Early Access Update #15 – Let’s Get Technical

Update time friends.

Well, it’s been another solid week of engine stuff so unfortunately there’s really nothing to show. 🙁 Instead of not putting out an article, I figure instead why don’t I explain exactly what I’m taking so much time doing, and why I need to re-code the item system in Samphi.

If you’re not into looking behind the scenes, then this update won’t be for you I’m afraid. Feel free to pop back next week! For those interested, let’s get started.

The following changes are required of items, and are the reasons behind the re-write. I’ll address each in turn:

  • Ability to deal with multiple item stacks
  • Ability to save items in chests
  • Ability to load custom item names/descriptions
  • Moving items from string IDs to numeric IDs

The first problem we’ll look at is with item stacks. To accommodate chests, and other future plans, Samphi needs to be able to deal with multiple stacks of the same item. Currently, all item data is stored in a single list that looks something like this:

The amount of each item is tracked by the game, not the icons, so that means if you create two icons for the same item they can’t have independent amounts. For example, if you have one stack of apples in a chest, and another on your hot bar, each time you collect an apple they will both go up, and both show the same amount.

This is the biggest issue with items as this list system is heavily used in most areas of the game code. It was silly to set the game up like this in the first place, but if everyone knew everything right off-the-bat we’d all be professionals. What I’m currently doing is moving away from this main list and instead store quantities in each icon.

The second issue that needs addressing is changing the way the game saves/loads items. Currently all item data belongs to the player, and is stored in player data files. That means you can’t really store items in a chest. With the current system, if you created a chest in a world, then used that world with a new character, the items wouldn’t be in the chest. Not very useful.

To fix this, the game needs to save items that the player currently has equipt in the player data, and save items in chests to the world save file. This isn’t really a bad job, and shouldn’t take much time.

This one’s also not a big issue but goes along with the icon re-write. Currently, icons’ names and descriptions are hard coded. That means in the actual object itself in code I set these values myself. In order to support multiple languages freely, this value needs to be set externally.

I’ve moved items to loading their data from an external ‘.sam’ (my extension that’s functionally the same as .txt) file based on what language is currently selected. A system like this means it’s very easy to add more languages, and allows users to configure their own descriptions and names for items should you wish to do so. When the next update comes out there will be support for English, Italian, Turkish and Spanish. 🙂

This one is very programmy and won’t result in any changed functionality. Very simply, icons are currently distinguished by their name. So, I know the apple item is an apple because its name is ‘apple’. This isn’t ideal for a number of boring reasons, so I’m moving over to a numerical id, so I’ll know the apple icon is an apple because it will have an ID of 1.

Once all of these things has been done Samphi will have a MUCH more stable and flexible item system. We’ll be able to have multiple item stacks, chests, customizable names and descriptions etc. It sucks because it means that periods go where the game doesn’t seem to change, but hopefully this post illustrates some of things that are happening under the hood. 🙂

Next update there’ll hopefully be something to show from this boring engine work! Maybe get multiple item stacks running, then getting those other smaller jobs complete.

Either way, I’m making good progress with this work, so be it in the next update or the one after, I can see the end of tunnel and dev can get back to adding game content!

Hope you all have a great weekend, and if you have any questions drop me a comment!

As always you can show your support and keep up to date with development by following me here:

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Early Access Update #14 – Ciao, Hola, and Merhaba. Also, new graphics?

Update time friends.

Most of the work that’s happened this week is engine stuff with items, but ther’re some cool things to show including a new art direction! Let’s get to it.

Thanks to some great members of the Samphi community Samphi will soon be available in Italian, Spanish, and Turkish. There’s some work that needs doing to incorporate the translations into the game, but we’re well on the way thanks to these great people!

  • ShortyDevil
  • MrCrakgueir
  • Levent
  • dimo9854

Notice anything different about this menu?

Apt readers out there might notice something different with that last screenshot of the language selection … It’s created with a new aesthetic.
Samphi’s graphics is an uncertain subject. I’m a programmer, so all art in the game is programmer art and has gone through many revisions since the project started. Here’s a screenshot from a few years ago!

Things have come a long way since then, but Samphi still doesn’t look how I envisage it should do. As I created the language selection screen I started playing with this new aesthetic, moving towards a more pixelated, softer, somewhat more cartoony aesthetic that I’ve always envisioned for Samphi.

You can see the difference more clearly when you put the old settings menu next to a new WIP one using this same aesthetic:

I like the newer aesthetic a lot more. It’s less flat and much more how I envisage Samphi. What to you guys think?

Since these updates happen so frequently there’s often not too much to show. Same goes for actual game updates. Since they come frequently, progress is slow and gradual. Would you prefer this or prefer updates less often but more substantial. When all is said and done, the game would still progress at the same rate, but updates would feel more substantial.

I prefer this. Small regular updates so we have a regular conversation, but would just like to check that you feel the same way. Let me know. 🙂

Boring item work is all that’s due for now I’m afraid. Hopefully get chests in and a new crop in the next couple of weeks. I really want a new crop, and also want to re-draw wheat, so that’s certainly near the top of the list. Oh! I also have something cool planned with the menu, but I’ll leave that for the next update!

I’ll leave you with a fun(ish) fact. Samphi has 46 items! Thanks for reading! Have a fantastic weekend. See you in 7 days. 🙂

As always you can show your support and keep up to date with development by following me here:

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Early Access Update #13 – Localization update, performance increases, and the C word

Hi friends, update time.

So last week’s update was a short one. In summary it read: ‘I’ve been working on chests, they’re just been difficult’. Unfortunately, the situation hasn’t changed much! In fact, if anything, it’s worse. Turns out the item system needs a good ol’ re-write.

Not to panic, let’s all just laugh it off …

In the last update I demonstrated that the latest problem with implementing chests was that Samphi needs to be able to deal with multiple item stacks in order for them to work correctly. Unfortunately, that’s currently not the case, and to implement that means a re-write of the item system.

Bit more info; All item info is currently stored in a single list, so while we can have two icons, they both use the same data values such as quantity; they’re not individual stacks which they need to be. There’s also an issue with saving and loading items. The current system is designed around working with a single instance of each item, and to enable that to load/save multiple of the same type also requires some work.

All of this is 100% doable, just it’s not something I couldn’t fit into this update, but rest assured I’m working on it! Over the next two weeks I’ll be taking the item system back to the ground and doing a full re-build. This will allow multiple item stacks, loading/saving of multiple items, and in turn will enable chests to work correctly.

Sorry it’s taking so long. That’s the last I’m going to talk about the C word. The next time it makes an appearance in an update will be when they make it into the game. Still, there’s lots to be excited about in this update!

v0.1e hit the beta branch today and it’s brought with it something very exciting! Samphi is made in Game Maker, and Game Maker has an export tool call the YYC. Without getting into too much boring detail, it’s basically a tool that makes the game run faster. For the first time ever Samphi is exported with it so we should see some speed increases.

According to GM, YYC can ” increase your games performance by a hundred-fold”. We won’t see a performance upgrade quite on that scale I don’t think, but do let me know if you notice the game being a bit nippier!

Along with the performance upgrade, I’ve also fixed a few bugs in this update, so here’s the full changelog:

  • Samphi is now compiled with Windows YYC, so we should see a speed increase! According to GM, YYC can ” increase your games performance by a hundred-fold”. Let me know how this goes.
  • Hopefully fixed a bug where music was playing twice in the menu. I say hopefully because I could never recreate it, but I put something in-place that should stop that ever happening.
  • Fixed a bug where feeding honeycomb to your dog would cause the game to crash.
  • Fixed a bug where small items disappear in water and the ground.

Getting Samphi translated into as many languages as possible has always been a goal of mine, and thankfully a number of great people from the community offered their help! I’ve spent a bit of time collecting together all of the text that is currently in the game and collated it into a Google docs sheet, so those wanting to offer their help can now do so!

I’ll post these instructions in the discussion also, but if you’re wanting to help translate Samphi, send me an email to greeny@greenygames.com. I’ll send you an invite to the appropriate Google doc. Hopefully over the next few versions we can start incorporating more language options. 🙂

The item rebuild will be most of my work unfortunately. I say unfortunately because I always feel these updates are boring. From my perspective it’s a huge update as part of the engine gets a re-write, but from the player’s perspective nothing changes! If I do my job correctly, you won’t know anything has changed!

Because of this I always end up trying to sneak in other work, such as the updates to the sheep so there’s something visibly different, but that takes time away from the core work that needs doing. Downside of being a one-man-team I guess.

Hope you’ve all had a great week and have an even better weekend. I wish there were flashier updates to show, but we’re going to have to put some time into engine work for a little while. 🙂

As always you can show your support and keep up to date with development by following me here:

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Early Access Update #12 – Ever Elusive Chests

Hi friends,

Happy Friday. Time for another update on Samphi. Think this is going to be the shortest yet! You know I’m working on chests, but despite best efforts they’re taking much longer that I’d like. This short update will just explore why.

Last week I said …

Originally posted by author:

So next week shouldn’t see a new build according to the schedule, they’re every 2 weeks, but it will! I’m so close to being done with chests that there’s no point in waiting 2 weeks, we’ll just get them out.

If only. Chests are proving to be a royal pain in the ass. Each time I solve one problem another crops up. The item system needs quite a large change to accommodate chests so unfortunately it won’t be this week as I’d hoped.

For example, what happens when a player has items in a chest them moves world. There’s no chest for them, so they can go to their inventory. What if their inventory is full though? No problem, we’ll leave them in the chests. That means data for items in chests need moving from the player to the world save file. That’s done.

Now what happens when an item is already in a chest and the user collects more of it? They’ll end up with two of the same item and Samphi isn’t currently built to accommodate that.

It’s things like these that I keep running into. Chests are coming, and they’re close, but we’re just not there yet.

Since they’re not available yet this gives a good opportunity for me to get some feedback on how I intend them to work. Here’s my current thinking:

  • Items placed in chests belong to the world, not the player
  • If you change world you won’t have the items. If a new character joins the existing world with a filled chest they can access those items.

This will work great and the last real hurdle is allowing multiple stacks of items. How does this sound? Is this how you’d expect them to behave?

I was recently made aware of a bug in the latest build, v0.1d, that crashed the game is custom textures were enabled. That’s been patched and that version is now in the stable branch.

Hopefully next week chests will actually see the light of day in v0.1e. That’s what I’ll be working on ‘till then. Sorry it’s taking so long, it’s a bit of a mess! It feels shitty to keep saying they’re coming soon and then never delivering, but issues keep cropping up out of nowhere. So I’ll leave it as hopefully!

Hope you all have a fantastic weekend!

As always you can show your support and keep up to date with development by following me here:

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Early Access Update #11 – It’s all about sheep (Sheepgate)

Hi friends,

Another Friday, another update. Let’s get straight to the point, I’d hoped this update would bring chests but it’s going to have to wait another week I’m afraid. They’re 95% done, there’s just a few final things to tidy up. If I were to push them into this update however it would have been sloppy and need work next week anyway, so best to wait.

There’s still a couple of small changes to this update, and I’m nicknaming it sheepgate! You guessed it, they revolve around sheep.

So we recently added shears, and good news, they can now be used. No longer do you have to kill that poor innocent sheep to get its wool. With shears equip simply right click a sheep to shear it and the wool will grow back in a few minutes!

To accompany the game-changing shearing update, sheep have also received a small graphical update. They’re now much fluffier and have two possible colours. It’s like a whole new game!

Both of these changes are now live in build v0.1d, available now in the beta channel.

Since this update is short I figure I’ll give two small game hints. Why not!
Did you know you can shoot down beehives? When a beehive spawns fire at it with a bow and arrow. It will fall to the ground and can then be harvest for food!

Did you know sheep and pigs can be tethered? With rope equip on your hot bar right click and animal to tether it to you. It will then follow you around the level. This feature is very rough, and is intended to be used with fences so you can lead animals into a pen later down the line.

So next week shouldn’t see a new build according to the schedule, they’re every 2 weeks, but it will! I’m so close to being done with chests that there’s no point in waiting 2 weeks, we’ll just get them out. If there’s time we’ll also sneak in some other smaller updates and fixes before getting back to schedule.
So, bit of a slow two weeks I’m afraid. Haven’t got as much as I’d like done but that’s the way it goes sometimes. 🙂

Hope you all have a fantastic weekend and enjoy sheepgate!

As always you can show your support and keep up to date with development by following me here:

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Early Access Update #10 – WIP Wiki, and …

Hi, friends.

Hope you’ve all had a good week. Mine’s been a bit hectic and unfortunately not because of Samphi. A bit of background; I’m currently at University and am in my placement year. Instead of working at a company I took self-employment so I was able to work on Samphi for a year. The University aspect of my self-employment is now over so I’ve had a bunch of reports to write …

So not much game programming has been done this week, but there’s still a few things to talk about, so prepare your butts for a quick update.

For starters, v0.1c has been in the beta branch for a week now and nobody as reported that it’s blown up, so it’s now moved to the stable branch. Important note, the save file location has changed, so unless you want to start fresh here’s what you do to copy your save data over:

All you have to do is simply copy all data from AppData/Local/Samphi_Beta to AppDate/Local/Samphi.

Job done! You can delete the old folder now, just make sure your data is out of it first! If you don’t do this the game will still work fine, you’ll just not have any previous save data. Okay, on with the changes.

Apologies for this, but it has to be done! If you’re interested why have a read of last weeks update where I explained the issue.

So the only real system I’ve worked on this week is a wiki for the Samphi website. Samphi already has a wiki at Gamepedia, but I’m a programmer and love tinkering. I want more control over how my wiki works so I’m building one!

The system is really fresh, but I’m developing it out in the open on the live site so you can check it out if you want and as it develops. If you head to www.samphi-game.com/wiki/{anything} then you’ll find a wiki page.

If you enter an item that doesn’t exists (which is currently basically everything) it will simply show nothing. I think the only item currently ‘plugged in’ is the spade, and that only has an image. So remember, it’s my WIP build, but I figure why not just work on it live so people can watch!

Unfortunately, that’s kind of it for this week. Been really busy with these reports, but that’s all done and it’s back to business as usual starting tomorrow!

So, I have a few things in mind for the next build. First and foremost I want to get chests back in the game. They were in it right until launch when there was a major save bug, so it’s about time they make their return. I also want to plug in the new shears item and look at getting another crop in the game. To what extent that crop gets added depends on how easy the other jobs go, but I’d like to get some work on farming done!

That’s all for this short update. Sorry I don’t have anything more exciting to share! Hope you all have a great weekend and see you next week for builds v0.1d!

As always, you can show your support and keep up-to-date with development by following me here:

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Early Access Update #9 – v0.1c, Smelting, and updated save location! (Important)

Hi, friends.

Friday is here again. This week seems to have gone so fast! The latest build of Samphi, v0.1c, has hit the beta branch and it sees the first introduction of mining and smithing along with a new item. These things were covered a bit on the last news post, so check that out to learn about the pickaxe and iron.

I’m going to start this update with a PSA. In one of the last builds, there was an issue with Steam not been able to find the executable. Here’s why that happened.

My game project for Samphi was previously titled ‘Samphi Beta’. When I exported it the .exe, it too was named ‘Samphi Beta.exe’, so before uploading to Steam I had to rename it ‘Samphi.exe’ each time … that time I forgot.

Doing this each update is obviously not ideal and I’d 100% forget again, so I renamed the game project to just ‘Samphi’ as it should be. Problem is, that’s now moved where the game runs from. All data is stored in AppData, and version v0.1c and up will use a new folder so you’ll need to move your data over.

This will only ever happen this once, then we’re good forever. All you have to do is simply copy all data from AppData/Local/Samphi_Beta to AppDate/Local/Samphi.

Job done! You can delete the old folder now, just make sure your data is out of it first! If you don’t do this the game will still work fine, you’ll just not have any previous save data. Okay, on with the changes.

In the last update, I showed the new pickaxe and iron ore that spawns in the ground. Well, now when equipped, the pickaxe you can see it on your character. You can also now mine the iron around the level. This will give you raw iron that needs to be smelted in the kiln.
That’s right, the kiln now does something! For those unaware, here’s the crafting recipe for the kiln.

This will be used to refine all ore, there’s more to come, and it’s really easy to use. Just like cooking, to use the kiln simply drag the icon of the ore over it. The longer you hold it there; the more iron ingots you’ll make.
As you guessed it, iron ingots are what you’ll craft with, and I’ve added an item to craft so you can use them straight away!
Shears can now be crafted in the following way:

They currently can’t be used, but they’ll soon allow you to get wool from a sheep without having to kill it!
There’re a few smaller changes that are in v0.1c:

  • You now need to have the spade equip to dig rocks
  • Added a ‘Need spade to dig’ message if try with anything else

In update 7 I made a list of things that would be coming soon. Here’s what we’ve accomplished so far:

  • Adding Chests
  • Adding Iron
  • Adding Sheers
  • Adding Wolf
  • Adding new crop

There’s still a few of those to go, I’ve done a nice chunk of work on the wolf, so work moves right over to them! Expect them soon. 🙂

That’s all for this week. Another week another build. Hope you all have a great weekend and enjoy mining some iron!

As always you can show your support and keep up to date with development by following me here:

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Early Access Update #8 – Introducing Mining & Precious Metals

15Hey all,

Hope you’ve all had a good week! I’ve been pretty busy with IRL nonsense this week, so this update will be short, but I have some cool things to show!
I’ve added a new item, the pickaxe! This will be used to mine precious metals that will be found deeper underground than rocks. I want to be clear though, Samphi is not about spelunking huge caves. There will be metals to find, but they will be rare. They will be a precious resource and not so readily available.

Anyway, here’s the pickaxe and how you make it:

Since we now have a pickaxe we need something to mine. Enter Iron. As you dig below a certain level and new blocks come into view there’s a certain change that it will be an iron block. That’s currently 1/50 but that can be changed as we need to if it needs balancing.

It will only spawn below the normal dirt level, so iron will never be in a fresh spawn. You will always have to dig down and find it. For now, it’s using a sprite very similar to the rock sprite, but we’ll update that later. Here’s what the block looks like:
I originally drew a really shiny block, but actually raw iron appears to have this rusty-red color, so that’s what we went with. This will be used on a furnace to create nice shiny iron.
In other news, v0.1b has been live in the beta channel for a week now, so I’ve moved it to stable. If there are any bugs let me know, but none have been reported. 🙂

That’s it for now. Short update, will be working on chests I think next! They need to be back in!

Hope you all have a fantastic weekend! 🙂 Ciao.

As always you can show your support and keep up to date with development by following me here:

Visit my websites
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Early Access Update #7 – Beta introduction, new item system, and more worlds


Hi friends,

It’s Friday and time for another Early access update! Let’s start with an overview of what’s changed in this update, and then I’ll go into more detail on some of the bigger changes for those that want it!

Let me preface the following by saying that this update has gone to the beta channel. The last update I just pushed live and it had a bug. For this one It’s gone to the beta channel and will go to the standard channel in a week or so if no bugs are found.

To access the beta channel, right click Samphi in your library >> Properties >> BETAS, and select the only beta channel there is. That will get you v0.1bu (u for untested). At any point, you can opt out of this and go back to the stable channel and build.

All codes should give access to this beta, but if anyone has any problems just let me know.

Right, on with the changelog:

  • Re-coded items. They are now somewhat open to modding later down the line. (Explanation to follow)
  • Items can now be snapped to/from the crafting bin by holding shift and left clicking.
  • Updated world select screen. It was like this a long time ago and I recently found a screenshot and wanted to go back to it!
  • Opened up the other worlds so you can now have 5 worlds
  • Fixed issue where the player was underneath the door
  • Fixed issue where you couldn’t place backing walls behind doors
  • Changed sprites in custom_textures folder back to normal

Okay, so let me explain what’s happened with the items a little bit. In an earlier update, I changed the name of an item and the game really didn’t like it. I looked at the item code and it wasn’t a quick fix, so I re-coded it. It needed doing. Be it now or later, that code needed updating so I just went for it.

One of the changes to gameplay is that you can now snap items to/from the crafting bin by clicking an item while holding [Shift]. So [CTRL] and hovering over an item will show a description, and [Shift] and click will snap it to/from the crafting bin.

While I’m here, what I think I’m also going to do it separate item information from the game into a config file. This way item name, descriptions, and images can be modified. It’s not a huge job, so that should come pretty soon.

Samphi always had 5 world slots, but 4 were turned off. Well, they’re now on! You can have 5 separate worlds now, with 3 individual characters and they aren’t tied together. You can place any character in any world and mix and match.

Again, while I was here I made a slight cosmetic update. A long time ago Samphi’s world creation used to look like this:

I always liked this and don’t really know why it changed. I found this old screenshot and decided to go back. The world sprites, like all sprites in the game, are not final, but I love having little worlds there. Do you prefer the worlds or the text?

If you haven’t seen already I released a guide covering the creation and use of custom_textures. If you haven’t read it, definitely go take a look and start modifying Samphi!

Since this update hasn’t seen much added to gameplay, next update will be entirely focused on that. Here’s what I think I’ll be working on:

  • Adding Chests
  • Adding Iron
  • Adding Sheers
  • Adding Wolf
  • Adding new crop

Those are the things I want to get working on next, so let me know what you think.

Hope you’ve all had a great week and have an even better weekend ahead! It’ll be solid dev for me, get some fresh content added! 🙂

As always you can show your support and keep up to date with development by following me here:

Visit my websites
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Samphi Website[www.samphi-game.co.uk]

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Early Access Update #6 – Release Schedule Update and Crafting Guide

It’s been a week since we last spoke. What have I been up to I hear you ask? …. Email.

So. Much. Email. I grossly underestimated how long it takes to deal with support emails and that kind of stuff. It’s cooling down now we’re 2 weeks into release, but it’s taken up quite a bit of time this week and that’s dug into how much time the game itself has received.

I have been working on stuff, though, so let’s get to it.

In an earlier update, I announced that along with these weekly updates I would publish my latest stable build. Well, as I’ve found out this week, it’s sometimes going to take more than a week to create a stable build! Let’s talk about namegate.

In last Fridays update, I made a small change to the names of two items. Turns out this made the game collapse and on looking at the code surrounding items it needs a LOT of work: essentially a complete re-write.

Now this isn’t a problem, it actually opens up custom items, and I have my plan and I’m well underway writing it, but it means that there is no stable build to publish this week. This will almost certainly happen again later down the line, so I’m going to move the game builds to fortnightly.

These updates will still come weekly, so you’ll always know what’s been worked on, but the actual game updates will come mostly every two weeks. Now I’m saying mostly so I cover my back in case anything like this happens again, but every two weeks should be enough to ensure there’s always a stable build with changes ready to publish.

My first guide for Samphi, crafting, is now live. It’s the first draft, so may have some rough edges and need some content refinements, but it’s live.

You can check it out here.

The next one I’m going to create is on custom textures I think as that should open up some fun screenshots and stuff as people show off their creations. Looking forward to that!

So this week I’ll be continuing with the big item update. To make the items flexible, as in I can easily change names, the system that looks after them needs some serious work. While I’m here I’m going to expose item information to a simple text file, so if you want to change the names of items and their descriptions you can do so easily.

This is a big job and will take up a lot of the dev time this week, so I’ll also try sneak in some smaller updates and get another guide out. It’s been a slow start for updates, but that’s the way it goes. 🙂 I had no idea the item code would need so much work but we’ll get this out the way then move forward. 🙂

Thanks for reading and I hope you all have a fantastic weekend! Ciao friends.

As always you can show your support and keep up to date with development by following me here:

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