010 - School Holidays SUCK! - Roll on September! (Wayne)
Over
the last week I finally did the Alpha version of the sprites, this
involved me going over everything I had drawn and giving it one last
final improvement and tweak, now I am happy with my Sprites. I had
one or two problems with the game which I have mentioned to Richard
but he says he will fix them so that is no problem! On a personal
note I would like it known that I hate the main holiday holiday season
- when the
screaming kids are off school and come in the library screaming-SHUT
UP you screaming little gits!!!! (Send in Mastertronic's Bionic Granny
to clobber them if they cause too much trouble - Richard)
On
a calmer note I have been working on Camels In Space 2 Sprites (
again! ). SCREAMING KIDS SHUT UP! ( Has anyone got my point yet? )
12th August
2010 - Manuals! (Wayne)
At
long long last I have begun the
Manual for UP IN THE AIR, am hoping to keep it brief and fun to read.
When I ve done I shall post it off to KENZ and hopefully get his
approval. Its still quite hard to imagine that UP IN THE AIR
is going
to be available to buy as a real media game. Richard is working so
hard
on it I am very pleased indeed. I am also interested to see what
his
BIONIK GRANNY RETURNS game turns out like (You'll be laughing when you
play it Wayne) :o)
My
intention is once the UITA manual is done to restart work on my old
game Honeybee. Quite a lot has been done on this project so it
would be
prudent to finish this first. I shall begin a whole new diary and
the
like once Richard has finished working on UP IN THE AIR so that no one
gets confused!
NOTE: I'll be back on the programming
phase of this game hopefully next weekend. :) RICH!
27th August 2010 - Clobbered with
Bionik Granny Returns (Wayne)
Played the finished BIONIK GRANNY RETURNS this week-WOW
fantastic stuff, it looks and plays like one of those early TASKSET
games. I never played the original BIONIK GRANNY but this is brill and
the title screen drawn by KENZ is brilliant. Nice Music too!
Havent got
to the end yet, but I have got to the Alien Level! Richard
has done a
great job of putting lots of variety in and different colours and
variety in the levels. Been in touch with the C.C.C ( COMMODORE
COMPUTING CLUB ) and am hoping to have a demo of UP IN THE AIR running
on their stall at the R3TRO SHOW in BLACKPOOL!
15th
October 2010 - Better late than never (Richard)
Well, it seems as it has been just nearly two months
since I last did something with this project. Ahem. What happened then?
Well, unfortunately, like with Sub Hunter, I wanted to hold things
back, due to lack of motivation. Real life working overtime, etc. Plus
I have been working on a top secret co-op project for Psytronik
Software, but I won't say much about it, except for that it will
brighten up your day.
What I also remember from Up in the Air is that I showed a preview of
the game (with nearly 7 levels) to Kenz at Psytronik Software and he's
really looking forward to seeing this game get finished. Wayne's
getting excited. Things seem to be looking good for this project. The
question is when will I be able to get back to this project? Well, the
answer is, I don't really know. Hopefully tomorrow or Sunday.
21st October 2010
- Loading picture (Wayne)
Well not long before the R8tro Event, I have the beginnings of the game
manual so I will be taking this to pass on to Kenz, I also want to show
him the BITMAP loading screen I have done, my version is poor so I am
going to ask if he can redo my version and do something amazing
for the game, heres hoping...
24th October 2010
- Mad bombers on the run (Richard)
Well, here I am, back on this game project (for the time being)
as I felt that more work ought to be done. I have been busy on another
Psytronik Software game project, which involves some comedy martial
arts. I will not go any further about this production, except for that
it was great fun to make and absolutely hilarious to work on. Anyway,
back to UITA now. I have been a bit busy today working on Level 7's
issues. It seems that before hand, level 7 was shooting bomber planes
out instead of dropping bombs. It's a difficult issue I've been banging
my head on for a while, but I have decided to come back to sort it out
today. After fixing the bombers shooting out of the bombers bug, I now
noticed that the bombers are not dropping anything on a random basis
and are also incorrect colours. So I altered the tables to try and get
those working again.
Now the bomb drop part seems to be a really tough cookie to crack. I
had to add a new routine which will allow the enemies to drop bombs,
when selected, but I also had to add some new logic to it. I noticed
that although I added some more to the assembly code, I found that
something was wrong. Nothing was falling or shooting. I checked through
my code to see what the problem was. Half an hour later, I figured out
what I did wrong. I placed the bullet sprite detection routine in the
wrong place, which caused nothing to shoot. Once I put it in the
correct place, the bombers were shooting the bombs across, but not
downwards. I added a new routine, and created a new value for the
program to compare the bullet direction to shoot. Then I added the
downwards drop routine. I assembled and test run the program in VICE
and found that the routine worked.
From one problem to another. I found that although the bombs were
dropping on a random basis (That was sort of good news to me), I also
noticed that bombs were falling out from inside the top border. So I
had to add a routine, which would check the range that if the bullets
were OUTSIDE the border (where enemy planes were blasted, etc) then the
bullets MUST stay outside the border. So I added a little routine to
iron out this issue, to prevent bombs from falling from the top border.
After adding this little routine, it works. And now .... Level 7's
finished, I think, despite the colour bug (which will be fixed near to
the end of this project).
2nd November 2010 - R8tro's coming
(Wayne)
Got a new demo of UITA off Richard last week, there are one or two
minor little bugs BUT the most important thing is I have something
substantial to take with me to the R8TRO show, I havent seen KENZs name
on the list of attendees, so I may have to Hijack some C64 and load up
my Creation of Cloudy fluffy loveliness ( otherwise known as UP IN THE
AIR ) and let the public see it! Keep the peace Brothers Wayne is out
of here...
5th - 7th November 2010 - Some bad news at
R8tro. (Wayne)
So as you guys might or might not know, Richard very kindly sent
me a new demo of UP IN THE AIR for the R8TRO show. Me and Carol met
Andrew on the train to go to the Blackpool Event on Friday 5th
November, we got to the Hotel and dropped our stuff off. After having
tea we went to the Event to help set up the machines. After talking to
Dave Moore I mentioned that I had brought some C64 Disk Stuff to
showcase, he very kindly pointed to a load of boxes on the floor and
asked me to help myself to what equipment I needed. So after getting
all the stuff set up I was quite pleased with myself. We went back to
the Hotel and slept. Next morning ( SAT ) we went to the event after a
bit of a queue we got in, I dashed to the C64 set up and switched
everything on, I inserted the disk for UP IN THE AIR and proceeded to
load it - OR NOT as the case was! The 1541 decided NOT to load any of
the disks-DAMMIT! After a while I managed to calm down, unfortunately
there was no other 1541 drive available. So I resigned myself to the
fact that I couldn't do anything, After walking round and playing a few
games I met TMR, and we had a great talk about the C64 and stuff.
I also met Jeff Minter, I mentioned about my future game CAMELS IN
SPACE 2 to him, he seemed quite amused by it and I asked his permission
to do it ( as it is based on his "Mutant Camel" games ) and he gave me
his blessing. He also showed us his new touch screen game done in an
ATARI 2600 style, its really nice! :-> I also picked up some
games too!
Sunday, I went and played on some Commodore 16 stuff and Dreamcast
and one or two other machines, to be honest I played more games this
day so it was great. I managed to pick up a Spectrum 48k ( Nice ! )
with games and some software for my ATARI 7800 too.
All in all it was a nice weekend, personally we thought it was a
bit too big a do. We preffered BYTE BACK and RETRO REUNITED but it was
still pretty darn cool and nice to spend time with cool people! It
would have been nice to see KENZ and Shaun Bebbington but its hard to
make time for these events sometimes. Next Event I hope to get on a
working C64 and demo UITA!
Richard's bit
It is a shame about what happened at
the R8tro event. When just I heard about this bad news, it was a
disappointment, but faulty 1541 devices cannot really be helped, even
if they are well looked after. The devices can hardly be replaced,
unless you are lucky to find a working one on EBAY for a bargain price.
A shame really, as I was looking forward to hearing some good news and
interest about the project. Wayne may be pleased to hear that I will be
working 6am - 2pm shifts this coming week, which means that I should be
able to spend some time on this game project Sunday onwards. - That's
if I get any motivation to continue the project this week. Hahahahahah!
21st November 2010 - Update
those colours NOW! (Richard)
A short while back Andrew got back to me with an email about the
Up in the Air project. There are some bugs left in the game. I'm still
aware of this, however the major problem with colours was related to
level 7. So I updated the main gameloop and added a couple of labels
(Where a value is loaded into $D025 and $D026). Then in the level setup
source file, I added the colours for each level (Mainly the same,
except for level 2 and level 7) and compiled everything. After I tested
the game, Level 7's sprite multi colours were much better and fits
inside the brown background. You could also see those bombs being
dropped by the enemy planes as well. Excellent :o)
I'm not doing much more today, as I am currently busy doing other
things, including music for another game, but later on this week (As I
am now doing an 8am-4pm shift doing easier work) I will be working a
little more on this production. So stay tuned :)
29th November 2010 - Back to level 5
(Richard)
I been going through one of my old emails today and noticed that
there was a problem with the lightning in level 5. I hated programming
that level. Anyway, there seemed to have been a problem where one of
the lightning bolts got stuck at the bottom of the game screen. So I
browsed through the code to find where the problem lied. Sadly I cannot
seem to find which sprite is causing this problem. So to try and find
which sprite is getting stuck at the bottom, I added a quick border
flash. This was done so that I could find which sprite was not
resetting correctly. So after updating the settings I got the lightning
to work. Unfortunately this level still does not seem to be working out
very well. I have come back to the lightning appearing from nowhere
problem. Perhaps I should have created some additional logic parameters
which will lock the lightning sprites until one of the two enemy clouds
appear on screen. I'll see what I can do to solve this problem next
week.
29th December 2010 - A new preview for
New Year's Day
After I read Wayne's Email response, which I sent a while back.
I have been given the go-ahead to prepare and release a 4 level
playable preview of Up in the Air. So today during my day off work, I
altered the source code to check whether or not it was a playable
preview of the game or whether or not it is the full game. If the
assembler recognises the game code as preview source, then additional
data and routines are cut out, unless the game is full. Also I fixed a
couple of silly bugs in the game, which included the player's last
life. Instead of 00 being displayed. When game is over, the bug showed
/0 inside the lives counter. After a tiny tweak and an update, I fixed
this problem. Next I mastered the game to a .tap image using the
Thunderload V3 loader system. Also the TND intro. The demo's now ready
for Saturday's New Year update on the TND web site. :o)
1st January 2011 - Up in the Air
Preview Released today
Finally you get to play the first 4 levels of this new game.
Download the game from the link below, and check it out. We do hope you
will enjoy this preview. More work will be put into the full game in
the near future.
Click on disk to download game preview:
5th January 2011 - Changes, we need
changes! (Richard)
After the release of the Up in the Air preview on Saturday last
week (or should I have said earlier on this week). I recieved some
feedback about the production, which has made me note down and also
think about some major changes for this project. I also sent an email
to Wayne, but fear that he might not be happy after he reads the email,
a shame as he has worked several days, weeks and maybe months on trying
to get the graphics just about right.
The game will need some major changes if it is to become a really good
milestone, since Sub Hunter. This does not mean that I can't do
anything to the project though. I can still work on the level attack
formations for each level, but when it comes to the graphics front for
this game, major improvements/tweaking are desperately required before
the end of the project.
12th January 2011 - She'll be coming
round the mountain when she comes. (Wayne)
Well It seems like quite a while since I did any more work on UP IN THE
AIR, to be honest, I keep thinking its over for me then something else
crops up! I decided that the Background Mountains on one of the
levels didn't look quite right, to be honest, Andrew had mentioned it
to me ages ago, but me being stubborn. I stuck my fingers in my ears
and went "LA, LA, LA!" (
That's not a
good thing to do Wayne. - Richard). So the other Sunday I used
colour mixing and I redesigned the new mountains. I think they look a
little bit like the graphics from a GTW game called,
COLONY. I
didn't plan this to happen but here you go... :o) Well I hope you
have been enjoying the UP IN THE AIR demo, which Richard released on
New Year's Day. I honestly wasn't really bothered about releasing
one, but Richard asked me. So I thought after the disaster at
Blackpool's R8TRO Event we had better release something, so I
agreed with Richard! Andrew informs me that the demo has generally
been well recieved.
12th January 2011 - The evening later
(Richard).
I have been checking my email and I noticed that Wayne has done
a couple more graphics files for Up in the Air. The first one was the
font update. The charsets look similar to the ones in the demo, but
Wayne added a couple more chars for the demo, which were of course
Airplanes. Quite nice. The second file on the disk contained what
appeared to be a new design for one of the levels. The clouds looked
fluffy, and the mountains had some more shade added to them.
Awesome. I better sort out that level 5 bug (The clouds), but
I've been busy doing something else. Oh well :o)