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M A D H O U S E, Retrostylized Horror! Halloween Update!
phubans
post Oct 13 2004, 02:30 AM
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M A D H O U S E
By Paul Hubans


aaskull.gif Download 4.8 MB Version 103107 Zip! aaskull.gif








aaskull.gif More Screenshots aaskull.gif

UPDATE! 10/31/07 Happy Halloween! To celebrate, here is the latest version of MADHOUSE! Unfortunately there hasn't been a lot of additions to content in this version, but returning players may notice a complete graphical overhaul of the game. Aside from this graphical polish and the fixing of a few bugs, this version includes the Sewers Versus Mode stage. The reason this update is lacking on content and may be the last update is for a reason that many of you already know. To those who don't, take a moment to gather yourself together while I explain. There is the chance that this game may be coming to the Nintendo DS. That's right, you heard me! I've been in contact with the president of a game developing studio here in San Francisco who is interested in helping me create this game as a DS title. Since this excellent prospect surfaced, I have devoted all my time and energy into writing the design document for MADHOUSE DS. If this game is published, it is likely that it won't be continued on the PC as a GM game. However, as a DS game MADHOUSE will benefit from WiFi Versus Mode, Story Mode, and more epic gameplay features such as more advanced boss battles! For more information, please be sure to visit the new and Official MADHOUSE Forum that was recently launched. Hope to see you there!

08/08/07 A new level, the Mansion, has been added to Arcade Mode. Also, Arcade Mode now features coins that spill from the enemies when they are killed and two shops on the world map where you can go to spend them! There is also an intro sequence for Butch that will give players a taste of what's to come for the upcoming story elements of the game (mind an instance of profanity). Some minor but noticeable changes would be boss doors that shut you in the boss room (no more coming and going as you please with bosses!) and Dolly's color palette has been changed (she now sports a pale blue dress and her hair isn't as bright). And as always, there are tons of fixes and improvements that the average player probably won't even notice, but help to improve the overall quality of the game. Enjoy!

06/18/07 First update of 2007! Sorry it took SO LONG! But the wait is finally over, and I hope it was worth it... As usual, there are plenty of fixes and improvements over the last version that you may or may not notice, but the most notable changes in this version are in Arcade Mode and Survival Mode. In Arcade Mode, the Sewers have replaced Ragman's Trainyard stage because I felt that the upcoming Junkyard stage would be too similar to the Trainyard. Survival Mode has been overhauled with a new scoring system; now players can boost their score by getting multi-kill combos! And perhaps the most shining feature to this update is the online hi-score table for Survival Mode! Now players can compete for the top score and check their results on the website! Visitors to the website may also notice that there have been changes to the website itself; it has been completely re-designed and the Media section now contains some of my own original artwork for MADHOUSE, as well as some fan art! Now download the latest version and get that top score!!

10/13/06 Although yesterday marked the two-year anniversary of the release of MADHOUSE on the GMC forums, I decided to post-pone this update until today, Friday the 13th! This new update features new music, powered by the jbfmod DLL! There has also been an overhaul of certain gameplay and animation elements; many bugs have been fixed. There are still a few known bugs that didn't get polished off before the release of this update, but for the most part players will notice a few changes for the better. There has also been new content added: the Bayou Arcade Mode stage, featuring a ridable swamp craft and a slew of new enemies!

6/6/06 For the sake of novelty, MADHOUSE version 666 is released. Featured in this update are many fixes that didn't make it in the previous version, such as being able to load unlocked characters by pressing Shift at the Title Screen, which has been given a new look and is preceded by an introduction. The game now features more music from Ninja Guy Dan, but most of these songs are still in early stages of development. There are also some improvements over enemy and boss AI in Arcade Mode, and with some help from GMC member Tron323 wall collision has been improved. The pace of Survival Mode has been changed to be more consistent by providing steady action. And finally, there have also been improvements in Versus Mode, such as an improvement with the melee attack system and inclusion of a new item: traps, which can catch your opponent and stop him dead in his tracks. Enjoy!

5/25/06 Today is my birthday, so I am celebrating by releasing a new update of MADHOUSE and the official MADHOUSE website: madhousegame.com Check my last post for update details!

5/1/06 See my last post (page 13) for details on this update!

3/17/06 Plenty of small changes, as usual. Two new characters (eight playable characters in all), a total of seven stages in Versus Mode, and a few new rare power up items that can be obtained from chests. This update also features a semi-functional, very early model of Netplay Mode, with a working lobby and IPX connection support, message sending capability, and in-game movement, but no attacking, and I'm sure there are plenty of bugs, so try it at your own risk. For more details, see my post at the bottom of page 11. Enjoy!


1/13/06 This is the update I promised! I'm excited about this update and just couldn't keep it waiting any longer, so I decided to release it tonight! This version is OVERFLOWING with new updates and extras, and I think that fans and newcomers alike will be thrilled with this version. The HUD graphics have been updated with an all-new look for 2006, there are several more levels added to the 2-player versus mode (so bring a friend!), the game now features body armor (a new power-up item), and the new fully playable character, Rend! Aside from these major changes, there have been plenty of other fixes, tweaks, and things that I polished up for this version... So I hope you enjoy and please let me know what you think! Thank you.

11/30/05 I know it has been a while since MADHOUSE has had an update, but this is the Halloween update I was hoping to release a month ago! As always, there are more fixes, improvements, and additions. The main changes to this update include an exclusive bonus level, where you can experience MADHOUSE in an adventure-style atmosphere; with money collecting, NPC interaction, and other surprises! wink1.gif If you can complete that level, you will be awarded a secret password that unlocks a NEW PLAYABLE CHARACTER! So please check out this version of MADHOUSE, and I hope you enjoy it! Good luck, and thanks for playing!

08/20/05 Again, more things have been fixed and added. Altogether, this game now features 4 full levels for story mode, a world map that allows you to choose between levels after beating the Graveyard, a save point system, and the long time "attacking/shooting through walls" bug has been fixed at last! The returning player will probably notice a few new changes; such as Ragman's green blood, or the flamethrower actually catching things on fire, for example... All in all, I think this is a good update and I'd love to hear your feedback on the game... Thanks for checking it out, I hope you enjoy playing it!

08/01/05 Not a huge update, but there have been many tweaks and fixes... Many previous issues have been assessed...

- Game now features on-screen controls that can be toggled on or off with F1

- Resolution can be toggled between low and high with F4 at the title screen

- WASD + arrow keys speed boost glitch has been fixed

- Survival mode has new look and now features a reward system based on how many kills you can get

- Game now features passcodes (cheats) that can be entered during the title screen... If you find any, please don't post them here... They're supposed to be secret!!

I'd also like to mention that Aku is in the process of coding my game for online play! Hopefully it works out so an online Madhouse can soon be a realization!!

If you play the game, please post your highest score on survival mode, and/or how far you got in story mode... There are 3 complete levels in story mode waiting for you so far! Good luck, and thanks for playing!

04/25/05 This is version 0.6. It includes 3 modes of play: single-player story mode, two-player versus mode, and the new single-player survival mode! There are now 3 complete levels in story mode! The cutscenes in storymode are still incomplete, but other than that the gameplay is all fleshed out and 99.9% complete, meaning there should be no bugs or glitches! Enjoy all the new features, effects, and fixes...

03/09/05 As you many of you know, Madhouse is back and work on this project is going strong! I just wanted to drop in to let you all know that there is a new demo available! It is version 0.5 and it features many new fixes (you'll see smile.gif) and a new level is available for story mode! I am looking for a vector based drawing program that can draw smooth lines, like Macromedia Flash... I need something like this to do the cutscenes between each level! Enjoy the new demo and I look forward to hearing your feedback!

Original Message:

As my first submission to the WIP forum, I am proud to present you with Madhouse. This is a horror game with original graphics and themes. Although not my very first game, this is the first game I have created completely using the GML code.

This description is taken from my website:

This game is a bloody, horror-themed adventure game with comic-like characters. Madhouse features single-player story mode and two-player versus mode; a one-on-one deathmatch between you and your opponent. Each of the four playable characters are not only unique in appearance, but also in stats and abilities. The finished game will include netplay, which allows you to connect up to three others players using an Internet or other type of network connection. I plan to include four more playable characters and at least ten different stages in the finished version. The object of the game is to defeat your opponents by using and collecting various different weapons around the stage.
The concept of the game is similiar to modern day first-person shooters, however, being done in 2D, for an old-school feel, this game is like no other.

NOTICE: Make sure to read the first part of the text file for information on the controls. Let me know what you think guys!

This post has been edited by phubans: Nov 1 2007, 04:45 AM
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Micro Man
post Oct 13 2004, 05:16 AM
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Nice game man good effort
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Spector_sc
post Oct 13 2004, 05:30 AM
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.............bloody. wacko.gif

This post has been edited by Spector_sc: Oct 13 2004, 05:31 AM
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phubans
post Oct 13 2004, 08:18 PM
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Thanks for the feedback, guys!

Here's a few notes:

I want to implement the Netplay mode as soon as possible, and I met someone on the GM forums who was going to do that for me, but he hasn't been online for a while... I was going to figure out how to do it myself, but the tutorial for setting a game up for online play is only for the registered version of the game, and I'm still not registered, but hopefully I will be soon! (I'm in between jobs and have a lot going on financially)

Any ideas for story mode? I'm thinking of having cutscenes of still images between stages, but I'm not sure how to program AI that would be similar to playing against a human opponent, so I was thinking of having the story mode stages be less of a deathmatch, and more of an objective-based adventure.

Finally, I noticed a few problems when sharing the keyboard to play this game with my little bro... It seems the combinations of WASD + G, and the arrows and the 0 and . key on the num key pad seem to cause problems... Like, sometimes my guy won't be able to attack when my brother is holding down certain combinations of keys. I should probably change the controls, would that solve the problem?
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Aviox
post Oct 13 2004, 10:16 PM
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Fun game. I'm looking forward to more characters and levels. (and of corse, story mode)
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Spector_sc
post Oct 14 2004, 02:59 AM
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well for the keyboard problem.....that goes with all machines. I would recomend the bearfight tutorial (do a search here. mighht be two words) It is REALLY simple.
The thing is with multiplayer, is that when somthing changes, you have it write the data, and in the step event, you have it read the data. Like say you have the sprite change, you would say

mplay_data_write(1,sprite_index)

and the step

sprite_index = mplay_data_read(1)

and if you wanted to update the x position of somthing, it will need a different slot for that (2), so

mplay_data_write(2,x)

and then read

x = mplay_data_read(2)

for every SINGLE variable, for every SINGLE object, you will need a different slot.
x for player 1 might be slot 2, but the x for player 2 might be like 9 or 6, all depends on how well you prepare, and how many things have to be changed. Dont worry, you have up to 10,000 slots laugh.gif laugh.gif

Bear fight will explain this, as well as setting up a connection, try it out!!

And remember YOU WILL NEED TO BE REGISTERED, so dont even try it till you do biggrin.gif .

This post has been edited by Spector_sc: Oct 14 2004, 03:00 AM
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phubans
post Oct 15 2004, 12:18 AM
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Yeah, that's the problem, I'm not registered yet, but soon, hopefully!
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pm5kbebop
post Oct 15 2004, 01:53 AM
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WOW im impressed.i like that type of art you went with.Even though i read the control list i still had problems with what was what.Anyways its a great game,good concept,good art..although the screen res was annoying.Good Job!

9/10
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phubans
post Oct 15 2004, 03:32 AM
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Thanks a lot for the great feedback! I'm glad you liked it. Don't like the screen res though, huh? I thought it gave the game more of an old-school feel, you know what I mean? Well, I really hope some of you guys get to experience this game in its entirety by playing against another person! My little bro and I spend at least an hour every time we play this game, and we really get into it... laugh.gif And I'd like to mention how bloody the levels get, which is a simple feature, but probably my personal favorite.

So any ideas on what to do for storymode anyone?

EDIT: Just for you GM Forum dwellers, I uploaded a screenshot of the Battlefield, a level which I am currently working on:



This post has been edited by phubans: Oct 15 2004, 08:12 AM
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XtremeGames
post Oct 16 2004, 12:21 PM
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Awsome game, really brutal, (I was also playing verses). Really fun, can't wait for more levels.
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mako
post Oct 16 2004, 12:57 PM
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OMFG! lmaosmiley.gif! hahaha !A aaskull.gif and a ph34r.gif and a i_chikin_emote.gif (clown) and a (shadow thing) duking it out to KILL eachother. 9.9/10 (no story mode? unsure.gif sad.gif ).REALLY, this is the best multiplayer game I've ever seen! How do you make the SOLID title screen? And the conveyer belts of doom (HAHA)! THE BLOOD IS JUST GORGEOUS! how did you make it? I will (try) give you every custom sprite I made, Cuz this is PHENOMINAL! THE best game I have seen on this forum(And I didn't think they got any better than xdarkenx's Halo:The complex or Delta Force)Please either PM or post or Email(aol, sry)an example on the things I mentioned above and how you make the game run quickly with the two views. PLEASE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

EDIT:
QUOTE
Any ideas for story mode? I'm thinking of having cutscenes of still images between stages, but I'm not sure how to program AI that would be similar to playing against a human opponent, so I was thinking of having the story mode stages be less of a deathmatch, and more of an objective-based adventure.

I am pretty good at AI, too. How 'bout this? You give me the gmd and I'll make AI for it.(Zombies and Intelligent shooting ones.)
ALSO for the story,I figured a way to impliment deathmatch. Make it a Tournament kind of thing.

Here goes:

There is a haunted planet called Madhouse and on it the different people are warring. They completely irradicate themselves except for a few. These few are pacifists and want to stop fighting and live together in peace for a few months. BUT, they are secretly planning to wipe out everyone except for their own. One day, the final battle starts.....

Like It?
I know you heard it before but the blood is GORGEOUS!

This post has been edited by mako: Oct 16 2004, 01:14 PM
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phubans
post Oct 16 2004, 08:57 PM
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Thank you, thank you, thank you! I'm really glad you guys like this game! It really brings me so much joy, considering for the past month and a half I have spent nearly every waking hour of my life, from the time I wake up to the time I go to sleep, sitting here working hard and tweaking things on this game. laugh.gif

Not to worry, Xtremegames, I am currently in the process of making new levels and implementing storymode, which I'll discuss later in this post, after I address mako's questions. I just finished the Battlefield (Zero's) stage, and now I'm going to work on a Carnival (Bozo's) stage. I was gonna have it be the funhouse, but then I realized mirrors, moving floors, and flashing lights wouldn't be that exciting, and more troublesome to create. So I'm going to make a carnival, not so much one filled with rides, but something more old fashioned... I think it will be mostly stands with games (some of which you can actually 'play', like if you break all the balloons, you'll get a prize), benches, pole lamps, balloons, and maybe some little freak show cages or something. And of course, I'm going to try and put a little track with a trolly type thing you can ride around the whole level!

Your post was great, mako, thanks for taking the time to write it. Do you mind if I quote you "THE best game I have seen on this forum" for my topic's subtitle? I'll try to answer your questions as best as I can, but really, I can't say for sure on some of them, like the question about views. I just made the game and

For the title screen, the title itself is a background image, and there is a controller in the room with a variable called "gamestep". gamestep is set to 0, and if it is 0 when you press enter, the background[0] vspeed is set to -5, and alarm[0] is set to 10. In alarm[0], I have the background vspeed set to 0 (stop), and the code to draw the options and cursor... Hope that helps.

The conveyer belts are an animated sprite that gives them the illusion of going up or down, and in their collision code with the player, they set the other's Y relative to + or - .6, depending on which direction. Pretty simple, huh?

As for the blood, that will have to remain my secret recipe, sorry wink1.gif


Now for the story mode, I've been trying to develop it, and here's what I'm thinking so far...

There is this eccentric billionaire scientist known only as Dr. Madd. He purchased properties, called them Madhouses, and secret organized fights in these places for his own amusement. Yeah, I know the idea of an eccentric rich man using murderers for his own personal amusement has been used before in games like Manhunt (which bears a strange resemblance to my game's name, also!) But I assure you that all similarities are purely coincidental.

So each character is pretty much a murderous psychopath, but they do have their own personal vendettas. Like Butch, the undead guy. He tears out of his cold grave when he hears the screams of his murdered family. After a brief cutscene that shows this, he begins in the graveyard, fighting off zombies and bats, trying to find a special hidden key to open the gate to pass the level. Then there will be another cutscene that moves the story along, and then he'll be in another level, maybe this time he'll be on the Battlefield fighting against Zero. So basically, each character is driven by their own personal vendetta, and perhaps Dr Madd promises them some sort of revenge, or at least gratification, by entering his Madhouses.

The biggest problem I face as of right now is programming characters like Butch, Zero, Bozo, and Ragman to act and fight as if they were a human player. This means walking around thru the level without getting stuck, collecting keys, then opening chests with those keys, attacking the player with their items when he's close enough, and attacking with their primary weapon when he's even closer. If you, mako, or anyone else can program AI like this, I'd love your help! However, before I send you my GMD, could I have some examples of enemy AI that would work like that? As you probably know by now, this project is my little lovechild, and I'd really like to finish it up on my own, and I'm not sure if I'm completely comfortable with the idea of letting others edit the GMD just yet... wub.gif Hahah. But if you can help in any way with the AI or Netplay mode, I will definitely credit you!

Madhouse fans, keep checking back! I am constantly working on making this game bigger and better! And please give me your feedback, because I love to hear all your questions, comments, and ideas!

This post has been edited by phubans: Oct 16 2004, 09:55 PM
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mako
post Oct 16 2004, 11:32 PM
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No I don't mind at all. The AI will be 8 directional, so start making 45 degree,135 degree, 225 degree,and 315 degree sprites. Heres an example. My current AI is for battling only but I can make it for moving around,too

8 direction example

Okay, so I made a to-give-you list:
_AI
_gore example(can help)
_8 directional player movement

allright?
OH!
MINIGAMES!
there can be a horde of minigames(I am experienced in this, too.)
EDIT
Site is better, now
I can make other characters for you. I am a master at sprite editing. wink1.gif

This post has been edited by mako: Oct 17 2004, 12:52 AM
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phubans
post Oct 17 2004, 02:08 AM
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Thanks for the offer, mako, but I'm probably gonna try and finish this project out on my own. I'd like to see some of your work though, and if you're interested, I'd love to have a team mate for some future projects!

Also, did anyone notice that if you press the shift button during the character selection screen, you get to take a peek at the upcoming characters and their stats?
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mako
post Oct 17 2004, 01:42 PM
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I got the AI gmd's but I dont know how to get them on the net. I have a freewebs account so I might as well check there.
laugh.gif its allright if you want to make it on your own. mine shoots, dodges, and charges the player in attack mode, then follow a path of waypoints in trek mode.
when it shoots, tho, the enemy can be facing left and the bullet goes diagonally. is that okay? unsure.gif
EDIT:
My site!

This post has been edited by mako: Oct 17 2004, 01:52 PM
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koolkat
post Oct 17 2004, 06:24 PM
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QUOTE
Dr. Madd

I read that as Mr. Dadd at first biggrin.gif

Nice and fun this game is!
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Keitaro-Kun
post Oct 17 2004, 06:49 PM
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Bwahahahaha! Awsome game!
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exibo
post Oct 17 2004, 06:52 PM
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Downloading, I'll edit when played biggrin.gif screenies look great

Hmm its two player only :| ?
damn

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Keitaro-Kun
post Oct 17 2004, 06:57 PM
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Finish net play! I want to kill my brother! LOL
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phubans
post Oct 17 2004, 10:25 PM
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Mako – Thanks for the examples! I appreciate all your support man. happy.gif


QUOTE (kostellano @ Oct 17 2004, 02:21 PM)
QUOTE
Dr. Madd

I read that as Mr. Dadd at first biggrin.gif

Nice and fun this game is!
*



Hahaha! I laughed out loud at this! laugh.gif Glad you liked my game smile.gif


exibo – I’m currently working on a one player story mode! Keep checking back!


Keitaro-Kun – Yeah, I can’t wait for Netplay mode myself, but I’m not registered yet, so I can’t read any of the tutorials that teach how to do that. I met someone on the GM forums though who said he would set it up for me, and I did some sprite work for him in return, but he just disappeared… Anyways, I wish you luck against your brother! My brother is 10 and he plays/tests this game with me, and sometimes he really crushes me!… sleep.gif It really hurts my pride, considering I MADE this game! Haha, well, he always picks RAG MAN, who’s super fast, and then proceeds to grab up all the keys before I can get them! laugh.gif


Thanks again for your support and feedback, everyone! It's greatly appreciated!
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