Chex Quest Fan Forums

Chex Quest => Chex Quest and Related Topics => The Ultimate Chex Quest => Topic started by: Boingo the Clown on February 09, 2011, 12:10:09 AM

Title: The "To Do" List
Post by: Boingo the Clown on February 09, 2011, 12:10:09 AM
Here is yet another important thread carried over from the old forum:

Below is a list of things I already plan to do, and will be updated periodically to include new things I either just thought of, or suggestions from the thread that I think I can do. Ideas listed in white are ideas of my own. Ideas listed in purple are from suggestions posted by others in this thread. Ideas listed in red are ones that I have been implemented.


More to come ...

(By the way, feel free to add suggestions here.  If I like them I will add them to the list.)


UPDATE!


TUCQ To-Do List additional items added on Friday, June 7, 2024.


EPISODE 1


E1M0:

Record voices
Make music
Make intro animation



E1M3:

Get the secret exit working
More flasks
More lab equipment
Add old-fashioned Computers in the big round room
Different coloured books for the red key room
Make sloshing slime texture
Smashed beaker/flask flat?
File cabinets
Table/desk/cabinet texture to be redone in colours other than red.  Gad!  I am tired of those red cabinets everywhere!
Add visual interest to the blue key room. It's too plain and empty.
Build out walls; blackboards and analysis thingie
Animate computer textures
Make a version of the orange wall that is not orange for the secret exit room.
Make new steps texture.



E1M4:

Animations in Hydroponics
More varied items in hydroponics
A retaining wall (railroad ties?) around the raised bed in the first room at the top of the elevator
More trees and other crops in the greenhouse
New types of tree
More detail on the vines in the maze
Elevator down to the mines.
New Mines door texture


E1M5:

Finish the texture realignment
Create some original wallsnot textures
Create a texture of citizens stuck in a wall of snot as in the original outro
More animated snot river textures?
Flying bats (harmless)?
An item that makes falling water sound
An item that makes running water sound
An item that spawns splashes and throws snot chunks randomly for the bottom of the snotfalls
Items that make citizens' calls for help
Create the master slime pillar
Create additional slim pillars
A script that removes all other slime pillars when the master pillar is zorched away
Possibly make extant monster teleport destinations functional on the highest difficulty levels?
Make some hanging snot like CQ3 has.
Make an addition to snotfall animation. The current version seems to appear from nowhere and does not tile.

E1M5A:

Record voices
Make music
Make animation


E1M6:

Make the stinking level


E1M7:

Make the stinking level


E1M8:

Add Truedude's level
Start making alterations as needed
Create a new version of the flembrane


E1M8A:

Record voices
Make music
Make animation

E1M9 (secret level):

Make the stinking level
Make music
Hope the music doesn't stink


EPISODE 2


E2M0:

Record voices
Make animation


E2M1:

Make bacon and eggs frying on the diner grill
Animate the fry cook?
Change the orientation of the girders in the large hangar.  Chuck was right. They make more sense going the other way.
Change the girders to make trusses
Raise the height of the hangar a little
Finish the airport tower
Make textures for and finish the other skybox buildings
Make more skybox buildings
Replace the landing approach light towers.  They are terrible.  It is my fault for making a sprite with a public domain model.


E2M2:

Implement the clock tower puzzle
Street lights and signs (Thanks for the idea Darkstone)
Make amusing storefronts based on the names of various CQFF members
Make department store and boardroom maze
Make new animations for theatre screens
Make a texture of the theatre front based on the now-defunct Capitol Theatre downtown.  (RIP) :'(
Animated marquee
New "coming soon" posters
Work on the textures for that blasted fountain drink dispenser
Maybe do a texture of some poor usher snotted to the wall
New textures/better textures for the interior of the theatres
Try and figure out how to explain that CQ3's theatres are based on mine and not the other way around.


E2M3:

Continue making the new textures for the exterior of the museum based on the old former library downtown
Work on fixing up that darned totem pole texture
Add more exhibits to the museum such as
...hanging pterodactyl
... The girl with the Chex earing
... something cubist
... a giant crystal
... trilobite
... an aeroplane?
Redo the stone background on the ichthyosaur
Make pedestal textures
Finish the short-circuited fusebox
Add even more crates to the storage area
Finish the extra detailing in the hedges in the hedge maze
Build a voxel police car outside the exit of the hedge maze

Intermission screen: Chex guy driving the police car as indistinct scenery whooshes by in the background.


E2M4:

Make more amusing storefronts based on CQFF member names
Make a few different types of brick for more variation between buildings
Ummm ... More detailing?


E2M5:

Voxel and/or texture-based pipes that run along the walls and ceilings.
Lightbulbs hanging from the ceiling
Wires along the ceiling for lightbulbs
Add secret level exit


E2M6:

Implement the scripting for the fuse-based quest.
Create fuse sprites
Create fuse panel textures
Finish the two quest sections.
Introduce Minimus
Finish the stinking level Dagnabbit!


E2M7:

Make the stinking level, you fool!
Make Dirty brick textures or use the one I already made for Vilecore.
Boarded up windows
Garbage can sprites
Garbage bag sprites
Textures for billboards for Brand X Cereal
Brand X doors
Introduce Gyro


E2M8:

Make the stinking level!


E2M8A:

Record voices
Make animation


E2M9:

Make the stinking level!


EPISODE 3


E3M0:

Record voices
Make animation
Note: This may be the longest and most difficult animation to make. A large number of citizens are hurried into an emergency shelter while soldiers nervously stand outside. Meanwhile, The Commander, Dr. Erdbeere Muesli, and Chexter discuss who could be responsible for the flemoid invasion. (Spoiler: It's Doktor Flemming.)


E3M1:

Level by Truedude needs to be added, then modified
Outdoor rain effect needs to be added
Skybox needs to be added
Lightning and thunder effects need to be added
Dialogue needs to be added
New textures required

PFUB1 and PFUB2 replacements are needed.


EPISODE 4


E4M2:

Create skybox
Create sprites for gigantic flemoid monster
Create sprites for IFOC defense force fighters
Create a radio dialogue between a Galactic Control officer and General Mills.  "Launch the fighters! Launch the fighters!"
Make a level, stupid!


E4M4:

Finish the tower
More giant flemoid and fighter sprites
Sprites, voxels, or animated textures for planetary defense guns



GENERAL

Work on sprites for:

        Flemoidus Gyro
        Flem Balloon
        Super Cycloptis
        Anihilus/Ultimus
        Flem pod
        Quadrumpus with armour
        Dr. Flemming
        Flemoidus Rhinus
        Flemoidus Minimus
        Flemoidus Dervish
        Planetary Defense Guns
        IFOC fighters
        Rescuable IFOC citizens
        Commander?
        General Mills?
        Dr. Erdbeere Muesli?
        Improved teleport glitter
        Wandering dog?
        Wandering cat?
        Wandering mouse?
Title: Re: The "To Do" List
Post by: Boingo the Clown on September 23, 2012, 08:22:32 AM
After litterally years of procrastination, I think the next thing on the To Do list is to get a version of T.U.C.Q. that is fully working in GZDooM.
Title: Re: The "To Do" List
Post by: Atariangamer on September 23, 2012, 05:38:41 PM
Feeling a bit progressive, eh?
Title: Re: The "To Do" List
Post by: Lee-king on September 24, 2012, 11:26:13 AM
Quote from: Boingo the Clown on September 23, 2012, 08:22:32 AM
After litterally years of procrastination, I think the next thing on the To Do list is to get a version of T.U.C.Q. that is fully working in GZDooM.

GZDoom? That would be awesome.  8)
Title: Re: The "To Do" List
Post by: Nomekop on September 25, 2012, 06:54:30 PM
Actually, It most likely doesn't need to be for GZdoom, as normal ZDoom supports 3D floors now...
Title: Re: The "To Do" List
Post by: MajorSlime on September 25, 2012, 07:35:52 PM
GZDoom still has a lot of interesting GZDoom specific features ;)
Title: Re: The "To Do" List
Post by: Boingo the Clown on September 26, 2012, 08:44:07 AM
Yup.  GZDooM also  supports my old Fraggle scripts, so I won't have to learn ACS scripting until I am ready, which is a definite advantage too.

I will be finished the switchover of DeiMWolf  very soon.  Then I can get at the conversion of T.U.C.Q. right away.

Title: Re: The "To Do" List
Post by: Atariangamer on September 26, 2012, 08:41:39 PM
Well, sir, I wish you the best of luck. Also, GZDooM DeiMWolf will be interesting!

Defs keep us posted.
Title: Re: The "To Do" List
Post by: Pikazec2012 on September 28, 2012, 01:39:54 PM
Do you plan to add the real CQ3 to TUCQ (cant remember if youve said yet)
Title: Re: The "To Do" List
Post by: Boingo the Clown on September 28, 2012, 03:08:35 PM
I plan on continuing with the storyline I had worked out (with the help of Mark Pendly) several years ago , including the expanded episodes.  The story predates the creation of CQ3, so it does not match up.

I have not yet started working on T.U.C.Q..  I will not start working on it until I have finished converting  DeiMWolf over to GZDooM, which should only be a matter of days now.  When I do get it converted over there will probably be nothing actually new  in the first release, just everything properly working.  After that I will have to start working on new stuff.
Title: Re: The "To Do" List
Post by: noob1234 on October 06, 2012, 02:22:19 PM
yeah I'll want to try DeiMWolf in GZDoom. And TUCQ for that matter... and good luck, and nice to see this is active again (:
Title: Re: The "To Do" List
Post by: Per-Scan on October 15, 2012, 11:23:53 AM
Just popped in to wish you the best of luck with the TUCQ transfer to GZDoom. :)
Title: Re: The "To Do" List
Post by: Boingo the Clown on October 15, 2012, 02:07:33 PM
Thanks.

I hope I can have something that is a straight conversion done before Christmas.

Keep your fingers crossed.
Title: Re: The "To Do" List
Post by: Atariangamer on October 15, 2012, 06:56:10 PM
As far as my limited knowledge goes...only the teleporter light bars won't convert well. All else should be cake, but again, good luck!
Title: Re: The "To Do" List
Post by: MajorSlime on October 15, 2012, 10:02:14 PM
mmm... and those can be converted somewhat easily (although maybe not exactly done in the same way)
Title: Re: The "To Do" List
Post by: ChexCommander on October 18, 2012, 07:56:32 PM
Quote from: Atariangamer on October 15, 2012, 06:56:10 PM
As far as my limited knowledge goes...only the teleporter light bars won't convert well. All else should be cake, but again, good luck!

Oh man, the teleporter lights! I remember how awesome they looked the first time I played TUCQ.

And FraggleScript! GZDoom supports FS now? Brings me back to Newmaps and TGA's stuff.

EDIT: Just read the conversion thread. Nicely done so far, Boingo!
Title: Re: The "To Do" List
Post by: Boingo the Clown on October 18, 2012, 10:25:38 PM
Quote from: Atariangamer on October 15, 2012, 06:56:10 PM
As far as my limited knowledge goes...only the teleporter light bars won't convert well. All else should be cake, but again, good luck!

I was just asking about how to replicate the effect in GZDooM on the ZDooM forums.

http://forum.zdoom.org/viewtopic.php?f=3&t=34323
Title: Re: The "To Do" List
Post by: Super Chex on December 06, 2012, 03:38:17 PM
Make the Chex font sheet into a zdoom font lump. That way, you can type names into MAPINFO lumps, and it will generate it's own slime font versions of the text.

EDIT3>> Make the teleport tube texture one-sided, and facing away from the middle (not into. >.< I made a typo before), and put a fullbright tag on it. It looks like the Legacy tube that way. I can make you a tube texture if you really need one. Also, implement the actual slope on E1M1 instead of those ministairs that lead to the landing pads from the lobby, please. All the weapon definitions are messed up, so I cannot switch weapons. I think it'd be nice if the Biped and Commonous made goo noises instead of zorcher sounds.
Title: Re: The "To Do" List
Post by: TrueDude on February 05, 2013, 09:57:24 PM
Maybe make have other ventilation shaft passages in the vents that you can't go down, since it's a bit odd that the vents don't actually connect to anything other than two different rooms in most cases. I'd also love to see what you turn the brown room outside the main hangar into. I always imagined it was some kind of waiting area like in an airport.

If it's possible, you could make the plants in the Arboretum actually floating in water rather than look like paintings on a wall like they are now.
Title: Re: The "To Do" List
Post by: Boingo the Clown on February 05, 2013, 10:34:22 PM
Quote from: TrueDude on February 05, 2013, 09:57:24 PM
If it's possible, you could make the plants in the Arboretum actually floating in water rather than look like paintings on a wall like they are now.

Believe it or not, that is something I have wanted to do for years, and even tried at one point.  I had not been able to do it in Legacy because translucent textures (glass) for some reason would not show sprites behind them.  GZDooM does not have that problem, so it is quite likely that I will build tanks in the near future.
Title: Re: The "To Do" List
Post by: TrueDude on February 10, 2013, 04:39:11 AM
Make the buildings in E2M4 have different heights, and different colors perhaps, to make it not look like one really long building perhaps. Also, make the first room you teleport to in that stage possibly linked to a window of a building, and maybe make it look more like it has a purpose rather than just some brown room. (An office of sorts perhaps?)
Title: Re: The "To Do" List
Post by: Boingo the Clown on February 10, 2013, 09:02:24 AM
Believe it or not, I have been thinking about those exact things.  I do not know how much I can do with the problem for a while though.
Title: Re: The "To Do" List
Post by: TrueDude on February 15, 2013, 05:01:26 AM
Very minor thing: if I load up TUCQ with Doom II as an IWAD (Mostly by accident when using ZDL) the title music and intermission themes use Doom II's instead of TUCQ's. I think you could set it so no matter what you load the game up with it'll play TUCQ's music instead, though I'm unsure how you do that. (I think in the MAPINFO?) Otherwise it runs perfectly in Doom II so making the mistake of loading it with that IWAD doesn't seem to be cause any problems.
Title: Re: The "To Do" List
Post by: Boingo the Clown on February 15, 2013, 05:40:42 AM
I will look into it.

Thanks.
Title: Re: The "To Do" List
Post by: TrueDude on February 20, 2013, 01:14:37 AM
Add Bazoiks surface outside of the Arboretums window. Maybe add windows to Storage Facility or Laboratory as well.

Also, maybe see if you can try to put fog in the refrigerators in Storage Facility and see how that looks. Like a fog that covers the floor. Maybe even reduce the lighting a little to match. (Or not...) Adding windows to the upper area where you get the yellow key would be nice too, since you can jump out them if you please and it'd be consistant with other parts of the game to have a glass paned window.
Title: Re: The "To Do" List
Post by: MajorSlime on February 20, 2013, 02:59:39 AM
Rolling fog on the floor would require a new DECORATE actor or two, but it wouldn't be too hard to create some based on already existing cloud spawners and +FLOORCLIP
Title: Re: The "To Do" List
Post by: Boingo the Clown on February 20, 2013, 05:18:26 AM
Quote from: TrueDude on February 20, 2013, 01:14:37 AM
Adding windows to the upper area where you get the yellow key would be nice too, since you can jump out them if you please and it'd be consistant with other parts of the game to have a glass paned window.

Tried it. Hated it. Undid it. (Two weeks ago)
Title: Re: The "To Do" List
Post by: TrueDude on February 20, 2013, 07:15:15 PM
Oh, another thing I just realized, using TUCQ with either the Ultimate Doom IWAD or Doom II IWAD in GZDoom gives you a mouse cursor made specifically for them on the menu... which is the decapitated bloody head of Daisy the bunny. I don't know how you can replace the cursor, but since I've seen it done once I assume it's possible.
Title: Re: The "To Do" List
Post by: Boingo the Clown on February 20, 2013, 07:40:42 PM
You can change the cursor in the options menu.  One of the cursors is the Chex cereal piece.
Title: Re: The "To Do" List
Post by: TrueDude on February 20, 2013, 07:52:30 PM
Oh, I didn't know that. Thanks.
Title: Re: The "To Do" List
Post by: Boingo the Clown on February 20, 2013, 09:28:41 PM
Options > Mouse Options > Cursor

Click on the style type until "Chex" comes up.
Title: Re: The "To Do" List
Post by: TrueDude on February 21, 2013, 09:35:53 PM
I feel I should mention that when going through TUCQ assets, at least in Release 5, I noticed TEKWALL4 and FLOOR5_4 are from the old stolen Chex Quest 3. They should probably be removed. There may be other relics from the old CQ3 that I assume you put in when you planned on porting those maps to TUCQ.

EDIT: Another idea I thought of, you should try adding in some brightmaps. It'd look good on textures like the lights in Caverns of Bazoik, and you could add them to the flemoids eyes, which would kinda add a fun cartoony factor to them, since whenever it'd get dark in a room you'd only be able to see their eyes walking around in the pitch black.
Title: Re: The "To Do" List
Post by: LAZ Trooper on February 25, 2013, 05:37:29 PM
I had actually started working on that for one of my own ideas. I also made brightmaps for the zorch effects. I forget how much I finished. If anyone's interested, I can upload whatever I did.
Title: Re: The "To Do" List
Post by: Boingo the Clown on February 25, 2013, 08:04:52 PM
Yeah.
Brightmaps eventually.
Title: Re: The "To Do" List
Post by: LAZ Trooper on February 25, 2013, 08:16:20 PM
I just checked, and I apparently only did the Commonus, Flembomination, and Lord Snotfolus, although I presume you won't use the last two as they're CQ3?
Title: Re: The "To Do" List
Post by: TrueDude on October 10, 2013, 10:44:38 PM
Just thought of this, you could make the floors in the museum reflective. For example. (http://img367.imageshack.us/img367/7858/12ic8.jpg) Would make a neat effect if you can pull it off.

A video tutorial on how to do so. (http://www.youtube.com/watch?v=0lQRgR441g8)
Title: Re: The "To Do" List
Post by: Boingo the Clown on January 22, 2014, 04:22:53 PM
Quote from: TrueDude on February 21, 2013, 09:35:53 PM
I feel I should mention that when going through TUCQ assets, at least in Release 5, I noticed TEKWALL4 and FLOOR5_4 are from the old stolen Chex Quest 3. They should probably be removed. There may be other relics from the old CQ3 that I assume you put in when you planned on porting those maps to TUCQ.

EDIT: Another idea I thought of, you should try adding in some brightmaps. It'd look good on textures like the lights in Caverns of Bazoik, and you could add them to the flemoids eyes, which would kinda add a fun cartoony factor to them, since whenever it'd get dark in a room you'd only be able to see their eyes walking around in the pitch black.
Thanks for pointing out the flat and wall texture. They are now removed.

Brightmaps are definitely in the future some time.
Title: Re: The "To Do" List
Post by: Boingo the Clown on June 05, 2024, 03:32:52 PM
Quote from: TrueDude on February 20, 2013, 07:15:15 PMOh, another thing I just realized, using TUCQ with either the Ultimate Doom IWAD or Doom II IWAD in GZDoom gives you a mouse cursor made specifically for them on the menu... which is the decapitated bloody head of Daisy the bunny. I don't know how you can replace the cursor, but since I've seen it done once I assume it's possible.

LOL!  This is ten years late, but I changed the menu cursor to a zorcher quite some time ago.  It works much better than the Chex piece. I don't know if it was in the last release or not.
Title: Re: The "To Do" List
Post by: Boingo the Clown on June 07, 2024, 08:31:00 PM
Okay, folks! I spent the last few days coming up with a whole diaper load of new things to add to the list.

TUCQ To-Do List


EPISODE 1


E1M0:

Record voices
Make music
Make intro animation



E1M3:

Get the secret exit working
More flasks
More lab equipment
Add old-fashioned Computers in the big round room
Different coloured books for the red key room
Make sloshing slime texture
Smashed beaker/flask flat?
File cabinets
Table/desk/cabinet texture to be redone in colours other than red.  Gad!  I am tired of those red cabinets everywhere!
Add visual interest to the blue key room. It's too plain and empty.
Build out walls; blackboards and analysis thingie
Animate computer textures
Make a version of the orange wall that is not orange for the secret exit room.
Make new steps texture.



E1M4:

Animations in Hydroponics
More varied items in hydroponics
A retaining wall (railroad ties?) around the raised bed in the first room at the top of the elevator
More trees and other crops in the greenhouse
New types of tree
More detail on the vines in the maze
Elevator down to the mines.
New Mines door texture


E1M5:

Finish the texture realignment
Create some original wallsnot textures
Create a texture of citizens stuck in a wall of snot as in the original outro
More animated snot river textures?
Flying bats (harmless)?
An item that makes falling water sound
An item that makes running water sound
An item that spawns splashes and throws snot chunks randomly for the bottom of the snotfalls
Items that make citizens' calls for help
Create the master slime pillar
Create additional slim pillars
A script that removes all other slime pillars when the master pillar is zorched away
Possibly make extant monster teleport destinations functional on the highest difficulty levels?
Make some hanging snot like CQ3 has.
Make an addition to snotfall animation. The current version seems to appear from nowhere and does not tile.

E1M5A:

Record voices
Make music
Make animation


E1M6:

Make the stinking level


E1M7:

Make the stinking level


E1M8:

Add Truedude's level
Start making alterations as needed
Create a new version of the flembrane


E1M8A:

Record voices
Make music
Make animation

E1M9 (secret level):

Make the stinking level
Make music
Hope the music doesn't stink


EPISODE 2


E2M0:

Record voices
Make animation


E2M1:

Make bacon and eggs frying on the diner grill
Animate the fry cook?
Change the orientation of the girders in the large hangar.  Chuck was right. They make more sense going the other way.
Change the girders to make trusses
Raise the height of the hangar a little
Finish the airport tower
Make textures for and finish the other skybox buildings
Make more skybox buildings
Replace the landing approach light towers.  They are terrible.  It is my fault for making a sprite with a public domain model.


E2M2:

Implement the clock tower puzzle
Street lights and signs (Thanks for the idea Darkstone)
Make amusing storefronts based on the names of various CQFF members
Make department store and boardroom maze
Make new animations for theatre screens
Make a texture of the theatre front based on the now-defunct Capitol Theatre downtown.  (RIP) :'(
Animated marquee
New "coming soon" posters
Work on the textures for that blasted fountain drink dispenser
Maybe do a texture of some poor usher snotted to the wall
New textures/better textures for the interior of the theatres
Try and figure out how to explain that CQ3's theatres are based on mine and not the other way around.


E2M3:

Continue making the new textures for the exterior of the museum based on the old former library downtown
Work on fixing up that darned totem pole texture
Add more exhibits to the museum such as
...hanging pterodactyl
... The girl with the Chex earing
... something cubist
... a giant crystal
... trilobite
... an aeroplane?
Redo the stone background on the ichthyosaur
Make pedestal textures
Finish the short-circuited fusebox
Add even more crates to the storage area
Finish the extra detailing in the hedges in the hedge maze
Build a voxel police car outside the exit of the hedge maze

Intermission screen: Chex guy driving the police car as indistinct scenery whooshes by in the background.


E2M4:

Make more amusing storefronts based on CQFF member names
Make a few different types of brick for more variation between buildings
Ummm ... More detailing?


E2M5:

Voxel and/or texture-based pipes that run along the walls and ceilings.
Lightbulbs hanging from the ceiling
Wires along the ceiling for lightbulbs
Add secret level exit


E2M6:

Implement the scripting for the fuse-based quest.
Create fuse sprites
Create fuse panel textures
Finish the two quest sections.
Introduce Minimus
Finish the stinking level Dagnabbit!


E2M7:

Make the stinking level, you fool!
Make Dirty brick textures or use the one I already made for Vilecore.
Boarded up windows
Garbage can sprites
Garbage bag sprites
Textures for billboards for Brand X Cereal
Brand X doors
Introduce Gyro


E2M8:

Make the stinking level!


E2M8A:

Record voices
Make animation


E2M9:

Make the stinking level!


EPISODE 3


E3M0:

Record voices
Make animation
Note: This may be the longest and most difficult animation to make. A large number of citizens are hurried into an

emergency shelter while soldiers nervously stand outside. Meanwhile, The Commander, Dr. Erdbeere Muesli, and Chexter discuss who could be responsible for the flemoid invasion. (Spoiler: It's Doktor Flemming.)


E3M1:

Level by Truedude needs to be added, then modified
Outdoor rain effect needs to be added
Skybox needs to be added
Lightning and thunder effects need to be added
Dialogue needs to be added
New textures required

PFUB1 and PFUB2 replacements are needed.


EPISODE 4


E4M2:

Create skybox
Create sprites for gigantic flemoid monster
Create sprites for IFOC defense force fighters
Create a radio dialogue between a Galactic Control officer and General Mills.  "Launch the fighters! Launch the fighters!"
Make a level, stupid!


E4M4:

Finish the tower
More giant flemoid and fighter sprites
Sprites, voxels, or animated textures for planetary defense guns



GENERAL

Work on sprites for:

        Flemoidus Gyro
        Flem Balloon
        Super Cycloptis
        Anihilus/Ultimus
        Flem pod
        Quadrumpus with armour
        Dr. Flemming
        Flemoidus Rhinus
        Flemoidus Minimus
        Flemoidus Dervish
        Planetary Defense Guns
        IFOC fighters
        Rescuable IFOC citizens
        Commander?
        General Mills?
        Dr. Erdbeere Muesli?
        Improved teleport glitter
        Wandering dog?
        Wandering cat?
        Wandering mouse?
Title: Re: The "To Do" List
Post by: Atariangamer on June 24, 2024, 09:09:12 PM
Quote from: Boingo the Clown on June 07, 2024, 08:31:00 PMOkay, folks! I spent the last few days coming up with a whole diaper load of new things to add to the list.

That is quite the laundry list. Shopping list?
Wish you luck, spritework and artwork was the single biggest barrier to me actually completing anything.
Title: Re: The "To Do" List
Post by: Boingo the Clown on June 26, 2024, 08:14:12 PM
Same here.