Phooey. I thought I tested that. Fixed the link.
Hey there, little tree! Er, new page...
Phooey. I thought I tested that. Fixed the link.
Hey there, little tree! Er, new page...
Welp, news flash: Statuses are working much better now! Every fifth of a second, included objects will tick, causing statuses to trigger whatever nasties they have to trigger. This is tied directly with the damage system, which is probably the most innovative part of the game. Because of that, this gets extra attention. It also means that most of what is going on right now is behind the scenes.
Energy and Shadow Damage seem to be working fine. Piercing is in the works, and Elemental is untested.
I will make sure to have a special video for Christmas. I might decide to have one sooner, but its unlikely.
EDIT: Related
I think you got one more fan. The game appear to be very interesting.
Please excuse spelling/grammar errors in this post. I haven't made a post this size for a long time!
It's that time of year! There are several thanks in order, even though this is a young project. (Fun fact: project's oldest file was made on: 2013-10-13, but this isn't an in-game file. The game itself began before May 2, 2014, but that date is when I created a Github account.)
Although someone might find this silly, there's only one person who I can thank for helping me work on this project regularly. Last school year, I had less schoolwork, but I still felt more busy and more exhausted than this year. Before this school year started, though, I began devoting a bit more of my time to this person, and, rather paradoxically, my time seems to have increased! I'm able to work harder and more efficiently, usually finishing with schoolwork before 5 PM. (But that doesn't mean I get to work on Elemedals every day, anyway.) It's much less stressful, so I end up looking forward to working on Elemedals instead of playing games to wipe away the tiredness. This helpful person happens to be God Himself. Thanks!
The second party to thank is the Frogatto team. They're extremely helpful and understanding, despite my many (many) questions. DDR, Jetrel, Sirp, and marcavis are the main ones in this group, but others on the IRC channel have popped up from time to time with answers, too. Not to mention the fact that they made the Anura engine! This is the full list of team members.
Next is...music! Takendown and Linkboy have both graciously allowed me to use some of their soundtracks in the game. Noticeable tracks are Takendown's Main Theme (Title screen) and Linkboy's Boss Battle Remix 2 (Final boss). Seriously, listen to their songs.
Spiral Knight's Dev and GM Teams also have made this possible in many ways. For one, SK has inspired me, with the hours of blood, sweat, and love poured into making its awesome style. SK has retro-y settings in a 3D world while still looking (and sounding) fabulous. It has also brought people (like us) together with something we love. Finally, they also have allowed Elemedals to happen, because I would never make it without their permission. (I think it's obvious that SK will always have a special place in my heart, even without recent content updates.)
I shouldn't forget Necromus, a co-GM of the now dormant Brothers of Eternity. Credit goes to him on the Snarbolax medal design.
On a similar note, thanks to my friends on Steam, including Dreathuxy, TheRecruit, and Thuris. You guys are awesome for hearing me out when I type paragraphs on this or that idea, and offer an opinion. Of course, this is nowhere near as good as implementing the idea and grabbing test players, but it still helps. They are also encouraging, which is probably more important.
Also, while they'll never post here, and never provide good testing feedback, thanks to my family, my dad and my brother (Armyunit) especially. Not only are they supportive, they are also quite helpful. My dad taught me how to program, after all!
Last, but not least, thanks to those who have shown interest for this project. Liminori is the oldest fan, but there have been several others. (Including Trats-Romra!) Your support is very encouraging, and has practically fueled this game's development.
To everyone listed here, and the countless others who I've forgotten/neglected, thank you all. With your help, this project will become a beautiful creation.
I missed the statuses update, nice that they're going well.
So its been one year since beginning the work on the game? That's some dedication.
Ha, so that is why indie games are crap! No inspiration or motivation but your project seems like something decent because of all the help you had!
Welp, demo's getting delayed. Code stuff.
@Whyna
What? No motivation? I could have probably gotten this far without fans, but it makes the journey easier.
No inspiration? You haven't seen the least of it. If I wasn't busy writing more of Thread's story, I'd make you a table showing the monster families. For now, I'll just say that they are all weak to their respective damage types without really being weak to them statistically. (If I explained more, that would ruin the surprise.)
EDIT: I guess it's okay having a detractor...If you have no opposition, you're doing something wrong!
EDITED a second time. After thinking about it a while, I posted too hastily. But, no, many indie games are not crap, and that's a fact! Nintendo began as a family owned company, so you could call it indie back in its early days. If you call indie games crap, explain all of those 'stuck in a rut' billion-dollar game series that keep cranking out the same thing after another. (Not that all big-corporation games are bad, of course. Many of them are better than any other game.)
Also, could you comment on Street Fighter x Megaman? I want to know what you think.
Oops I posted too hastily. Forget that, I mean a lot of indie games can be kinda bad since the content is too thin and weird. I wouldn't call this an indie game since you had others help a lot.
Street Fighters V Megaman seems interesting if it happens/happened!
@Autofire
I was gonna wait till you had a demo out before dropping a comment on this thread, but might as well do so now since you've helped me out with some feedback.
I really love the mean-looking sprites. I've never been able to get that anti-aliased, darkish, gradient look, all my sprites are always overly crisp and bright.
If you ever need help with any code snippets or algorithms or whatnot, I'd be willing to help out (I saw some of the code in one of your videos, it doesn't seem that far from GML)
@Whyna
Regarding the indie game ordeal: Independent video games (commonly referred to as indie games) are video games created by individuals or small teams generally without video game publisher financial support.
This is an indie game. Every indie developer starts out programming with motivation, but it's generally indie games that get dropped the most because 1. there's no CEO tapping their foot waiting for us, and 2. we don't get paid by the hour. It takes a LOT of drive to finish games, it's often overlooked but it's not something many people have. Ask any person who programs just how many projects they've dropped over the years.
@Whyna
Yes, indie games in general do have a bad trend of lack-of-content, but good ones can work around this without stretching things. I intend of filling the game with nice, fresh content that won't turn stale before you finish. But that's harder than it sounds.
SFxM happened. It's a pretty good fan-made game.
@Hex
I really love the mean-looking sprites. I've never been able to get that anti-aliased, darkish, gradient look, all my sprites are always overly crisp and bright.
Thanks! I've read many guides and studied countless sprites to get to where I am now. It takes a lot of practice and a lot of study, and I still believe that the only way to go is up. (I mean, get more skilled.) I'll admit that I have messed with sprites way before this project, back as a (younger) kid. I still have that Elec Man edit...somewhere.
I plan on making a video showing my method of making sprites before long.
If you ever need help with any code snippets or algorithms or whatnot, I'd be willing to help out (I saw some of the code in one of your videos, it doesn't seem that far from GML)
Well, at the time, I'm working on getting the first demo out. I can't get any help until that happens. Also, Anura's language is actually based on GML, I believe. It's called FML, but I forget the acronym's meaning.
Right now, the main thing holding the demo right now the dependency on Frogatto. I'm working on clearing that up, but it requires sifting through this file, removing all of the elements which depend upon Frogatto. If all goes well, I can contribute this new script to Frogatto as well, which is cool. I also have to add an NPC to give credit for the various things which I cannot leave out. (I.e. Spiral Knights, Frogatto Team's tileset which I'm borrowing.)
I suppose this is a good time to post this, with all the Gunner Update 'n all. This list is by no means complete, as many unlisted weapons won't be included. I just wanted to throw this out there.
Weapons docked for mechanical hardships:
I'm going to cut to the chase. The main computer I use just had its graphics card die. I'm not sure why, and I'm running out of things to try. This computer is the ONLY one I have Elemedals set up on. This is horrid timing (card died on first day of vacation!), because I finally have no school, so I was hoping to do a big push and finish the demo and ship it for Christmas.
But is that going to happen? No! It's the Graphics Card that Stole Christmas, I tell you!
Not all is lost, though. Because the game is on Github, I can still pull the entire game from that. However, I cannot even begin to think of getting the game to run until I've updated the Linux computer. (Which happens to be our file server. Woop de doo.)
Things have been ready to update for a long time, so the only thing holding it back is my mom's documents; they're all an old format, and she still has to update them all, one by one. That could take a while, and she still hasn't started yet. Even once everything is updated, I can't continue work on the day-of because, as I need to monitor the computer for a day or two to make sure that everything is running smoothly.
Unfortunately, my laptop has been having fan issues for a long time, so I can't use that, either. My brother's laptop would work, but he uses that thing whenever he's not at college. (Read: He'll be using it all vacation.)
Bottom line: I cannot release Elemedals demo by Christmas. We'll be lucky if it goes live before the vacation's end. This is why I hate Windows...never lets you know until after the card stops working.
This is unfortunate :(
Hope you get a new computer soon, I'm looking forward to giving this game a go.
Hey Hexzyle, What about your game?
I had stopped working on it for the time being because of Christmas/New Year celebrations (plus I was working on an artwork for the Secret Santa thread) but that's all over now so I should be able to find the time to do some more programming on it.
@Dahall
I should mention that both of my desktop computer's graphics cards died. (That was a surprise...what are the chances of that happening?) Recently, we got a new card, which it so happens that everyone decided to have it be put in the computer which can run Elemedals. Yippee!
But, in truth, I really wish I could have had a demo a long time ago. That doesn't look like it will happen too soon. :<
Also, would anyone be interested in a live-stream some time in the (not-so-distant) future? I would probably start with new developments, and then stream myself drawing up whatever is next to draw. And I'd answer questions, too.
EDIT: Well, once again, I got the game finally running again. The editor causes the game to crash, which is excepted because the engine queries all objects in the game when you load the engine. (Meaning that any broken objects are found, and then the engine shuts down with an appropriate error message to help me fix it.)
But progress is progress! I never thought separating my game from Frogatto would take so long!
"which it so happens that everyone decided to have it be put in the computer which can run Elemedals"
So your computer is shared? If it is and both computers that you had went fritz, it'd seem less like a coincidence and more like someone tried to do some trick or something on it
@Dahall
more like someone tried to do some trick or something on it
Funny that you mention that. Because both cards starting choking the day after she was using them, it does appear that my older sister is responsible for both card's deaths, but how? She just browses, and she knows next to nothing about computers. However, as a pseudo sysadmin, I will keep a close eye on her.
But it might also be a coincidence. The second card outlived its warranty by a long shot, and its fan was already acting up. (We expect that it may have stopped running at some point, causing the card to get too hot.) I think the only reason it died now was because it had been put in the Windows 8 computer, and Windows 8 is rather demanding. (I.e. makes constant use of transparency) Previously, the card was only used on (a old version of) Linux, which goes quite easy on the graphics.
If I could go back in time, I would have updated the Linux computer. The new Linux uses transparency as well, so it would make or break my theory.
EDIT: Huzzah, horray! Editor runs for the most part!
NaBro, Win8 is not that demanding to kill your precious for one not living up to it's expectations. Keep in mind that there are many kinds of false information on the internet and it is possible that your relative was fooled by it. Maybe try bringing up the topic and see if it discomforts her.
You can disable visual effects on OSes to increase performance. I for one do it simply because I like the classic windows theme(sadly Windows 8.1 does not have that theme).
To decrease visual effects, go to Control Panel -> System -> Advanced System Settings -> Advanced -> Performance Settings; there tick the "Adjust for best performance". To disable Transparency.......... you have to install third-party software which I do not recommend.
@Dahall
I have brought it up to her. Let's just say...that she's not the type to exactly take it in stride. *Nervous chuckle* Interesting thing is that she has yet to break Linux, but I think this is the third time that something on the Windows computer has died after she used it. Too bad she hates Linux. >.>
I am definitely aware for malicious stuff, but all of my virus scans have turned up negative thus far. I even checked for rootkits before I figured that the graphics card died.
Try using Linux kernel. No one will be able to tamper with your computer anymore
Well, I'm off to sleep since it's midnight here.
I don't quite understand... :S
But I do understand this: The game is working entirely on its own now! Editor and everything! I'm ecstatic, to put it lightly.
you should try googling it. It's linux without the essential bits(just the kernel(i.e. core)). The essential bits are GUIs. etc.
A question for you and Hexzyle(or anyone who is learning gamemaking). Do you know about Unity(or have any experience in it)?; and, do you know C#?
Do you know about Unity(or have any experience in it)?; and, do you know C#?
I have no experience in either, however I have used GML to considerably high levels and would like move on to learn another language like C# to overcome some of the limitations in gamemaker. I have been led to believe that C# is quite similar to GML anyway.
Ooooh, that's what you mean. While I do not understand how you could use the Linux Kernel by itself, I know a lot about it; enough to have compiled my own kernel for an ancient computer sitting in my room. Fun stuff...now that computer runs far faster than it could have otherwise. On a similar note, I am planning on installing Arch Linux on the computer I've used for developing Elemedals, and then I will be building the kernel again to squeeze every last bit of speed I can from that Dual Core CPU. (Yeah, old by today's standards.)
I know C quite well, as well as Shell script, a bit of Javascript, and a smidgen of Java. I don't know C# at all, and I've tried (and failed) to learn Unity. I'm not sure why, maybe it's just that I don't like working in 3D. I will probably make another attempt because it's used for making Wii U games, and boy do I have plans for that fancy gamepad...ones which would never hope to work on other consoles.
Unity is used for many platforms. Also, you can use Unity to make 2D games as well as 2.5D games(3D elements that follow 2D axes).
I was kinda hoping we could get a co-ordinated project going on.
Unity is used for many platforms.
I am aware. As far as this is concerned, the only way (other than using web development tools) would be via Unity. I am aware that you can use C++ as well as a few other things, but that wouldn't be supported through that program, which provides the premium Unity as well as a developers' Wii U. (At least, that's what my sources say.)
Also, you can use Unity to make 2D games as well as 2.5D games(3D elements that follow 2D axes).
Now that's news. *Looks into it* Ah, awesome. I'll have to get into that before long.
I was kinda hoping we could get a co-ordinated project going on.
In what sense? This project? Or another one?
As intriguing as that sounds, I'm going to (attempt to) take Jason Rohrer's advice:
[In response to being asked what is an important skill that new game developers often overlook.] "Learning how to keep working, many months later, when you are no longer excited about it. ... Toward the end, newer, more enticing ideas will beckon. You have to push them out of your mind and see your first project through before starting a new one." ~Interview by GameInformer, found in issue 260
EDIT: I have three other projects that I have come up with and am very excited to put into motion. However, I need to finish my current project before I get to that, and Elemedals is that project.
Occasionally, I feel pressured to drop this project because it's the only one which can't make any money. (The other three are absolutely original.) However, I don't want to make money my core objective when making games, so I do my best to resist the urge. (Yes, I'm absolutely aware that the game industry wouldn't be where it is today if it weren't for the revenue it draws, so I'm not against drawing revenue through games. I just mean that, for myself, I want to care more about making a good game than making a lot of money.)
So it's nothing against your idea(s), Dahall. It's just that I want to finish what I've started.
Man, "short post" has gotten a bit long. Sorry about that. >.<
How long have you and Hexzyle been learning game development and design? For me, I think it's been more than 6 months and I've made huge progress so far.
I learn new tricks in every game I program to the point at which the stuff I programmed at the start of the game (especially the engine) begins to irritate me with how terribly it's designed.
Right now I'm tampering with a couple different item system designs for Artificial World, to find the one which is most supportive of what I'm going to be doing with it in the future.
EDIT: Oh, just reread your question. I learnt about programming in 2007, and have been on and off programming games to this day.
/e Meanwhile, Dahall is stuck trying to figure out how to play multiple animations simultaneously on the same body; in other words, a character switching between empty handed and equipping a pistol whilst running.
Update: Success! I managed to solve the problem by using Unity's AvatarBodyMask. I am aroused once more and am going to be exhaust my time with Unity once again!
The new card for the main computer has arrived. It is sitting in its slot, but it won't run because the computer's power supply can't handle the monster card! We've ordered a new supply. (EVGA was really generous when they sent us the replacement for the card which died...they just didn't check with us first. :S )
Meanwhile, my mom's computer had its new graphics card inserted. Humorously, it doesn't play well with the old Linux, so I'm forced to update to Debian Linux. (Something which my mom wasn't most excited for.) The thing is that my mom's computer doubles as the house's fileserver, and is in charge of doing nightly backups and such.
This means, though, that I'll be able to get Elemedals running on my mom's computer. Using the magic of Linux, this means I'll be able to run it from every computer in the house! *evil laugh*
Note: It is only difficult for me to get Elemedals running because I am trying to compile the bleeding-edge versions. Players and most other developers of the game won't have to go through this process.
@Dahall
Sounds like you're making progress! For me, I first *tried* learning how to make games when I was incredibly young. I asked my dad the help me learn, and after a while we got a book on it. This was back before Unity was big, so we had to code everything. I learned worse than a goldfish, being a bit too young for it. Later, I did learn how to code properly, but not for games.
I only seriously started to make games more recently, with Anura. I would say something like 6-8 months. Previously, I had dabbled in Blender and mods for a few games, but that was it.
Meanwhile , I'm here learning the concepts of the Java language.
Jus-just give some time.....
Jus-just give some time.....
Haha, that's fine. Programming is fairly alien to most people.
In the mean time, I'm continuing getting Anura to compile. While listening to some epic tunes.
Anura has compiled! Huzzah! I shall now also be able to test Elemedals on Linux (and, by extension, Mac), so we should be sure that the game will run anywhere. I will also be able to work on Elemedals much more often. (Read: Daily.) To celebrate this moment, I've changed my avatar. (Too bad there isn't a lamp-shade gunpup.)
Oh, and I should say that I haven't gotten to touch Anura (or games altogether) for the past week. This would have been done a long time ago.
Before releasing the demo, NPCs will have to be working. Keep in mind that you CAN play Elemedals right now; you need to get the latest version of Anura, and then you'd have to get Elemedals. However, I know that many don't know what to do. That's fine; you'll just have to wait for me to release an installer to get everything setup for you. :P
After the demo is released, I want to get an RSS feed running. I'm not sure exactly how yet...but I'll figure something out. I do have a website already setup, so I'll probably make use of that.
The new inerneet sleng!
KUTGW
Keep up the good wurk!
:D
>Insert generic approval
>Query: What do you think you have left to do?
---
>My god, this girl is driving me
>Crazy. I'm gonna type over here
>And look like I'm actually doing work.
I have some good news...and some bad.
Good news is this!
Bad news is...I think I will be putting this game down for a month or so. Why? To develop the game more! To explain, I just saw this awesome video. If you don't feel like watching it, the video says that your first game should be small, simple, and bare bones.
Now, this is not my first game. I've made a couple games from a book a long time ago, and then I've modded games here and there. That's why I can code. Issue is that Elemedals also is already heaped with ideas and stuff, and I haven't even implemented all of the 'core' mechanics. Other one is that I've never actually completed a game.
There is one new mechanic that I want to get just right. (Because bombs will get horribly shafted if I don't get it right.) Because of that, I want to make another game! This will technically be building for Elemedals, because I'll be using Anura, so most of my code will carry over. In addition, I think I'll get some more skills related to creating games that will be crucial to Elemedals' development.
TL;DR: Here's my plan: I'll get Elemedal's demo out the door (probably by February 1st), and then begin work on my new game. I will try to make the game simple enough that I can get it done within 3-4 weeks, yet large enough that it is actually a complete game that can stand up by itself. (And it might even be good enough that I could sell it! Probably not...) After that, I'll take a break for a couple of days, and then work on Elemedals some more.
I cannot stress how deeply I care about this project, so I really don't want to see it croak because I screwed up something. It's just that the game already has such a large scope for someone who has never made a complete game!
EDIT: Maybe not. I'm reconsidering.
Great work anyhow,
You have my support for the new game, I'll try out elemedals for sure.
Yeah, I also watch Extra Credits, they have a lot of usefull info on building games!
Are you gonna try using the other tips they suggested in the video?
Are you gonna try using the other tips they suggested in the video?
I probably will. For example, I'm going to try to make a schedual to follow, and I will also make sure to pad it enough to give me room for those...random delays.
Demos are now in this folder. I suggest you get the version with the highest number, because they're usually the best. (0.01 was the original, while 0.02 had modifications based on one of my friend's feedback.)
Windows 7, 8, and Vista users will want the zip that does not say 'exec' in its name! All other users will want the no-exec version! If you are running Windows 7, 8, and Vista, you should be able to get Anura working without looking at the rest of this post.
Windows XP users may or may not find this page useful. I will strive to get a version of Anura for Windows XP, but I don't have that right now. :< (Although please update to Windows 8! If you don't like the metro screen, install Classic Shell, and then you never have to look at the Metro Screen.)
If you are a Linux/Mac user, you will want to go here, or, if you are compiling, this file. Taking from my compiling tutorial (which I will refine and then hand over to the Frogatto team), this is the point I want to emphasize most:
Grabbing Boost
--------------
First library to get is Boost. Don't bother to do anything else if this doesn't work. Get the latest version of Boost from the website (http://www.boost.org/), because, as of this writing, version 1.49.0 is on Debian's package manager. (1.54.0 on Sid, though. Boost 1.57.0 was used in this guide.)
Extract Boost, jump into its source dir, and run
./bootstrap
./b2 --with-iostreams --with-filesystem --with-regex --with-system
And then as root:
./b2 install --with-iostreams --with-filesystem --with-regex --with-system
Finally, if you are computer savy, use git to keep Elemedals up-to-date. Then you don't have to use Mediafire. ALSO: I will make this better when I know how to! Anura can autoupdate itself AND Elemedals.
If anyone is having a hard time getting things working, I'll do my best to help. Otherwise, enjoy flying on the Spookats! (No recommended by most doctors.)
I use a chromebook, so nothing for Mac or windows is compatible with it. Could you make something for chrome?
@Snakey-One
From Wikipedia: Chrome OS is an operating system based on the Linux kernel and designed by Google to work with web applications and installed applications.
Due to that, I suggest you follow the Linux instructions. I will look into Chrome OS. However, I don't have Chrome OS on any of my computers, so I can't easily guide you through the process.
EDIT: You will probably want to install Chromebrew before trying to follow my guide. However, I don't think you'll be able to get it running. I've looked it over, and it seems to me that you cannot run OpenGL on Chrome OS. OpenGL is a REQUIREMENT for Anura. If you cannot get it running, I cannot help you. Sorry. :(
(I might be wrong about OpenGL. I'll research some more.)
EDIT2: Apperently it has OpenGL? I'm confusled....just try stuff. If you know how to compile stuff, you should be fine. I know as much about Chrome OS as I do about Mac OS. (And that's almost nothing at all.)
Um... I see there is a playable demo!
I have a mac, and although you've probably explained well enough what to do for anyone with more than a potato for a brain, I have a potato for a brain.
I just started randomly downloading files.
I started randomly clicking things. My mac turns my potato brain into french fries.
I get confused. I hurt myself in confusion.
On a more serious note, I don't know what's going on, but good work!
Can you make simple tutorial for the demo for potato brains like me? Sorry if it's a bother.
Can you make simple tutorial for the demo for potato brains like me? Sorry if it's a bother.
That's a tricky one because I don't own a Mac. :S
The Frogatto Team has made a nice artical on the topic, though. (It is crazy long.)
Or, if you don't mind buying Frogatto (it's a pretty fun game), you could get it here. That would have the engine all compiled. Sadly, if you look there, you'll find that the automated buildbot does not currently build for mac. (Though the buildbot seems dead right now, anyway. That's not my problem. *whistles*)
I might, however, be able to get the Frogatto Team to give me a build that I can easily give you. I'll be back with you soon.
EDIT: I have made 14 links in 2 days. WOOT!
EDIT2: I have just recieved the Mac version of Anura. I'll get it set up, and then everything should be awesome.
EDIT3: Mac version is up! Everything is Awesome! (16 links in 3 days.) Disclaimer: I have NOT gotten to test the Mac version. If it doesn't run, please tell me. I believe that Gatekeeper should allow the game to run, but I cannot confirm this.
Opened it up, this happened.
Is it my old laptop? I have a newer mac I can test the demo on, but I don't have that easy access to it right now.
Crash things that might help.
Process: Frogatto [496]
Path: /Users/CENSORED/Downloads/Frogatto.app/Contents/MacOS/Frogatto
Identifier: com.frogatto.frogatto-mac
Version: ??? (???)
Code Type: X86-64 (Native)
Parent Process: launchd [101]
Date/Time: 2015-02-06 20:58:26.251 -0500
OS Version: Mac OS X 10.6.8 (10K549)
Report Version: 6
Interval Since Last Report: 137005 sec
Crashes Since Last Report: 1
Per-App Crashes Since Last Report: 1
Anonymous UUID: 27EF0AA1-DC5F-41C5-9819-2198D4546C65
Exception Type: EXC_BREAKPOINT (SIGTRAP)
Exception Codes: 0x0000000000000002, 0x0000000000000000
Crashed Thread: 0
Dyld Error Message:
Library not loaded: /usr/lib/libc++.1.dylib
Referenced from: /Users/CENSORED/Downloads/Frogatto.app/Contents/MacOS/Frogatto
Reason: image not found
Binary Images:
0x7fff5fc00000 - 0x7fff5fc3be0f dyld 132.1 (???) <29DECB19-0193-2575-D838-CF743F0400B2> /usr/lib/dyld
Model: MacBook4,1, BootROM MB41.00C1.B00, 2 processors, Intel Core 2 Duo, 2.4 GHz, 4 GB, SMC 1.31f1
Graphics: Intel GMA X3100, GMA X3100, Built-In, 144 MB
Memory Module: global_name
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x88), Broadcom BCM43xx 1.0 (5.10.131.42.4)
Bluetooth: Version 2.4.5f3, 2 service, 12 devices, 1 incoming serial ports
Network Service: AirPort, AirPort, en1
Serial ATA Device: FUJITSU MHY2250BH, 232.89 GB
Parallel ATA Device: HL-DT-ST DVDRW GSA-S10N
USB Device: Built-in iSight, 0x05ac (Apple Inc.), 0x8501, 0xfd400000 / 2
USB Device: Apple Internal Keyboard / Trackpad, 0x05ac (Apple Inc.), 0x0229, 0x5d200000 / 3
USB Device: IR Receiver, 0x05ac (Apple Inc.), 0x8242, 0x5d100000 / 2
USB Device: Bluetooth USB Host Controller, 0x05ac (Apple Inc.), 0x8205, 0x1a100000 / 2
USB Device: USB Receiver, 0x046d (Logitech Inc.), 0xc52b, 0x1a200000 / 3
OKey
then
http://imgur.com/uVxxbt2
http://imgur.com/2cekIve
Hope this helps!
@Lasershield
While I don't exactly understand the error you've gotten, I believe the Frogatto team will. Hold on, and thank you!
The link to the remixes does not work.
Good to hear the updates.