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Topics - MaJoRa

Pages: [1] 2 3 4
1
Zelda Projects / [Startup Phase] Project GetToGohma
« on: April 13, 2015, 10:26:46 pm »
Hey ZFGC, it's been a while since I posted anything worth noting here. I've been busy with my life furthering my career and moving onto a boat. Now things have settled however and I've been finding myself with free time in the evenings.

I've been looking at Oot2d project attempts over the years, always envious of people who tried, and yet disappointed by the number of people who failed. I know that this is because most people are one man, or a team of people who grow old and lose time before the project can ever be completed. I've decided to take a different approach. My goal is simple, to complete the Deku Tree dungeon and everything leading up to (and including) the final boss battle.

Heres a list of things I will be making
HUD Engine
 - Heart display
 - Rupee display
 - Key display
 - Boss key display
 - Item holder display
 - Action button display
 - B Button display
 - C buttons display
 - Navi display

Player Engine
 - Walking (prioritised)
 - Rolling
 - Jumping
 - Climbing
 - Falling
 - Death
 - Pushing
 - Pulling
 - Crawling
 - Sword swinging
 - 360 sword swing
 - Deku nut throwing
 - Deku Stick swinging
 - Firing slingshot
 - Hurt animation

Enemies
 - Deku baba
 - Deku scrub
 - Skultula
 - Gold Skultula
 - Keese
 - Gohma Larva
 - Queen Gohma

Navi Engine
 - Following
 - Lock on
 - Random movements when bored
 - Hey listen notification

General Game things
 - Begging cutscene
 - Shop engine
 - Bushes
 - Rocks
 - Moveable blocks
 - Switches
 - Chests
 - Gossip stones
 - First Deku tree cutscene
 - Final Deku tree cutscene
 - Sword chest
 - Saving
 - Signs
 - NPC's
 - Rolling boulder
 - Loading engine

Pause Engine
 - Item selection
 - Map


I'm posting here at a (very) early stage of this development. My hope is that people here can tell me if I have missed anything off my list that would be important. I plan on using my map project (and yes I know that I do not have a map of the Deku Tree yet). At this stage I have absolutely no plans to go passed Gohma and the end of the Deku Tree.

The game is being developed in Typescript as a html5 app. I have only a single screenshot of my develoment so far.


Here I have the following complete:
 - Loading engine
 - Heart display
 - Rupee display
 - Walking (prioritised)

It's a very short list I know - but I hope to add to it rather quickly. I'll be posting a small update once a week, and I do not expect to finish this any time soon. A realistic date would be new year 2016 (so don't get your hopes up for anything worth looking at next week). I will not be accepting help on this project for the reason that I am spending little time on it as is, and do not have time to manage other developers right now.

Hopefully that will set some realistic expectations and be enough to get this ball rolling. I'll see you all next week with my first update.

2
Zelda Projects / Project: Document Zelda
« on: November 25, 2013, 08:01:00 am »
Hey guys,

It's been a while since I posted any Zelda related projects (its amazing how busy life can get you). I have however recently found myself with a batch of this stuff people call free time, and this is the result.

Project Document Zelda is exactly what its name implies - a project to document Zelda games. I will however be doing this in a way which I do not think has been done before - an interactive and fun way!


Interactive Inventory
The first job of mine was to document the items and equipment of The Legend of Zelda. I decided to do this by creating an interactive inventory system (based off the one in the original game). You can find this here:
http://documentzelda.azurewebsites.net/TheLegendOfZelda/

It has two visual modes (Hires and Retro), uses only official artwork and / or sprites - and its fully responsive (will work on mobile devices as well as desktop computers / laptops and tablets.

You can see some screenshots of this below:






This is the first in line of a series of web apps that I will be creating to help document this game. Once I feel I have completed the first game I will move on to the next game.

I would love feedback on how I can make this app better, any details I may have wrong (or missed out), or what I can create next.

Thanks,
MaJoRa

3
Coding / Windows 8 Typescript easy UDP lib
« on: March 11, 2013, 03:51:12 pm »
Hey guys, something I was working on for my dissertation. I needed a nice and easy UDP library for the Windows 8 JS libraries. To clear things up, I know you can already use UDP in the Windows 8 libs. This is a simple wrapper to make my life a hell of a lot easier.

For those of you unaware of what typescript is, its a wrapper library for Javascript by Microsoft. Basically it makes life a hell of a lot easier by making your javascript code mode scaleable. All typescript code compiles to pure javascript, and you may use pure javascript in typescript. You can get it here:
http://www.typescriptlang.org/


Here is the library itself:
Code: [Select]
module Connection {
    export class UDPSocket {
        // The socket
        socket: Windows.Networking.Sockets.DatagramSocket = null;
        connected: bool = false;
        port: string;

        constructor(port: string) {
            this.port = port;
            this.socket = new Windows.Networking.Sockets.DatagramSocket();
        }

        /* Binds to the port set in the constructor */
        bind() {
            var This: any = this;
            (<any>this.socket).bindServiceNameAsync(this.port).done(function () {
                This.connected = true;
            }, null);
        }

        broadcast(message: string) {
            // No need to set port because broadcasts are supposed to go to all.
            this.send("255.255.255.255", message);
        };

        send(address: string, message: string) {
            // If we are not connected yet, wait until we are.
            if (this.connected == false) setTimeout(function () { this.broadcast(address, message); }, 1);

            var Host: Windows.Networking.HostName = new Windows.Networking.HostName(address);
            this.socket.getOutputStreamAsync(Host, this.port).done(function (stream) {
                var writer: Windows.Storage.Streams.DataWriter = new Windows.Storage.Streams.DataWriter(stream);
                writer.writeString(message);
                writer.storeAsync().done(function () { });
            });
        };

        addMessageListener(func: any) {
            (<any>this.socket).addEventListener("messagereceived", function (arg: any) {
                var messageLength: number = arg.getDataReader().unconsumedBufferLength;
                var message: string = arg.getDataReader().readString(messageLength);
                console.log(message);
            });
        }
    };
}

Create a file called connection.ts and paste this into it.

Below is an example of the usage:
Code: [Select]
        /*
            Example usage of lib
        */
        var UDP: Connection.UDPSocket = new Connection.UDPSocket("22112");

        /* Example of dealing with an incoming message */
        UDP.addMessageListener(function (message: string, arg: any) {
            console.log(message);
        });

        UDP.bind();
        UDP.broadcast("Why hello there!");


If any of you fancy playing with it, give it a go and let me know if you find any bugs / issues or have suggestions.

NOTE: You must add all messagelisteners before you bind the socket, NOT after. Failure to do this will result in an exception.

4
Graphics / MOVED: Need Zelda TP Styled 2D Sprites
« on: February 17, 2013, 11:03:59 am »

5
Updates / Stepping down
« on: February 08, 2013, 11:58:53 pm »
Evening to all of ZFGC!

So some of you will have noticed that lately I've been about as active on these forums as an alligator on a warm day. Simply put, I just don't have the time to dedicate that this place deserves! Why? I have a full time job, my University Course, a Dissertation, I help run the computing society here, and I am a student partner with Microsoft. All very demanding jobs, and I just don't have time to juggle them all.

So, after speaking with Steve and Ashley we've all agreed the best thing for me to do right now is step down. I won't be leaving the forums, I'll be a global moderator again (just like I was before). I'll still be here to help, and damn well still be putting stuff out to the community when I can.

What will this mean? Well, firstly it will mean that someone else, with more time can help the admin team do what they do best. I have heard rumors on who this might be, and if they are right, then let me say you're all in for a treat! This will also have an effect on zfgc 3.0. I know people have been asking about this, and I haven't given adequate response, so lets go into that:

For the last few months I have been working on a database conversion tool between smf3 and vanilla. I also have a working test bridge between vanilla and media wiki. What's left? The site needs theming, I need to convert the passwords between the two (the last bit left on the database) and we need to get a good cms! Of course my progress has been steady, but slow. So what's the solution? I'm going to hand control of the Mecurial repo to Steve and Ashley, they will oversee it all from now on, and take control. I'll still be submitting here and there where I can, and so will other people. More people, faster zfgc3!

So yeah, I think that's about it. This feels like the part where I should say I'll miss you all or something. But since this isn't a goodbye and just me taking some relief,  I think it's best to just say how much I care about ZFGC. To me, it's where I first learnt to code, where I made my first game, and where I made some good friends. Whilst this place is still going, I'll always want to be a part of it, no matter how small that part is.

Until tomorrow,

MaJoRa

6
Updates / Problems with the DNS transfer
« on: November 24, 2012, 08:39:17 pm »
Hey everyone, by now you've probably realised that there is currently no site at all. This is not true... we have the site fully up and running... there's just been an issue with the DNS transfer. For the tech savvy out there... 69.194.195.207 zfgc.com to setup your hosts file will get you here temporarily. I'll make another announcement the second I know more.

Thanks,
MaJoRa

7
Updates / Back up!
« on: November 24, 2012, 04:31:08 pm »
So we're all back up and running! Took longer than I had planned because I had issues copying files from here (UK) to the US and back at any decent speeds. If you're getting this as an email and the site still shows up in 'maintenance mode' it is because your DNS has not yet propagated. This basically means: "come back later and see if it works yet". The longest this should take for any of you is a day.

Thanks for your patience, Your faithful admin team.

8
Updates / Upcoming downtime
« on: November 21, 2012, 06:35:19 am »
Good morning fellow ZFGCers!

So, there's been a few major changes with how things are on the server. Due to recent events we will be needing to transfer our servers over to another host. This needs to be done within the week. Unfortunately the only available time to resolve this will be the weekend.

What does this mean for you? Well, the server will be going down at approximately midday UK time (5am New York time). It shouldn't take more than an hour to get everything up and running again on the new server, however the downtime may take longer than this depending on your ISP. We will be moving the DNS record to the new server. For those of you unaware, this change has to propagate down, and depending on lease times setup by your DNS server, you may have to wait minutes or hours for the change to come through.

Fortunately most of our users are in the US, so you should all be sound asleep when this happens, and of course, you can always join us on #zfgc. I'll be there whilst I am transfering the server over, and I will make sure it is the topic of the channel. You should be able to join and see straight away if the move is complete, and if you are just waiting for a DNS propagation or not. During this time you will not be able to use the 'Chat' link at the top of the site of course (as the site will be down). The irc server is irc.kbfail.net. You need to join the #zfgc channel once connected, and I recommend the Chatzilla standalone IRC client if you use Windows. You can find this here.


Summary
Site going down for a few hours at 5am US time this Saturday.
Join #zfgc on irc.kbfail.net for news as this happens - get client here.
Have a nice day.


Thank you all very much for your patience and I hope you enjoy the rest of your week :).

9
Other Projects / Project Puppyeyes - Java 2D Game Engine.
« on: September 11, 2012, 11:06:14 am »
Puppyeyes
So, this is my work for the last month or so. Hopefully it's been worth my time. Project Puppyeyes is a 2D game engine written in pure Java AWT / Swing. it is designed for the community (especially those looking to delve into the realms of Java, but with limited experience such as GameMaker or MultimediaFusion).

At the moment this project is in the Alpha stages, heavy development and testing are happening. This means that some of the features will be changing, and some will be added as things move along.

Things I can say about this engine. Firstly, it works. I have already tested it with several minigames that I made (including a limited Zelda copy) and the engine runs smoothly and without fault (that I can find). I am currently extremely stretched for time and resources. I would therefore appreciate it if anyone fancies creating a small pong game, or snake game and releasing the source for people to use as example.

Screenshots of working games using the engine will come soon. As will examples of these game. Check back here periodically as I will be updating documentation on a daily basis.

I would love some comments and criticism, though I appreciate it's going to be a while before some of the less experienced programmers are able to use this. I will need to improve the documentation and provide some better examples before then.

Downloads
A full download can be found here:
https://bitbucket.org/majora31/puppyeyes/downloads/puppyeyes.jar


Documentation
I must state that at the moment the documentation is quite limited, but I will be working on that. The full documentation can be found here:
https://bitbucket.org/majora31/puppyeyes/wiki/Home


Main Elements
There are several elements to a game made with puppy eyes. This section hopes to explain all of them.

GameSettings
GameWindow
Level
Actor
Animation
Sprite
Background
Sound
Camera


Thanks,
Your good friend MaJoRa

10
Entertainment / Zeldamotion Kickstarter project
« on: August 03, 2012, 09:30:32 am »
http://www.kickstarter.com/projects/aeipathyind/zeldamotion-a-link-to-the-past-animated-series

I thought I'd start with the link before the explanation (pun intended). This project is just awesome, I've already decided I am backing it... I just need to work out how much by now....

11
Entertainment / OnLive
« on: July 09, 2012, 12:02:47 pm »
Some of you may have heard of this already ( especially since it has been out in the US much longer than it has here in the UK). Onlive is a game system whereby they run the game on their servers and stream it to your device that can only just about handle video display (netbooks, tablets, phones etc).

I have just ordered myself the Onlive wireless controller, which I will be connecting via bluetooth to my asus transformer pad tf300. What this means is that I will be able to play games like Homefront, Deus Ex, Unreal Tounament etc all on my tablet pc. What this does is add an element to what my tablet is already capable of doing. My tablet is already my primary IRC client (as those of you on #zfgc will have noticed). It is also responsible for my emails, google talk, google plus, facebook etc. Aside from the social side I am running Ubuntu alongside my Android OS, and can use it to edit documents with LibreOffice, and do a whole load of nice things. I get home and dock it and it becomes a small desktop.

I think I am digressing here... the point is I can play ridiculously high graphic games on my tablet now, making it a tablet, a netbook, a desktop and a games console. The games are rather cheap (happily) and I will be coming back here to tell you how much the controller rules / sucks when it arrives.

Of course all of this awesomeness does come at a catch, you need a reasonable internet connection to play the games even in singleplayer modes (they are streamed from the server after all). This is fine for me, we have 100mb pretty much everywhere I live, but for those of you on less than 3mb you won't be able to at a reasonable quality. Additionally, if you have that person in the house who can't be assed to buy their own music and listens to it on youtube 24/7 you might find this slow.

Benefits of this system include being able to play a game on my tablet... run out of battery and continue at the same point on my desktop (without interference), or vice versa. Perhaps your mum took the only desktop and you end up switching to the controller and your android phone :).

I'd love to know if anyone here has Onlive already, plans to get it, or has an account so we can play together? Games I will probably be playing start with Homefront and Fallout.

12
Entertainment / The Legend of Korra
« on: June 23, 2012, 10:04:58 pm »
So I don't know how many of you have been keeping up with this series, but it is the sequel to Avatar: The Last Airbender. It has just finished its first series.... and I really can't spoil the ending for those of you who have not watched it yet.

if you haven't its awesome, go watch, and stop reading this topic now as I am going to ask questions which might get responses that ruin it.

So, what did every think to the series as a whole, or the last episode?

13
Coding / Purebasic OOP Example
« on: June 13, 2012, 09:14:20 pm »
So I've been busy as hell holding down two full time jobs and University at the moment, of course this doesn't mean things stop, they just crawl to a halt. I got home from work last night and had 20 minutes to spare, so I whipped up this example of how you can create and use objects in Purebasic (a procedural language).

I had several aims whilst creating this. Firstly it must not use interfaces (the way most people go about oop in purebasic), and secondly it must not use any fancy coding which will mess with the way purebasic operates. The reason for this is that most oop in purebasic creates memory that purebasic doesnt manage, forcing the user to de-allocate objects, but not other things. This causes confusion to new users.


Below is the code:
Show content
; Simple Purebasic OOP example

; Format for classes:
;   PROTOTYPES      - Only necessary for methods not in parent classes. Declared first so that the structure can read it.
;   STRUCTURE       - Variables, then methods, order doesnt really matter. - METHODNAME.PROTOTYPE
;   METHODS         - Methods with 'CLASSNAME_' before them to distinguish between them and procedures
;   CONSTRUCTOR     - At the bottom so it can set all of the methods appropriately
;

;{ Class Rectangle
Prototype Rectangle_size(*this, width.i, height.i);
Prototype Rectangle_move(*this, x.i, y.i);
 
  Structure Rectangle;
    x.i;
    y.i;
    width.i;
    height.i;
   
    size.Rectangle_size;
    move.Rectangle_move;
  EndStructure;
 
  Procedure Rectangle_size(*this.Rectangle, width.i, height.i);
    *this\width = width;
    *this\height = height;
  EndProcedure;
 
 
  Procedure Rectangle_move(*this, x.i, y.i)
    Debug "moving";
  EndProcedure;
 
  ; Constructor
  Procedure Rectangle_(*this.Rectangle);
    *this\size = @Rectangle_size();
    *this\move = @Rectangle_move();
  EndProcedure;
;}



;{ Class ColouredRectangle
  Structure ColouredRectangle Extends Rectangle;
    colour.l;
  EndStructure;
 
  ; Method override for size
  Procedure ColouredRectangle_size(*this.ColouredRectangle, width.i, height.i);
    *this\width = width;
    *this\height = height;
    Debug "Coloured sizing instead!";
  EndProcedure;
 
  ; Constructor
  Procedure ColouredRectangle_(*this.ColouredRectangle);
    Rectangle_(*this);
   
    *this\size = @ColouredRectangle_size();
  EndProcedure;
;}



; Rectangle myRect = new Rectangle()
Rectangle_(myRect.Rectangle);
myRect\size(myRect, 20,20);
Debug myRect\width;



; ColouredRectangle mycRect = new ColouredRectangle()
ColouredRectangle_(mycRect.ColouredRectangle);
mycRect\colour = RGB(20,12,20);
mycRect\size(mycRect,22,91);
Debug mycRect\colour;

I have no personal use for it, but hopefully it will come in handy to someone.

14
Graphics / OOT2D Map Project - Accepting Community Sprites - Read
« on: June 22, 2010, 03:28:05 pm »
Well as many of you know I have spent the majority of my time here mapping and really just creating sprites which might be of use to an OOT2D project (the reason most of the oldschool members came here in the first place). I have been looking at the map which I now have, with all of the areas which I have created and come to the conclusion I am over half way through. What with the holidays starting now and me having nothing to do, I thought I might make a project out of it and see what I could get done.

I have created this with several things in mind, firstly the maps must be as true to the original as possible. Secondly they must fit into the LTTP / FSA style, and thirdly they must piece together correctly (even though the original OOT map failed at this).

So, what do I have and need to do? Firstly, I am only concentrating on outdoor areas for now, so heres the list:

Kokiri Forest
Lost Woods
Sacred Forest Meadow
Hyrule Field
Lon Lon Ranch
Castle Market
Hyrule Castle
Hyrule Castle Courtyard
Kakariko Village
Kakariko Graveyard
Death Mountain Trail
Zoras River
Zoras Fountain
Lake Hylia and Fishing Pond, pond could be better
Gerudo Valley
Gerudo Fortress
Gerudo Training Grounds
Haunted Wasteland
Desert Colossus      - Needs new sprites, but mapping finished.


This means that I have now complete my project! I have completed all 20 areas and I am happier than can be! To give an idea of how all of this comes together, see this:



Some of the links went down. I have replaced them. Hopefully these will last a little better.


I'm still going to keep working on sprite updates and layout updates so keep the criticism coming so I can improve this further!

Thanks, MaJoRa


New:
I am opening this project to the public. I want anyone who can to submit sprite suggestions to replace what I already have. I will of course ultimately be deciding which sprites get into the project itself. I also welcome suggestions to re-do any areas in ways which might make them more playable. For now I am not looking for any new areas (such as inside dungeons) as I am in the process of mapping those out myself.

If anyone fancies making some sprites for the inside of the Greak Deku Tree for me I would be most impressed. I have already mapped the entire area out, I just lack the sprites for it.

I am going to be very busy with exams this week and the next two. So I will only be posting big updates here around once a week. I'm sure I can pick up again after that.


The section below is a list of credits to people who have contributed to the project and whose sprites I have either added, or will be adding to the project itself.

Credits for Community Sprites:
Skeme KOS - Gravestone sprites in the Graveyard, dirt paches for magic beans.

Master Yoshi - Temple of Time in Hyrule Castle Market.

15
Graphics / Criticise this for me please?
« on: April 28, 2010, 09:11:56 pm »
Recently my dad has been having trouble at work, simply put he hasn't been being paid, so this month he has handed in is resignation and will be setting up business on his own. He works in the IT sector so he will be setting up a business and he asked me to design a logo / website etc.

I already have a logo, so that isn't my concern. What I am looking at however is the website design itself, this is what I have come up with so far:



The look I am going for is highly professional, and I am looking for criticism on the design, the text is a filler only. Please note also I have space for the email of the company and telephone on the bottom bar (the right hand side), this just hasn't been included for obvious reasons.

Can you please criticise this highly and also make some suggestions for me so that I can improve it? I am not exactly high on time so I would appreciate all quick responses.

Thank you

16
Entertainment / Just got Hardcore Till I Die 2
« on: March 24, 2010, 06:57:43 am »
Recently I have been desperate for some decent music that has a beat. I decided to wait for MOS: Addicted to Bass 2010, got that and realised it was appalling. So I looked back at what I didn't get, and I now have Hardcore Till I Die 2... and to be honest, it is amazing.

Anyone else heard this album yet?

17
Entertainment / E3 2010, whos excited?
« on: March 19, 2010, 10:42:58 am »
Well, I know it is a little bit early, but I cant help but find myself excited for E3 this year. For those who don't know about it, it will be June 15th to June 17th. I've been keeping an eye on it and waiting for new information, why? Zelda Wii, or whatever it will be called is to be announced there, and Nintendo have promised: "So we have been trying something new in terms of the structure of the Wii version of the new Zelda game this time. I am really hopeful that people will be surprised with the changes we have implemented for this Wii version.". I personally can't wait for a brand new Zelda which works in a different way.

Perhaps my expectations are too hight but I am hoping for something like the transition between LTTP and OOT, something that simply wows me and makes me play it over and over.

So, who else is excited for E3, and why?

18
Well some of you know that I was bored recently and also some of you may know that half term is coming up. Well I decided not to do anything with my half term because I seem to have spent my term time focused on my project of converting the OOT maps into 2D.

First up is my map of Kakariko graveyard:


Second up is Zoras Fountain:


Now with this one I wasnt aiming for the perfect layout, because it doesnt look right if you do that in LTTP style, but just to leave room for the gossip stone, Jabu Jabu, and the Ice sheets when you are an adult. I think I pulled that off rather well.

Third up is Death Mountain Trail:


I wanted several things when making this area. Firstly I needed to find a way for the entrance to the bomb flower area to be translated into 2D, which I have moved to the left. Secondly I wanted it all to line up and fit with the rest of my map (as I have with the rest, for example the cliffs all line up the whole way through). I think I achieved both.


Constructive criticisms here would be much appreciated. Anyone who wishes to use these, please feel free, though they represent HOURS of my time, and I would very much like credit for their creation.

19
Recruitment / Looking for a group of creating people, with any skill at all
« on: November 17, 2009, 12:59:21 pm »
Let me first briefly explain what I am looking for here. I am looking for a group of people who can all get to know each other, of any age, and that have a particular skill. This means if you are a programmer in game-maker, rpg-maker, mmf, purebasic, C#, C++, Assembly or any other language. It also means if you are a graphic creator, sprites, vectors, or anything alike. You could be good at audio design, or mixing music, perhaps your particular skill comes in design itself, but not creation. You could be great at leading teams or bringing people together, all are welcome here.

Now let me explain why I want to find people like this. For the last few years I haven't really produced anything too great, I've thought about what I want to do, but never really done it. Before this (when I was around other creative people) I was able to produce graphics, programs an I was actually proud of myself for achieving it. I have finally worked out what the key to my creativity is, and that is other people who are also creative. After looking around, I realise that other people need the same thing.

This post is not for the creation of a specific project, it is not for the creation of any specific graphic or web page. I want to meet some new people, and I want to get to know them, and let them do the same. Hopefully when we have done that, we can start brainstorming ideas, and with our combined skill set produce something actually worth while. Over the years I have seen a great many projects began and failed here, but there was a time when they were simply being created. Like it or not for some of you, this was when TRM was around. It wasn't that he was a great coder or person or anything like that, it was that he was creating something amazing, even if he didn't finish it. Seeing other creativity gave use something to aspire to and made us all work hard.

Post here with who you are, a little bit about yourself and what you think your skills are. Hopefully we can bring all our skills together and create at least a little inspiration, as well as a few new friends.

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Graphics / Updated - Got bored... got my old drawing tablet out
« on: July 14, 2009, 09:35:42 am »
Well, recently I have been looking for things to do which dont take forever, but are fun. After a long period of thinking I decided to get my old drawing tablet out (a cheap Medion thing I bought from Aldi). Basically this is the result:



I would like to point out (besides the fact it was drawn in paint), that this is actually the first image I ever tried to draw with it (before it was an impulse buy, which was never used). So, thoughts?

Update - More images further down:

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