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Nargad's Trail: Argon's Evil Lair - Remade

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World 1 teaser


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#1 Twilight Knight

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Posted 26 March 2021 - 10:55 AM

Hi everyone, it's been a while since the last update on this quest.

I think I'm almost ready to release a demo. There were some bugs that possibly are fixed in the latest version of 2.55, which is something I still need to try out. Otherwise I'll have to find use workarounds to make the demo fully playable.

But for now I thought it was a good idea to show of another teaser of what to expect in the demo. There are multiple worlds which you can access via portals in Argon's Lair, much like in Banjo Kazooie or Mario 64. This teaser showcases the first world in the quest.

Please enjoy this teaser of the first world, the first dungeon, the first boss and a new reappearing character named Lothario:




As for progress on the quest itself: the second dungeon is halfway finished and I'm soon going to work on the second boss.

Please let me know what you think!

Edited by Twilight Knight, 26 March 2021 - 06:37 PM.

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#2 Shane

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Posted 26 March 2021 - 11:02 AM

This definitely is a major improvement over the original! Loving the little attention to details. :)


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#3 Russ

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Posted 26 March 2021 - 03:25 PM

Man this looks impressive. As always, the screens are downright gorgeous, and like Shane mentioned, the amount of detailing in all aspects of the game seems exceptional. My only real criticism would be the right-facing slash. I could come up with a long explanation for why it's a bad idea, but I'm sure you've probably heard it all before by this point, so instead I'll just beseech you to change it for the sake of those who can't open the quest and edit it themselves like I do. :P


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#4 Twilight Knight

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Posted 26 March 2021 - 06:36 PM

Thanks guys, your kind words mean a lot to me!
 

...for the sake of those who can't open the quest and edit it themselves like I do. :P

You....  :glare:

 

I was already doubting the right facing slash, though it makes more sense visually it just doesn't feel right when playing. You convinced me I should change it back, thanks


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#5 Deathrider365

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Posted 26 March 2021 - 10:22 PM

What be that footprints in the snow script there?


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#6 DarkFlameSheep

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Posted 27 March 2021 - 01:36 AM

I will blow off Dragon Quest Golem bosses in a demo.


Edited by DarkFlameSheep, 27 March 2021 - 01:37 AM.

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#7 Twilight Knight

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Posted 27 March 2021 - 07:05 AM

What be that footprints in the snow script there?

I tried searching for the script creator in the script database and the old script database, but to no avail

//D0: Combo type number (see std_constants.zh, "12" is "right statue")
//D1: Tile number where the animation starts (have 5 up facing and then 5 left facing frames)
//D2: Cset of the footprints
//D3: SFX to be played
//D4: Minimum delay between two playing of the SFX in frames

ffc script snow_footprints
{
	void run(int sfx1, int sfx2, int sfx3){
		int combotype = 12;
		int cset = 2;
		int tile = 10860;
		int walkcounter = 1;
		int switch1 = 0; int switch1_2 = 0;
		int delay1 = 0;	
		int switch2 = 0; int switch22 = 0;
		int delay2 = 0;
		int switch3 = 0; int switch32 = 0;
		int delay3 =0;
		int switch4 = 0; int switch42 = 0;
		int delay4 = 0;
		int switch5 = 0; int switch52 = 0;
		int delay5 = 0;
		int switch6 = 0; int switch62 = 0;
		int delay6 = 0;
		int switch7 = 0; int switch72 = 0;
		int delay7 = 0;
		int switch8 = 0; int switch82 = 0;
		int delay8 = 0;
		int switch9 = 0; int switch92 = 0;
		int delay9 = 0;
		int switch10 = 0; int switch102 = 0;
		int delay10 = 0;
		int switch11 = 0; int switch112 = 0;
		int delay11 = 0;
		int switch12 = 0; int switch122 = 0;
		int delay12 = 0;
		int upcounter = 0;
		int downcounter = 0;
		int leftcounter = 0;
		int rightcounter = 0;
		int x1 = 0; int y1 = 0;
		int x2 = 0; int y2 = 0;
		int x3 = 0; int y3 = 0;
		int x4 = 0; int y4 = 0;
		int x5 = 0; int y5 = 0;
		int x6 = 0; int y6 = 0;
		int x7 = 0; int y7 = 0;
		int x8 = 0; int y8 = 0;
		int x9 = 0; int y9 = 0;
		int x10 = 0; int y10 = 0;
		int x11 = 0; int y11 = 0;
		int x12 = 0; int y12 = 0;
		while(true){
			upcounter++;
			downcounter ++;
			leftcounter ++;
			rightcounter ++;
			walkcounter --;
			if(upcounter == 60){upcounter = 0;}
			if(downcounter == 60){downcounter = 0;}
			if(leftcounter == 60){leftcounter = 0;}
			if(rightcounter == 60){rightcounter = 0;}
			if(Link->Action == LA_WALKING){walkcounter = 1;}
			if(walkcounter == 0){switch1 = 0; switch2 = 0; switch3 = 0; switch4 = 0; switch5 = 0; int switch6 = 0; switch7 = 0; switch8 = 0; switch9 = 0; switch10 = 0; switch11 = 0; int switch12 = 0;}

				if(Screen->ComboT[ComboAt(Link->X,Link->Y+8)] == combotype && Link->Action == LA_WALKING && Link->Dir == DIR_UP && Link->Z == 0){
					if(switch1 == 0 && upcounter < 20){x1 = Link->X; y1 = Link->Y; switch1 = 1;}
					if(switch2 == 0 && upcounter < 40 && upcounter >= 20){x2 = Link->X; y2 = Link->Y; switch2 = 1;}
					if(switch3 == 0 && upcounter < 60 && upcounter >= 40){x3 = Link->X; y3 = Link->Y; switch3 = 1;}
				}
				if(Screen->ComboT[ComboAt(Link->X,Link->Y+8)] == combotype && Link->Action == LA_WALKING && Link->Dir == DIR_DOWN && Link->Z == 0){
					if(switch4 == 0 && downcounter < 20){x4 = Link->X; y4 = Link->Y; switch4 = 1;}
					if(switch5 == 0 && downcounter < 40 && downcounter >= 20){x5 = Link->X; y5 = Link->Y; switch5 = 1;}
					if(switch6 == 0 && downcounter < 60 && downcounter >= 40){x6 = Link->X; y6 = Link->Y; switch6 = 1;}
				}
				if(Screen->ComboT[ComboAt(Link->X,Link->Y+8)] == combotype && Link->Action == LA_WALKING && Link->Dir == DIR_LEFT && Link->Z == 0){
					if(switch7 == 0 && leftcounter < 20){x7 = Link->X; y7 = Link->Y; switch7 = 1;}
					if(switch8 == 0 && leftcounter < 40 && leftcounter >= 20){x8 = Link->X; y8 = Link->Y; switch8 = 1;}
					if(switch9 == 0 && leftcounter < 60 && leftcounter >= 40){x9 = Link->X; y9 = Link->Y; switch9 = 1;}
				}
				if(Screen->ComboT[ComboAt(Link->X,Link->Y+8)] == combotype && Link->Action == LA_WALKING && Link->Dir == DIR_RIGHT && Link->Z == 0){
					if(switch10 == 0 && rightcounter < 20){x10 = Link->X; y10 = Link->Y; switch10 = 1;}
					if(switch11 == 0 && rightcounter < 40 && rightcounter >= 20){x11 = Link->X; y11 = Link->Y; switch11 = 1;}
					if(switch12 == 0 && rightcounter < 60 && rightcounter >= 40){x12 = Link->X; y12 = Link->Y; switch12 = 1;}
				}
				if(switch1 == 1){switch1_2 = 1;} if(switch2 == 1){switch22 = 1;}
				if(switch3 == 1){switch32 = 1;} if(switch4 == 1){switch42 = 1;}
				if(switch5 == 1){switch52 = 1;} if(switch6 == 1){switch62 = 1;}
				if(switch7 == 1){switch72 = 1;} if(switch8 == 1){switch82 = 1;}
				if(switch9 == 1){switch92 = 1;} if(switch10 == 1){switch102 = 1;}
				if(switch11 == 1){switch112 = 1;} if(switch12 == 1){switch122 = 1;}
				if(switch1_2 == 1){
					delay1 ++;
	 				if(delay1>=0 && delay1<=10){Screen->DrawTile(2, x1, y1, tile, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay1>10 && delay1<=20){Screen->DrawTile(2, x1, y1, tile+1, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay1>20 && delay1<=30){Screen->DrawTile(2, x1, y1, tile+2, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay1>30 && delay1<=40){Screen->DrawTile(2, x1, y1, tile+3, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay1>40 && delay1<=50){Screen->DrawTile(2, x1, y1, tile+4, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay1 == 50){delay1 = 0; switch1 = 0; switch1_2 = 0;}
				}
				if(switch22 == 1){
					delay2 ++;
	 				if(delay2>=0 && delay2<=10){Screen->DrawTile(2, x2, y2, tile, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay2>10 && delay2<=20){Screen->DrawTile(2, x2, y2, tile+1, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay2>20 && delay2<=30){Screen->DrawTile(2, x2, y2, tile+2, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay2>30 && delay2<=40){Screen->DrawTile(2, x2, y2, tile+3, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay2>40 && delay2<=50){Screen->DrawTile(2, x2, y2, tile+4, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay2 == 50){delay2 = 0; switch2 = 0; switch22 = 0;}
				}
				if(switch32 == 1){
					delay3 ++;
	 				if(delay3>=0 && delay3<=10){Screen->DrawTile(2, x3, y3, tile, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay3>10 && delay3<=20){Screen->DrawTile(2, x3, y3, tile+1, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay3>20 && delay3<=30){Screen->DrawTile(2, x3, y3, tile+2, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay3>30 && delay3<=40){Screen->DrawTile(2, x3, y3, tile+3, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay3>40 && delay3<=50){Screen->DrawTile(2, x3, y3, tile+4, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay3 == 50){delay3 = 0; switch3 = 0; switch32 = 0;}
				}
				if(switch42 == 1){
					delay4 ++;
	 				if(delay4>=0 && delay4<=10){Screen->DrawTile(2, x4, y4, tile, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay4>10 && delay4<=20){Screen->DrawTile(2, x4, y4, tile+1, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay4>20 && delay4<=30){Screen->DrawTile(2, x4, y4, tile+2, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay4>30 && delay4<=40){Screen->DrawTile(2, x4, y4, tile+3, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay4>40 && delay4<=50){Screen->DrawTile(2, x4, y4, tile+4, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay4 == 50){delay4 = 0; switch4 = 0; switch42 = 0;}
				}
				if(switch52 == 1){
					delay5 ++;
	 				if(delay5>=0 && delay5<=10){Screen->DrawTile(2, x5, y5, tile, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay5>10 && delay5<=20){Screen->DrawTile(2, x5, y5, tile+1, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay5>20 && delay5<=30){Screen->DrawTile(2, x5, y5, tile+2, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay5>30 && delay5<=40){Screen->DrawTile(2, x5, y5, tile+3, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay5>40 && delay5<=50){Screen->DrawTile(2, x5, y5, tile+4, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay5 == 50){delay5 = 0; switch5 = 0; switch52 = 0;}
				}
				if(switch62 == 1){
					delay6 ++;
	 				if(delay6>=0 && delay6<=10){Screen->DrawTile(2, x6, y6, tile, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay6>10 && delay6<=20){Screen->DrawTile(2, x6, y6, tile+1, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay6>20 && delay6<=30){Screen->DrawTile(2, x6, y6, tile+2, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay6>30 && delay6<=40){Screen->DrawTile(2, x6, y6, tile+3, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay6>40 && delay6<=50){Screen->DrawTile(2, x6, y6, tile+4, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay6 == 50){delay6 = 0; switch6 = 0; switch62 = 0;}
				}
				if(switch72 == 1){
					delay7 ++;
	 				if(delay7>=0 && delay7<=10){Screen->DrawTile(2, x7, y7, tile+5, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay7>10 && delay7<=20){Screen->DrawTile(2, x7, y7, tile+6, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay7>20 && delay7<=30){Screen->DrawTile(2, x7, y7, tile+7, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay7>30 && delay7<=40){Screen->DrawTile(2, x7, y7, tile+8, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay7>40 && delay7<=50){Screen->DrawTile(2, x7, y7, tile+9, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay7 == 50){delay7 = 0; switch7 = 0; switch72 = 0;}
				}
				if(switch82 == 1){
					delay8 ++;
	 				if(delay8>=0 && delay8<=10){Screen->DrawTile(2, x8, y8, tile+5, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay8>10 && delay8<=20){Screen->DrawTile(2, x8, y8, tile+6, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay8>20 && delay8<=30){Screen->DrawTile(2, x8, y8, tile+7, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay8>30 && delay8<=40){Screen->DrawTile(2, x8, y8, tile+8, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay8>40 && delay8<=50){Screen->DrawTile(2, x8, y8, tile+9, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay8 == 50){delay8 = 0; switch8 = 0; switch82 = 0;}
				}
				if(switch92 == 1){
					delay9 ++;
	 				if(delay9>=0 && delay9<=10){Screen->DrawTile(2, x9, y9, tile+5, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay9>10 && delay9<=20){Screen->DrawTile(2, x9, y9, tile+6, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay9>20 && delay9<=30){Screen->DrawTile(2, x9, y9, tile+7, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay9>30 && delay9<=40){Screen->DrawTile(2, x9, y9, tile+8, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay9>40 && delay9<=50){Screen->DrawTile(2, x9, y9, tile+9, 1, 1, cset, -1, -1, 0, 0, 0, 0, true, 128);}
					if(delay9 == 50){delay9 = 0; switch9 = 0; switch92 = 0;}
				}
				if(switch102 == 1){
					delay10 ++;
	 				if(delay10>=0 && delay10<=10){Screen->DrawTile(2, x10, y10, tile+5, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay10>10 && delay10<=20){Screen->DrawTile(2, x10, y10, tile+6, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay10>20 && delay10<=30){Screen->DrawTile(2, x10, y10, tile+7, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay10>30 && delay10<=40){Screen->DrawTile(2, x10, y10, tile+8, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay10>40 && delay10<=50){Screen->DrawTile(2, x10, y10, tile+9, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay10 == 50){delay10 = 0; switch10 = 0; switch102 = 0;}
				}
				if(switch112 == 1){
					delay11 ++;
	 				if(delay11>=0 && delay11<=10){Screen->DrawTile(2, x11, y11, tile+5, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay11>10 && delay11<=20){Screen->DrawTile(2, x11, y11, tile+6, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay11>20 && delay11<=30){Screen->DrawTile(2, x11, y11, tile+7, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay11>30 && delay11<=40){Screen->DrawTile(2, x11, y11, tile+8, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay11>40 && delay11<=50){Screen->DrawTile(2, x11, y11, tile+9, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay11 == 50){delay11 = 0; switch11 = 0; switch112 = 0;}
				}
				if(switch122 == 1){
					delay12 ++;
	 				if(delay12>=0 && delay12<=10){Screen->DrawTile(2, x12, y12, tile+5, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay12>10 && delay12<=20){Screen->DrawTile(2, x12, y12, tile+6, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay12>20 && delay12<=30){Screen->DrawTile(2, x12, y12, tile+7, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay12>30 && delay12<=40){Screen->DrawTile(2, x12, y12, tile+8, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay12>40 && delay12<=50){Screen->DrawTile(2, x12, y12, tile+9, 1, 1, cset, -1, -1, 0, 0, 0, 3, true, 128);}
					if(delay12 == 50){delay12 = 0; switch12 = 0; switch122 = 0;}
				}
		Waitframe();
		}
	}
}

This is the script (which is sloppily modified by me) and these are the tiles:

 

08dVeQ8.png

 

And the original creator of the script and tiles could be any of these contributors I have noted down:

Moosh
Avaro
Saffith
MoscowModder
Colossal
Mr. Z
justin


If anyone could point out who the original creator is that would be helpful!

Edited by Twilight Knight, 27 March 2021 - 07:07 AM.

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#8 Deathrider365

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Posted 27 March 2021 - 11:30 AM

Thank you!


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#9 Russ

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Posted 27 March 2021 - 11:33 AM

Holy variable usage Batman! That script is... I mean it functions, but man is it not ideal. Really oughta be rewritten to use arrays; it'd be a fraction of the size and wouldn't contribute nearly so much to ZC's active variable limit. I might take a crack at it today but no guarantees.


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#10 Deathrider365

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Posted 27 March 2021 - 11:50 AM

Apparently you cannot delete comments so.....yea


Edited by Deathrider365, 27 March 2021 - 11:51 AM.


#11 Twilight Knight

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Posted 27 March 2021 - 01:57 PM

Holy variable usage Batman! That script is... I mean it functions, but man is it not ideal. Really oughta be rewritten to use arrays; it'd be a fraction of the size and wouldn't contribute nearly so much to ZC's active variable limit. I might take a crack at it today but no guarantees.

Haha, yeah it's full of redundant code. It works flawlessly though  :P

 

However if you're willing to rewrite it, that would save many lines of code and make it easier to comprehend. It would surely make for a valuable contribution to the script database!



#12 Lordkronos

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Posted 27 March 2021 - 04:29 PM

Interresting its Seems This Time The Remastered Goes New Ways in Terms of Story Worlds and Dungeons it Almost Looks like a 3rd Game Realy Nice and Interresting :D

 

Keep it up The Great Work :D


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#13 Twilight Knight

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Posted 27 March 2021 - 05:49 PM

Interresting its Seems This Time The Remastered Goes New Ways in Terms of Story Worlds and Dungeons it Almost Looks like a 3rd Game Realy Nice and Interresting :D

 

Keep it up The Great Work :D

Indeed, this remake is a complete overhaul. Not only graphics, but all aspects are subject to change.

 

Thank you for the kind words and the support!


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#14 Lordkronos

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Posted 27 March 2021 - 06:11 PM

Indeed, this remake is a complete overhaul. Not only graphics, but all aspects are subject to change.

 

Thank you for the kind words and the support!

You Very Welcome It Seems Like it Could Become a Great Awesome Big Adventure but I Wonder Will be The Gruntys Lair Soundtrack Stil Inside It It Was Very Unique in Your First Version :D


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#15 Twilight Knight

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Posted 28 March 2021 - 11:00 AM

I Wonder Will be The Gruntys Lair Soundtrack Stil Inside

Yes, Gruntilda's theme will still be the music for Argon's Lair!


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