Chrono Compendium

Bend of Time - Inactive Projects => Darkness Beyond Time - Dead Project Discussion => Fan Project News/Updates => Topic started by: Chains Of Fate on July 15, 2006, 05:00:32 am

Title: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Chains Of Fate on July 15, 2006, 05:00:32 am
I think everyone will be pleased now, as Xavier's room is 100% finished. Enjoy and tell us what you think!

(http://img92.imageshack.us/img92/5671/xaviersroom5ii9.jpg)

(http://img157.imageshack.us/img157/9945/tower2vd4.jpg)

Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Dirtie on July 15, 2006, 07:35:14 am
This is being done in RMXP am I correct? Are you intending to remake the CT battle in RMXP for this game?

Looks awesome btw.
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Magus068 on July 15, 2006, 07:42:37 am
Nicely done.
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Chrono'99 on July 15, 2006, 08:14:31 am
The objects at the bottom right side still lack a reflection on the floor, and the stairs are too small (I can't imagine the character walking in them, he's too big and tall), but the rest is awesome, especially the 2 televisions.
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: justin3009 on July 15, 2006, 08:55:08 am
The carpet seems a little...meh to me.  Just something about it doesn't seem right ><, but other then that it's really good :P
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: but2002 on July 15, 2006, 08:57:19 am
The objects at the bottom right side still lack a reflection on the floor, and the stairs are too small (I can't imagine the character walking in them, he's too big and tall), but the rest is awesome, especially the 2 televisions.

Those arent televisions, The television cant be seen until it turns on.
Its a Holographic projection as stated in another forum.
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Chrono'99 on July 15, 2006, 09:04:15 am
Oh. Then the rest is awesome except these holographic projections. I hope that in the game it's animated or examinable (with a description), because it's a bit bad for us players when we mistake something for something else.
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Lena Andreia on July 15, 2006, 10:13:47 am
 Actually, the holograms aren't there. XD I'm actually thinking of making the windows turn into TVs when they're turned on--something about having window/TVs seems cool to me. ^^

 I'll fix the right corner when I get home. ^^ As for the stairs, think of it as the opening to an attic, or a loft. I know that into my attic there's only an opening that's about an inch wider than my shoulder-span (and I'm a pretty small girl). The stairs here can be widened a BIT, but I want to test how it looks in RMXP before we mess with it, since the tower is a bit small to begin with. Once we get our methods straight so far as these chips go, btw, we'll be going a lot faster. XD Love Val, everyone--he's working very hard on not only the chips, but concept art for monsters/NPCs too. (It's a big job! ^___^)

 ...now I'd better get back to work... I have about two billion walking frames to make. ;__; (Walking frames are the most BORING yet nessessary part of spriting.)
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Time-wanderess on July 15, 2006, 10:27:21 am
Wow!  That's really cool.  Are you going to do the other character's rooms?
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: uzerzero on July 15, 2006, 10:35:57 am
The objects at the bottom right side still lack a reflection on the floor, and the stairs are too small (I can't imagine the character walking in them, he's too big and tall), but the rest is awesome, especially the 2 televisions.

When have stairs ever been the appropriate size for characters in an RPG? Most RPG's stairs are just a representation that the character can go down them, although some (like CT) animate the character going down them.

Congratulations on all of you for doing such a good work on this. I really look forward to playing it when it comes out.
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Chrono'99 on July 15, 2006, 01:21:01 pm
When have stairs ever been the appropriate size for characters in an RPG? Most RPG's stairs are just a representation that the character can go down them, although some (like CT) animate the character going down them.
They're at the appropriate size in CT...
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Deathcabkerouac on July 15, 2006, 04:48:02 pm
i for one have no complaints whatsoever...

this game is looking better and better.  the second (completed) room looks loads better than the first one.
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Chains Of Fate on July 15, 2006, 07:13:14 pm
Quote
This is being done in RMXP am I correct? Are you intending to remake the CT battle in RMXP for this game?

Something similar to it, yes. The battle system is currently under development, and we're keeping the details under wraps for now.

Quote
Wow!  That's really cool.  Are you going to do the other character's rooms?

Right now we're starting from the beginning of the game and working on Truce and Arris Domes. (The first two locations you'll visit.)

And I can see where the TV/Window thing is a little confusing, but ingame we'll make it very obvious that they're TVs.
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: nightmare975 on July 15, 2006, 07:27:47 pm
Something similar to it, yes. The battle system is currently under development, and we're keeping the details under wraps for now.

Don't you just love RPG Maker XP's script system?
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: joemomma on July 15, 2006, 07:33:46 pm
beautiful in more ways than one.
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Chains Of Fate on July 15, 2006, 08:47:20 pm
Quote
Don't you just love RPG Maker XP's script system?

I love it when I use it correctly. ^^'

We've decided to reveal our plans for the battle system at this point, before our programmer gets to work on it. So, if you'd like to check it out (along with the Tech Grid) check it out here and let us know:

http://z14.invisionfree.com/ChronoCrisis/index.php?showtopic=464 (http://z14.invisionfree.com/ChronoCrisis/index.php?showtopic=464)
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: nightmare975 on July 15, 2006, 08:53:04 pm
My god, I love you! This game must be finished! It will be one of the best RPG Maker XP game ever!
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Lord J Esq on July 16, 2006, 03:58:47 am
This project is looking more and more promising as time goes on. I can only hope the plot is as spirited and original as would befit an enterprise of this caliber. Good work.
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Cronorei on July 16, 2006, 12:33:19 pm
From what i know its a pretty good plot xD
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Dirtie on July 16, 2006, 08:03:14 pm
Quote
This is being done in RMXP am I correct? Are you intending to remake the CT battle in RMXP for this game?

Something similar to it, yes. The battle system is currently under development, and we're keeping the details under wraps for now.

Quote
Wow!  That's really cool.  Are you going to do the other character's rooms?

Right now we're starting from the beginning of the game and working on Truce and Arris Domes. (The first two locations you'll visit.)

And I can see where the TV/Window thing is a little confusing, but ingame we'll make it very obvious that they're TVs.
Ahh, your battle system looks nice and quite original. The reason I asked is because I've already started work on remaking the CT battle system in RMXP (on hold for the moment) and I was wondering how your implementation would have worked had you been doing the same thing - for purely educational purposes of course :)
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: justin3009 on July 16, 2006, 09:25:33 pm
I agree with the walking sprites.  Most boring but most necessary...
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: nightmare975 on July 16, 2006, 10:05:15 pm
Making any sprites from scratch is tedius and boring, but still necesary
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: justin3009 on July 16, 2006, 10:18:07 pm
Yeah.  But all the hard work is worth it to see how people react in the end.
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: justin3009 on July 16, 2006, 11:09:53 pm
Lol Xavier is cool.  His sleeping sprite seems like Kevin from Seiken Densetsu 3...
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: deniz2099 on July 17, 2006, 01:49:27 pm
i didn't know that you can change the menus and battle system ( and also their graphics ) with scripting in RMXP.
by the way, Xavier's room is awesome. very nice graphics.  :D

i will ask something : will you sell this game ?
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: nightmare975 on July 17, 2006, 02:00:41 pm
Yeah, it makes it the most versital(misspelled) RPG Maker ever!
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: but2002 on July 17, 2006, 03:51:15 pm
It would be illegal to sell, Its a refrence to Chrono Trigger / Cross and it would be bad
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Chains Of Fate on July 17, 2006, 04:44:51 pm
I would never consider selling it, it's a game purely by fans for fans.
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: deniz2099 on July 17, 2006, 05:40:44 pm
I would never consider selling it, it's a game purely by fans for fans.

pal, isn't it silly then, to prepare a VERY NICE game .. just for nothing ?
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: CyberSarkany on July 17, 2006, 06:14:07 pm
No, because not everyone is working for profit only. I bet it's an experience and you learn much more and if you wanna work as a gamedesigner, a fangame to show you skill would be a plus point.
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: justin3009 on July 17, 2006, 06:17:30 pm
I agree.  The whole point of creating a fan game is the enjoyment for people.  And it shows what your truly capable of.
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Gemini on July 17, 2006, 07:27:45 pm
You should really consider to create this game on a console or convert it once the project is done. :)
Character sprites look gorgeous. :D
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Chains Of Fate on July 17, 2006, 08:33:52 pm
I don't understand how it's for nothing. I'm not doing this for my own profit, I'm doing it to give CT fans what they've long awaited. Any attempts to sell it or get it on a console would be foolish, as that would just be asking to get a C&C letter.
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Gemini on July 17, 2006, 09:24:04 pm
I didn't say anything about selling the game. :lol: Porting something to any console doesn't mean you have to sell it. As for me, I'm programming an RPG engine for the Psx and I'm not going to ask for money in any way. :) Also, those sprites you are drawing would look just perfect on a GBA screen or whatever you prefer, rather that a high-res PC monitor. ;)
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Chains Of Fate on July 17, 2006, 10:32:36 pm
That was directed at deniz2099 for saying that making this game for free is pointless, not you. XD And I can't take credit for the sprites, they're all Lena's work.
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: nightmare975 on July 17, 2006, 10:33:59 pm
And I can't take credit for the sprites, they're all Lena's work.

Man, I have to learn how to sprite like that. :D
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: justin3009 on July 17, 2006, 10:51:35 pm
Lena and Ahruon are the spriting gods.  I will bow down to them and treat them like gods. - bows -
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: CronoTriggerfan on July 18, 2006, 03:49:33 am
I really can't wait for this to be done! What program did your co-workers use to create the sprites? Could you give me a "sprite-making in a nutshell" sorta thing? It looks really interesting! As a programmer, integrating more art would be cool.

By the way, why aren't you actually coding the game? I mean, RPG Maker is sweet, but the game could be better enjoyed if actually written in code like a C language or VB. Your thoughts?

Thanks,
CTFan
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Cooper on July 18, 2006, 06:09:39 am
Xavier's Room looks cool.   :shock:
Nice work. ^^
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: deniz2099 on July 18, 2006, 08:05:55 am
I don't understand how it's for nothing. I'm not doing this for my own profit, I'm doing it to give CT fans what they've long awaited. Any attempts to sell it or get it on a console would be foolish, as that would just be asking to get a C&C letter.

ok i'm sorry for the thing i said on the 2nd page.  :)
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Gemini on July 18, 2006, 10:44:34 am
That was directed at deniz2099 for saying that making this game for free is pointless, not you. XD And I can't take credit for the sprites, they're all Lena's work.
Oops, a little misunderstanding. :P
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Chains Of Fate on July 18, 2006, 04:13:26 pm
Quote
I really can't wait for this to be done! What program did your co-workers use to create the sprites? Could you give me a "sprite-making in a nutshell" sorta thing? It looks really interesting! As a programmer, integrating more art would be cool.

By the way, why aren't you actually coding the game? I mean, RPG Maker is sweet, but the game could be better enjoyed if actually written in code like a C language or VB. Your thoughts?

Thanks,
CTFan

Lena uses Photoshop to make the sprites, and Validus uses Paint to make the tiles. (Lena did apply the floor reflections with Photoshop though.) She has a spriting tutorial available here: http://z14.invisionfree.com/ChronoCrisis/index.php?showtopic=270 (http://z14.invisionfree.com/ChronoCrisis/index.php?showtopic=270)

With RPG Maker XP, there's a scripting language called Ruby, which my programmer is now learning and will be using to make the battle and menu systems. RPG Maker XP is pretty flexible and allows us to do pretty much anything we want to.
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Gemini on July 18, 2006, 09:33:21 pm
With RPG Maker XP, there's a scripting language called Ruby, which my programmer is now learning and will be using to make the battle and menu systems. RPG Maker XP is pretty flexible and allows us to do pretty much anything we want to.
Rpg Maker XP might be powerful, but, on the other hand, it's very slow and requires a well equipped computer to run propertly and without slowdowns. It would be a pity to create a good RPG not playable by everybody just because of the slowest engine ever. :P
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: V_Translanka on July 18, 2006, 11:16:36 pm
Progress continues to be gorgeous! If nothing else, this mo-fo certainly looks daunting! :shock:
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: but2002 on July 19, 2006, 12:59:58 am
If this gets popular enough I think some bored people might remake this in 3-D.....
Anyways, Im looking forward to seeing more work and some good Overworlds
What happens if Arris dome's Anti-Gravity fails?
I sense a plot twist...
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: CronoTriggerfan on July 19, 2006, 02:45:43 am
Quote
I really can't wait for this to be done! What program did your co-workers use to create the sprites? Could you give me a "sprite-making in a nutshell" sorta thing? It looks really interesting! As a programmer, integrating more art would be cool.

By the way, why aren't you actually coding the game? I mean, RPG Maker is sweet, but the game could be better enjoyed if actually written in code like a C language or VB. Your thoughts?

Thanks,
CTFan

Lena uses Photoshop to make the sprites, and Validus uses Paint to make the tiles. (Lena did apply the floor reflections with Photoshop though.) She has a spriting tutorial available here:
http://z14.invisionfree.com/ChronoCrisis/index.php?showtopic=270 (http://z14.invisionfree.com/ChronoCrisis/index.php?showtopic=270)
Thanks! And yes, I knew of Ruby. I'm just saying it's not as powerful as some of the other languages out there. But I can't really argue, seeing as what you've done with RPGMXP is simply breathtaking. Can't wait to play it!

CTfan
With RPG Maker XP, there's a scripting language called Ruby, which my programmer is now learning and will be using to make the battle and menu systems. RPG Maker XP is pretty flexible and allows us to do pretty much anything we want to.
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Deathcabkerouac on July 20, 2006, 05:30:16 pm
i wish i was able to sprite and do that kind of stuff.  then i would get off my arse and help out.  that way, the game would come that much sooner...  alas.

all i can do is wait.

it feels like i'm waiting for a real game.  i mean, it will be a real game.  as functioning as a real game.
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Ramsus on July 21, 2006, 02:21:21 am
Quote
I really can't wait for this to be done! What program did your co-workers use to create the sprites? Could you give me a "sprite-making in a nutshell" sorta thing? It looks really interesting! As a programmer, integrating more art would be cool.

By the way, why aren't you actually coding the game? I mean, RPG Maker is sweet, but the game could be better enjoyed if actually written in code like a C language or VB. Your thoughts?

Thanks,
CTFan

Lena uses Photoshop to make the sprites, and Validus uses Paint to make the tiles. (Lena did apply the floor reflections with Photoshop though.) She has a spriting tutorial available here:
http://z14.invisionfree.com/ChronoCrisis/index.php?showtopic=270 (http://z14.invisionfree.com/ChronoCrisis/index.php?showtopic=270)

With RPG Maker XP, there's a scripting language called Ruby, which my programmer is now learning and will be using to make the battle and menu systems. RPG Maker XP is pretty flexible and allows us to do pretty much anything we want to.

Thanks! And yes, I knew of Ruby. I'm just saying it's not as powerful as some of the other languages out there. But I can't really argue, seeing as what you've done with RPGMXP is simply breathtaking. Can't wait to play it!

CTfan


If they decided to write their own game engine from scratch, the game could be a lot better. It could also be a lot worse, take much longer to develop, or never get completed. Unless they intend to do something really different, I think they made a good choice.

Also, there's nothing limiting about Ruby, except maybe the poor performance of the standard implementation. Conceptually, it's capable of many much more powerful abstractions than C, C++, Java, or Visual Basic. That's why Lisp and Smalltalk programmers tend to gravitate towards it, so I wouldn't call it a "less powerful" language.

The limiting factor here is what functionality the engine exposes through the scripting engine. While they hide the low-level functionality from you, it looks like you can still draw graphics to the screen, create custom events, and handle some input. Assuming they don't intend to do something really flashy, then it shouldn't be too difficult to create their custom menus and battle system. It's a lot more than what you'd expect from RPG Maker.

That makes me wonder though... If RPG Maker XP uses Ruby, did they cut the foreign function interface? If not, you could write a Ruby extension for some C code, load it into the engine, and execute it.

Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Paradox on July 22, 2006, 03:37:59 pm
Looks wonderful! Excelent work.
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Lena Andreia on July 22, 2006, 05:43:26 pm
 Thanks, guys! ^^

 ~A little status update~

 So far, the game is running quite smoothly system-wise. Our programmer is awesome, and Ruby really has a lot of flexibility. Since most of the systems are being built from the ground up, we can avoid conflicts between the default systems and the custom systems. It should be pretty cool. Currently, I'm working on getting some battle sprites completed, so we might have some good screenshots of the battle system coming along sometime in the future. Also, we will have animated monsters, if anyone was wondering. (I shall be very busy next year! XD)

 We also have some more locations designed, and I'll be mass producing PC walking graphics all through August. Getting that done ALONE is a huge step in nearing completion of at least the graphical points of Crisis, as any poses after that are just imbelishments.

 I'm not sure if RMXP works in Mac, but I could have my friend test it. It's possible the game itself might be convertable... Maybe we could find a way.

 Anyway, I'd best get back to work now. I hope that we get a website set up someday (I was working on a layout a few days ago, but let's just say this--web layouts aren't exactly my forte). I think Chains wants to wait until we're a bit further along anyway.

 ~Ciao!
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: justin3009 on July 22, 2006, 07:10:58 pm
I'm so excited to hear this news!  I'm really anxious to see your awesome sprites at work! 
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Ramsus on July 22, 2006, 08:10:15 pm
Thanks, guys! ^^

 ~A little status update~

 So far, the game is running quite smoothly system-wise. Our programmer is awesome, and Ruby really has a lot of flexibility. Since most of the systems are being built from the ground up, we can avoid conflicts between the default systems and the custom systems. It should be pretty cool. Currently, I'm working on getting some battle sprites completed, so we might have some good screenshots of the battle system coming along sometime in the future. Also, we will have animated monsters, if anyone was wondering. (I shall be very busy next year! XD)

 We also have some more locations designed, and I'll be mass producing PC walking graphics all through August. Getting that done ALONE is a huge step in nearing completion of at least the graphical points of Crisis, as any poses after that are just imbelishments.

 I'm not sure if RMXP works in Mac, but I could have my friend test it. It's possible the game itself might be convertable... Maybe we could find a way.

 Anyway, I'd best get back to work now. I hope that we get a website set up someday (I was working on a layout a few days ago, but let's just say this--web layouts aren't exactly my forte). I think Chains wants to wait until we're a bit further along anyway.

 ~Ciao!

You can't run RPG Maker XP or the standalone games it generates natively on a Mac, because they're all Windows binaries. ASCII/Enterbrain have never bothered with any Mac support.

You could probably run it on an Intel Mac using WINE, but that's way more difficult than most fans would appreciate (and a bit geeky -- even I wouldn't bother with it -- but then I don't have an Intel Mac anyway). It wouldn't be fast enough running on a PowerPC Mac using Virtual PC either.

The only way to get it working natively then, assuming ASCII/Enterbrain won't hand over the source code and let you port it, would be to reverse engineer the entire runtime and rewrite all of it from scratch. It's actually not as hard as it sounds, but then you'd need a good C/C++/Objective-C programmer who could write portable code and has enough free time.

I say, just forget about us Mac users.
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: FFXSage on July 28, 2006, 04:59:03 pm
I'd just like to say that I, as a huge CT fan, greatly appreciate what you guys over at Chrono Crisis are doing for the whole community. Without people like you, the Compendium would be baren (no offense Zeality).
The game looks great so far!
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: Matt Shadows on July 29, 2006, 01:07:47 am
I downloaded the demo and I must say that.... oh shit, Princy you hit the nail on the head.
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: FFXSage on July 29, 2006, 12:11:43 pm
I always do. It's that skill thing coming into play again.
Title: Re: Chrono Crisis Tiles Update 2: Xavier's Room 100% Completed
Post by: ctnovelist on August 02, 2006, 08:24:41 pm
I think it looks great!  Nice job!