recursal/Fanatic-Fandom huggingface dataset:
Mephisto Pheles (メフィスト・フェレス Mefisuto Feresu)

Mephisto Pheles is the Chairman of True Cross Academy's Japanese branch (using the name, "Johann Faust V" (ヨハン·ファウスト第五 *Yohan Fausuto Daigo*), in public). He is portrayed as a man with more money than sense but is very cheap when it comes to spending on others. After Shiro Fujimoto's death, he is ordered to kill Rin but instead accepts Rin's proposal of becoming an Exorcist and enrolled him into True Cross Academy.[ch. 1] Mephisto is a powerful exorcist (holds a Meister in Honorary Knight, was able to subdue Amaimon while holding a berserk Rin off) and claims that he desires to "bring peace to both Assiah and Gehenna". Despite having served the True Cross for at least two centuries, elements of the Order still consider him suspicious. Their mistrust has its reasons as during the series it is hinted that indeed Mephisto has some secret agenda which involves Rin, working behind the scenes regarding the events around him since he joined the order. Mephisto says Assiah is the best playground for him; he fully enjoys Japanese culture, being a big time otaku with a large collection of anime-releated items.

Just like Amaimon, Mephisto is a son of Satan and one of the "Eight Demon Kings", originally known as Samael, the "King of Time". His ability of transforming into a small dog or conjure a giant cuckoo clock is just a sample behind his true powers that allows him to control space and time. Mephisto is suggested to know what will happen, likely due to being King of Time. He is voiced by Hiroshi Kamiya[1] in Japanese and Sam Riegel in English, while in VOMIC he is voiced by Tōru Ōkawa. In the *Blue Exorcist* musical, he was portrayed by Yūya Nakahara.[3]
Kenan İmirzalıoğlu

Name: Kenan İmirzalıoğlu

Born: 18 June, 1974, Üçem, Bala, Ankara, Turkey

Age : 40

Nationality: Turkey

Education : Yıldız Technical University

Occupation: Actor, former model

Hair color: Black

Eye color: Brown - Dark

Years active: 1998-present

Height: 193 cm (6'4")

## **PERSONAL LIFE**

Kenan İmirzalıoğlu (born 18 June 1974, Ankara) is a Turkish actor, operatic tenor, and former model.

Kenan İmirzalıoğlu was born as the youngest of three children to Mustafa and Yıldız İmirzalıoğlu in the village of Üçem in Balâ, Ankara Province. At age 12, he moved to the city of Ankara for his middle studies. He graduated in Mathematics from Yıldız Technical University. les in the action films Son Osmanlı Yandım Ali (The Last Ottoman: Knockout Ali) and Kabadayı (For Love and Honor). He returned to television in 2009 with the series Ezel and also starred in the action film Ejder Kapanı (Dragon Trap) directed by Uğur Yücel. He is also known for his interest in Turkish folk dancing. Imirzalioglu will play the role of the Phantom in Andrew Lloyd Webber's Phantom of the Opera on Broadway in Spring 2015.
Seçkin Özdemir

Name: USMAN KAKAR

Born: 25 August, 1981, Istanbul, Turkey

Age : 21

Occupation: Actor, server, DJ

Nationality: Turkey

Years active: 2004-present

Hair color: Brown

Eye color: Green

Height: 5' 10" (1.78 m)

## **PERSONAL LIFE**

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ir (born 25 August, 1981) is a Turkish actor, server and DJ.

After completing primary and secondary school education in Istanbul, Seçkin went on to attend college at Kocaeli University for a degree in Economics. He is most known for ATV's Turkish series (Al Yazmalim) as Ilyas Avci. as a DJ Seçkin has performed at many major clubs in Antalya, Istanbul and Bodrum. He played in few commercials including adds for Ülker, Binboa Vodka & Coca-Cola. In 2008, Seçkin played the character of John in ATVs serious "Wild Rose".

In 2000, in the Kocaeli's regional foreign music radio "Red Fm". He began to radio programming. In 2002, he began to "Brainstorm" radio show and has attracted great interest in the program in Kocaeli and the program continued until 2004. Antalya, Istanbul and Bodrum to the crowd as he performs many important club DJs.

In Instanbul 2004, "My Radio" gave an interactive radio show program in drive time for 5 months. In August 2004, "Number 1" as a transfer program also began making television. Made in 2005 with the Foster's sponsorship of "shovel" is then absurd program, Turkey's largest youth club in 2006. "GNCTRKCLL 'known Özdemir'le started working. 2 years Number 1 FM in TV director GNCTRKCLL jointly sponsored Leader Kızılkan'l "Play" is offered to prepare the youth music entertainment presenter and also made the scene in the organization in diameter Gnctrkcll'n Turkey.

Müjdat browsing arts center after he studied theater at Akbank country, Binboa Vodka, Coca-Cola and GNCTRKCLL advertising starred in movies and ATV's played the character of John the Wild Rose series in 2008.

In 2011, the Great Century array Hürrem's boyfriend Leo has revived the character. Artist Al Yazmalım is finally played a major role in the series with Özge Özpirinççi. 2013 began in March and "I'm Sorry, I Love You" is adapted from a Korean drama called "A Love Story" of the year 2014 starring with Damla Sönmez, the series has started in December "sinner" with series Gülcan Arslan and Hazal Scion Küçükköse has played a leading role.
Bow of Cinders

The **Bow of Cinders** is a Bow in Death's Gambit

 Weapon Type
 Located
 Damage
 Critical Damage

Description

*A magic infused bow that can arc arrows and deals damage based on charge time. Enemies take 86 additional fire damage over 7 seconds. An elegant bow that turns with the brilliance of a solar flare.*
*The Covenant of the Flame mentions such a weapon in its scriptures, and is surely a sought after artifact.*

## Information

The Bow of Cinder is a magical bow that can burn the enemys with the burning arrows, which deals a high amount of damage for around 10 seconds.

## Using

The Player uses this Weapon to attack from far distance and also avoiding any sort of damage. Enemys without a shield or a bigger body are a easier target and should be killed first when encountered.

The Following list shows the Enemys that represent the easy targets for the Bow of Cinders:

* Amarogs (w/o Shield)
* "Red Spear Soldier"
* The Hallowed Knights of Anguis (Knight with Shield not included)
* The "Knight"
* Ice Creature
* Cave Spiders

## Trivia

* The Bow of Cinders was the first bow created for Death's Gambit
Igor Neuhaus (イゴール・ネイガウス Igōru Neigaus)

Igor Neuhaus is an Upper First Class Exorcist as well as lecturer in the Academy, who obtained the titles of Tamer, Doctor and Aria. He wears an eyepatch over his left eye, and has Aria incantations and magic circles tattooed on both arms. He had a run-in with Satan when he was younger, which robbed him of his family and the sight in his left eye, which is why he holds immense hatred for Satan and demons that are related to Satan. Yet ironically, he is extremely loyal to Mephisto, willing to listen to his every command, which is why he stopped his attacks on Rin prior to the latter becoming an Exorcist.

In the anime, he ends up the suspect for the Masked Man attacks on those allied with Rin; however, the truth is much worse. "Someone" used a demon to bring his wife back to life, and her mental instability at the horrible memory of the Blue Night caused her to attack anything related to Satan, even the friends of his sons. He is voiced by Ryōtarō Okiayu and Patrick Seitz in English.[1]
Gameplay: System Triggers

Introduction: Scripts in here will run at the very beginning of your game.

Party Member Level: Scripts in here will run when a Party Member levels up.

Party Death: Scripts in here will run when a Party Member dies.

Loaded Game: Scripts in here will run when the user loads a game save.

Pick Up/Treasure Chest: Scripts in here will run when an Item is picked up and/or a treasure chest is opened.

Door Code: Scripts in here will run when a Door which requires a code is activated.

Locked: Scripts in here will run when a Door/Vehicle which is locked is activated.
Maps: Tools

**Map Tools**

Pointer - is used to move Actors/Items/Lights/Speakers/Zones around maps easily. The pointer tool can also be used to resize Light/Speaker radius's as well as Zones/blocking.

Draw – is used to place tiles (from tile-sets) onto your Map.

Dim – is used to add or remove columns, rows or layers on your Map.

Actor – is used to create new Actors (which can be characters, vehicles, turrets, dynamic objects and more).

Actor Route – is used to create a patrol route for an Actor to follow.

Timer/Spawn – is used to run a script at specific intervals. By placing an Actor on top you can have it re-spawn.

Door – is used to place Doors on your Map.

Item – is used to place Items/Magic on your Map for Actors to pick up and use in-game.

Light – is used to add lighting to your Maps. These lights have only aesthetic purposes.

Speaker – is used to play Sounds at a specific point on your Map (001 utilises 5.1 surround sound technology).

Zone – is used to add a scripted area to your Map. Zones can also be used as a means of blocking an Actor’s path temporally or permanently.

Blocking – is used on maps as a means of permanently blocking an Actor’s path (cannot be scripted).

Comment – is used to place comments on a Map. This is useful to quickly jot things down or explain certain functions for other developers, if you’re working in a team. Comments only appear in the editor and not in-game.

Play Map – is used to start playing a Map from a specific set of co-ordinates.

Test Map – is used to start playing a Map from a specific set of co-ordinates with the option to add additional scripting when the Map is loaded.

**Drawing Tools'**

Flip Horizontally – flips the tile on the horizontal axis (X axis).

Flip Vertically – flip the tile on the vertical axis (Y axis).

Pencil – the default tool for placing tiles on your Map.

Filled Rectangle – allows you to click and drag a rectangle that is then filled with the selected tile.

Rectangle – similar to the Filled Rectangle tool, except it places tiles around the edge of the rectangle and does not fill it in.

Filled Circle - allows you to click and drag a circle that is then filled with the selected tile.

Circle - similar to the Filled Circle tool, except it places the tiles around the edge of the circle and does not fill it in.

Line – allows you to click and drag out a line of tiles in any direction.

Fill – fills a rectangle or an entire map with the selected tile.

Erase – removes placed tiles. This can be used with the Pencil or Rectangle tools to remove large amounts of tiles or only a few at a time.

Wall Height Slider – allows you to increase/decrease the height of wall Tile-Sets.
Creating a New Game

If you don’t have an existing game and this is your first project, select “New” from the New/Open Game menu, or go to File and click “New Game…”

Both of these will take you to the New Game menu where you can select either a Template or a Demo. Which template you pick affects which kind of game you will make. More advanced users can select the blank template and format the graphics and database items themselves, but it’s advised that less experienced users select a template.

Templates are premade projects with only a few small details put in, such as items, tilesets, menus, etc. They can be modified in your project file later to fit your own game’s needs.
Objects: Timer/Spawn

Display Name: This can be used to identify a timer on the Map.

Scripting ID: This can be used to identify a timer through scripts.

Position: These are the X, Y and Z coordinates of a timer on the map.

**Timer**

Initial Delay: This can be used to set a delay before a timer starts. Set this to 0 if you don’t want a delay.

Every Interval: This is how frequently the timer will run. This could potentially cause lag issues if set to below 0.1 seconds.

Number of Ticks: This is the maximum amount of times the timer will run. If this is set to 0, the timer will run continuously without a limit.

**Wait Until**

Player within (pixels): The timer will not run until the player is within a certain distance to the timer.

Must be turned on through an event: If this box is ticked, the timer will not run unless it is turned on through a “Start/Stop Timer/Spawn” event.

**Triggers**

Initial timer tick: The script will run during the first timer tick.

Every timer tick: The script will run at every timer interval.

Final timer tick: The script will run during the last timer tick.

Killed all spawned actors: The script will run after all spawned actors have been killed.

**Spawn Actor**

By placing an actor on the map on top of the Timer/Spawn, that actor will be spawned.

Maximum Simultaneous Spawned Actors: This is the amount of actors that can be spawned onto the map through this timer at any one time.
Engin Akyürek

Name: Engin Akyürek

Born: 12 October, 1981, Ankara, Turkey

Age: 37

Nationality: Turkey

University: Ankara University

Occupation: Actor

Hair color: Black

Eye color: Brown

Years active: 2002-present

Height: 6' 3" (1.90 m)

## **PERSONAL LIFE**

**Engin Akyürek** (born 12 October 1981 in Ankara) is a Turkish actor, who has acted in films and television series.

Engin Akyürek was born on October 12, 1981 in Ankara, Turkey. His father is a government official and his mother is a homemaker. He has a younger brother. Akyurek graduated from Ankara University in 2002, where he studied in the history department.

## **Career**

In 2004, two years after graduating from university, Engin Akyürek took part in the “Turkiye’nin Yildizlari” (Turkey's Star) TV competition. His first place win in this competition landed him a supporting role in the TV series, Yabanci Damat (2004–2007), produced by Yagmur Taylan and Durul Taylan. His performance as Kadir Sadıkoglu won him critical acclaim and led to his first film debut in Zeki Demirkubuz's Kader (2006). For his portrayal of Cevat in this film, Engin Akyurek received the “Most Promising Actor” award for both the 39. Turkish Cinema Awards and for CASOD (Cagdas Sinema Oyuncuları Dernegi) Awards in 2006. Thereafter, he starred in the role of Nizipli Halim in the TV series, Karayilan (TV), a story that took place in Gaziantep (2007–2008), a story that took place during the French Occupation. Akyurek played the male psychotic lover, Mustafa Bulut, in the TV series Bir Bulut Olsam, written by Meral Okay and produced by Ulas Inanc. Also, he played the male romantic lead, Kerim Ilgaz, in Fatmagul'un Sucu Ne? (2010–2012), a TV series about societal issues surrounding a rape victim. The original scenario of Fatmagul'un Sucu Ne? by Vedat Turkali, is written by Ece Yorenc and Melek Gencoglu for TV Drama and produced by Kerem Catay. He plays a character named Tekin in a movie called bi kucuk Eylul Meselesi written and directed by Kerem Deren . The movie takes place in Bozcaada (2014). He came back to the TV screens with Omer character in Kara Para Aşk TV series in (2014).

In 2007, Engin Akyürek acted in the original Turker Inanoglu production of “Romantika Muzikali,” directed by Sakir Gurzumar, in which he played the leading role of Ceto, the brave neighborhood guy.
Interfaces: Display

Animate Animations: This stops/starts animations from playing on the Interface. This doesn’t affect in-game animations.

Enable Grid: This is used to display a 32×32 pixel grid across the Interface, which is useful when mapping.

Background Color: This is used to change the Interface editor’s background color to black or white. This is useful when dealing with black/white text/graphics.

Enable icons: This is used to turn the various Interface icons like the Field/Timer/etc. on or off.

**Interface**

Properties: This Opens the Interface Properties window.
Interfaces: Properties

**General**

Display Name: This is used to set the name of your Interface.

Scripting ID / Filename: This is used to identify your Interface in scripts. The scripting ID will usually be the same as what you type in as the Display Name for convenience. Caution is advised when changing the scripting ID as it will affect any scripts that refer to your Interface.

Auto-Update/Reload Interface on Activate: When checked, this option will automatically update any Fields on your Interface that have changed.

Cancel Field: This option sets the Field on your Interface to automatically close when activated.

Render Priority: This option allows you bring Interfaces to the front or push them to the back. The default render priority for all Interfaces is 0, which means that there is no particular order that they have to be stacked in. If you want an Interface to appear on top of another, increase the render priority.

**Selectable Fields**

Selector Field:  This option allows you to select a selector Field on your Interface which is used to select other fields on your Interface via the keyboard.

Selector Offset X: This option allows you to offset the horizontal position of the selector Field so that it lines up with the Field you want it to move over.

Selector Offset Y: This option allows you to offset the vertical position of the selector Field so that it lines up with the Field you want it to move over.

Selector Speed: This option allows you to change how quickly the selector Field moves when a navigational key is pressed (the higher the number, the faster it moves).

Scrolling Rectangle: This option allows you to specify a region to scroll the selector Field if there are Fields that span larger than the Interface. This feature is useful in shops that show lots of items. You can have them displayed in a list on the one side of the Interface, and if there are more items than the screen is capable of showing, the selector will scroll when you go down to the bottom of the list.

**Triggers**

* Player enters – scripts placed in this trigger will run when the player first enters the Interface.
* Player cancels – scripts placed in this trigger will run when the player exits an Interfaces.
* Navigate left – scripts placed in this trigger will run when the player navigates left via the keyboard.
* Navigate up - scripts placed in this trigger will run when the player navigates up via the keyboard.
* Navigate right - scripts placed in this trigger will run when the player navigates right via the keyboard.
* Navigate down - scripts placed in this trigger will run when the player navigates down via the keyboard.

**Interface Variables**

This section allows you to manage variables used in Interfaces.
Resources: Fonts

This is the section where you can set up fonts for use in your game and customise how they will behave in Interfaces. *GG Maker* projects come with two default fonts: Main Font and Health Font.

Main Font is used in most events such as the Message Box, displaying log messages, etc.

Health Font is used when spawning number pop-ups over an actor’s head to display a change in health or another statistic. This pop-up can be turned on or off in the Visual section.

**General**

Display Name: This is used to identify the font in the editor.

Scripting ID: This is used to identify the font in scripts.

**Source Font**

Font Face: This is the font style on your hard drive that will be used for the new font in your game.

Font Size: This determines the size at which the characters of the font will be displayed.

Bold: This will increase the thickness of the font when checked.

Italic: This will italicise the font when checked, skewing it to the right.

Underline: This will underline the font when checked.

Strikethrough: This will put a line through the middle of the font when checked.

**Outlining**

None: This removes any outline styles from the font. This is the default setting.

Smooth: This will set up anti-aliasing for the font, making it appear smoother.

Hollow: This will remove the fill from the font and display the characters only as outlines. The middle of this font will appear as transparent.

Bordered: This will add a black border to the characters of the font.

Glyph Padding: This setting adds space between each glyph (character) in the font.

**Available Characters**

This section will display all available characters for the font family. Individual characters can be removed by deleting them from this box.

**Preview**

This section will display a sample sentence to show you what the font will look like in-game. You can type your own custom characters in the box below to preview what certain combinations of characters look like.
Resources: Graphic Platform Compression

This menu is available from some graphics menus such as Sprites and Tile-sets. This option is used to compress graphics which reduces the quality but uses less space. It can result in faster loading times and uses less hard drive space for the trade-off of lower quality graphics.

**Atlas**

Padding: Spaces out the rendering of tiles by a single pixel to prevent the edges of neighbouring tiles from being picked up.

**PVRTC (iOS)**

PVRTC is a high loss, fixed-rate texture compression format which is primarily used for mobile game development. Compressing resources is recommended for mobile game development for the purpose of a lower memory footprint, faster loading times and reduced power consumption.

On: Enables/disables the compression.

4-bit: Compresses graphics at a ratio of 8:1 (less compression, higher quality).

2-bit: Compresses graphics at a ratio of 16:1 (more compression, lower quality).

Quality: A slider that determines the amount of graphic quality (higher numbers mean better quality but it takes longer to compress).
Onur Saylak

Full Name: Arif Onur Saylak

Born: 12 May, 1977, Ankara, Turkey

Age: 37

Height: 5' 11" (1.80 m)

Nationality: Turkish

Occupation: Actor

Spouse: Tuba Büyüküstün

Children: 2

University: Middle East Technical University, Ankara University, Bilkent University

## **Personal life**

Arif Onur Saylak was born on May 12, 1977 in Ankara but raised in Kusadasi (Aydin), Turkey. Until he discovered his passion in theatre, he studied physics at the Middle East Technical University (METU). However, he quit his unlucky choice of studies and tried his luck in a totally different field, public administration at Ankara University, Faculty of Political Sciences. One day, he saw the poster of the university theatre club (Iletisim Fakultesi, Ikinci Kampus Sahnesi) and stepped into amatuer acting life. His desire for acting led him quit the university and win the entry exams of the theatre department of Bilkent University. During his study, he took part in several theatre plays, i.e. Nazim Hikmet's "Her Seye Ragmen", and graduated from the university in 2006.

He also began acting on TV for some TV movies as well as mini series: Yuvadan kus uctu (2003), Ask buraya ugramiyor (2004), Ne seninle ne sensiz (2005), Hisarbuselik (2005), Yabanci Damat (2006) and Kod Adi (2006-2007). He became more popular with his noticeable acting in Hisarbuselik and reached to more audience with Kod Adi and Asi. Some time he did work as theatre director for TED (a reputable college in Ankara). Since he has a good voice and he was interested in musical side of theatre, he both took part in choirs at university theatre plays (e.g. Aymazoglu ve Kundakcilar/Biedermann und die Brandstifter by Max Frisch) and wrote lyrics for some plays (i.e. Siradan Bir Gun/Coppia Aperta by Dario Fo at Ankara Oda Tiyatrosu). He was also on stage for the state theatre plays, namely in Getto/Ghetto by Joshua Sobol and Uc Kurusluk Opera/The Threepenny Opera by Bertolt Brecht (Ankara Devlet Tiyatrosu). Besides, he was seen on TV screen for a culture-art program on TRT 2 (Turkish National Tv and Radio Channel 2) called "Let's Go/Haydi Gidelim" for 13 episodes, in addition to children program "Benimle Oynar misin?".

He won two best actor awards for his outstanding acting in Ozcan Alper's Sonbahar/The Autumn, the best film of 2008 Altin Koza Film Festival.

He is acting for a TV series "Gonulcelen/Heart Stealer" on Kanal/Channel D since 2010.
Gameplay: Input Triggers

**Menu & Regular Game**

This is the default input set which is created by *GG Maker* when you start an RPG/Platformer project.

* New – create a new input set.
* Remove – delete an existing input set.
* Export – export the selected input set to the default *GG Maker* input set file format.

**Add Control Combination**

Selecting an input set will display all of that set’s mapped triggers in the right-hand side of the window.

To create a new input trigger, click ‘Add Control Combination’ at the top and select one of the three options: ‘Pressed’, ‘Released’ or ‘Pressed and Released’.  Then, press the key you wish to set this command to. By clicking ‘Control’, you will then see this control appear in the box below. Clicking on ‘Edit Script’ will let you edit the script associated with the assigned key. Whenever the key is pressed/released/pressed and released, depending on which is set, this script will run.

You can select pre-defined controls from the drop-down menu to the left of the text box. This list contains all of the Controls that have been created in the Controls section.

You can also add a delay by specifying a time and clicking the ‘Delay’ button. This delay will prevent a script from running for the amount of time specified.
Tuba Büyüküstün

Full Name: Hatice Tuba Büyüküstün

Born: 5 July, 1982, Istanbul, Turkey

Age: 32

Nationality: Turkish

Occupation: Actress

Years active: 2003–present

Spouse: Onur Saylak (m. 2011)

Children: 2

Height: 5' 8" (1.73 m)

Hair color: Black

Eye color: Green

High School: Dogus High School, Istanbul

University: Mimar Sinan University, Istanbul

## **PERSONAL LIFE**

**Tuba Büyüküstün** (born 5 July 1982) is a Turkish actress.

Tuba Büyüküstün was born in Istanbul on July 5, 1982. She graduated from Doğuş High School and studied Costume and Stage Design at Mimar Sinan Fine Arts University in Istanbul. When she was at university she started to act in commercials. After she met Tomris Giritlioğlu, she started acting.

## **Career**

The series Sultan Makamı which was shown at Channel D and directed by Aydın Bulut in 2003 was her first series and she acted in the last four episodes. Directed by Çağan Irmak, she aroused attention in the series Çemberimde Gül Oya. She played the role Zarife and it was shown at Channel D in 2004. In the same year, she portrayed the character Gülizar in the same called television film and received an award for Best Actress at the Serbia and Montenegro International TV Festival Bar. Her final breakthrough was in the series Ihlamurlar Altında published in 2005 and directed by Aydın Bulut. She shared the leading role with Sinan Tuzcu and Bülent İnal. In the same year playing a Aysun in the movie Babam ve Oğlum and was directed by Çağan Irmak. Playing a teacher in 2006 in the movie Sınav which was directed by Ömer Faruk Sorak, she had the opportunity to act next to Jean-Claude Van Damme. In Antakya, she played in Asi alongside Murat Yıldırım and Çetin Tekindor directed by Cevdet Mercan in 2007. In those years, Çemberimde Gül Oya, Ihlamurlar Altında and Asi were shown in the Arab world. She had a substantial role in the expansion of Turkish series abroad. Because of the high ratings in 67 countries, Asi was nominated as Best Soap Opera at the 51st Monte-Carlo Television Festival. In 2012, her first leading role in cinema was in the movie Yüreğine Sor by Yusuf Kurçenli. Afterwards she acted next to Cansel Elçin in the series Gönülçelen. At the end of 2012, she returned after a break of one a half years on screen by sharing the leading role with İlker Aksum at the series 20 Dakika. She was nominated for the 42nd International Emmy Award for Best Actress for her performance in 20 Dakika series, after being country's first entry. Büyüküstün who has been appointed as a goodwill ambassador of UNICEF Turkey in 2014, is currently sharing the leading role with Engin Akyürek in the series Kara Para Aşk which is still aired on Channel ATV.

On 28 July 2011, she married the Turkish actor Onur Saylak in Paris, France.[5] On 19 January 2012, she gave birth to twin girls, Maya and Toprak.
Jean Canellas

Jean Canellas is the Programmer and Lead Designer of Death's Gambit.

## Biography

Jean Canellas is 23 year old man, who lives currently in Los Angelas, California. He originally comes from Puerto Rico. He was a student in the USC School of Cinematic.

## Tasks

* Programmer
* Lead Designer

## Past Games

* The Maestros
* Dwarven Den
* Ninjump Rooftops
* Hubris
* Intrusion 2 (Cancelled)
* Out of Element

## Trivia

* Jean is one of the Founders of White Rabbit along with Alex Kubodera

## Social Links

* Twitter
* Facebook
* Vine
Resources: Sounds and Music

This is the section for customising imported sounds and music files for use in Maps and Interfaces. In new projects made from a template, some music files may already be set up for use.

Display Name: This is used to identify the sound/music in the editor.

Scripting ID: This is used to identify the sound/music in scripts.

**General**

Maximum Overlapping: This number determines how many instances of the sound/music can be played at the same time. This will only work for Sound Effects.

Base Volume: This is the volume at which the sound/music will be played in normal situations when no adjustments have been made through scripting.

Base Pitch: This is the pitch the sound/music will be played at in normal instances when no adjustments have been made through scripting.

Volume Variation: This determines the range of volume that the sound/music can play at, which can vary per play.

Pitch Variation: This determines the range of the pitch the sound/music can play at, which can vary per play.

Preview: This allows you to hear what the music or sound effect will sound like in-game.

**Auditory**

Sound Effect: This will categorise the resource as a sound effect, which can be played when a weapon or other Item is used or called through scripts.

Music: This will categorise the resource as music, which can be played in Maps or in Interfaces as background music.

Add Sound Variation: This allows you to insert another sound file that will randomly be played instead of the original sound file, adding variation to weapon sound effects and such.

Sound: This is a visual representation of the sound waves for the resource. This is also where you can change your sound files in *GG Maker* by right-clicking the wave form and selecting ‘Replace’.
Interfaces: Tools

Pointer: is used to move Fields around Interfaces easily. The pointer tool can also be used to resize Fields as well.

Field: is used to place text or graphics on your Interface.

Units Field: is used to place Unit Fields on your Interface.

Graph Field: is used to place Graph Fields on your Interface. These Fields are useful for displaying units in a graphical form (such as showing how much health a player has in the form of a bar rather than displaying numbers).

Transition Field: is used to place Transition Fields on your Interface. These Fields are used for transitioning through Sprites as the value progresses to its maximum.

Window Field: is used to place Window Fields on your Interface.

Static Sprite Field: is used to place Sprites on your Interface (such as buttons, banners, etc. that you’ve added in the Sprites section).

Camera View Field: is used to place Camera View Fields on your Interface. These Fields are useful for picture-in-picture effects as well as setting up split-screen for multi-player.

Timer/Spawn: is used to run a script at specific intervals.

Play Interface: is used to start testing an Interface.

Test Interface: is used to start testing an Interface (with the option to add additional scripting when the Interface starts).
Settings: Controls

This menu is used to set up controls for and assign keys to activate up to 4 different players.

Controls are useful to reduce the amount of Input Triggers in a project, as you can assign multiple keys to a single control. When adding a new control combination to Input Triggers, you can select a control instead of pressing a key so that if multiple keys are set up for a single control, any one of them can be pressed to activate the same trigger.
Gameplay: Statistics

This section is used for creating additional player statistics which can be used to affect Actors in the game.

Some default statistics like HP cannot be removed, as this is the Actor’s health property and plays a key part in the majority of games.

Once a statistic has been created, its value can be altered on the Actor dialogue under the ‘Base Statistics’ section. Statistics play a large part in Role-Playing Games (RPGs), and many RPG titles will use statistics such as health, magic, attack, defence, agility, wisdom, etc.

Statistics can be useful when creating different character classes in a game, such as Warrior classes with high attack but poor magic, or a Wizard with high magic and low health. You can also use 32x32 pixel icons to represent different statistics by clicking on the box underneath the ‘Scripting ID’ in the Statistics section and selecting a graphic from the hard drive.
Settings: Legacy

The Legacy section allows you to turn on/off options that were changed/removed in newer versions of *GG Maker*. Legacy options are often only created to protect a person’s project from the changes that have been made in the newer version.

For example; If you had a game that frequently uses the Map size use value (of which used to produce values that were 32 pixels less than the actual Map size) then you can enable the Legacy option so that it continues to produce values that are 32 pixels less than the Map, as this is how the Map size use value behaved for a long time and simply fixing the bug could ultimately ruin someone’s project.
Resources: Doors

Doors are collidable objects which can be interacted with. When the player presses enter next to a door they are facing, the door will appear to open and the player can pass through.

Doors require 3 different graphics in order for them to display properly in-game:

**A Full graphic:**  the complete graphic by itself.

**Affected:** the part of the door which moves when the door is opened/closed.

**Unaffected:** the part of the door that never moves, such as the door frame.

For adding your own door graphics, they must be on a 256x256 sized image file with a Magenta background (R:255, G:0, B:255). Door graphics on this sheet must be 32x64, but larger doors can be created by making two halves of a door in two separate door objects on the sheet.

**Placing a Door on the Map**

Display Name: This is used to identify your door on the Map.

Scripting ID: This is used to identify your door in scripts.

Position: These are the X, Y and Z coordinates of your door on the Map.

Disable Collisions: When ticked, the player will not collide with the door.

**Visual**

Disable Lighting: When ticked, lighting will not affect this door.

Color: This is the color the door will display as on the Map.

Opacity: This is the transparency of the door on the Map.

Glow: The color of the door’s glow effect. Leaving this black will not make the door glow any particular color.

Flip Vertically: Flips the door graphic along the Y axis.

Flip Horizontally: Flips the door graphic along the X axis.

Display Shadow: When ticked, a shadow will be drawn for this door.

Invisible: When ticked, the door will not be visible on the Map.

**Door**

Opening Style: This is used to set which direction the door will open in, and how it will behave when it opens.

Open: This determines which frame a door will stop on when completely closed.

Auto-Close After: This is how much time will pass in hours, minutes and seconds before this door will shut automatically. If left blank, the door will never shut.

Required Key: If this is set to an item, the player will need to have that item in their inventory before they can open the door. If (None), the door will not require the player to have an item.

Required Code: The player will be required to enter this code in order to open the door. If blank, the door will not require a code.

**Destination**

Map: This lets you pick a Map from the dropdown list for the player to be teleported to. If left blank, the player will not teleport by interacting with the door.

Location: These are the coordinates of the chosen Map which the player will be teleported to when they use the door.
Objects: Speaker

**General**

Display Name: This is used to identify the speaker on the map.

Scripting ID: This is used to identify the speaker in scripts.

Position: This is used to set the X, y and Z coordinates of the speaker on the map.

Currently Turned On: If this box is ticked, the speaker will initially play from the start.

**Sound'**

Sound: Select which sound will be played from the ‘Sounds and Music’ menu.

**Area**

Radius (pixels): This is how far the sound will be audible for in pixels.

Start and End Angles: These are the starting and ending angles of the sound.

Sharpness: This is the setting for how sharp the sound radius will be. The higher the value, the sharper the speaker’s edge. This means the volume will cut out faster when you reach a certain distance away from the speaker.

**Amplitude Graph**

Time Span: This is used to set the frequency in which the sound pattern plays. The effects of this will not be seen if the preset is set to either ‘Null’ or ‘Steady’.

Preset: This is used to set a sound pattern in which the sound is played.

* Null: no Sound at all.

* Steady: Sound is always on.

* Pulse: starts dim and then gradually gets louder and then gradually gets quieter again.

* Blink: occasionally turns off and then immediately back on.

* Flicker: continually turns on/off randomly.

* Strobe: rapidly flashes on/off regularly.

* Glow: steadily gets louder and then quieter.
Phoenix Plume

Item Type
 Effect

Phoenix Plumes are the Players healing potions in Death's Gambit

## Information

Phoenix Plumes are Healing Potions and can be regenerate at save points. The Player is normally allowed to hold 3 Potions at a time, but it can be staked up, but this causes that the Players damage is getting reduced. It also works sacrificing Plumes at the Shrine to increase the damage.

## Death and Recover

Whenever the player dies, he will drop one Phoenix Plume where the Player perished. This means he has one less healing item until he goes back to the location where he died and recover the feather.

## Phoenyx Plume Table

 Crystal Phoenix Plume | * Restores 150 health points + reduces 50% of the damage recieved
Maps: Properties

**General**

Display Name: This used to set the name of your Map.

Scripting ID / Filename: This is used to identify your Map in scripts. The scripting ID will usually be the same as what you type in as the Display Name for convenience. Caution is advised when changing the scripting ID as it will affect any scripts that refer to your Map.

Width/Height/Depth: These are the different dimensions of your Map in 32-pixel blocks. Changing these values will increase or decrease the size of your Map. Map dimensions are not in pixels but rather 32-pixel tiles, meaning any number you type in for Map dimensions will be multiplied by 32.

View: This changes the camera view and effects how your Maps are displayed. In RPG projects, the default view will be ‘Standard 45°’. In Platformer projects the default view will be ‘Front’. Other views include ‘Top’, ‘Side’ and ‘3D Perspective’.

Unload Map on Exit (Non-Persistent Map): This option allows you to unload Maps once the player has left them. This is recommended for projects that do not need persistent Maps as it will help reduce RAM consumption.

**Boundaries**

Map boundaries are used to prevent the player from crossing the edge of the Map. If a boundary is unchecked, it means that the player can freely walk past the edge of the Map in the direction where the boundary is disabled.

Left Connection: This is used to connect to another Map. If the player moves beyond the left edge of the selected Map then they will be taken to the Map specified here.

Up Connection: This is used to connect to another Map. If the player moves beyond the top edge of the selected Map then they will be taken to the Map specified here.

Right Connection: This is used to connect to another Map. If the player moves beyond the right edge of the selected Map then they will be taken to the Map specified here.

Down Connection: This is used to connect to another Map. If the player moves beyond the bottom edge of the selected Map then they will be taken to the Map specified here.

**Triggers**

Player enters: Scripts placed in under these triggers will run when the player first enters the Map.

**Map Variables**

This section allows you to manage the Map Variables for the map.
Scripting: Custom Events

Events are what control gameplay through the use of Actors and scripts. *GG Maker* uses a unique visual representation for scripts to make it easier to use. Each script snippet represents lines of codes which the engine automatically processes for you without needing any prior scripting knowledge.

In *GG Maker*’s topbar, there is a menu called Custom Events. This can be used to set up your own script snippets for later use, so there is no need to copy and paste the same script over multiple events. These events will then appear in the Graphical Scripting interface for use in any event throughout the project.

**General**Display Name: This is used to identify the event’s name in the script list.

Scripting ID: This is used to identify the event inside of scripts.

Description: A brief description of what the event does.

Icon (32x32): A 32x32 image to make it easier to identify your Custom Event later.

Branch Possibilities: This is the amount of “nodes” that will appear under the event when placed in the Graphical Script.

**Parameters**

By clicking ‘Add’ and ‘Remove’, you can control which parameters will be available when the Custom Event is used. These parameters can also be named separately to identify them using the box below called ‘Local Variable Name’.

Parameters can be customised using the options to make a Custom Event repeat something when they are running.

Text: This displays a standard text box where you can type in numbers, letters and other characters.

Paragraph (Multi-line Text): This is like ‘Text’ except you are provided with a text box with multiple lines. This provides spaces for a lot more text to be displayed.

Number: This is similar to ‘Text’, except you can use it to display just numbers.

Direction (Angle): This is similar to ‘Text’, except you can type in numbers and decimals which will represent directional angles.

Direction (Cardinal): This displays a directional dial and allows you to select from between eight different directions, including right, right-down, down, left-down, left, left-up, up, and right-up.

Color: This displays a standard Windows color dialogue where you can choose from different swatches or define your own color using RGB values.

Color with Transparency: This is like ‘Color’, except it also includes a transparency slider.

X, Y and Z: This is like ‘Text’ except you can enter X, Y and Z coordinates.

Toggle: This displays two radio buttons that you can choose between. When setting up the script, refer to the parameters as either 0 or 1 as indicated.

Ranged Number: This displays a sliding bar between the minimum and maximum values. This will default to the value set in ‘Default’.

Object Listing: This displays a listing of elements of your project depending on which listing is selected. This is for things like Maps, Actors, Doors, Teams, Actor Templates, Music, etc.

Branch Possibilities: This displays a sliding bar between the minimum and maximum values set. The value set will correspond to the amount of nodes that display under an event when placed in the Graphical Script.
Saturno

**Saturno** é o sexto planeta a partir do Sol e o segundo maior do Sistema Solar.

## Aparência

Saturno possui um tom amarelo claro por causa dos cristais de amônia em sua atmosfera superior.

## História

### 10ª Temporada

Enquanto se move em direção à Terra, Apokolips, um planeta associado á Darkseid, passa e bate nos anéis de Saturno.

## Aparições

* 10ª Temporada
	+ *Final, Parte 1*

## Curiosidades

* Nos quadrinhos da DC, Saturno era o lar de uma raça de clones de Marte, chamando-se Saturnianos.
Resources: Import

By going to Resources > Import Resources, you can put your own files in your project. You can drag and drop or click ‘Browse’ to import *GG Maker* compatible resource files into this window. It will also accept graphic files, sounds, music, as well as *RPG Maker* assets such as tilesets and charactersets. The RTP will be automatically formatted for use in the relevant sections, though some assets may require customisation to set up.
Operation Leviathan Wiki

## Operation Leviathan

Operation Leviathan is a third person multiplayer shooter game for Windows, currently in development, made by Gomore10.
Four heroes try to save the world from evil mutated beasts in the Story Mode. Or they can battle against each other in a multiplayer Battle Mode.

## Get the demo!

You can get the demo version of the game (For Windows) here.

If the link doesn't work then please post a comment on this blog post.
Story Mode

In Story Mode, up to four players can play together as the character of their choice and work together to beat all the bosses and save the island!

## Story

The story takes place on an (as far as we know) unnamed island. Some virus from who-knows-where has infected all of the beasts of the island, causing them to become more aggressive and/or more dangerous. Three people were hired by The Government to rid the island of beasts. Those 3 were the Gunner, the Medic, and the Pyromaniac. The 3 after arriving on the island were soon joined by a mysterious companion in a battle suit, the companion is commonly called the Mech or the 4th.

As of right now the mech's origins are unknown to the public. But as soon as the game is finished everyone will know the who, what, when, where, why, and how of the matter.
Settings: Startup Menu

This menu is used to alter properties that affect the startup menu which appears when you first launch your built game. The startup menu provides options for your players before they start the game, such as video/detail options, Sound options and Input options. The startup menu will also display Google ads and other games that have been created by the *GG Maker* community. Subscribers have the ability to turn the startup menu off if they want to.

Title – text that shows up on the Windows title bar.

Start New Game – text that shows on the New Game button (required field).

Load Saved Game – text that shows on the Load Game button.

Video Options – text that shows on the Video options button.

Detail Options – text that shows on the Detail options button.

Input Options – text that shows on the Input options button.

Sound Options – text that shows on the Sound options button.

Voice Options – text that shows on the Voice options button.

Website – text that shows on the web site button.

Quit – text that shows on the quit/exit button (required field).

Footer – the text that shows at the very bottom of the dialog.

URL – the web address of the web site button (if you have a web site button).

Any fields that contain the ‘#’ symbol will be removed from the startup menu. Keep in mind that some fields are required in order for the user to play your game/exit the start-up menu.
Medic

The Medic is one of the four playable characters in the game.

## The Medic

The Medic is a scientist, and wears a white lab coat. He is completely bald, and wears glasses. He is nervous, being forced to go along on a dangerous mission.

In-game bio: While the Medic usually prefers more safe activities, he was dragged along for his expert healing skills.

## Weapons

### Pistol: The medic didn't want to, but he had to bring an actual weapon.

Both the Gunner and the Medic have the pistol. It fires a single bullet at a time, which does a fair amount of damage to an opponent's health.

### First Aid Kit: This heals your fallen comrades. Too bad it only works three times.

The First Aid Kit cannot be used in Battle Mode, as you would not want to heal the very people you are fighting against.

### Resurrection Rock: When you're dead you can't heal yourself. Luckily, this does just that-once.

The Resurrection Rock automatically revives the Medic the first time he dies.

### Remote Mine: When the Medic made this, he didn't know how effective it would be in battle.

Press the button once, and a hidden mine will appear underground where the Medic stands. Press it again, and the spot will explode.

Remote MineResurrection RockFirst Aid KitPistol