View Full Version : Post your pics
Puzzler183
2005.04.27, 08:29 PM
One thing I've noticed is lacking at these forums is a post your pictures thread... So I decided to start one. Post screenies of your latest work/models/whatever.
From my latest shaders:
http://www.boilerinvasion.org/images/temp/copper.png
http://www.boilerinvasion.org/images/temp/cartoon.png
aarku
2005.04.27, 09:23 PM
Good Idea :) Always fun to look at pictures.
Here is a little fiddling around in a beta test of Unity. Get your wallets ready, this tool is incredible and getting better and better!
http://www.tc.umn.edu/~czec0035/images/gazoopio.01.jpg
-Jon
PowerMacX
2005.04.27, 09:44 PM
My final project for my AI class:
http://www.wirelesshamster.com/breve/images/simrobot.jpg
3 months old but i am to lazy to get an updated one
http://nuclearnova.com/images2/newgamefar.jpg
reubert
2005.04.28, 03:19 AM
http://www.majicjungle.co.nz/byr.jpg
Bachus
2005.04.28, 04:48 AM
Taken a few hours ago:
http://www.killerrobots.com/games/ladybugdreams/ladybugdreams.jpg
Strangely it's familiar to you, as if from an old dream...
Fenris
2005.04.28, 07:59 AM
@Bachus: MAN that looks good. I'm happy to see you've kept it up!
Blorx2
2005.04.28, 08:27 AM
All of these look like they would be good games/sims :)
Puzzler183
2005.04.28, 09:10 AM
@Bachus: !
@reubert: Firefox didn't want to display your jpeg for some reason...
funkboy
2005.04.29, 12:17 AM
reubert:
is this a new project you're working on? when will it be available? could I beta test it? :)
reubert
2005.04.29, 01:18 AM
reubert:
is this a new project you're working on? when will it be available? could I beta test it? :)
yep, It's still quite a way off yet, like at least 6 months until beta testing, probably more. But I'll be posting here for volunteers when it's ready.
David
codemattic
2005.04.30, 09:18 AM
All the previous screenshots here kick my ass - so kudos to all you 3D badass modeller/programmer/designers out there. I salute you! Anyway...
While no life has been found on the surface of Mars - aliens do live underneath in a series of very unlikely designed Martian caves! You need to pilot a series of romote-controlled rovers to search them out and gather data on them to send back to scientists on earth.
Your rover is really two wheels and a sensor dish (which rotates - but you cant tell that from these screenshots) which are connected in a triangle by springs (the squiggly white lines)
http://www.panix.com/~matthewf/iDG/zoomin.jpg
It is a 2D, platformish, phyics based game. The collision only works between moving-circles (wheels, dish, aliens) and static-polygons (the cave floor). I have a high enough poly count that I can approximate curves pretty well. And the physics has springs, gravity, friction, and torque.
You will have to maneuver your rover so that the sensor dish comes into contact with each of the aliens that are strategically placed in the level. Right now the aliens are just giant eyeballs (whose gaze follows you) since someone who saw some of the levels thought it looked "daliesque" - so I added the eyes - but I need to replace them with some aliens. You need to avoid getting flipped over or letting your dish take damage by knocking into anything. Some of the levels require cool flips or scanning an alien mid-jump and landing back on your wheels.
Ive put a lot of time into the physics/collision, but alas Im thinking I should just switch to ODE or Newton or Torque2D and get a more robust physics engine that includes rbd among other features that I wont be able to program in myself. It would be cool for instance to have to knock down rocks that you can then use as a bridge to get somewhere else. Level-design-wise there are many more things you design with a better physics engine.
I already have levels that have ice (less traction) and lava (melts your wheels) and such. And different rovers have different abilities - the ability to jump - or grip the ground so you can climb up walls and such.
Dont know if Ill ever finish this - I havent worked on it in a while.
Here is another shot of the same level with the 'camera' zoomed out.
http://www.panix.com/~matthewf/iDG/zoomout.jpg
Fenris
2005.04.30, 11:31 AM
@codemattic: this looks a lot like elastomania, but with more twists. Can't wait for you to finish it. I had an unhealthy, almost medical addiction to good ol' elasto.
Fenris
2005.04.30, 11:48 AM
Well, I suppose I could share another screenie from El Ballo. We're in the last iteration of testing right now, so it should be out before the summer, finally. This screenie is from one of the last levels in the game,, 7-2 to be exact. Not that it matters. ;) The JPG compression killed this image quite a bit, it looks far too gray and pale. Ohwell.
http://www.rusted.se/elballo.jpg
Puzzler183
2005.04.30, 12:18 PM
Some of these screenies really make me wish I had some artistic ability...
@Fenris: Even with the JPEG compression, it still looks really good
Blorx2
2005.04.30, 12:43 PM
yep, It's still quite a way off yet, like at least 6 months until beta testing, probably more. But I'll be posting here for volunteers when it's ready.
David Could I maybe test too?
Some of these screenies really make me wish I had some artistic ability...
Same here, I suck at graphics, I'm looking to hire a 3D artist...my web programmer does 2D
blobbo
2005.04.30, 01:34 PM
Fenris: Looks great! You should check out the font spacing on the score and the direction indication, though - it looks a bit squished...
Blorx2
2005.04.30, 03:46 PM
Aarku: You paid for Unity? I'm dying to be able to use that.
Fenris: Nice look to it.
PowerMacX: You're taking an AI class? When you're done can I maybe look over the source? I've been having problems with learning AI.
Bachus: Great use of an arena.
:) -Matt
PowerMacX
2005.04.30, 04:26 PM
@Blorx2: I'm just a couple final's away from getting my degree in what in the USA would be "CS". I'll release the code in about a month, I'm still working on it. Also, I intend to make a distributed/networked version, so the genetic algoritm used to evolve the little bugs can run in parallel. I'll release that code too. In the mean time, take a look at the "SuperWalker" demo in breve (http://www.spiderland.org/breve/). I use a (sort of) real GA, not the method used in that demo, but the basic idea came from there.
@Everyone: Wow! Please post betas in the "Work in Progress" section :D !
Puzzler183
2005.04.30, 04:36 PM
@Blorx2: If you are having trouble with AI, you might want to also check out http://www.generation5.org/, they are a really nice resource
I should probably be unlazy and post tests of my engine too...
Blorx2
2005.04.30, 04:56 PM
@PowerMacX: Ok, though if I get the source, the first thing I would do is port it to English...
Also, does breve use Cocoa? and can you create stand-alones with it? Last one, does breve draw it's own graphics or were they already there?
@Puzzler183: Ok, I'll try that
Skorche
2005.04.30, 05:51 PM
Also, does breve use Cocoa? and can you create stand-alones with it? Last one, does breve draw it's own graphics or were they already there?
I think that Breve is intended as more of a scriptable simulation environment than a programming environment.
Blorx2
2005.04.30, 06:02 PM
I think that Breve is intended as more of a scriptable simulation environment than a programming environment. Ok, well, thanks for the help! I'm gonna fiddle with it for a while, looks like it uses Cocoa...
Fenris
2005.05.01, 09:18 AM
Btw, Puzzler183 - care to talk a bit about those shaders? They look really, really sweet. What extensions are you using?
wadesworld
2005.05.01, 11:17 AM
http://www.kriegergames.com/tw/screens/val.jpg
http://www.targetware.net
Puzzler183
2005.05.01, 01:01 PM
Ok, well the shaders there are both written in Cg and being viewed in NVidia's FX Composer since I'm still working on shaders in my engine.
The copper is rendered with phong shading and a specularity map (per pixel specular exponent), making the highlight not a circle. The specular matierla is also copper colored making the edge of the highlight look better. I was lazy so I used vs_3_0 and ps_3_0 but I could probably get by with lower versions.
The cartoon one was made by doing something to the effect of:
return floor(outColor * 8) / 8;
Which limits the number of colors that Actually come out, making things more cartoony. It required vs_1_1 and ps_2_0 (for the floor function).
Another one is http://www.boilerinvasion.org/images/temp/bumpy.png which is just bump mapping. And the final one, and probably most interesting was my attempt at just black and white, no grayscale by putting black pixels in darker areas. The darker the area, the greater the probability of a black pixel: http://www.boilerinvasion.org/images/temp/halftone.png. The right and left one use different variations on the same smooth noise function. On both of those, I was just testing things so I was lazy again and did them both 3_0.
Tasnu Arakun
2005.05.02, 08:09 AM
lots of breathtaking screenshots in this thread!
here's a little something from a sprite based game in opengl that i'm working on. since i don't have much spare time right now i thought i'd make something simple. still i haven't touched it in a few months time now. then again, it's not my only project...
http://www.ludat.lth.se/~dat02huf/crystal.png
diordna
2005.05.02, 08:20 AM
You're remaking Crystal Quest?!! YAY!!!!
TomorrowPlusX
2005.05.02, 08:52 AM
Here's some shots of my game, Legion, which I've had *much* help in developing thanks to this forum.
http://home.earthlink.net/~zakariya/files/Legion/Legion-2005-05-02-00.jpeg
http://home.earthlink.net/~zakariya/files/Legion/Legion-2005-05-02-05.jpeg
http://home.earthlink.net/~zakariya/files/Legion/Legion-2005-05-02-07.jpeg
http://home.earthlink.net/~zakariya/files/Legion/Legion-2005-05-02-08.jpeg
http://home.earthlink.net/~zakariya/files/Legion/Legion-2005-05-02-11.jpeg
I'm taking time off the game engine now while I work out the AI for the enemies.
And, to PowermacX, I've also made a robotics sim:
http://home.earthlink.net/~zakariya/files/PANSISim.png
And a video: http://home.earthlink.net/~zakariya/files/Clumsy_2.mov
Blorx2
2005.05.02, 10:10 AM
@Tasnu Arakun: Nice...I didn't think anyone would do that...
@TommorrowPlusX: How long do we wait for Legion? What language are Leigion and the robot sim coded in? I like the way Legion looks. :D
Tasnu Arakun
2005.05.02, 10:24 AM
You're remaking Crystal Quest?!! YAY!!!!
yes :) . it surprises me that the only crystal quest clone i've been able to find is space debris ( http://www.bannister.org/software/sdeb.htm) by richard bannister. after all, it was one of the most popular games back in the good ol' days.
@TomorrowPlusX: legion looks simply awsome! i love the way the models and the landscape are rendered.
TomorrowPlusX
2005.05.02, 11:18 AM
@TommorrowPlusX: How long do we wait for Legion? What language are Leigion and the robot sim coded in? I like the way Legion looks. :D
Legion will be done when... well, when it's done. I've got a long way to go, since I guess perhaps I aimed a little high. I'm working on the AI now, and then I've got to do sound, and then I've got to make levels. So a while ;)
Both legion and the sim are written in C++; the brains for the robots you run in the sim are also C++, as a bunch of FSMs using the Subsumption Architecture.
@TomorrowPlusX: legion looks simply awsome! i love the way the models and the landscape are rendered.
Thanks!
sealfin
2005.05.02, 11:48 AM
yes . it surprises me that the only crystal quest clone i've been able to find is space debris by richard bannister.
I thought that was because the original developer frowned on any direct remakes, although I may be completely confused; if so, just ignore :rolleyes:
Tasnu Arakun
2005.05.02, 02:02 PM
I thought that was because the original developer frowned on any direct remakes, although I may be completely confused; if so, just ignore :rolleyes:
well, as far as i know, only the ones that did use their original contents. anyway, i'm not aiming for a direct remake. that would be boring.
Blorx2
2005.05.02, 02:47 PM
Both legion and the sim are written in C++; the brains for the robots you run in the sim are also C++, as a bunch of FSMs using the Subsumption Architecture. Ok, good. I know most of C++. Very confusing to me sometimes. As I look at more sources in it, it seems easier and easier how games are made in it. I'm still surfing my Pockect Reference book sometimes so that I can get used to it (that book was a whopin' ten bucks!!). I found C++ a little harder in Xcode also because you can't make the interface like in Cocoa...well, that's what I get when I use a language that's used in the exact same way on every platform. I'll get used to it. ;) I hope to make a game in C++ soon. One last Legion question: Will this be free or shareware?
@Tasnu Arakun: Glad you did decide to do it! :) I can't wait to play. Good luck in development. :D
phydeaux
2005.05.02, 03:01 PM
I think there's another CQ remake listed on here: http://www.remakes.org/ Plus a bunch of other remakes of retro games.
Puzzler183
2005.05.02, 04:00 PM
I found C++ a little harder in Xcode also because you can't make the interface like in Cocoa...
Erm, I'm not too familiar with Cocoa, but I'm fairly sure that the polymorphism in C++ should cover just about anything OOPy. When you say interface, you do mean something that has only public data and pure virtual methods, right?
Blorx2
2005.05.02, 04:18 PM
I mean that in my experiences with Cocoa and AppleScript (practically useless language AS is), that using IB made it easier to make the interface and that C++ is a little harder because you do it yourself through the code
kodex
2005.05.02, 04:19 PM
You know you can always design the windows and such in Cocoa and then use C++ for your code, that is the method i am using for my new game, which still dosnt have a name =).
Blorx2
2005.05.02, 04:30 PM
You can do that?!?! Ugh...why didn't I think of that in the first place? Thanks for the help with that though...I can't really make any of my own games currently because I kinda enjoy re-programming certain sources to mod some games and other various stuff way too much...
CarbonX
2005.05.02, 04:44 PM
@TomorrowPlusX: Legion is looking primo so far... earlier you said you were getting ready to post a build in the "work in progress" section, when can we expect this (approximation ;)) I would be really interested to play it :D
Edit: I'd also like to ask you a few questions about Hoard and a couple of other misc things, to get in touch you can PM or email me your e-mail addy @ <carbonx@mail.xmission.com> or if you have some other preferred way just send me the info, thanks.
Dan Potter
2005.05.02, 05:38 PM
You know you can always design the windows and such in Cocoa and then use C++ for your code, that is the method i am using for my new game, which still dosnt have a name =).
Yes, I'm doing that as well. All of the game code is written in C++ and I have a small set of ObjC classes / IB objects to handle the actual UI (providing a GL context, preferences panel, and such). I have a Windows port going along with it which uses the normal (yucky) Win32 calls straight from C++.
You can freely mix ObjC and C++ in Xcode as long as you name the file .mm but I find that it often causes more problems than it helps -- much easier to just make plain C interfaces between the parts if possible.
Puzzler183
2005.05.02, 06:24 PM
Oh snap, you meant like GUI's. I was thinking interface as in polymorphism. Yeah, in that case I suppose it would be harder.
Blorx2
2005.05.02, 06:30 PM
@Puzzler183: Yeah, I meant GUIs. Good thing that was cleared up. :D
@TommorrowPlusX: One last question: What modeller are you using for your models? I like the way they look in gray...very intriguing :sneaky:
PowerMacX
2005.05.02, 10:04 PM
Here's some shots of my game, Legion, which I've had *much* help in developing thanks to this forum.
[...]
I'm taking time off the game engine now while I work out the AI for the enemies.
And, to PowermacX, I've also made a robotics sim:
[...]
And a video: http://home.earthlink.net/~zakariya/files/Clumsy_2.mov
:love: I love the graphic style of both Legion & the sim!
We should start our own virtualBattleBots (http://www.battlebots.com/)... you can borrow the laser weapon from Legion's robot and put it in your legged robot.
(I'll equip mine with a mirror) :p
TomorrowPlusX
2005.05.03, 03:19 PM
One last Legion question: Will this be free or shareware?
Both will be open source, something liberal, not the GPL.
Regarding modeling, I modeled it in Wings3d, and my mesh code does solid-wireframing by checking the angle between planes. I have harsh lighting with a strong ambient light, so I get the slightly cartoony look, without need for shaders. z-pass stencil shadows help with this.
Regarding when something playable comes out, well, right now you can drive around and shoot things, launch drones, etc. Trees catch fire, which is cool. But there aren't any enemies, so there's not much to it. It plays well on fast hardware, I'm not targeting old hardware, the physics are pretty robust ( I put a lot of work into explosion dynamics, for example, and cascading stuff like setting off a bomb in the center of a forest can cause a forest fire, as burning trees cause their neighbors to go up... ).
It pretty much requires a g4 > 1ghz, and a good graphics card. It plays well on a G4 IBook... The only way I can test it across hardware it to go to an Apple store ;)
socksy
2005.05.03, 04:18 PM
I think that robot wars would be better to have instead of battlebots. Robot wars has fire, the robots are better made (in the UK anyway, may be we're just better roboteers ;P) and the matches are more controlled, with two house robots and two other robots controlled and made by contestants, the aim of the game to win. In robot wars, there is more of a pattern to the different types, such as flipper, razor, spinner etc, so that robots can be made easier. And stuff.
Blorx2
2005.05.03, 04:30 PM
I use Wings3D currently because it's easier for me. Which is good because I can mod your models :lol: . I like the idea of open source. Also, if you send me the current playable, I could test it on my G4 700MHz GF2 MX (if you choose to I prefer that you use AIM...kind of a low-end tester thing...I'm not sure my games could work on my com, lol...or at this point, ideas.). Keep us updated, everyone. I hope to have pics of my own games here soon. One question I need to know. I'm better at making my 3D models big and the enviroments at the model's sizes. Can you scale them to fit? It would be useful for me to know, thank you.
:D -Matt
kodex
2005.05.05, 11:22 PM
Yes Blorx you will be able to scale models that are imported to your game.
Duane
2005.05.06, 07:07 PM
Are you using Cel(l?) Shading? it looks nice with it, and for some reason reminds me of Deep trouble. I'm not quite sure why, because it looks totally opposite. Maybe because it's a vehicle (3rd person) in which you drive around and blow things up?!?!?! :sneaky:
funkboy
2005.05.07, 12:31 AM
Okay folks, we've gone long enough without a picture. Here's one to kick-start some more:
http://webhost.btinet.net/~funkboy/coloring.jpg
I edited pictures from my iPhoto library in Photoshop Elements, trying to create coloring-book style photos. The results are pretty neat, though they're not quite perfect like a professional coloring book. Still looks neat, though.
Puzzler183
2005.05.07, 12:38 AM
Yeah, I was definetely starting to get annoyed at the lack of pictures... Perhaps I'll post more shaders later:).
@funkyboy: Some sobel edge detection or something else?
funkboy
2005.05.07, 01:04 AM
Sobel - I just heard of that algorithm yesterday!
Alas, it's much simpler than that - just Photoshop, levels, brightness/contrast, greyscale, find edges (in that order, and repeat a few steps to make it white enough).
Puzzler183
2005.05.07, 10:28 AM
Ah, then you were using Sobel edge detection and you just didn't know it :) (it's the most common edge detection algorithm).
Bachus
2005.05.07, 10:36 AM
@Bachus: MAN that looks good. I'm happy to see you've kept it up!
@Bachus: !
Bachus: Great use of an arena.
Thanks. :D
More pics in handy befre & after format:
Desert before (http://www.killerrobots.com/games/ladybugdreams/screenshot6.jpg)
Desert after (http://www.killerrobots.com/games/ladybugdreams/desert.jpg)
Graveyard before (http://www.killerrobots.com/games/ladybugdreams/screenshot7.jpg)
Graveyard after (http://www.killerrobots.com/games/ladybugdreams/graveyard.jpg)
I'm figuring another six to eight weeks to finish.
maaaaark
2005.05.07, 11:47 PM
Those screenshots look really good.
Dan Potter
2005.05.08, 01:23 PM
I agree... Bachus, that looks really awesome. The ladybug girl is cute too :)
I like the coloring book thing a lot too, I'm going to have to try that. My mother in law is a big time scrapbooker (she owns her own store!) and she'd love this stuff.
Well, here are some more pics of my current project, slated for a "first gross cut" release within the next couple of days. The visual/audio chrome is mostly random pieces pulled from other projects, so it's not terribly exciting yet. :) I've been focusing more on the gameplay, which is shaping up very nicely.
The title screen (http://www.cagames.com/files/marbol/20050508_title.png)
Basic game play screen (http://www.cagames.com/files/marbol/20050508_play1.png)
Finding a marble group to remove (http://www.cagames.com/files/marbol/20050508_play2.png)
Removal effects (http://www.cagames.com/files/marbol/20050508_play3.png)
I'll inline one here (finding a marble group) --
http://www.cagames.com/files/marbol/20050508_play2.png
sealfin
2005.05.08, 01:33 PM
@Dan Potter, looks a lot like Burning Monkey Puzzle Lab
These have both been out for a while...
shivering kittens (http://shivering-kittens.sealfin.com/)
http://www.sealfin.com/shivering-kittens/playing_field.png
loopTHEloop (http://looptheloop.sealfin.com/) (unanimously received as "insanely hard"; not good...)
http://www.sealfin.com/playing_field.png
Dan Potter
2005.05.08, 02:56 PM
@Dan Potter, looks a lot like Burning Monkey Puzzle Lab
Interesting... it looks like we are using a similar board arrangement, but I bet the game play styles are nothing alike (and man do they have some nice polished graphics ;)). Too bad there's not some better screen shots / game info on BMPL.
sealfin
2005.05.08, 04:23 PM
@Dan Potter, yeah, I've just noticed quite a major difference between Marbol and BMPL; whereas (in your screenies) only one block drops at a time, as far as I remember, in BMPL the blocks drop in goups of three (although I can't remember the arrangements they drop in; I've only ever played the game on one occasion...)
Dan Potter
2005.05.08, 04:49 PM
That may actually change in the future, e.g. as you go up in difficulty. I've got a number of ideas for things to do to make it harder / more interesting for the player. :) Not in this first build though, just trying to get one out there to see if people like the basic game play idea.
aarku
2005.05.09, 04:22 AM
http://www.tc.umn.edu/~czec0035/images/Picture%2013.jpg
Damian
2005.05.09, 11:13 AM
Burnination
A Trogdor reference, Homestar?
Blorx2
2005.05.09, 04:05 PM
Now I remember that. That was quite a funny show...Off topic, well, looks great, aarku! Also, Bachus, when do you plan to release a demo/beta thing of your game? I think that most of the games here look great! Most of them look pretty much done from my point of view. (unless they need ai or more levels...)
TomorrowPlusX
2005.05.10, 07:00 PM
@TomorrowPlusX: Legion is looking primo so far... earlier you said you were getting ready to post a build in the "work in progress" section, when can we expect this (approximation ;)) I would be really interested to play it :D
As soon as I've got this (http://idevgames.com/forum/showthread.php?t=9144) tackled.
Right now the game doesn't do shadows on ATI cards...
That said, I took it to an apple store (Arlington, VA ) and ran it on a dual 2.5 with a 6800, and Oh. My. God. Full modulative shadows for *all* scene objects ( the colony, hundreds of trees and hundreds of boulders ) and it ran solidly at 60fps. I felt weak in the knees.
Here's a picture of my first human model that's ever made it to completion. There's the low res version in back, a low res version with adjusted normals in the middle, and an actual smoothed version in front. The middle one is the one I'm going to use because it has the same poly count as the back one but looks nice and smooth.
http://simreality.playmacgames.com/character.png
Blorx2
2005.05.18, 08:20 AM
@Nick: Nice, you're doing pretty good.
@TommorrowPlusX: Yeah, that could be a problem. (btw, is there any way at all to contact you?)
TomorrowPlusX
2005.05.18, 09:41 AM
@Nick: Nice, you're doing pretty good.
@TommorrowPlusX: Yeah, that could be a problem. (btw, is there any way at all to contact you?)
Yeah -- email me: shamyl at zakariya dot net. I'm better to get to via email, since I don't have an internet connection at home ( intentionally -- besides, free wireless is SO common in washington dc... I'm posting this from a coffee shop near an unsecured office access point near the capital right now ;) .
I'm busting ass to learn shader programming so I can figure out WTF is going wrong with my shadow-casting.
That said, I've also done some nice optimizations. I figured out how to manage shadow volumes in my scene-graph ( it's fragile, dependant on having an infinite ground-plane, but my game does so it's ok ), and I've done some bug hunting, solving a handful of subtle crashers I had.
It's coming along.
funkboy
2005.05.28, 01:19 PM
Let's get new pictures up here; I'll start.
I'm currently adding lifetime stat tracking to my tennis game; it will keep track of all the stats for a particular player in a real simple way. It doesn't even require the user to "Create new account" or anything; it just takes whatever name is entered in the "Name" field and automatically associates the stats with it for the future.
I think it's a nonintrusive way to keep track of how players are doing, and a way to get them interested in their statistics immediately (since it will always show on game launch or after a match is completed).
http://webhost.btinet.net/~funkboy/newtennisstats.jpg
Is the "games" mentioned confusing? When I use the term "game," I use it as it is used in tennis; matches consist of sets, which sets consists of games. It's a little confusing to people not familiar with tennis, so I wonder how I can make it more palatable to the casual gamer/sports fan.
I would really like to improve the overall layout of my tennis UI, though - make it more fun. Jammin' Racer was a big inspiration to me, but I don't really know where I'd start to improve my own game's user interface. If anyone has suggestions, feel free to mock something up and post it on here or send it to me :)
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