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|-+ wAive, by Plaid Notion. Comments, please.

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Read May 26, 2007, 04:20:20 PM #0
jellyf15h

wAive, by Plaid Notion. Comments, please.

wAive
By Plaid Notion

Current update: Look at the bottom of this post for the final competition version...
Oh, and scroll down for some old screenies.  I'll add the new ones shortly.

Unfortunately we only had time to finish one level, but trust me.  It's fun.  Arcade mode was tweaked for ease and the tutorial was revamped.  Also a lot of new, nice graphical touches were added.

I suggest highly that you do the tutorial.  Also give both play modes a try.
« Last Edit: October 06, 2007, 09:21:01 PM by jellyf15h »

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Read May 26, 2007, 11:21:18 PM #1
Adigun A. Polack

Re: Jellyf15h and Dark Logic Shmup

Look jellyf15h, not only do I welcome you to the Shmup-dev forums ( Grin ! ), but also to this newest competition as well!!  The theme of this new compo will not be revealed until June 1st here, but I gotta promise you one thing... it will be A LOT more exciting than ever!!!  Wink !

Be sure not to miss it all, and you are accepted into the contest, by the way.  Just be sure to put the name of your newest game entry... remember that now!  Cool
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Read May 27, 2007, 03:28:02 PM #2
jellyf15h

THIS POST WAS ALLOCATED FOR OLD DEMOS

OLD NEWS


Quote
Well, HA HA HA to all you unbeliever who didn't think I was up to anything.  Far from being dead, our project, with my programming, Taknogames' art, E-magination's music, and lots of design ideas from all of us, has made massive progress.  Without further adieu, I present to you...

Public beta 1 / wAive 0.4

DOWNLOAD:
--RAR: <www.jellyfishinacan.com/shmup_dev/2007_r2/shmup_0_4.rar> 1.8 MB
--ZIP: <www.jellyfishinacan.com/shmup_dev/2007_r2/shmup_0_4.zip> 1.8 MB
SCREENSHOT:
--GIF: <www.jellyfishinacan.com/shmup_dev/2007_r2/preview_0_4.gif> .4 MB

You'll find it quite enjoyable, I believe.  Current features:
-menu [not all choices work, choose "campaign to play"]
-finalized gameplay substructure
-3 enemies
-1 boss
-difficulty curve
-1 secondary weapon
-4 projectile types
-energy and absorption system
-health system
-nice HUD

On the way are:
-more enemies
-more secondary weapons + powerups
-more projectile types
-more bosses
-different locations
-campaign and storyline

ALSO

Quote
« Last Edit: October 01, 2007, 04:05:06 AM by jellyf15h »

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Read May 28, 2007, 05:15:59 PM #3
Adigun A. Polack

Re: Jellyf15h and Dark Logic Shmup

Wonderful, as it is *truly* a good thing in this case to have such talented artists to help you on your new project, you know what I am saying?  wink2

And yes, your team is allowed to help you work on your game and piece the elements of it together... even if you prefer to do it that way as well.  cool1
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Read June 01, 2007, 12:28:26 PM #4
jellyf15h

Re: Jellyf15h and Dark Logic Shmup

Hoory, I'm excited!  We have a wide-open theme with capability for massive fun!
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Read June 01, 2007, 12:54:16 PM #5
cactus

Re: Jellyf15h and Dark Logic Shmup

Good luck, guys. I love tekno's work, and that jellyfish avatar is awesome. Make GMClans proud, and all other GMers too Cheesy
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Read June 01, 2007, 01:08:46 PM #6
relsoft

Re: Jellyf15h and Dark Logic Shmup

Yo jellyf15h, is that(your avatar) animated ASCII?! Wow!


Hello
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Read June 03, 2007, 03:00:49 PM #7
jellyf15h

Re: Jellyf15h and Dark Logic Shmup

No Tongue
It's just a recording of a semicircle and some simulated rope physics.  It's stretched way down too, so try viewing the whole thing via its URL.
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Read June 03, 2007, 03:29:17 PM #8
jellyf15h

Re: Jellyf15h and Dark Logic Shmup

ERGH sorry for the double-post, but I'm not sure which language I'll be programming this in.  Might be in GM, Java or C++.
My question to you: are java applets OK?  It's a definite maybe for me.
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Read June 03, 2007, 04:08:14 PM #9
the2bears

Re: Jellyf15h and Dark Logic Shmup

ERGH sorry for the double-post, but I'm not sure which language I'll be programming this in.  Might be in GM, Java or C++.
My question to you: are java applets OK?  It's a definite maybe for me.

Yes, but just as with Flash entries though, you'll need to provide it as a standalone.  Then write your launch script to use the applet viewer.  This is, of course, to keep the submitted version the final one.

Bill


the2bears - the indie shmup blog
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Read June 04, 2007, 07:14:16 PM #10
Shoot-em-upper

Re: Jellyf15h and Dark Logic Shmup

Yes, but just as with Flash entries though, you'll need to provide it as a standalone.  Then write your launch script to use the applet viewer.  This is, of course, to keep the submitted version the final one.

I'm confused.  You're saying that the entries shouldn't be updated after the contest?  They were updated after the other ones.  Please explain.


I came, I saw, I posted.
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Read June 04, 2007, 07:29:38 PM #11
the2bears

Re: Jellyf15h and Dark Logic Shmup

Yes, but just as with Flash entries though, you'll need to provide it as a standalone.  Then write your launch script to use the applet viewer.  This is, of course, to keep the submitted version the final one.

I'm confused.  You're saying that the entries shouldn't be updated after the contest?  They were updated after the other ones.  Please explain.

There is an official entry to the contest, submitted by the deadline.  That should not be updated, of course.  That's why contest versions are standalone and not played over the 'net.

Bill


the2bears - the indie shmup blog
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Read June 04, 2007, 11:13:40 PM #12
Shoot-em-upper

Re: Jellyf15h and Dark Logic Shmup

Oh, you mean updating them before the winners are announced?


I came, I saw, I posted.
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Read June 20, 2007, 11:50:59 PM #13
jellyf15h

Re: Jellyf15h and Dark Logic Shmup

Right.  Hyping for funs.

Think "speeding over the ocean's surface at 200 miles mer hour."
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Read July 11, 2007, 07:38:33 PM #14
jellyf15h

Re: Jellyf15h and Dark Logic Shmup

Well, HA HA HA to all you unbeliever who didn't think I was up to anything.  Far from being dead, our project, with my programming, Taknogames' art, E-magination's music, and lots of design ideas from all of us, has made massive progress.  Without further adieu, I present to you...

Public beta 1 / wAive 0.4

DOWNLOAD:
--RAR: <www.jellyfishinacan.com/shmup_dev/2007_r2/shmup_0_4.rar> 1.8 MB
--ZIP: <www.jellyfishinacan.com/shmup_dev/2007_r2/shmup_0_4.zip> 1.8 MB
SCREENSHOT:
--GIF: <www.jellyfishinacan.com/shmup_dev/2007_r2/preview_0_4.gif> .4 MB

You'll find it quite enjoyable, I believe.  Current features:
-menu [not all choices work, choose "campaign to play"]
-finalized gameplay substructure
-3 enemies
-1 boss
-difficulty curve
-1 secondary weapon
-4 projectile types
-energy and absorption system
-health system
-nice HUD

On the way are:
-more enemies
-more secondary weapons + powerups
-more projectile types
-more bosses
-different locations
-campaign and storyline
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Read July 11, 2007, 07:46:18 PM #15
jellyf15h

Re: Jellyf15h and Dark Logic Shmup- BETA 1

as an addendum, I highly suggest you read the help file.  and try to get 10,000 points so you can fight the boss >: D

And the options are, of course, the floating diamonds, which have 3 modes you can switch between with the A key: emergency defense, attack, and recharge player energy.
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Read July 11, 2007, 08:50:01 PM #16
motorherp

Re: Jellyf15h and Dark Logic Shmup- BETA 1

This is coming along really well.  Good show


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Read July 11, 2007, 08:53:06 PM #17
pandamissile

Re: Jellyf15h and Dark Logic Shmup- BETA 1

I like. However, perhaps more variation is need in the environment and it's kinda hard telling where I am y-wise. Perhaps, a little bar showing your elevation is needed.
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Read July 11, 2007, 08:54:27 PM #18
alillm

Re: Jellyf15h and Dark Logic Shmup- BETA 1

This is pretty fun, and the hand drawn style sprites are looking great (looks better in the game than in the screenshot). I liked the way the options behaved, and the difficulty seemed good. Nice job so far, keep it up Smiley.

Ali
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Read July 11, 2007, 09:27:50 PM #19
the2bears

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

Won't run on Vista, here.  I'll try later on at home.

edit: it runs, just can't grab the display.  Had to kill some processes.  Must be a known Vista issue.

Bill
« Last Edit: July 11, 2007, 09:57:17 PM by the2bears »

the2bears - the indie shmup blog
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Read July 11, 2007, 09:57:13 PM #20
jellyf15h

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

Ooh, ouch.  I'll make a vista-compatible version in ZIP.
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Read July 11, 2007, 09:57:50 PM #21
the2bears

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

Ooh, ouch.  I'll make a vista-compatible version in ZIP.

Thanks!

Bill


the2bears - the indie shmup blog
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Read July 11, 2007, 10:19:29 PM #22
jellyf15h

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

Vista ZIP: 2.1 MB
http://www.jellyfishinacan.com/shmup_dev/2007_r2/shmup_0_4_vista.zip
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Read July 12, 2007, 02:06:53 AM #23
Kairos

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

the2bears: Game Maker games made on the 6.0 platform are compressed in a way that Vista can't display it, so we have to make an executable on the 7.0 one.

Not sure I like the way the ship moves, it's just too... limited, but that might only appear so to me. Graphics are nice (I like the water), the options and absorption are interesting, boss is great. Keep up the work.
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Read July 12, 2007, 03:42:20 AM #24
jellyf15h

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

I see.  The lack of ability to move relative to the enemies...  It's because they target points relative to the player.  Perhaps I'll fix that.
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Read July 12, 2007, 04:48:37 AM #25
cactus

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

I liked it, but it felt very different from what I've come to think of as a "regular" shoot em up. I liked the grapics, and the programming was really impressive at parts. Some of the sound effects were not so good, though. When enemies explode the graphics look "Kaboom!", but the sound effect said "Ksplrfrf", and not even with an exclamation point  sad2

The energy sucking was really nice idea. Although I usually prefer games where one hit kills, but that wouldn't really work in this game...
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Read July 12, 2007, 06:28:52 AM #26
jellyf15h

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

I'm a reply whore Tongue
I hope everyone's getting to the boss OK, though surprisingly a lot of people are telling me it's too easy.
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Read July 12, 2007, 08:48:07 AM #27
Deleter

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

Well I don't want to touch any demos till I'm done with mine, but I have to say I like the screenshots Smiley Nice Job.
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Read July 12, 2007, 10:30:09 PM #28
Shoot-em-upper

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

Aww, you petrified the jellyfish Cry


I came, I saw, I posted.
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Read July 12, 2007, 11:00:26 PM #29
pixelizr

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

Can the boss be killed in the demo? It's got an empty lifebar so I don't know if the hit point mechanism is in place...
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Read July 12, 2007, 11:49:54 PM #30
Kairos

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

The lifebar is not empty, it decreases in length as you attack it. Dunno about killing it though, I sorta exited out after a bit.
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Read July 14, 2007, 03:44:04 AM #31
Shoot-em-upper

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

This game is great so far, but you need to have better-defined motion parameters.  I couldn't really move very fast or very far, and if I held the absorb button(c) down, I couldn't die.  The game basically felt like it was playing itelf.


I came, I saw, I posted.
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Read July 16, 2007, 03:03:36 AM #32
jellyf15h

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

I had already planned to loosen up the player's ability to move relative to enemies and get rid of the absorption exploit.  I've been hearing a few of these comments in different places, but thanks for the feedback.  It helps a lot.
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Read July 16, 2007, 11:46:39 AM #33
monoRAIL

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

Lots of potential here. I liked the water effects and the fast pace, but I have a couple of suggestions.

The controls felt unresponsive. I could press Z and nothing happened. It seems like you have to hold it down to shoot, this is a bit annoying. The secondary weapon takes a long time to start firing - again this feels unresponsive. Finally, when you're underwater it's very hard to see enemy bullets.
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Read August 09, 2007, 06:43:13 AM #34
jellyf15h

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

I've:

-made the character move independent of the view and enemies
-changed the absorption mechanism to a bullet thing
-added a simple-to-use aiming system
-made the satellites' defend mode worth a crap
-added energy powerups dropped by enemies (which may replace absorption completely)
-massively increased the character's firepower to counterbalance a change in difficulty (*)
-fixed stuff so future coding of EG dynamic view properties and new enemies would work nicer
-added a cool new death animation
-added Tekno's islands [The water is due to be redone]
-*made it so enemies don't shoot each other, and you don't shoot satellites
-changed the menu
-changed water graphics
-added radar
-tweaked other stuff

Demo 5 soon!  ^_^
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Read August 17, 2007, 10:54:47 AM #35
E-Magination

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

And believe me, it's gonna be a blast!

(I played the 0.4.5 demo)

Also the music is coming along very nicely. Only about 3 more tracks and it's all finished.

The SFX are taken care of too.

@Jellyfish: Come online, please.
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Read August 21, 2007, 06:40:11 AM #36
Teknogames

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1



Artwork sample: AXIS
Lava spewing doom robot.
Boss.
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Read August 21, 2007, 06:52:15 AM #37
E-Magination

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

http://www.box.net/shared/qftfhvk0rm

One of the level themes. In-game version is 16 bit 44100 hz (~320kbps) and loops.
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Read August 23, 2007, 07:49:38 PM #38
Shoot-em-upper

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

Nice theme.  Also, the robot picture is worth using as an avatar, if you ask me.


I came, I saw, I posted.
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Read August 24, 2007, 05:55:01 AM #39
Adigun A. Polack

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

Teknogames, that lava spewing robot AXIS is so wickedly awesome!!! Shocked !  I LOVE IT... very original stuff and so SPLENDIDLY well designed, you know that!?  d=grin2=b !

And I personally welcome you to this Shmup-dev forumboard as well... enjoy yourself there and have some fun with us!!!  Wink !!
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Read August 26, 2007, 12:28:35 PM #40
E-Magination

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

Thanks  grin2
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Read September 12, 2007, 06:50:09 PM #41
jellyf15h

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

Believe it or not, we're still going strong.  Demo coming this weekend, with some major changes.
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Read September 12, 2007, 07:46:23 PM #42
Adigun A. Polack

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

Believe it or not, we're still going strong.  Demo coming this weekend, with some major changes.

Go get ‘em, jellyf15h, and fire your best one out for all of us as you release your next demo indeed!!  I want to see how well you have improved... hey, looking real forward to it!!!  grin2 !
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Read September 13, 2007, 08:53:42 PM #43
jellyf15h

Re: Jellyf15h and Dark Logic Shmup- wAive BETA 1

You guys sure are encouraging.  ^^
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Read September 21, 2007, 06:23:59 PM #45
jellyf15h

Re: Plaid Notion Shmup- 9/19/07 wAive BETA 5 RELEASE

Go ahead, play it!
SHAMELESS DOUBLEPOST
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Read September 22, 2007, 09:08:18 AM #46
E-Magination

Re: Plaid Notion Shmup- 9/19/07 wAive BETA 5 RELEASE

I feel unpopular. Please, someone, reply!
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Read September 22, 2007, 12:44:19 PM #47
jaj

Re: Plaid Notion Shmup- 9/19/07 wAive BETA 5 RELEASE

I feel unpopular. Please, someone, reply!

It looks great, I love the way the water and the sky look.
I played it a bit and there were two things that I didn't like that much.
1. The font of the menu, it looks a bit "unprofessional" I'm not sure why.
2. The islands in the background seem to be passing by to fast, it doesn't look natural.

That's all for now, I'll play some more
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Read September 22, 2007, 04:33:28 PM #48
Shoot-em-upper

Re: Plaid Notion Shmup- 9/19/07 wAive BETA 5 RELEASE

I really liked the game, but, as jaj said, there are a few graphic presentation issues:

1.  I have no problem with the menu, but when you die, the critical hit warning stays on at the top of the menu for a while.
2.  The islands don't move at the speed of the water that they're in, which makes them look weird and superimposed.
3.  There's no movement animation, but I suppose that's unfixable at this point.

Also, there's too much inertia for a game that requires so much dodging.

This is not to say that I didn't like the game, on the contrary, I loved it.  But it does have a few problems.


I came, I saw, I posted.
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Read September 23, 2007, 09:08:36 AM #49
E-Magination

Re: Plaid Notion Shmup- 9/19/07 wAive BETA 5 RELEASE

I adresses the Shmupper's 1st and 3rd problem and jaj's 1st one before. The final game's gameplay will differ, the enemies will come in patterns instead of rndom forms.

quick facts:
-The version that will be entered in this compo will not be the completed version. The compo version will feature about 3 levels, the 3 first. There should be a total of 8 (?) levels in the finished product.
-Plans for online multiplayer modes have been discussed
-The game will feature cinematic cutscenes drawn by Tekno. They look beautiful , I can tell you  Wink
-I'm planning of making a commercial album with wAive songs remixed. Maybe also some of the -+ 30 not used outtakes and concepts
-The menu will have a background in the compo version
-The compo version will be under 10mb. likely 6 or 7.
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Read September 23, 2007, 05:10:42 PM #50
jellyf15h

Re: Plaid Notion Shmup- 9/19/07 wAive BETA 5 RELEASE

I really liked the game, but, as jaj said, there are a few graphic presentation issues:

1.  I have no problem with the menu, but when you die, the critical hit warning stays on at the top of the menu for a while.
2.  The islands don't move at the speed of the water that they're in, which makes them look weird and superimposed.
3.  There's no movement animation, but I suppose that's unfixable at this point.

Also, there's too much inertia for a game that requires so much dodging.

This is not to say that I didn't like the game, on the contrary, I loved it.  But it does have a few problems.
Thanks for the advice.

1. Already fixed.
2. was already in the works.
3. Hmmm?

Movement: I think I'll make it an option, loose/tight control.  Personally I like the slippiness.  Tongue
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Read September 23, 2007, 06:27:17 PM #51
Shoot-em-upper

Re: Plaid Notion Shmup- 9/19/07 wAive BETA 5 RELEASE

A lot of shmups have the main ship tilt away from the screen when moving up and down(left and right for vertical ones).

Actually, now that I think about it, the ships are fine without tilting.
« Last Edit: September 24, 2007, 06:48:15 PM by Shoot-em-upper »

I came, I saw, I posted.
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Read September 25, 2007, 01:44:36 PM #52
E-Magination

Re: Plaid Notion Shmup- 9/19/07 wAive BETA 5 RELEASE

The main problem would be that you'd have to aim by moving because if your ship tilts, so does your gun.
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Read September 25, 2007, 07:53:55 PM #53
Deleter

Re: Plaid Notion Shmup- 9/19/07 wAive BETA 5 RELEASE

Cool entry. Smiley
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Read September 27, 2007, 01:12:52 PM #54
E-Magination

Re: Plaid Notion Shmup- 9/19/07 wAive BETA 5 RELEASE

Thanks  Grin
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Read September 27, 2007, 03:50:54 PM #55
Shoot-em-upper

Re: Plaid Notion Shmup- 9/19/07 wAive BETA 5 RELEASE

The main problem would be that you'd have to aim by moving because if your ship tilts, so does your gun.

No, I meant that, for example, in a horizontal shooter like yours, the ship would tilt away from the screen to show the underside when ascending, and would tilt towards the screen to show the top when descending.  From the point of view of the ship, it's rolling, rather than pitching.


I came, I saw, I posted.
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Read September 27, 2007, 04:38:12 PM #56
E-Magination

Re: Plaid Notion Shmup- 9/19/07 wAive BETA 5 RELEASE

Ehm.. Yeah. That's not a technically thing, Tekno, our main GFX artist just doesn't like animating  Undecided
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Read September 30, 2007, 09:03:17 PM #57
jellyf15h

Re: Plaid Notion Shmup- 9/19/07 wAive BETA 5 RELEASE

If it's OK, I'm going to submit this by 12 PM local time, not GMT.
Since the judges all live in the USA, I'm assuming that's the standard.  And the rules didn't state anything about it.

Crunch Cruch.  Cry
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Read October 01, 2007, 12:59:01 AM #58
Adigun A. Polack

Re: Plaid Notion Shmup- 9/19/07 wAive BETA 5 RELEASE

For one thing, jellyf15h, I am one of the judges of this competition that do live in the USA, just so you know.  Wink

And do not worry, man, you *still* have a few hours left until midnight on the dot to get your final contest version of your entry in, so finish up quick and show it to us pronto!!!  grin2=b
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Read October 01, 2007, 03:55:20 AM #59
jellyf15h

Re: Plaid Notion Shmup- 9/19/07 wAive BETA 5 RELEASE

Submitting entry.  See first post.
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Read October 01, 2007, 07:33:42 AM #60
motorherp

Re: Plaid Notion Shmup- 9/19/07 wAive BETA 5 RELEASE

Since the judges all live in the USA

Nope.  I live in the good old UK.


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Read October 01, 2007, 07:51:42 AM #61
JollyFish

Re: Plaid Notion Shmup- 9/19/07 wAive BETA 5 RELEASE

Yo, 'you're trying to draw a nonexistent surface' error, campaign mode :/
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Read October 01, 2007, 02:11:02 PM #62
E-Magination

Re: Plaid Notion Shmup- 9/19/07 wAive BETA 5 RELEASE

That's a graphics card error.
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Read October 01, 2007, 03:06:28 PM #63
jellyf15h

Re: Plaid Notion Shmup- 9/19/07 wAive BETA 5 RELEASE

Close a few programs and run again perhaps?
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Read October 05, 2007, 12:15:26 PM #64
jellyf15h

Re: wAive by Plaid Notion- FINAL ENTRY; FORGOT TO EDIT TITLE

Oh the doublepost.  OH, the shame.  This version isn't vista-compatible.  If that's a problem for anyone, there's a link to a converter [that works on the EXE itself] linked to by this page:
http://www.jellyfishinacan.com/games.html
[mind my very confusing and diverse assortment of games and programs.]
« Last Edit: October 05, 2007, 12:18:05 PM by jellyf15h »

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