View Full Version : 19: Time of your life
dislekcia
14-06-2008, 02:37 AM
Thread started for ASS_SAZiN :)
-D
ASS_SAZiN
15-06-2008, 11:30 AM
Thanks dislekcia!
Ok so my first post and first entry and first idea, whoo ;)
Any how, this is my idea, thanks dis for the title ;)
Time of your Life:
Ok so I want to have a fresh look at death, most people have linked it to violence and I want it to be a tool rather than an ending sequence. So a game with no enemies except time....
It basically is A "portal" type game, where you also have no enemies and thus no weapons, you start in a room and you can't get out there is a timer ticking away, adds suspense, you have only a certain amount of time to escape the room, when the time expires so do you and you spawn at the beginning of the level.
The only way to complete some puzzles is to die, by using a sacrifice bracelet/suite/gun/chip <depends on the game's setting i guess!>
when in death/spirit/ghost mode you can pass through some materials like walls but not all, some might have <death block? >
An example scenario, you position your body on a switch/trap door and fly thorough a wall to hit a button to open a door? something to that effect.
The trade-off when in death mode. yes there will have to be some :)
1) You are a ghost, but you can use certain levers or move boxes, but you cant complete the level while in this mode, I want it to be like Prey if any one knows it, so some limitations.., this is so that you don't just fly through the level...
2) Your time is set to double time, ie, the time runs out at 2 times the speed, adding tension and stress, music and visuals will also have to adapt and the metronome sound will increase in speed!
I think it will be very frustrating and fun, which I hope will equal addictiveness!
I think it will be a top down puzzle game at the mo, ala GTA 1...
So please feel free to criticise and comment,
PS, I suck at sprite and graphic design I am a coder not a designer, so the visuals may look a bit crappy! So if any one can help me out with that I would appreciate it .
Demo 01
first release, http://www.mydatawarehouse.co.za/files/
Keys:
<w> Forward
<s> Backward
<mouse move> Movement with the mouse, rotation, Tip keep the mouse outside the window, for best movement/
<space> Ghost mode.
Demo02
http://www.mydatawarehouse.co.za/files/
Get it while its hot.
same keys but added a <CTRL> key for quick regen/ return to life mode, see last post for more details on the rest of the release.
Demo03
http://www.mydatawarehouse.co.za/files/
Added some fixes, improved the collision detection.
Added a new and improved generic messaging System, game-play considerations please see my latest post for more...
Added <ENTER> to show previous message.
Added Trap door system, which adds some game-play and puzzle elements.
Added some FX....
Thaumaturge
16-06-2008, 07:45 PM
Hmm... It sounds as though it could be fun. ^_^
I'm not entirely convinced that doubling the timer rate in "ghost mode" is a good idea, but I'm not terribly confident of that. I'd recommend leaving it in for now, and seeing how it works in the final version. ^_^
As to obstacles in ghost mode, that could depend on your setting, and on whether you want walls that allow ghosts to pass through to be the norm or the exception.
For example, if you want passable walls to be the norm, and have a fantasy setting, you could include rune-scribed walls that employ spells to prevent ghostly penetration (a-la Thirteen Ghosts).
Conversely, if you want passable walls to be the exception, and have a sci-fi setting, you might state that ghosts can only pass through electrically-charged surfaces (being in this setting heavily electromagnetic phenomena, or having some sympathy with electromagnetism).
If I may make a further suggestion, include the means to move at least certain types of wall, allowing the player to open up new avenues to ghostly exploration.
Good luck! ^_^
ASS_SAZiN
16-06-2008, 08:56 PM
Hmm... It sounds as though it could be fun. ^_^
I'm not entirely convinced that doubling the timer rate in "ghost mode" is a good idea, but I'm not terribly confident of that. I'd recommend leaving it in for now, and seeing how it works in the final version. ^_^
As to obstacles in ghost mode, that could depend on your setting, and on whether you want walls that allow ghosts to pass through to be the norm or the exception.
For example, if you want passable walls to be the norm, and have a fantasy setting, you could include rune-scribed walls that employ spells to prevent ghostly penetration (a-la Thirteen Ghosts).
Conversely, if you want passable walls to be the exception, and have a sci-fi setting, you might state that ghosts can only pass through electrically-charged surfaces (being in this setting heavily electromagnetic phenomena, or having some sympathy with electromagnetism).
If I may make a further suggestion, include the means to move at least certain types of wall, allowing the player to open up new avenues to ghostly exploration.
Good luck! ^_^
hi,
Thanks for the advice, I have been toying with the idea some more and I am having difficulty creating the right mood and setting.
I was leaning a bit towards the 13 ghosts, spell block idea, but my drawing skills suck so it looks a bit dull at the moment ;)
Still busy figuring out the dynamics and learning game maker at that, this will be my first game maker game.
I haven't incorporated the timer as of yet, but I do feel that it should be a part of the gameplay, I am still working on some ideas for the ghost limitations, at this stage while in ghost mode you can;t pass through the doors, but you can go through the walls ;) silly I know but I am still working on the dynamics.
Will Be releasing a demo / proof of concept shortly.
Thaumaturge
17-06-2008, 04:26 AM
Fair enough - I look forward to the demo! ^_^
As to the graphics, don't worry about them, for now. In any case, if you want to polish it up, it will probably be easier to find willing artists with a working game to show. Concentrate on getting the game working. ;)
FuzzYspo0N
17-06-2008, 04:42 AM
very much agreed :) good advice there thaumaturge. some more advice :D get some sleep.
Thaumaturge
17-06-2008, 04:59 AM
Heheh, thank you. ^_^
As to sleep, I think that I will go soon - it's getting towards that time. ^^;
ASS_SAZiN
17-06-2008, 07:41 AM
Cool thanks guys.
I put up a demo it is in the topmost post, please check it out and feel free to criticise, it is very easy to think something is "working" when you are the only one doing the testing....
Demo 1:
http://www.mydatawarehouse.co.za/files/
There is an executable and a zip, exactly the same file, one is just compressed.
ASS_SAZiN
17-06-2008, 12:17 PM
Ok, I need to focus, ;) I am trying to learn GM and do this game and as a result I am putting in allot of redundant features just to learn the capabilities of the engine!
Ok so to help me focus I will be listing my goals here now, and working towards them, I will also try to release more demo's so that it forces me to produce certain deliverables.
Add goals / restraints to the game, the timer, exit conditions.
Scoring, should I add some sort of scoring like level clear time bonus etc...
Determine a mood / setting. @ this stage probably the most important step!
Work on the dynamics The: what, how, why, where, of the story, ties in with the first point.
I need to add some elements to the game-play, power ups or secret rooms or something, i am afraid that it might turn out boring, but i also don;t want to make it overly complicated!
Define all objects. For interactions and level design.
Level design! Level Deign, This is a puzzle game after all, and the levels will make or break the game....
Polish, add sounds and nicer graphics...
Geez, I still have loads to do! ;)
ASS_SAZiN
17-06-2008, 10:31 PM
Got sidetracked once again, this time I made myself a nice logo, for the start-up, and got great music from my library, forgot I had these tracks think they will fit in nicely. ;)
I also changed the setting, I think I want to go with a futuristic SciFi look now, thinking of having it take place on a space ship/space station/planet colony. With stuff like doom, spells will still block the ghost, and there will be ghost traps, that will, well trap you when you are in ghost mode...
Going to implement the level timer now, I am still wondering if it is a good idea? But I do need a goal and this is it at this stage...
Please feel free to comment, share ideas criticise....
ASS_SAZiN
18-06-2008, 01:02 AM
Ok release time again.
Enter Demo02:
Added some textures,sounds and new objects.
Added a place holder menu system, it is only a place holder at the mo, so please just wait a few seconds, it will load level 1 automatically.
Hacked together a quick logo in Photoshop, added it as a splash screen and added it as the menu background, I did do a menu background separately but I haven't put it in yet, still needs some colour adjusting.
WIP: A trapdoor system, which I am having some difficulty implementing so if anybody has any ideas wrt the trapdoor system, please shout ;) What I am envisioning for it, is a system, where the player's body gets positioned on a trapdoor switch, not a normal trapdoor but more of a hidden floor panel switch, then go into ghost/spirit/soul mode and press a button, only if the other switch is activated ie, the players body is on the trapdoor switch, will the other switch work.
Added another aspect, the use of the <CTRL> key, is a quick return/reincarnate/force return key, this will be used to return to living mode instantaneously, with the side effect that you loose all button activations and actions which where performed whilst in ghost mode for that, ghost mode, ;) At this stage it is only really useful if you get stuck as a ghost and need to return and get unstuck, but later it will form part of the puzzle/level design....
Hope you enjoy:
As always please feel free to comment and criticise.
All releases can be found at:
http://www.mydatawarehouse.co.za/files/
This time a rar file was uploaded with the demo exe in.
Thaumaturge
18-06-2008, 01:40 AM
I rather like your background graphics (exit signs aside ;P), sprites, sound, and the little bit of music included. They seem to be good choices. Similarly, the puff of smoke that appears when exiting ghost mode looks good. ^_^
The controls also seem good (keeping the mouse outside the window takes a little getting used to, but I found that I seemed to adapt to it fairly readily). The inclusion of the "return to body" button is a good one - although I'd suggest being clear to your users in the final game that doing so resets any actions that they've taken (if I understand correctly).
The message system seems as though it has made a good start, although I'd suggest considering adding a backdrop, especially if you intend on having any overly-busy or red backdrops. ;)
I did, however, experience a little trouble with the collision detection, specifically with walking too close to a wall or door and ending up stuck on it until I managed to free myself. I'm guessing that you use the sprite's current frame for collision checking; if so, perhaps consider giving your character a static circular collision mask instead.
On the topic of collisions, perhaps, when the player enters ghost mode near a non-permeable wall (such as your doors at the moment, perhaps, instead of leaving them stuck (save for the use of the "return to body" button, of course), consider either re-selecting their position randomly, albeit keeping it close to their body or, perhaps better (to take into account situations in which there is no good place nearby, for example), have them automatically exit ghost mode when they attempt to appear within such an obstacle.
Still on ghost mode, entering it at the moment sometimes has a small but noticeable delay; do you intend to do anything with that time? If not, I would suggest either shortening (or removing) it, or adding some form of animation or special effect to provide a little feedback to the user.
Finally, I found that if I held down a movement key while hitting the key to enter ghost mode, my body seemed to end up "sliding" in the direction indicated while I controlled the ghost.
All in all, however, I like the way that this is shaping up. ^_^
FuzzYspo0N
18-06-2008, 02:34 AM
yea this game is coming out damn nicely dude, only things i saw that bugged me (pun yes)
Movement :
Im not too keen on the outside control thing, its really interesting tho and it cud work better, like thaum says when u come goes after moving the guy just keeps moving in that direction.
Gameplay :
I dont know whats going on as a player. i stumbled around doing nothing for a while. I understand its not far along but there is no real interaction between what i am meant to be doing , or if the exit doors work, etc.
Bugs :
When i stand x distance away from the wall/exit and i pressed get out of my body, the ghost spawned inside the wall, which to my surprise had me stuck there, i kinda got hooked UNDEr the exit/door effort. it kind of made me reset the character, move, and reghost.
very nice progress tho! keep it up
ASS_SAZiN
18-06-2008, 07:03 AM
Thanks guys!
Yeah there is still allot to do! ;)
Will comment in more detail to all your comments, shortly on my way to work now.
ASS_SAZiN
18-06-2008, 08:52 AM
I rather like your background graphics (exit signs aside ;P), sprites, sound, and the little bit of music included. They seem to be good choices. Similarly, the puff of smoke that appears when exiting ghost mode looks good. ^_^
Yeah I know the exit sign thing is atrocious! I can't seem to find something suitable at this stage, so hopefully it is just a place holder at this stage.
The controls also seem good (keeping the mouse outside the window takes a little getting used to, but I found that I seemed to adapt to it fairly readily). The inclusion of the "return to body" button is a good one - although I'd suggest being clear to your users in the final game that doing so resets any actions that they've taken (if I understand correctly).
Yes the controls are fairly, different, you don't have to keep the mouse outside the window, it is more like a follow control scheme meaning that, you will move until the sprite is close to the mouse pointer then the movement will stop, so by keeping it outside the window, you force it to keep moving, I wanted to do something entirely different with the controls and use it as part of the game-play, but I am running out of time at the moment.
Yes the return to body was actually done out of frustration, ;) but as with all good software projects bugs become features :p But I want to incorporate it into game play, like make a ghost box, where if you enter it you get trapped as a ghost and you will have to return. You are correct you will loose all button presses and actions performed as a ghost for that round.
The message system seems as though it has made a good start, although I'd suggest considering adding a backdrop, especially if you intend on having any overly-busy or red backdrops.
Yes I know ;) I realized it too late to change for the demo, how would you recommend me doing it? maybe draw a rectangle with the text ontop of that? This is my first Game maker game so I am still learning and discovering along the way.
I did, however, experience a little trouble with the collision detection, specifically with walking too close to a wall or door and ending up stuck on it until I managed to free myself. I'm guessing that you use the sprite's current frame for collision checking; if so, perhaps consider giving your character a static circular collision mask instead.
Yep big problem at the moment! I have no mask sprite yet, only read about masking late last night will be putting it in shortly!
On the topic of collisions, perhaps, when the player enters ghost mode near a non-permeable wall (such as your doors at the moment, perhaps, instead of leaving them stuck (save for the use of the "return to body" button, of course), consider either re-selecting their position randomly, albeit keeping it close to their body or, perhaps better (to take into account situations in which there is no good place nearby, for example), have them automatically exit ghost mode when they attempt to appear within such an obstacle.
Yes yet another problem I have been trying to avoid while doing all the other stuff, :p
I am still toying with ideas on how to solve it,
One way is to not activate ghost mode while close to non-penetrable objects, enforcing the idea of user constraint, error avoidance.
Another way is error recovery, here as you mentioned I could either let the ghost respawn at a random close location to the body, maybe relative to his back. Or I could let the ghost automatically exit ghost mode when stuck and force the player to re-enter ghost mode.
Still figuring this one out!
Still on ghost mode, entering it at the moment sometimes has a small but noticeable delay; do you intend to do anything with that time? If not, I would suggest either shortening (or removing) it, or adding some form of animation or special effect to provide a little feedback to the user.
Hmm did not intended for there to be a delay, will have to look into it. I am going to add a special effect when entering ghost mode, it can be confusing the first time, I should let the player know that he/she is now in control of the ghost and not the body.
Finally, I found that if I held down a movement key while hitting the key to enter ghost mode, my body seemed to end up "sliding" in the direction indicated while I controlled the ghost.
Yep I did add it to my bug list, which is growing at an alarming rate, ;)
Yet again I can either do error recovery or error avoidance here, either don;t let the player enter ghost mode while movement key is pressed, or for the recovery tactic, let the player enter but stop all movement for the body when in ghost mode, the later is at this stage easier to complete and will most likely be the route taken.
All in all, however, I like the way that this is shaping up. ^_^
Thank you very much I am doing my best to get a decent first entry going, all the comments and suggestions are what keeps me going! :)
Movement :
Im not too keen on the outside control thing, its really interesting tho and it cud work better, like thaum says when u come goes after moving the guy just keeps moving in that direction.
As mentioned above the movement was part of an initial idea I had, don't know if I will have time to do it or change the movement. Regarding the body that just keeps on sliding, lol I am fixing it.
Gameplay :
I dont know whats going on as a player. i stumbled around doing nothing for a while. I understand its not far along but there is no real interaction between what i am meant to be doing , or if the exit doors work, etc.
Yes this is a problem, I am trying to think of ways to make it more obvious, enter the message system. What I plan to do at this stage is to make the first few levels a training room, where the player will be guided through the first few obstacles and puzzles. With info messages appearing when interaction is needed.
If you could suggest something that may work, to enhance the intuitiveness of the game play, please share, I am a sponge for good advice at this stage :)
Bugs :
When i stand x distance away from the wall/exit and i pressed get out of my body, the ghost spawned inside the wall, which to my surprise had me stuck there, i kinda got hooked UNDEr the exit/door effort. it kind of made me reset the character, move, and reghost.
As mentioned above, yes I know :p Will try to fix it, still working on a strategy to best handle it! As before if you have any idea on how to acomplish this, you know what to do, please share it with me! :)
very nice progress tho! keep it up
Thank you so very much, it is very nice to see my little creation coming of age!
Any other general comments words of advice? Please share i am the sponge of learning!
dislekcia
18-06-2008, 12:55 PM
Another way is error recovery, here as you mentioned I could either let the ghost respawn at a random close location to the body, maybe relative to his back. Or I could let the ghost automatically exit ghost mode when stuck and force the player to re-enter ghost mode.
Still figuring this one out!
I think your best bet is to make sure that the ghost doesn't spawn inside an obstacle. The easiest way to do this is to simply do a collision check during the Ghost's creation event and if it collides with something it can't move out of, jump it to a random position around the player and repeat the collision check. Eventually it'll be somewhere it can spawn (even if that's directly on top of the player, which presumably got there legitimately) ;)
Yes this is a problem, I am trying to think of ways to make it more obvious, enter the message system. What I plan to do at this stage is to make the first few levels a training room, where the player will be guided through the first few obstacles and puzzles. With info messages appearing when interaction is needed.
If you could suggest something that may work, to enhance the intuitiveness of the game play, please share, I am a sponge for good advice at this stage :)
Never underestimate the power of a big glowing arrow or two :) Even if they're part of the level layout somehow.
ASS_SAZiN
18-06-2008, 02:20 PM
Never underestimate the power of a big glowing arrow or two :) Even if they're part of the level layout somehow.
Hmm, never thought about that!! lol this seams to be the easiest solution!!
Will look into it! Thanks...
Keep 'em coming folks I feed of comments and ideas! ;)
Bonezmann
18-06-2008, 05:28 PM
Well, it's a good game. I struggled with the controlls and I didn't know when I went into ghost mode. :)
ASS_SAZiN
18-06-2008, 09:56 PM
Well, it's a good game. I struggled with the controlls and I didn't know when I went into ghost mode. :)
Thanks :),
Yes I am trying to make the transitions more obvious and visible.
The controls are not that difficult IMO, The player moves towards the mouse cursor when moving forward <W> and away from it when moving backwards <S>, I will change it to be all keyboard if and when I get time.
ASS_SAZiN
18-06-2008, 10:13 PM
OK Release time! :D
Demo03
Ok change log:
Added an improved messaging system, informing the player of what is going on, I am however stuck at a cross road,
The new messaging system works quite nicely at the moment and I do feel it presents the player with all the information needed to learn/complete the game, (maybe I will only use this for the first introduction level. )
But I do feel that it "breaks" the flow of my initial idea, because there are no enemies and I wanted to make it a fast paced puzzle game against the clock, and by having a dialog story telling style I feel it breaks the flow?
What do you guys think? should I stick with my original idea or should I add enemies and change it into an adventure game?
Ok, on to the next change:
Because of the messaging system, pressing <ENTER> shows the previous message.
Trap door switch is working, now some doors are special and need some other action to be able to open.
Added more FX, to show entering ghost mode, blood spilling! :)
Improved the collision system. did not add the counter measure for ghost mode trappings, will do so in next release.
Ok so get it while its hot, and as always I am all ears, to your comments and advice.
http://www.mydatawarehouse.co.za/files/
Thaumaturge
19-06-2008, 12:40 AM
Yep I did add it to my bug list, which is growing at an alarming rate,
They seem to do that, I'm afraid - perhaps the bugs breed... ;)
What I plan to do at this stage is to make the first few levels a training room, where the player will be guided through the first few obstacles and puzzles. With info messages appearing when interaction is needed.
This sounds like a very good idea to me. ^_^
If you have it, perhaps play through the first few levels of Portal - they do a good job, I believe, in training their players in the mechanics of the game, from such simple things as "use crates to push buttons" (this probably emphasised by the description of being weighted) to such things as teaching the player that they can enter either portal by giving them the end that thus far has been used as an exit and leaving them to realise that they should place the other end at their destination.
As to the new version, good work! ^_^
I like this iteration of the message system - it's readable and works well. Being able to recall the last message using the enter key is a good touch! ^_^
I would suggest not having the floor switches on which the player leaves their body be obstacles - allowign the player to freely walk over them should make it easier to position the player's body appropriately, and will probably make it more clear that just "pressing" the "button" isn't sufficient.
In the same vein, perhaps have only those floor switches produce a continuous flow of "activation rings"; this should hopefully emphasise the difference in their function.
By the way, at the moment you're not introducing the ghost mode ability to players. There are a few ways that you could do this, I think, such as having it happen automatically the first time, which has the added benefit of providing precedent, should you decide at some point to make an automatic expulsion from the player's body a plot or puzzle-related point. Of course, you may have simply not introduced this element yet. ^_^
But I do feel that it "breaks" the flow of my initial idea, because there are no enemies and I wanted to make it a fast paced puzzle game against the clock, and by having a dialog story telling style I feel it breaks the flow?
What do you guys think? should I stick with my original idea or should I add enemies and change it into an adventure game?
To be honest, I think that you should perhaps implement the original idea (using a timer, as I recall), and test it, both yourself and with us. You may well find that it works happily with the message system. ^_^
If you're worried about people losing time when reading messages, then consider pausing the game during messages. This also allows people to take breaks in which to think, without allowing them to use the pause to advance directly.
Overall, however, I'll say it again: good work! ^_^
ASS_SAZiN
20-06-2008, 08:17 AM
They seem to do that, I'm afraid - perhaps the bugs breed... ;)
This sounds like a very good idea to me. ^_^
If you have it, perhaps play through the first few levels of Portal - they do a good job, I believe, in training their players in the mechanics of the game, from such simple things as "use crates to push buttons" (this probably emphasised by the description of being weighted) to such things as teaching the player that they can enter either portal by giving them the end that thus far has been used as an exit and leaving them to realise that they should place the other end at their destination.
As to the new version, good work! ^_^
I like this iteration of the message system - it's readable and works well. Being able to recall the last message using the enter key is a good touch! ^_^
I would suggest not having the floor switches on which the player leaves their body be obstacles - allowign the player to freely walk over them should make it easier to position the player's body appropriately, and will probably make it more clear that just "pressing" the "button" isn't sufficient.
In the same vein, perhaps have only those floor switches produce a continuous flow of "activation rings"; this should hopefully emphasise the difference in their function.
By the way, at the moment you're not introducing the ghost mode ability to players. There are a few ways that you could do this, I think, such as having it happen automatically the first time, which has the added benefit of providing precedent, should you decide at some point to make an automatic expulsion from the player's body a plot or puzzle-related point. Of course, you may have simply not introduced this element yet. ^_^
To be honest, I think that you should perhaps implement the original idea (using a timer, as I recall), and test it, both yourself and with us. You may well find that it works happily with the message system. ^_^
If you're worried about people losing time when reading messages, then consider pausing the game during messages. This also allows people to take breaks in which to think, without allowing them to use the pause to advance directly.
Overall, however, I'll say it again: good work! ^_^
Yeah
I did think that the timer is a crucial part of the game not to mention the title :p
I think I will let the timer pause when a message appears, I am still not completely satisfied with the messaging, I want to tweak the multi line messages.
I was wondering how to go about introducing spirit mode, think I will call it spirit mode from now on ;) , the auto occurance seems to be my best bet, easy to implement and with the messaging system i can explain what just happend, on that note I just discovered the plethora of spelling mistakes I made :p will have to fix that too.
I didn't have that much time to work on it the previous couple of days, i am aiming to finish allot of things this weekend.
Thaumaturge
21-06-2008, 02:12 AM
Well, it sounds as though you have a decent idea of the next few steps that you want to take.
I look forward to seeing the next version. ^_^
ASS_SAZiN
03-07-2008, 11:29 AM
:( I ran out of time, wanted to change, add so many things, but work duties had me occupied for the most part of the month... :(
Well this was my first attempt, and If there is one thing I learned, decent planning ahead of time can save you so much later and also even though it is game development it still requires time and attention...
Gazza_N
03-07-2008, 11:56 AM
Don't feel bad. I didn't get beyond prototype phase myself. ;_;
Doesn't stop you from working on it outside the comp, of course. ;)
Thaumaturge
05-07-2008, 04:22 AM
I'm sorry to hear it, ASS_SAZiN. :/
On the plus side, hopefully the application of the lessons that you mention will help you in future projects, any competition entries included. ^_^
ASS_SAZiN
09-07-2008, 09:22 AM
I'm sorry to hear it, ASS_SAZiN. :/
On the plus side, hopefully the application of the lessons that you mention will help you in future projects, any competition entries included. ^_^
Yeah they certainly will, and hay I got my feet wet, im still working on finishing it, to release my first game, it just that work is taking up most of my life at the moment, and i need to pay the bills, :P
But I will still be active here as much as I can and I will keep you all updated on my progress....
Thanks for all the help and support along my journey...
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