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Messages - FrozenFire

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Other Projects / Re: Alttp - Horn of Balance
« on: March 08, 2019, 03:28:51 am »
It's been a while since I tried a demo, so I just played about 20 minutes of the latest (0.20.18) one. I love what I've seen of the new stuff so far!

Of course, you know me, so I've got a bug to report. ;)

~ BUG ~
I tried to exit some water via a ladder while in a dive state and got this fatal error:
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Looks like this bug really upset Link. As you can see in the image, he's beside himself (I can't resist making a bad joke).

Entertainment / Re: Someone did a Voxel Zelda
« on: April 06, 2016, 07:22:49 pm »
Pretty cool! Thanks for sharing. :)

Discussion / Re: I Guess I'm Creating a Zelda Fan Game
« on: April 05, 2016, 08:37:20 am »
Alrighty, got the busted up boat done enough (see pic in spoiler below) to move on. Though I'm really not at all happy with the masts, especially the ropes, and not sure how to fix this stuff, even if I try, but hey, video game graphics are my weakest area of game development so I guess I did okay, considering I don't really know what I'm doing. XD But this is actually why I'm making custom graphics, to push myself to improve.

Some reasons for the setting:
The reason why the boat is wrecked in this way (as shown in the pic in the spoiler below) is because it was carried and thrown during a torrential rain storm which was created by some bored and nasty demigods who live in the sea. The boat ended up getting thrown by insane winds and it fell into the giant pit... thingy... place? So yeah, Link is on an island in this game, and most of the game will take place underneath the surface of the island.
But how did Link get on the island and what is even going on here?.. I do have some ideas for the backstory and all that, but no reason to spoil.

So anyway, some other design choices I've made:
  • I'm going with a small scale Metroidvania style, with one single map that is at most 11 x 11 screens, meaning the total number of screens to explore would be 121
  • The native res of the game will be 384 x 216 (5x this is 1080p)
  • At game start, Link is able to jump slightly over 4 tiles from the ground, meaning he can jump on top of walls no more than 3 tiles high

Next up is a little more planning to figure out what I want to do for a prototype and to also to get a more complete general idea of the entire game - how it will play from start to finish. I'm likely going to go ahead and include some kind of abilities, because I want that Metroid thing going on with the skills that give both tactical advantages as well as ability to overcome certain obstacles.

I'm open to any ideas from anyone about anything or just tell me what you think about the project. Not sure anyone has anything to say at this point though.

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King of Thieves / Re: Demo 2!
« on: April 04, 2016, 11:29:08 pm »
Just played it again and the FPS remained between 59 and 61 FPS. I went pretty much everywhere in the town and did various actions and it was consistent throughout.

But with my specs, it would be sad if I had slow downs on this:
NVIDIA GeForce GTX 760
Intel Core i7-4930K CPU 3.40GHz

That said, the game does have tiny stutters every once in a while for me. Not a big deal at all, but saying it anyway.

Discussion / Re: I Guess I'm Creating a Zelda Fan Game
« on: April 04, 2016, 04:47:22 am »
XD Sounds Great!
But if you use Stamina, i would suggest you make it a Metroidvania-Level Type of Souls-Like... (Look at Salt&Sanctuary)

Thanks, I looked up Salt & Sanctuary since I've never heard of it. I think I need to watch some gameplay to really get what you mean though, so I'll keep this in mind and look into it further later.


UPDATE: I just started working on designing the starting point of the game (seen in the spoiler below). Obviously still quite incomplete.
I'm trying to make a wooden pirate ship that's old and totally wrecked, and not under water or even near water for that matter, so no crustaceans or sea weed or anything like that on the ship.
My initial graphics for the ship are too detailed compared to my already existing graphics, not fitting the target style, so I made a couple other tiles, attempting to figure out how I can do a simple wood look and I guess I was making it harder than it needed to be, cuz the one all the way to the left appears to work pretty good, even though it has no real texture to it.

So yeah, I'll continue to fumble around a bit with the graphics until I get the main stuff knocked out. Gotta figure out how to do cannons that actually look like cannons, and masts, etc. I'll probably just get it 'good enough' and move on, and I'll just plan to fix it up later. I want to start working on the actual engine ASAP, since I don't really get a lot of time to work on this, and still got to decide on a few things before starting the engine.

EDIT: Had some more time so I worked on the boat some more today (added second pic in the spoiler below). It's shaping up I guess. I'm drawing it as a complete ship first, then I'll make it look destroyed. I kind of have to do it this way because I'm an inexperienced artist and I had trouble visualizing. Gotta help myself as much as possible, haha. :P

EXIT x2: BTW, after posting, I did notice some tiling errors but they're not worth updating the pics with fixed versions. So I'm just saying, yeah I see it, I see it. All I can say is that I definitely should've gotten more sleep.

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Updates / Re: Happy 10 Years on SMF, ZFGC!
« on: April 03, 2016, 07:24:29 am »
I kind of wish I was around back then, but I only got here in 2008.

Zelda Projects / Re: Zelda Tales of the Sea (2016)
« on: April 02, 2016, 07:51:20 am »
Y'all just got April Fool'd.

Ah, meh.

Zelda Projects / Re: Zelda Tales of the Sea (2016)
« on: April 01, 2016, 08:31:23 pm »
Could you upload a mirror? It seems there's too much traffic on your DropBox and I'm getting this:

Quote from: DropBox Message
Error (429) This account's links are generating too much traffic and have been temporarily disabled!

King of Thieves / Re: Demo 2!
« on: March 30, 2016, 12:57:40 am »
Oh duh, so you guys mean I'm supposed to literally do what the text very clearly implies if I read it and remember it?.... Yes? Ah.... wow, my bad. I guess the problem was that I always avoid doing what I'm told to do in Zelda games and instead I go look around. XD I did try to fight the snakes later, but at that point I had messed up the layer in which Link was at (because I went outside of the bounds of the area and came back in) and I couldn't kill the snakes when I came back to where they were at, and by that time I kinda forgot what the beginning text said, haha, I'm an idiot.

So anyway, on another note, I tried to shoot this man with an arrow and I received this error as punishment.  >:D Actually, I got the error again when I tried shooting an arrow at a wall in there, so I guess it just doesn't like the player to shoot arrows while in the shop?

Anyway, I did fight the boss and 'beat' the demo now. I can say it's cool to see the CP becoming something playable, but it's obviously still quite a work in progress, so no crits from me, just a "keep on doing whatcha doing".

The game was using roughly 10-11% CPU for me, btw. No idea if this info is useful at all though. Just randomly saying so.  :P

Discussion / "MiZM" Zeltroid Game
« on: March 29, 2016, 07:35:24 am »
It took 3 years of letting the concept sit on a shelf, but it looks like this will finally be a game...

Working Title

A Mini Zelda+Metroid-like.
A very tiny love letter to two of my favorite game franchises.


A little dude garbed in green wakes up to find himself on an otherworldly island after being on a ship that was picked up into the sky by a terrible magical storm and dropped there.

After blacking out, our little dude awakes to an eerie silence and a deep feeling of unease. But what's that? Something seems to be calling him from a nearby cavern... a spirit?
"It's dangerous out there. You'll need a blade by your side. And I'm not talking about some cheap wooden crap.. gah, I hate stingy old men and their magical shooting fire."


2019 .:. 04 .:. 06
<a href="http://www.youtube.com/watch?v=zBKRzJlI2GU" target="_blank">http://www.youtube.com/watch?v=zBKRzJlI2GU</a>

2019 .:. 03 .:. 22

.:. MORE .:.
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2019 .:. 04 .:. 10

ORIGINAL POST (from waaay back)
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Okay guys, would you like to see a small Zelda fan game that uses my 12x12 tiles/sprites that are restricted to using the Pico-8 palette?
It'd be graphics like the attached 'sort-of-a-mockup' screen.

I don't really know where I want to take it exactly if I make this a Zelda fan game, but here's what little I do know that I'm wanting to do:
  • I want to 'try' to make it as atmospheric as I can, giving feelings of seclusion, mystery/intrigue, and melancholy epic (if this even makes sense, haha)
  • I want to keep the game small scale, which I understand is very unlike a normal Zelda game, but whatever
  • Link will probably just have a large sword called the 'Luminous Midnight' (sword title subject to change), which is a type of phantom/spirit sword, and he will not acquire any other items like a boomerang, bombs, bow, etc., but the only other possible items to include would be upgrade types - things that do not introduce new gameplay mechanics, and on that note, I'm not even sure I'd want upgrades either, so maybe just get the sword and not get anything else after that at all?
  • The character you get the Luminous Midnight from would be the spirit of a kind-hearted and reformed pirate or some kind of warrior spirit that you interact with in the start of the game
And here's some ideas I'm not settled on at all:
  • The quest would somehow revolve around the sword Link has, maybe having Link seek out certain items to restore the sword's power or to increase its power beyond what it has ever been in order to accomplish some task with the sword's powerful abilities. Possibly Link is seeking to deal out some heroic vengeance on some kind of injustice that has something to do with the pirate/warrior, and possibly the pirate/warrior can't rest until you accomplish it for them (yeah, pretty standard stuff I guess), and of course it just so happens that it's something a hero like yourself can't say no to. So maybe it's saving children who are frozen into statues by some terrible curse, or securing the recipe for the almighty banana smoothie. I dunno, pretty open to ideas here
  • I want to have a sort of "stamina" bar for the sword. Swinging the sword uses a power called 'Spirit Power', which is SP. SP recharges over time
  • The SP bar can be increased in length by acquiring SP containers, giving Link more maximum SP, and there would also be Soul Crystals which would increase sword damage output and it may also increase the speed at which SP is recharged, depending on if it proves necessary
The reason I'm not so set on those last things is because they're more "quest-like", and I have no idea how to make a sort of quest-styled gameplay without it becoming too large scale of a game. So yeah, I'm really not sure what I'm expecting to get by posting this, but I guess my thinking is that maybe someone will say something that will give me the direction I need to have inspiration to make this into something cool.

King of Thieves / Re: Demo 2!
« on: March 29, 2016, 03:57:38 am »
Cool, just played the 2.1 demo, but I don't think I saw much of the content. I got stuck in a house and there was no exit trigger on the doorway or something, so I couldn't leave.... :P

Maybe I'll give the demo another go later. I just don't know what's programmed and what's not and aimlessly wandering around is a bit boring/tedious. I ended up going to a bunch of incomplete places in the town instead of finding what the demo has to offer. Since it is just a demo, it would be nice to have a walkthrough of some kind to help people find all of the content. Unless there is one and I'm just Blind.

Other Projects / Re: [DEMO 17 out] Alttp - Horn of Balance
« on: March 20, 2016, 08:03:40 pm »
So what happens if I set the room speed (and thus the key detection events) to 300 fps and only execute the draw AND step events at 60 fps? Will that still have the same response improvement?

To clarify. My coding situation would be as follows:
1. (from 60 fps to 300 fps) key detection events (=stores key state to variable)
2. (60 fps) step events for AI (=key response / execute movement / execute collisions / etc)
3. (60 fps) draw events

Funny you mention this, because I've tried this before. But the answer is, no, it unfortunately wouldn't help one bit.

The reason why is because - even though the input is detected at the super fast speed and stored at that moment into a variable, the game will still delay in reading that variable and responding to it to make something happen. So you end up with almost exactly the same problem. Even though the input is getting registered earlier, it means nothing if the execution related to the input isn't executed at the same time.

The only thing you'd gain in that case would be totally useless, but it would allow you to lower the room speed to stupidly low levels, then you could hit keys in between room steps and you'd never have any unregistered key presses - everything would always register and execute. But, as I said, this is totally useless because you never want your room speed that low and this is simply no issue at all with 60+ room speed anyway. Even on 30 room speed, it's quite hard to hit a key only in between a room step.
EDIT: I came back and reread what I said. WTF was I thinking right here?... Um, obviously if the room speed is super low, then the input checks will also be low because input check frequency is determined by room speed. I seriously have no idea how I was being so brainless here. Wow, I must be overworking myself.

But anyway, honestly Martijn, I'm kind of sorry I brought this up now, because it's really not THAT good of an improvement, and - after hearing what you've been saying - I believe it's just not worth it, considering how far along your game is. Now, if you were just starting a game, it'd be a different story. I'd totally suggest doing it in that case.
If people have a keyboard with "squishy" keys, it's likely that they couldn't even feel the difference between 60 and 300 room speed anyway. It's a bit more on the subtle side, even in the best case; even if the gamer is totally aware and has a keyboard with tight keys. In many cases, if you were to do some kind of side by side comparison between the old 60 speed version and the new 300 speed one, and if you had people blind test them, they would likely say something like the following about the faster running one: "This feels better, but I don't really know why. Seems a little smoother somehow." But it's actually possible some people might just not feel a difference if they're tired and/or the keyboard is not so tight on the keys. I kind of say this because I just did a test last night while tired and with a crappy keyboard and I couldn't tell the difference myself between 60-300, but I could tell the difference between 30-300 and even between 30-60. However, in the case of 60-300, even though I didn't feel difference between input response, the game still looked noticeably smoother on 300 vs 60, even though in both cases I was drawing only 60 FPS.

But my conclusion after all our conversing is to just forget it anyway. Your game is fine without it. I'm just one of those people who has stupidly high standards. :P

Other Projects / Re: [DEMO 17 out] Alttp - Horn of Balance
« on: March 20, 2016, 11:07:16 am »
Ah, I'm not quite sure I understood what you weren't convinced about or if you even understood all of what I talked about (I may have failed a bit in explaining everything properly)? Forgive me if I misunderstood your reply, but it sounds like you say you're disagreeing about a part that I've actually proven to be true. I wasn't theorizing on faster room speed giving faster input response. Maybe I can try to explain in a different way.

I guess here is one way you can test that input is not registered between room steps:
In some kind of test project, set the room speed to something like 2, then you will be able to press the keys in between frames (i.e. during the points inside of a second when code isn't executed) and it simply won't register the key press at all. So that's the very hands-on way to do it. But it can also be seen when just observing what GM is doing in the code.
There are two different timings in GM: One is the room speed timing. Any code the GM user puts in their game is bound by this timing, only executing upon a room step. But there is also another timing, and it's running MUCH faster than the room speed, and this is because it is the timing engine that is 'under the hood' which actually controls and maintains the room speed that the GM user sets. So this second timing I'm talking about is the "fps real". The real fps is the actual speed the game/program is running, but that's obviously not the speed the room is running, and all code - including input checks - are only executing upon a room step. So what happens is that the CPU can get around to the game only to skip over all the code because it's not time to execute a room step. This is why fps real runs much faster than room speed, because it's used as a sort of padding to maintain room speed, regardless of CPU spikes or lags, because that 'under the hood' stuff is checking how much time has passed.

But anyway, sorry, I felt like I should explain it, even if you aren't using it, I still wanted to clear up any misunderstandings (and hopefully I said things clear enough.. I'm really wiped out from work today). But obviously, yes, please don't implement if you don't want to and if it would be too much work. ;) I only suggested it in the first place just to let you be informed so as to decide if you wanted to take the option or not.

Audio / Re: 16GB+ of high-quality sound effects
« on: March 19, 2016, 09:18:18 am »
Thanks for sharing. I'll have to check these out sometime.

Other Projects / Re: [DEMO 17 out] Alttp - Horn of Balance
« on: March 17, 2016, 05:48:17 am »
You do realise that if this work that I'll have to also credit you for additional programming don't you? If you'd ever decide to also help with level design and story I'd have to credit you a little bit on literally EVERY aspect of the development XD

 :P Well, I don't know how much more I will be trying to help from here on out. I really don't expect I'll be trying to help with story though, and probably not level design either. But I am thinking I'd like to do some more testing here and there and to possibly make a new trailer video for you after the conversion to GM:Studio is more complete.

I'll definatly try out your coding (though I'm going through a little bit of a rough patch medically this week so it might take a little while).

Yeah, no problem. There's no rush or anything. I hope that rough patch gets over quickly and that things go well. And if you end up not wanting to implement my code for whatever reason, don't worry about it. You won't hurt my feelings. XD

Other Projects / Re: [DEMO 17 out] Alttp - Horn of Balance
« on: March 16, 2016, 06:31:18 pm »
Last year I experimented with a higher fps, but my monitor couldn't handle it so Gamemaker did not seem to support it in response. (I'm quit interested in how this might be bypassed). Thus I never saw the need for screenskipping because the game already ran soothly at what I figured was the max fps.

Everything except for enemy and character movement and actions has been converted from 30 to 60 fps so introducing a higher fps will require a large time investement I fear. Still, I'm very much interested in learning more about the concepts you've learned.

Just wanted to say, I've been more busy than expected, but hopefully I'll be able to post more properly later. The thing I've been writing about GM ended up becoming far more in depth than I had planned, so I just recently decided to focus only on this code I'm talking about and I can always post the other GM stuff later.

But yeah, if your monitor runs at 60 Hz (which is pretty standard) and you set the room speed to over 60, GM will try to draw faster than the monitor refresh rate. This is obviously wasteful as far as the graphical side of things goes. Also, if you have checked the box "use synchronization to avoid tearing" EVEN YOUR LOGIC WILL BE LIMITED TO A MAX OF 60 EVENTS LOOP CYCLES PER SECOND, in my experience. But it may depend on your monitor, since it's waiting for v sync? Not sure about that, but all I know is, it's best to avoid using that option at all costs because it will hurt user input response and the gameplay often takes quite a hit and it's simply not worth it. It'd be better to have a little tearing and keep the input response fast and gameplay smooth.

But anyway, the issue with GM is that - by default - drawing and logic are tied together. If you have a room speed of 30, that's 30 events loop cycles per second, and drawing is one of those events, so it also goes 30 times per second. This also means each key press and whatnot is checked 30 times per second. This may sound fine, but it's actually not. In fact, even 60 input checks per second has a noticeable difference between that a room speed of 300, especially with twitch games or touch screen games, but also with action games such as this, even if it's to a lesser degree, it's certainly enough to make an important difference. So this is the reason why I highly recommend a room speed of 300, among other reasons which I won't go into now about syncing and how it's an important number that divides evenly by most standard monitor refresh rates.

But anyway, the issue this is that - if you simply up the room speed to 300, then GM by default is also going to try to draw 300 times per second, which is just flat out ridiculous. So that's where frame skipping comes in. Anyway, I'll make a topic later, but I wanted to give you my code for now. So here it is:

First, do these two things:
1) Set your room speed to 300
2) Ensure that "Use synchronization to avoid tearing" is OFF

Second, use this code:
Code: [Select]
timing_fps = 60; //or whatever fps you desire
timing_frame = 1/timing_fps;
timing_frame_count = 0;
Code: [Select]
timing_frame_count += delta_time/1000000;
if timing_frame_count >= timing_frame{
    timing_frame_count -= timing_frame;

And that's it!

Unfortunately, I'd like to say more, but I'm rushing right now because I have to go to work, but I definitely plan to explain things further whenever I'm able to make that code topic about GM. In that topic, I plan to cover things like what all is happening when you change the room speed, explaining how and why it affects "real FPS". That and many other things. Definitely wanting to shoot down some harmful misconceptions about GM. Ah, so many things I want to do, but alas, life responsibilities don't really allow me to get around to it so quickly.

Other Projects / Re: [DEMO 17 out] Alttp - Horn of Balance
« on: March 08, 2016, 06:27:04 am »
So I was thinking a couple days ago, and I've been wanting to help out with this project and I realized there is one big way I can help. Because during my time away from here, I was certainly not away from GameMaker: Studio.

I've actually got some code and some tweaks I'm wanting to suggest to you which would achieve the following in your game:
1) Increased user input responsiveness; faster input response (such an important thing, yet GM users rarely address it, probably because they aren't aware they can control it)
2) More fluid gameplay, smoother than a baby's buttocks
3) Increased efficiency and game FPS (i.e. not the graphical FPS, but the logical 'FPS')

But instead of barfing up the code here right now in a rather haphazard way, I'd like to give it in a very nice and concise way. I think I mentioned some place that I'm trying to get a GameMaker:Studio tutorial thing written out with the plan to post a topic in the code section, and I'll be including the code I'm talking about in there. So I'll be sure to let you know when I get it up (or you'll just see the topic, so I guess I don't need to tell you...). So I'm just giving you a heads up. It will be the part that talks about disconnecting the drawing from the logic. It makes use of frame skipping.

Of course, I'm saying all of this assuming you achieve the 60 FPS simply by setting the room speed to 60. And you probably don't have any kind of frame skipping implemented yet? Please correct me if I'm wrong.

I played the latest tester demo yesterday and realized the physics/movement speeds and animation speeds are still needing to be tweaked and slowed down a bit (I'm guessing that's because of the transition to 60 room speed from 30?). I was actually reluctant to even mention this stuff about tweaking it with frame skipping and whatnot until I had played the demo, because if all your speeds were already perfected, you'd have to change them again to implement my suggestions, if in fact your room speed is only 60 and not set higher. I say this because I will be suggesting upping the room speed to 300, XD and it should be obvious that a faster room speed means more executed cycles of events per second, which means more movement will happen per second, making everything faster, so things need to be made to move less each step to compensate. Pretty straightforward.

BTW, faster room speed is how you gain better user input responsiveness. This is something I will explain in that topic I mentioned. I hope many GM users catch on to this, because the slightly sluggish controls of GM games are hurting so many games. Input response is ultra critical to a proper and great gaming experience.

So anyway, I'll be trying to write out all this stuff as fast as life allow me so I can get that topic up for you and all the GM users. I expect it will help the project a lot and it's really not hard to implement. BTW, it's less than 10 lines of GML to add. The time-consuming part of implementing it would be to slow down all of your movement and animation speeds to compensate for the room speed up.
Of course, it'll be up to you to implement or not, but I'm just throwing the suggestion out there, because I seriously think it would be more than worth the trouble of implementing it.

Possible complications after implementing:
It would not break anything unless you're putting logic inside of the draw event that doesn't belong there, because frame skipping will often times not even execute anything in the draw event; it's not like it just skips over drawing functions, but it skips the draw event entirely.
You would have no worries of my code breaking game logic. My method does not control speeds by multiplying movements by delta time, as that gives slight inaccuracies in your movement logic, unless you do some overly-involved code. But it's seriously not worth it at all, and the extra logical processing required for that overly-involved code would likely give worse CPU performance than my way in the end. Even if that weren't the case (which I'm pretty certain it would be), you'd still get more complex code that could even lead to nightmare testing and headaches if you make a tiny slip up, or worse, you might even miss a screw up that causes logic to be inconsistent and may even make the gaming experience unfair at random intervals... uh, yeah, just too many downsides with delta time movement, especially since GM already has stuff 'under the hood' of its room speed control to maintain timing quite well.
Over the course of about 1.25 years, I was off and on trying various things with delta time and frame skipping until I arrived at the code I have now, and it's just a really good solution, given the way GM works. Some other GM users also have done a lot of work testing and trying various things out in this area and have concluded that frame skipping is the way to go as well.

Ah, but I'd better shut up. I always talk too much when it comes to these things. Sorry, haha. :P I really hope this info - and the stuff I plan to share with you later - will help you take HoB and any other future GM projects further. :)

/ wall of text XD

Zelda Projects / Re: To anyone asking for a Zelda Maker
« on: March 07, 2016, 05:40:05 am »
Heyyy, that's looking rather nice!

Do you plan to add ice/slippery surfaces? Sorry if it's already included. I only watched a little of your other videos on your youtube channel, so I may have missed it.
Besides that, including item trade sequences would be pretty fun too, and a healthy dose of puzzle-related things would be awesome. I noticed you got some switches already to make walls go up and down, so that's cool. :)

Other Projects / Re: [DEMO 17 out] Alttp - Horn of Balance
« on: March 04, 2016, 06:25:16 pm »
(snip) I'm creating arrays/grids per room with values per 8x8 pixels. (snip)
When a character moves I'll next have to check with new grid if the new position is collision free, rather then checking against various actual "wall" objects. Well, I'll still be doing the later for things like curved walls etc cause of the shapes, but the number of checks against other objects should be diminished by 80-100% per room by this change.

I'm quoting a slightly old post from January, but hey, I've been gone for a while and just now saw this. XD
I just wanted to say that I really like this move to using arrays for the main solid collisions. I wonder what other awesome updates I've missed so far? Haha, not sure if I'll be able to catch up on it all. :P

I hope to get involved in helping with this again, at least in testing for bugs, but possibly in other ways too.

Coding / Re: What Version of Game Maker Do You Use Most?
« on: July 16, 2014, 01:55:17 am »
GM:S Professional as it cost only $25.

I use the same, except I bought it when it was more pricey. $25 is a really sweet deal.

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