Hey all, well, the competition ends this day and I fear I wasn't able to progress that much due to some issues at work. This is now the final state for the competition, but ofcourse I will go on with this project. It's called Gaia DS. It's supposed to be a RPG in the classic SNES style, currenlty the engine is on heavy development. Following things are already implemented: - Movement & Collision, On-Run-Over Detection - Dynamic Sprite System, Sprite Interaction, Sprite Collision - Messagebox System - Menu in early state - Questlog, filled with dummies - NEW: Inventory with use features (like swapping items, doh, there is no usable item atm) Check out following controls: Direction Pad: Movement/Menu Switch Y: when pressed, toggle run/walk X: Enter submenu & Quit submenu A: Accept Button B: Deny Button But! There is one more thing. Since it's supposed to be a RPG, there is already a raw idea for the beginning of the story. Story As it's very raw, it must not be proper formatted, also please excuse some grammatic mistakes. Download Next: inventory equip feature npc movement (within the npc movement feature, the story will be started to be implemented) CODE Updates: rev 6: inventory use and swap feature added some code was tidied up some story was written rev 5: menu added questlog added inventory added questlog and inventory filled with dummies press X to switch access rev 4: tile collision enhanced on-tile-over detection on-run-over support for events bigger font new map splashscreen rev 3: overlay priority system added sprite collision detection refined tile collision system sprite interaction system added (talk to upper Kento using A) rev 2: sprite display system added with "clipping" unload on teleport and load before unblack added rev 1: dynamic teleport added, now able to enter the upper-left house fading effect when teleport added rev 0: movement system collision system message system So... thats it! I hope you enjoyed.