Thought it might be fun to have a spot where everybody can post a screenshot representative of the work they accomplished each day in the jam.
I have done my work :D
u can play it here- https://itch.io/jam/lowrezjam2016/rate/62024
->AndreScreamin: Try LICEcap - its super simple - you will like it
#LOWREZJAM Day 1:
Made a mock-up so far.
The game will be based on my old game, Runny Square, developed using HaxeFlixel.
My game for this jam will be also developed using HaxeFlixel.
The game won't be as plain as the old one, I mean not just plain square.
Currently, I am making a kit based on the old game, which makes me easier to develop similar game like this in the future.
That day 1, I have improved the sound system and implemented more sprite system for player.
Well having recently enjoyed a month worth of streams from the series, and not being very creative at the moment, I've opted to make a sorta Mega Man demake for my entry. May switch to something else if I get a better idea, but for now have some disorganized and maybe not very good sprites and mockup work from today.
I have a bunch of sprites I've been meaning to do something with - this is a great opportunity! Have mocked up a couple of demos and trying to decide between them:
1. Metroidvania/action platformer:
2. Action RPG style:
I prefer the graphics of the metroidvania style, but think the sprites need trimming a bit to fit with the resolution.
Hi guys, I am new here and I have joined after have seen the competition.
I have no much time to develop the game since I am busing developing my first game but I was interested in the jam as personal challenge. So I have developed 64x64 UFOs just for fun. It took me 15 hours to make it (including lunch and dinner break).
I am pretty satisfied about the work done even if the game isn't perfect.
I wish you good luck with your games!
My small steps to gamedev: https://yadi.sk/i/CqzS3-WvqgiJC
Made with Love2D
My first idea was not working. So i started working on turn based game, will probably be some kind of rogue like (after missing the last 7DRL). Right now I can movement nicely and the basics for the map generation is working. The data structure in the background was a lot of work.
First I tried a platformer but with the restrictions I couldn't find good movement. Either it was too fast or it was stuttering.
Here is the first .gif with the actual gameplay, not much but you can see perfectly in what i'm working ;)
Also you can play the last alpha here: https://kronbits.itch.io/chaos64
I tried implementing my usual "smooth" camera code, but I'm not sure how well it works at 64x64 resolution, most of the "smoothness" is kinda lost. But I guess it's not gonna get any better unless I break the rules. Thoughts? Is it too barfy or is it fine?
EDIT: Fixed camera for comparison. Actually, now looking at them side by side, fixed might just be better lol
EDIT: I'll be trying out a Zelda like camera tomorrow. My hopes are high. That worked well for Zelda on the GBC at least.
hey, everyone!! i'm working on a platformer game w/ the game being about farming & interacting with the furries and all that stuff.
i got my inventory & the farming system to work which was the hardest part of my game probably, the inventory looks pretty neat & compact I think? hopefully the farming system feels nice enough for players! i wasnt able to link here the gif of harvesting, but it can be found from this imgur album: http://imgur.com/a/PzUFn
here you can see few of the gifs of stuff I have done today! :>
^ not actual ingame dialogue, but like, the game wont be too serious or anything im not a serious person lmao
This all my progress, for now e.e
EDIT: Oh, and some art too:
House (don't know where i will use it haha)
Tileset tests:
(Based on
https://twitter.com/Bakufreak tileset organization) i suck on tilesets haha
And initial game mockup:
If you're on Windows, try GifCam, it's really great for recording short bits of gameplay: http://blog.bahraniapps.com/gifcam/
It looks like the black-wipe is occurring after you've already drawn the next floor. Fix that but otherwise it seems satisfactory, unless you'd like to do something cool like a comic book panel transition. Take a snapshot to a texture of the current screen as you reach the ladder, without the health bar; render to texture your current screen and pan up or down between them for a few frames.
Got a decent amount done today I guess?
I hadn't started until today, but here's what I've got so far.
There's a cat! She can move, kinda. She can't yet animate, though.
Current ideas are for there to be some sort of cat & mouse tag-team system?? where the mouse would be able to fit under those half-high gaps? i dunno, we'll see what happens.
Well i still don't have any gameplay, because the random generation took me a lot of time. This example is actually planed to be a dungeon/cave, but i took the grass/forest sprites I already had. I could use the same algorithm for a forest overworld by changing some parameters a little.
Here is a zoomed out, higher resolution (for debugging) version of another generated map:
Next is some gameplay. I will implement enemies and the fights first. I also have to spawn some interessting stuff on the map, but that should not be too much work.
I finished my pathfinder system... I'm very bad with this (first time I tried this kind of system, it's on "Breadth First Search") and this is not perfect but I'm happy with it for now (I spend 3 days for this... I can't spend any more time on it).
These little bastards are too sticky ! I need a fonction to kill them all, NOW !!!
So, tomorrow, I'll start the combat system, and after the generation map and tileset.
I hope after I will have the time to add an skills, inventory and collectible items too.
Today I didn't do much. No real sceenshots to show. What I did do, though, was start animating the main character, which was pretty troublesome >w<
Previously I've drawn her at a weird angle that frankly looked like something for a platformer, but since this is a top-down (well, 45 degrees or whatever) game with 4-directional movement, that couldn't work. So I drew her again and tried to make a downward facing walk animation:
-->
The result was a damn catastrophe LOL, way too small to do anything that looks even halfway decent. So, I increased her size by a bit (from 9x9 to 10x15) and tried again. Also made an upwards walk.
and the idle frames:
Much better! She also doesn't look flat as a pancake any more, lol. Still no face as there's basically no room, but I think that's really cute in a weird way. Thoughts? The shading on the dress might also be a bit too intense, but eh, it's fine for now :v
And that's it for today. I spent way too much time on this. Extreme low-res is sooo hard D:
Mostly been writing dialogue trees lately, but today I did get in some animation time to make a tiny (glitchy) version of our logo and get our player moving in the 4 cardinal directions we all know and love:
The glitching might not fit with the aesthetic of this particular game, but I think it's cool so whatevs. The running animation needs... somehing. I don't know. I really don't want to make it bigger and make traversal feel claustrophobic, but I can't get the smoothness I want with so few pixels.
And here's a quick quick slide-through of all the characters, breaking pixels and gettin' dizzy!
I agree with Baku, I suggest trying some brighter or more distinct pixels on the feet to get complexity in the animation without adding more pixels. Was reading this article just yesterday, if it helps.
Done some room transitions and the layout of the settings menu, including; music toggle, sound toggle and achievements button.
The in game interface has full navigation now, some of the buttons still need to work and change based on conditions... But at least they're not exploding in my face because some other button isn't handled. :)
EDIT: And now I added an earlier stage of the castle:
the very start of PuPeura :> i've added like the first dialogue to the game and the first quest. i've made few sprites for the villagers so they change expressions when talked to. i also made a selection system for the dialogue so you can pick "yah or nah" for stuff.
dont bully the queen (this is what happens when you use a tool on her)
Good progress today, More to the map, New SFX & Optimizations :D
Video: https://video.twimg.com/ext_tw_video/7174469286660...
Screenshots (You should watch the video though ;D ) :
Not much done today either >w<
First I tweaked and finished all 4 walk animations:
The side ones look more like she's running. Eh, that's fine, actually. That means I can use the same animations for both running and walking without it being too weird!
Then I spent all day trying to implement dialogue. I used this excellent dialogue engine by my friend @JujuAdams. It was a challenge to make it work with views and have it work at this tiny scale, but I managed it! So here's my first dialogue test:
Here's my font btw, in case anyone likes it. I tried to make it tiny but also as easily readable as possible.
And that's it for today! I'll be very busy for the coming days, probably won't have time for a lot of jamming, so maybe don't expect daily posts from me for a couple days, who knows ¯\_(ツ)_/¯
Haven't had much to show lately. Mostly having a somewhat difficult time putting things together and figuring out how it should work. I have made progress though! First I changed the title screen to make the menus more readable and added an intro animation.
And the beginnings of a level and actual gameplay.
Hi all - I've been enjoying seeing everyone's progress - you are inspiring!
I finally have some WIP footage to show of my Liber Cryptis game - got my maze navigation in and a start to making the environment tiles prettier (I had simple wireframes a la Wizardry 1 before). Still a long way to go!
And I just noticed how extremely dark it looks against a white background here. Might have to tweak the levels a bit.
So it's going to be an exploration/inventory management/trade game where you control a trade ship and you have to sail across a big, unmapped ocean to both find and trade with multiple islands with a procedural economy. You can set a course and sail in any direction indefinitely while you manage your inventory and stats and stuff so sailing isn't too much of a bore, but you have to pay attention to where you're going because if you crash while you're moving too fast, the game's over.
The main goal is pretty much to survive and to make as much money as you can at the moment. I guess I should come up with an idea for a win state, though, huh? Haha!
Sounds cool! As for a win state, could always have a few options, some potentially endless games have life goals, such as amassing a certain amount of money. You could do that, and add it other more fitting elements like' Find X number of ports, Sail X distance, etc. Then the player could choose whether it's going to be a short game or a long game. :)
So my project finally has some gameplay. Movement, melee combat and ranged combat are working. Some things are still wonky and especially the UI has to be improved. The most important next steps will be an interesting AI, different enemies and spawning interesting stuff on the map. At least I got an idea for framing whats happing and whats the goal. Here is a gif of the ranged combat (the animations play, but the game/ai turn does not wait for it to finish...and the enemy is a placeholder):
v
Been super busy most of yesterday and today, so still not much progress, at least not exciting stuff. I'm also booked all day tomorrow, so I won't have time for more until the weekend >w<
Since last time, I managed to find a way to get tiles animated in GameMaker, which is horrendously more difficult than it should be. So far I'm just using it so the water actually looks watery now, but I'll surely find lots of other ways to use this system. Here's a gif:
I also completely rewrote all of my movement code. Long story short: it was shitty and buggy before, and totally awesome now. It also supports diagonal walls now, so you won't get caught up on terrain as much anymore. Here's another really unexciting gif:
I realise these things are not very showy, as it's mostly behind-the-scenes work. But if I don't put effort into these systems, the game will be shit. Next up is the combat system, which is probably when the game will get really exciting!
It's just my 2nd jam here, I think it is a really interesting one! I don't know if will have time to make lots of features but I hope to do something at least playable and fun ^^
Here's a quick preview of my space/collect entry, in pure 64x64:
Really good stuff from you guys until now! I'm looking forward to play all your games :)
Finally going to drag myself to bed, here's some screenshots from today, all about archers. :)
They do have a melee attack as well, where they jab their foe with an arrow.
I also worked on the AI for a bit, it can now save up to launch periodical fullscale attacks, and they will get progressively larger.
It's been a few days but I have enough new stuff to now present to the class :P
I spent some time trying out a few UIs, some inspired by Fallout 3, some by Fallout 4. I ended up liking the one that was the least "fallout-ey", but takes up the least amount of space on each screen edge.
I set up an AP system for when the player moves, attacks, or shoots. Melee combat also does a little damage to the enemy body parts (Which when destroyed completely will cause status effects). I applied the smooth camera to the player movement, but it looks pretty bad in gif form. I swear it looks nice in game!
Next up is the inventory and ranged weapon attacks.
Okay, so I tried a few, but tweening between 16 pixels in a pixel perfect way is pretty challenging.
I ended up setting up an array for the values to move by. So in the case of Easy Ease, the distance moved per frame is this: [ 1, 1, 2, 2, 3, 3, 4]
While Easy Ease Out is more like: [1, 2, 3, 3, 4, 2, 1]
Still can't give gameplay screenshots (I promise we have a programmer working hard, the game's just not in a functionally sharable state at the moment), but here's a sample of what the map is lookin' like. I think I may be spending way too much time on this project, but meh. WHO NEEDS TO STUDY FOR FINALS?? Not me!
And I promise this is the last time I'll upload these character portraits, but I've done some additional shading and colour correction and made the outlines coloured instead of solid black and they're completely finished now so yay! (The stripes on some of the characters looks weird in .png form, but they a lot better in-game.)
Here's a few screenshots of the game I'm making "Rafa the fluff" inspired in Mario vs Donkey Kong series.
There's a little bit of contrast between 2 art styles. The cutesy art that my girlfriend is making and the bloody gore art I make :P
I'm also looking to see if someone could give me a hand with the level creation.
You can follow it's development at my twitter: @rmbsevl
Hi everyone.
During the first half of the jam I have been writing a custom game engine. Now it is has reached a state where I can start focusing on gameplay and polish. First I am going to add animations and tweening. I don't really know what the game is going to be about, but I have set the following constraints:
Thx !
I'm a little ashamed to use the word Tamagotchi... There will be no challenge. The concept is : the more time spent with Tina, the bigger the plant grows. And that's it.
Just leave Tina.App open somewhere, to hear her say things, and do stuff.
It would be cool to "feed" the plant or something like that, but I didn't find a simple way to do it... yet.
Um, I kinda wasted the first week of the game jam just thinking about what to do. I'm reducing the scope of my game a bit as I've never really made an RPG, so it's just a simple infinite runner in Game Maker. ^^; Made some music before today, so today was just drawing sprites and getting the main stuff running. (Also trying 60 FPS 'cause I've never tried that before. ^^;;; )
You already can play here: https://kronbits.itch.io/chaos64
Not much more to do for Tradum now. Got trading in, system jumping requires fuel now, the System intro screen now shows an image for the planet, and I put a title screen in.
Just the Ship upgrade screen, System Details screen and "Galactic Events" before I can call the game 'done'. Any time after that I can maybe add in actual missions.
It can be played here: https://geeitsomelaldy.itch.io/tradum?secret=2p9Vz...
I started building the graphics.
Lots of code so far, not much to show!
This is an RPG, there are 12 player races which also double as the NPC's.
Each one has at least 2 hand to hand attacks, and 3 ranged attacks. They are all unique, and based on a list of attributes so that your adventures add attributes instead of just increasing your strength. When you start, the character you play will be able to win in one area, but has no effect in other places.
Introducing: dwarves, pixies, space aliens, robots, drones, trolls, kung-fu kitties, pirate kitties, spectres, and steampunk ratties. The graphics are not done for wyverns, satyrs and giant spiders.
Didn't have a lot of time today, but I made a couple UI things: the whole startup sequence and an animation for when you get a reward for completing a quest. Plus, we finally have a name!! Taṇhā is a Buddhist term for thirst, craving, or desire- perfect for a game about monks breaking their sacred vows to get with each other!! :P
Day ??? now. These last days have been such a blur for me. End of last week I got real busy with other stuff, then I spent the entire weekend just working on this game, and then today I started feeling ill but tried to do what I could anyway. So I have a bunch of stuff to show you now!
Enemies
I started adding enemies! The only implemented so far are the classic "slime" enemies that seem to be in every RPG ever. Their AI is super shitty, just walk in random directions, but eh, they're slimes! Slimes don't have brains.
(Oh yeah, you can also see the "area marker" in the corner of that gif, just shows the name of the area when you change rooms)
Combat
First I implemented simple melee attacks. Then I implemented spells, the first one being Fire. Currently, the S key on the keyboard uses your spell, and D key is melee attacks. All attacks use some stamina (the blue bar, recharges a bit every second) so you have to manage that in order to be able to attack efficiently. If I have time, I'll add more weapons and spells that you can change between.
Melee attack animations: (they're real janky, I know...)
Here's what the "getting hurt" effect looks like by itself. It's just some screenshake + RGB splitting, but it's pretty cool looking:
Increasing stats
Throughout the game, there will be a few of these statues that will increase one of your stats, HP or Stamina. These are single-use, so think ahead! The A key is for dialogue (see the pattern? Controls are Arrows + ASD, nice and simple!)
Angel statue sprite: (proud of this one, pico8 colors are great for stuff made of stone!)
I hope you like my game so far. Next step is more enemies, more environmental stuff so I can build the maps, then figure out the story and add in NPCs.
I still have no idea what to do in terms of music. I can't make music myself, so I guess I'll have to find some free stuff or someone to make music???
¯\_(ツ)_/¯
Sure! I guess since I'm already borrowing a lot from Zelda, the music could be in that vein as well? I'm thinking to begin with I need at least 2 tracks, an overworld one that's adventure-y and fairly happy, and a boss track that's super intense. Thinking 8-bit chiptune stuff. Would be best of they loop, of course.
So totally, go ahead and play around with the above concepts if you feel like helping me out! :D
No pressure tho, I've found some free music here that, in a worst case scenario, could also work, but stuff created specifically for this project is of course much cooler.
I made some progress since last time: I've got a titlescreen, composed the main music and the graphics are a little better. There's also a multiplier that can enable a MAX mode!
I don't think this is a pure 64*64 grid though as there are some rotations, especially the arrow that points out the nearest meteor.. Anyway, I think this will be my last "screenshot" before releasing my entry, I don't have many more features to add from now. I know this is just a minigame compared to most of the entries, but I'm pretty satisfied with it :)
PS : I can't find a way to upscale the game in any resolution I want in Construct 2, it's just fullscreen :/ Does somebody have a solution or it's not a problem to play in fullscreen ?
LOWREZJAM Day 11:
So, the previous day I didn't post any screenshot here, I posted at Twitter instead because there was no screenshot.
I have finished my Runny kit (and also on sale). While trying to make a 64x64 runny game, found some glitches that cause improper size and position which is good to me because I know what to update next for the kit.
As I mentioned above, I am making a 64x64 runny game which is based on my very old game Runny Square which was made to participate in Ludum Dare last around 2 years ago. The difficulty won't be as nasty as the older one. Also, I learned on how to record screenshot gif.
I am still trying to adjust the font size and fixed the incorrect positions.
With the deadline fast aproaching, I think the main mechanics for my entry are finished.
I set up a simple menu for items, weapons, and options. (No weapons to choose from yet, just a simple "pistol" like thing)
For the shooting mechanic, the camera tries to focus the bullet. It looks a little weird and I'm open to advice on how to improve the effect. At one point I set up the camera speed to be fast to catch up with the bullet, but it ends up looking like it's snapped to the bullet. I also tried having the camera snap back to the player when they shot, and then following the bullet, but it looked very jerky.
The bullets will hit other solid objects or enemies they collide with first.
I haven't decided if I'll write a random dungeon generator or write some dialog and setup 3-4 "levels". With 5 days left it can't be both. x_x
It looks really cool now. Great development !
The bullet thing is real annoying though, I was thinking, maybe showing only the enemy and doing some shake + blood or something similar so without seeing the bullet we see the moment it hits? Bullet travelling is cool but not sure how you can solve this repetitive camera movement.
I've been working on GUIs! It's tricking in HTML5 canvas, but I've streamlined it pretty well for myself. I have the Storage (Inventory) GUI all worked out, and the trade GUI is coming along nicely. If you set your speed before opening the Storage screen, your ship will keep sailing while you manage your things. You'll have to be careful not to crash, though!
Been a few days since I posted. I've added a title screen, an NPC and gotten more dialogue working as well as setting up a simple inventory/trade system. Still need to clean up somethings, but everything is functioning so far ^.^ Will be replacing the pickup items with something that makes more sense. I need to get rid of that test string too.... That's the easy part though. 4 more days... I've got this XD
I fixed the menu screen because the original font had a lot of interpolation. It's extremely simple so I may change it again, but its not a huge priority at the moment. I have a lot of the main functions completed. All that is left is to have the player give the npc enough coins to complete the repairs, followed by some sort of end sequence. Most likely will be a cut scene of some sort.
Finally had a chance to work on some story elements.
The menu is complete, and the mute sfx and mute music options work as well.
Here's a look at the shotgun and weapon menu.
All that's left now is some dialog for the cut-scenes, a couple new weapons and a few new enemies. (You know, the fun stuff :D)
The pressures on because I plan on taking part in this years Ludum Dare with a friend, so this is essentially the last day for me on this jam.
now my game has a llama
Headphones On, World Off
I can't wait for you guys to try this game out, it is a puzzler.
Each blue outlaw card has a bonus that makes it more or less suited to solving each encounter. Right here, we've got a lady whose power is to remove trees. By removing the tree on the left, we'll not only enter stealth-mode (reducing the standard difficulty of each enemy) but remove the buff the tree is providing to the blue squid enemy, reducing him further to only 1 strength.
That 1 strength means one of your six Russian-roulette cards need to be drawn, rather than three.
As I'm useless and forgot to upload gifs other than on Twitter ( on
@stuckieGAMEZ my personal account ) I've been forgetting about posting what I've been up to here..
So, here's all the gifs so far, plus a new one of what I got done last night and finished quickly over lunch time.
First off, I scribbled in GIMP to make a little title mockup.
I had the idea of doing a game similar to the old Spectrum game Scuba Dive - where you tootled around some cave like systems and found treasure, avoiding the nasties, and slowly running out of air. I had thought it a bit difficult, so instead of three lives and instant death on hitting anything, I decided that your oxygen got lowered instead, so you could at least continue on. Couple of hours in GameMaker:Studio and I had this:
Some weeds, an eel, and a happy crab!
Life gets in the way as it usually does, so took me a few days before I could get back to it.. and added some things to collect:
A snappy clam!
A treasure chest, a big pearl, a bubbly thing for more oxygen, a raft, and a bugged eel floating backwards...
At this point I was relatively happy with how things were going, but not quite sure where else to diverge from the original Scuba Dive and make it more my own.. then I had the idea of using the boat - or raft in my case - as the timer. It'll drift from right to left across the top of the screen, and once it reaches the left you best be on it! I liked the idea of your treasure not counting unless it's back up on the boat as well, so I've kept that in.. but instead of losing it when you touch something, I've made it weigh you down.. so get too greedy, and you're going to have a bad time trying to get back up!
A test run of the game from starting to err.. drowning from being too greedy and caught by an eel... so close to the surface too!
So that's where I am just now.. it's somewhat playable.. there's quite a large level to swim about in ( though I need to add a few more bubblers I think - as there's only one in there just now ) with lots of things to collect. Still got audio, particles, and a proper start/end sequence to deal with.. and perhaps fix the "hurt" image as it looks a tad out of place. The swimming is rotational ( like in Scuba Dive ) and takes a bit of getting used to, but works well I think. I think a standard 8-way would make it a bit too easy anyway.
Now have the fun of whether to finish this off as best I can tonight, and do Ludum Dare this weekend, or just continue with this.. suppose I'll see how much I get done.
Hey all,
It's not much right now, but this jam has given us a chance to get our first "finished" (in great big quotation marks) made. After hours of grappling with Unity, we've got this fun little spooky quicktime dungeon crawler together in a playable-ish mode. Going to do as much polishing as we can before the end of the jam, but we're honestly super stoked to even get this done.
Everyones stuff looks so good, super stoked to play through a bunch of them!
I have pushed a lot today.
I've finished the intro.
I've added the final battle with evil wizard and its stages.
This battle also has 3 cutscenes.
Win cutscene.
Balancing and changing of loot / level up system.
Fixing bugs (of course)
Now the game is 100% playable even though there are only 2 non-battle encounters.
You can test it and give me feedback so I can edit the game before submission. I'd really appreciate it.
It really is the worst time to have started your #LOWREZJAM project right near the end (was busy with a capstone project for college), but I'm jamming all day today to get it done!
Basically, it's me returning to my LRJ2014 project, Marble Incline. The original was probably one of the toughest projects I worked on, since I tried to really hold myself to the low-res feel. Even had the game land on a YouTube show, which made all the legwork worth it.
It had a weird executable when I wrapped it up, so not a lot of people were able to play it properly. At least with my growing knowledge of Construct 2, development appears to be a whole lot better.
Anyways, have a logo, a screenshot, and a (death animation) GIF of Marble Incline Redux! Still have a lot to work on in the next few hours, so wish me luck!
Finally uploaded my game 'The Sheriff', and i m really happy with my work :D
https://itch.io/jam/lowrezjam2016/rate/62024
...so against all reason I decided to enter this jam incredibly last minute, and made something short and simple over the last few days. I'd actually heard about the jam itself a few days after it started, and it just kept sticking in my brain until I felt like I had to do something for it.
You can find it here: https://itch.io/jam/lowrezjam2016/rate/62192
And some screenshots. It felt good to do some pixel art again after several months (years???) of not pixeling, as well.
LOWREZJAM Day 17:
After a very long days and weeks, The game is finally finished. As I ever mentioned before, the game itself is based on my old game, Runny Square, but its difficulty is less nasty compared from the old one. I also use my modified tool "Runny Kit" to develop the game faster.
The game can be played here: https://neithr.itch.io/looping-zip.
Gameplay is simple, just click or press space to change direction. Gain point as much as you can by touching the laser.
Looking forward to play other participant's game when the vote session has begun. In my times, it means I have to play them tomorrow because my data plan's limit in noon is 10x smaller compared to midnight limit.
Also while waiting, I will make another game for sale. This time I will release it in PDF platform. I have been waiting the moment to make another PDF game. The game for this jam is a warm up especially for my pixel art before starting the project.
I've finished capturing and uploading some animated gif finally.
Play it here: https://itch.io/jam/lowrezjam2016/rate/62711
Some drifting: