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Messages - Martijn dh

Pages: [1] 2 3 ... 67
1
Zelda Projects / Re: Alttp - Horn of Balance
« on: January 10, 2021, 09:42:18 pm »
Not too much progress this week as I got a little ill, but I did make progress on the new custom hostage sprites. (5 of the 6 hostages will be these children - the 6th will remain the maid looking NPC).

2
Zelda Projects / Re: Alttp - Horn of Balance
« on: January 08, 2021, 01:56:00 pm »
Thank you. Makes me want to double my efforts next weekend. XD

3
Zelda Projects / Alttp - Horn of Balance (alpha out)
« on: January 03, 2021, 11:12:47 am »
Download
Demo version: 0.22.134
File Size: 19,89 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download (Mediafire): https://www.mediafire.com/file/xnz35aancfviokn/Zelda+0+22+134+alpha.zip/file

Progress report:
Code: [Select]
0.22.129 (28 december 2020)
* Tweaked depth of (normal and locked) overworld house doors
* Fixed error when getting too agressively up close in subboss 1's face
* Added extra failsafe to dungeon 1 basement opening

0.22.130 (29 december 2020)
* Added more failsaves display correct torch states near to dungeon 1 basement opening
* Made progress finishing the mining town dual house

0.22.131 (30 december 2020)
* Extended functionality of cuttable curtains

0.22.132 (31 december 2020)
* Finished mining town dual house
* Streamlined code for connected breakable walls that have different indexes

0.22.133 (1 januari 2021)
* Edited tiling depths concerning water/diving areas to fix depth issue in darkworld poisoned swamp area

0.22.134 (2 januari 2021)
* Edited room transitions while NPC is following you
* Tweaked NPC follow scripting

0.22.135 (3 januari 2021)
* Tweaked mine tiling issue when NPC's are following you
* Further tweaked NPC follow scripting

Stuff left to do:
Quote
Beta components:
- Finish "dual house" room
- Add visuals to make the NPC's look different from each others
- Add bombs / enemies falling from above
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon

Reported issues left to adress:
- Fairies get stuck in terrain (floating point error issue)

4
Zelda Projects / Re: Alttp - Horn of Balance
« on: December 28, 2020, 09:10:21 pm »
Just give me a sign when (and how) I can view the stream.

EDIT: Found and fixed the subboss issue.

5
Zelda Projects / Re: Alttp - Horn of Balance
« on: December 27, 2020, 10:27:00 pm »
So it was quit a productive day today. (I didn't intend to work on the game even, but I couldn't help myself). Only 4 issues remain. The problem though is that 3 of those are real headscratchers.
[14] is caused by floating point errors and might take a longer time to solve.
[53] and [45] are simple enough problems, but fixing them also affect lots of other places in the game so I'll have to thread carefully.

I'll release the updated demo when at least [53] is solved since that's the one game breaker. Not sure yet when that will be.

Progress report:
Code: [Select]
0.22.128 (27 december 2020)
* Fixed tiling issues desert palace
* Fixed tiling issue derelict mine
* Fixed tiling issue cell house in mining town
* Edited wall text in underwater prison
* Fixed spawn location if filename is “boss”
* Added day-night cycle to mining town
* Fixed mining town dual house to require master key
* Fixed mining town key overlapping indexes
* Naming gamefile “boss” also gives silver gloves
* Fixed tiling issue in mining town (door to house before cave entrance)
* Fixed trigger of mine entrance scene triggering exiting the house before through the south exit
* Fixed mining town shortcut warp not being useable before leaving the room first
* Fixed error when walking down rare type of stairs to another room with an NPC following
* Fixed more tiling depth issues in mining town if you have NPC's following you.
* Fixed starting visuals of torches in dual cell cave in mining town (upon returning after solving the puzzle)
* Fixed serie of issues with boss icons not being present or not dissappearing
* Fixed depth issues near first ore dispenser in the derelict mine
* Breakable wall in mining town dual house now better hidden
* The conveyor floor in the B2 south east corner of the derelict mine can now still be operated after returning from leaving the floor
* Visuals for pushswitches are now better determined

Remaining reported issues:
Show content
A14. Fairies are still getting stuck on terrain.
A43. Soldier Tombs: returning to the room where access is granted to the basement (after lighting the four torches), sometimes the central statue isn't moved. [1] Reloading by exiting the dungeon or using the Magic Mirror solves this, though. [2]
A45. Darkworld, area outside of Swamp Ruins: when going underwater, it looks like one graphic layer is placed on top of Link's sprite in some parts of the room. [1]
A53. Derelict Mine: I keep getting stuck on some of the doorways. Always need to Magic Mirror or Save&Quit to get out of it.

6
Zelda Projects / Re: Alttp - Horn of Balance
« on: December 27, 2020, 10:12:42 am »
Sorry about the amount of issues. I'll take a look as soon as I can.

[44] = Now fixed. I forgot to turn a layer back on.
[54] = Maybe the masking is messed up. I'll have to playtest later. Though I don't understand how the enemies play a part. Are you trying to move the crystal through the upper right doorway?

--

EDIT: Could you give an example location for issue [53]?

7
Zelda Projects / Re: Alttp - Horn of Balance (alpha out)
« on: December 24, 2020, 09:50:23 pm »
And that is all the reported issues solved. At least for as far as I can tell. And since I probably won't be working on it this weekend due to the holidays and a leaky roof ::) might as well upload the fixed version already.

Two notes:
- You can name the gamefile "boss" to jump directly to the new content
- In the north part of the mining town is a house with curtains. I'm aware that there is an object overlapping one of the curtains. It's on my beta todo list.

Download
Demo version: 0.22.127
File Size: 19,89 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download (Mediafire): https://www.mediafire.com/file/2ogi444l0bzxf6s/Zelda+0+22+127+alpha.zip/file

Progress report:
Code: [Select]
0.22.125 (21 december 2020)
* Fixed some more staircase tiling issues

0.22.126 (22 december 2020)
* Went through the entire game looking for (+fixing) other staircases where the tiling might have been messed up. Results not fully tested yet.
* Made button before dungeon 1 consistently pressed down once used
* Fixed animation of correctly positioned rooster statue in left side of the mansion dungeon garden
* Confined enemies in right side of mansion dungeon garden so east blocks always open upon defeating nearby enemy pack
* Potentially solved collission floating point issues in rolling pin enemies (= needs more testing to check stuff didn't break elsewhere)

0.22.127 (24 december 2020)
* Improved winder enemy movement AI to better bypass the gamemaker floating point errors
* Fixed fairy collisions with terrain/staircases
* Fixed collisions with icy floors on moving platforms

Stuff left to do:
Quote
Beta components:
- Finish "dual house" room
- Add visuals to make the NPC's look different from each others
- Add bombs / enemies falling from above
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
- Fix bug: Rounding issue in fairy/enemy movements scripts get's them stuck in terrain

Reported issues left to adress:

8
Zelda Projects / Re: Alttp - Horn of Balance
« on: December 22, 2020, 07:51:35 pm »
I think I found what you meant. On the right side of the garden the soldier pack was able to walk outside the area that is checked before lowering the right blocks, so I've added invisible walls to keep that pack relatively nearby.

Also, I'll work on releasing a new demo in the weekend after christmas so you can skip all the issues I've already patched in the meantime.

9
That's a pretty wholesome game. I've been watching parts of the video and the dungeon puzzles aren't half bad either. Nicely done.

How long did this take you to build?

10
Zelda Projects / Re: Alttp - Horn of Balance
« on: December 21, 2020, 08:12:09 pm »
Thanks. Fixed it (on my end just now).

------

UPDATE: @Miles07
Got around to looking at issue 29, but after testing (and looking at your screenshot) it seems to be working as intended. Or did you mean to say that this puzzle did not trigger consistently?

A29. Heimgartner Manor, Garden. Sometimes the barriers don't fall when they are supposed to? [1]

------

UPDATE 2:
To save people time listing this issue: I found that the staircase tiling issue is pretty widespread so I'm currently checking all staircases in the game to fix it properly.

11
Zelda Projects / Re: Alttp - Horn of Balance (alpha out)
« on: December 20, 2020, 11:23:45 pm »
And here is the update. Almost all issues have been fixed. You should be able to fully complete the new dungeon now.

Download
Demo version: 0.22.124
File Size: 19,89 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download (Mediafire): https://www.mediafire.com/file/m4st96uvvs8nfyl/Zelda+0+22+124+alpha.zip/file

Progress report:
Code: [Select]
0.22.122 (18 december 2020)
* Fixed various language issues
* Fixed various tiling issues
* Fixed masking issues in mining town and mining town dual house
* Fixed incorrect collectable items from specific containers
* Started work on cell bars depth issues

0.22.123 (19 december 2020)
* Finished handling cell bars depth issues
* Fixed tiling issue underwater prison
* Tweaked end coordinates for a few transitions
* Adjusted some more minor masking issues
* Edited mining town dungeon order a little to prevent may to get stuck
* Fixed chest not spawning
* Fixed diggrid values in part of the overworld

0.22.124 (20 december 2020)
* Made mining town door shortcuts permanent
* Added in the hostage conversations
* Fixed shopkeeper not detecting his shop being empty
* Fixed visual hickup in mansion dungeon map
* Tweaked a few minor tiling issues

Stuff left to do:
Quote
Beta components:
- Finish "dual house" room
- Add visuals to make the NPC's look different from each others
- Add bombs / enemies falling from above
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
- Add NPC conversations
- Fix depth issues of cell depths
- Fix bug: Rounding issue in fairy/enemy movements scripts get's them stuck in terrain

Reported issues left to adress:
Show content
A14. Fairies can sometimes get stuck on stairs, or other pieces of the environment. [1]
A16. The button on the Solders Shrine side of the access cave, is in its normal state after entering this cave, even though it should be depressed and turned off. Lifting a pot and standing on the switch activates it again, but the barrier remains down. [1]
A29. Heimgartner Manor, Garden. Sometimes the barriers don't fall when they are supposed to? [1]
A33. Double-check the AI of the fire-snakes. I've been watching one hug the left side of the room indefinitely, and the other was just circling the room. Intended? Or are they supposed to have some sort of RNG? [1]

12
Zelda Projects / Re: Alttp - Horn of Balance
« on: December 19, 2020, 07:35:48 pm »
@Miles07: I can't replicate issue 5. Was it reproducable?

While I'm at it. These are the issues still left on my end:
Show content
A2. Poor Switch doesn't change his dialogue when his shop is empty. [1]
A5. Underwater Prison toggle switches sometimes have a graphical glitch depending on where Link is facing. [1][2]
A14. Fairies can sometimes get stuck on stairs, or other pieces of the environment. [1]
A16. The button on the Solders Shrine side of the access cave, is in its normal state after entering this cave, even though it should be depressed and turned off. Lifting a pot and standing on the switch activates it again, but the barrier remains down. [1]
A28. Heimgartner Manor, Magical Labyrinth isn't marked as "visited" after solving it. [1]
A29. Heimgartner Manor, Garden. Sometimes the barriers don't fall when they are supposed to? [1]
A32. Darkworld, the dash-rocks have the Overworld green grass sprite border. [1]
A33. Double-check the AI of the fire-snakes. I've been watching one hug the left side of the room indefinitely, and the other was just circling the room. Intended? Or are they supposed to have some sort of RNG? [1]
A36. Check sprite layers for Mining Town jail bars and other nearby assets. [1]
A38. Mining Town, maidens have placeholder text. Unsure where I am supposed to bring them. [1]
A39. Mining Town, reloading the file or using the Magic Mirror, resets any button presses, removing the shortcuts. [1]

13
Zelda Projects / Re: Alttp - Horn of Balance
« on: December 18, 2020, 09:49:19 am »
Wow, you really helped me out with this! Thank you.

I should be able to fix most of these by the end of the weekend. Can't call it an alpha if you can't reach the end, now can I XD

Fairy/enemy collisions (14+33) and Cell depth (36) were known issues and got pushed back to the beta. I'll give those priority.

EDIT:
#17 - Being able to interact with the wall is no problem so long as you can't bypass the guard. I actually like that the world is what it is, regardless of whether or not you triggered a cutscene. Like how dark souls enemies don't just spawn in. Maybe I'm reaching but to me it feels more immersive. (Uuhm. Just ignore NPC's tanking bombs to the face though XD)

14
Zelda Projects / Re: Alttp - Horn of Balance
« on: December 14, 2020, 12:19:48 pm »
I'll likely release a new demo every few weeks as feedback rolls in and beta components get added so hop on whenever you feel like  ;)
I appreciate the support either way.

15
Zelda Projects / Re: Alttp - Horn of Balance (alpha out)
« on: December 13, 2020, 10:46:09 pm »
And here it is, the alpha version. Name your character "Boss" to directly playtest the new dungeon area. Just don't leave the area by going directly north (or you'll have to solve the puzzle to get back in).

Download
Demo version: 0.22.121
File Size: 19,89 MB (Zipped)
Screen Resolution: 320 x 240 (Changable)
Download (Mediafire): https://www.mediafire.com/file/us6w9kl0tzltkyw/Zelda+0+22+121+alpha.zip/file

Progress report:
Code: [Select]
0.22.121 (13 december 2020)
* Fixed error if you warp with NPC's following you
* Disabled NPC's following you if you use the mirror to jump to the dungeon entrance
* Added placeholder NPC's to save (incl placeholder scenes when they reach their target locations)
* Added extra type of screen fade effect
* Fixed a serie of issue with following NPC's
* Tweaked some more tilework
* Masked and finished last room before the boss
* Tweaked mining town objects and masking

Stuff left to do:
Quote
Alpha components:
- Finish mine room before boss


Beta components:
MOVED - Finish "dual house" room
- Add visuals to make the NPC's look different from each others
- Add bombs / enemies falling from above
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
- Add NPC conversations
- Fix depth issues of cell depths
- Fix bug: Rounding issue in fairy/enemy movements scripts get's them stuck in terrain
NEW - Fix error when using warp tiles while NPC's follow you

16
Zelda Projects / Re: Alttp - Horn of Balance
« on: December 07, 2020, 05:17:04 pm »
Development was delayed again, but the next demo is still getting closer and closer. XD

Progress report:
Code: [Select]
0.22.118 (1 december 2020)
* Added all the remaining shadows to the new dungeon
* Tiled central town house

0.22.119 (2 december 2020)
* Finished central town house

0.22.120 (5 december 2020)
* Added failsafe when trying to leave the area while an NPC follows you
* Fixed error when entering some houses on other depth level, while NPC's following you

Stuff left to do:
Quote
Alpha components:
- Add failsafe for exiting the dungeon with NPC's following
- Finish "dual house" room
- Finish mine room before boss

Beta components:
- Add visuals to make the NPC's look different from each others
- Add shadows to rooms
- Add bombs / enemies falling from above
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Finish town house house center position
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
- Add NPC conversations
- Fix depth issues of cell depths
- Fix bug: Rounding issue in fairy/enemy movements scripts get's them stuck in terrain
NEW - Fix error when using warp tiles while NPC's follow you

17
Zelda Projects / Re: Alttp - Horn of Balance
« on: November 29, 2020, 07:51:50 pm »
Weekly update:

Progress report:
Code: [Select]
0.22.113 (23 november 2020)
* Made more progress on finishing the ”dual house” room

0.22.114 (24 november 2020)
* Made good progress tiling the last remaining houses
* Tweaked mining town dungeon map and town room
* Masked and finished another dungeon room

0.22.115 (25 november 2020)
* Masked and finished another dungeon room
* Made progress adding in multiple captured NPC's

0.22.116 (26 november 2020)
* Made progress adding in multiple captured NPC's
* Added signposts to the mining town dungeon
* Added dungeon warp shortcuts

0.22.117 (27 november 2020)
* Fixed NPC depth issue that can happen during specific transitions if they are following you
* Added failsafe to prevent NPC's from leaving dungeons with you

Stuff left to do:
Quote
Alpha components:
- Add multiple following NPC's to dungeon
- Add failsafe for exiting the dungeon with NPC's following
- Finish "dual house" room
- Finish "hotel" room
- Finish town house lower left position
- Finish mine room before boss

Beta components:
- Add signposts texts
- Add visuals to make the NPC's look different from each others
- Add shadows to rooms
- Add bombs / enemies falling from above
- Add shortcut warps back to the entrance
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Finish town house house center position
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
MOVED - Add NPC conversations
MOVED - Fix depth issues of cell depths
- Fix bug: Rounding issue in fairy/enemy movements scripts get's them stuck in terrain

18
Zelda Projects / Re: Alttp - Horn of Balance
« on: November 25, 2020, 12:33:02 pm »
Thank you both. It's good to receive feedback every now and then :)

19
Zelda Projects / Re: Alttp - Horn of Balance
« on: November 22, 2020, 08:44:17 pm »
Apology's about this next demo taking so long to produce. I had some extra days off to clear most (if not all) of the Alpha items this week but personal things ended up asking more of my attention than intented (=nothing bad, just grown up responsibilities you know).

Progress report:
Code: [Select]
0.22.110 (16 november 2020)
* Added remaining locked and conditional doors to the mining town houses
* Made progress tiling the “dual house” in the mining town
* Tiled and finished house in the top left of the mining town
* Made progress tiling the other remaining mining town houses
* Tweaked mining town dungeon map

0.22.111 (17 november 2020)
* Tweaked mining town tiling further
* Finished mine generator room (except for enemies)
* Made progress on the library side of the dual house

0.22.112 (22 november 2020)
* Made progress on finishing the ”dual house” room
* Expanded the functionality of destructable curtains

Stuff left to do:
Quote
Alpha components:
- Add multiple following NPC's to dungeon
- Add NPC conversations
- Add failsafe for exiting the dungeon with NPC's following
- Fix depth issues of cell depths
- Finish "dual house" room
- Finish "hotel" room
- Finish town house lower left position
- Finish mine "generator" room
- Finish mine room before boss
- Add all remaining keys/locked doors/dungeon map indicators/chests/conditional doors

Beta components:
- Add signposts texts
- Add visuals to make the NPC's look different from each others
- Add shadows to rooms
- Add bombs / enemies falling from above
- Add shortcut warps back to the entrance
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
- Finish town house upper left position
MOVED - Finish town house house center position
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
- Fix bug: Rounding issue in fairy/enemy movements scripts get's them stuck in terrain

20
Zelda Projects / Re: Alttp - Horn of Balance
« on: November 15, 2020, 07:31:10 pm »
Progress report:
Code: [Select]
0.22.107 (13 november 2020)
* Fixed destroyed ore spawning at last known location
* Items and containers are now only affected by one conveyor belt at a time
* Tweaked mines fairy room

0.22.108 (14 november 2020)
* Fully tiled and finished cell house in the mining town
* Corrected some smaller tiling issues
* Tweaked fairy room a little further
* Tweaked the rolling pin enemy starting states
* Finished mine lower room B2

0.22.109 (15 november 2020)
* Added some shadows to the town houses
* Tiled and finished last house before the house (for now until more enemy types are added)
* Made more progress tiling the town “dual house”
* Finished adding secret chests

Stuff left to do:
Quote
Alpha components:
- Add multiple following NPC's to dungeon
- Add NPC conversations
- Add failsafe for exiting the dungeon with NPC's following
- Fix depth issues of cell depths
- Finish town cell house
- Finish last house before mine entrance
- Finish "dual house" room
- Finish "hotel" room
- Finish town house lower left position
- Finish town house house center position
- Finish mine "generator" room
- Finish mine room before boss
- Finish mine room lower right B2
- Add all remaining keys/locked doors/dungeon map indicators/chests/conditional doors
- Add secrets chests

Beta components:
- Add signposts texts
- Add visuals to make the NPC's look different from each others
- Add shadows to rooms and houses
- Add bombs / enemies falling from above
- Add shortcut warps back to the entrance
- Add interaction (some?) enemies with conveyor belts
- Add (some?) enemies falling into water / endless pits
- Add interaction NPC's with conveyor belts
- Add NPC's falling into water / endless pits
- Finish chickens (+ related enemy)
NEW - Finish town house upper left position
- Add new enemies (wall shooters / humanoids)
- Add dungeon entrance scene
- Add dungeon end scene
- Add NPC scenes
- Add scene after boss fight
- Tweak boss fight
- Adjust hammer masking (?)
- Add extended boss sequence (potentially)
- Add proper enemies and placements to the dungeon
- Balance container contents
- Add further balance to the dungeon
Fix bug: Containers / items can be affected by multiple conveyor belt at a time
Fix bug: Ore respawns at last known location if destroyed while carrying

NEW - Fix bug: Rounding issue in fairy/enemy movements scripts

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