Resident Evil: Progeny (Last Update: 18/5/2013)

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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby whatdontlookaatme » Fri May 25, 2012 6:18 pm

Hey fap, i noticed when you kill the zombies they still have erections, if you made rebecca a whore wouldnt she take advantage of that? You could make it where she gets a lot of whore points for fucking a zombie after she killed it just to be in control of the sex. Just some food for thought
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby FAPCOM » Sat May 26, 2012 4:55 pm

omotodraco Wrote:i canned this game about 10 times to be sure it had no virus like you guys said. finally, a resident evil porn game that won't screw up my computer. can't wait until the finished product! and trust me, the majority of porn i download IS resident evil hentai. thank you for answering my prayers Z-fied! :D
ZFied will be pleased to hear that. Glad there wasn't any virus. :)

dhampir001 Wrote:May I suggest lightening the shadows of the leg muscles? She looks kinda' like Chun Lee from the waist down (you know, horse-leggish lol.) Other than that she's smexy. However, it's only my opinion. I like it and all the other work you've done so far.
I was afraid that doing so would make her legs appear less defined once she put on her pantyhose. However, I've taken your advice and now both the nude and clothed versions look fantastic. Thanks ;D

Thaedael Wrote:As a rule of thumb for skin tones
... PLENTY of useful advice...
If enough people are interested, and I can find the time/be bothered, I can do a tutorial on this.
Thanks for the advice Thad, you're the best! You can make a tute if you want to; for now I'll just see how I fare with this new advice because I have to paint a loading pic...



Okay, so, I'm not sure what's going on ZFied's end; he's probably busy. I hope he's alright.

Anyway, I remember someone asked if there was any way for the key bindings to be customized for AZERTY users.
ZFied has a lot on his plate, so I decided to work on implementing such a feature yesterday (actually... day before, come to think of it).
I'll be passing the code to ZFied so he could have a look-see when it's done.
I've uploaded the fruits of yesterday's labor in a .rar (If you guys prefer .zip or .7z, do tell!) at http://www.mediafire.com/?sq5n6tj4zcaex2c.

You'll be taken to the key-mapping screen once you've passed the disclaimer (Yes, I DID overdo it. "Strong sexual themes" in an H-game?! No SHIT FAPCOM?!).
Using it is pretty self-explanatory. Anyway, the changes you make ARE NOT permanent.

I need to make sure it works before I code it to save to a SETTINGS.ini file. Reset, and your changes go away (plus you have to go through my smxy warning again).

(Be forewarned: the move to upper/lower lanes keys are also the keys for scrolling up and down in the menu!
And yes, I went fancy with some other things in the intro as well, because I've just realized programming is pretty fun.)



Also, notice the executable's called "RejidentEbirru". I've intentionally engrished it to make it clear that the main game is still the one being developed by ZFied, not me.
Basically the aim of this side-project is to test out features and ease the load on ZFied, and then maybe implement them into the main game.


In addition, I worked on a dialogue system, where a dialogue box would appear when Rebecca interacts with a prop.
This'll pave the way for an increased prop interactivity system as I mentioned before (hopefully).
At this stage though, I'm just making sure the first prop (the wrecked car and barricades) is dialogue-able-ish (word butchering! YAY!).

Again, default controls:
Spoiler (click to show/hide):

SPACEBAR Interact with props

SHIFT Aim

SHIFT+SPACEBAR Attack

WASD Move

CNTRL Crouch


So, when an interactable prop is interacted with, a dialogue box should show up at the bottom of the screen.
Now, Rebecca can't move while she's talking. I did this intentionally (Ain't I a prick?), because I didn't like
seeing her talk about an object as she was moving away from it.
So tap "Z" (or whatever you've set as the confirm button) to complete the dialogue,
thus freeing Rebecca to move and allowing the dialogue box to gradually disappear.


Also, I've discovered why the zombie was clipping the props sometimes, as well as why it wasn't chasing Rebecca at certain points.
You may have noticed that earlier the zombie would chase Rebecca and then suddenly idle. I've fixed that (I think).

Unfortunately, the zombie still completely ignores the traffic light post, and the zombie sprite depth is still effed as a result when interacting with that post.
Also, the zombie SLIGHTLY clips the front of the SUV cruiser.
And the accursed zombie moonwalking bug is still dogging me.

Anyway, until ZFied posts an update this will have to do.

Oh, yeah, before I forget... haven't implemented clothing damage in this version either, so...Insta-rape!
And no, you can't break free from sex... I'm not testing ZFied's grapple system because he's already got it working.

... So yes, the submit button is currently useless. As is the inventory button (ZFied seems to have the inventory settled).
Plus whenever she's in sex, her dialogue is automatically whore. Because I like them better. Testing just 4 audio clips of 'em though.
Right now I think all I have to do is iron out the timing on the dialogue.

Also... Not sure if I ought to tweak with particles... ZFied seems to have the zombie semen working perfectly. So there's no semen dripping down
from Rebecca either (Looks weird, right?).

Anyway, progress :
Spoiler (click to show/hide):

Sprite-wise:
[*] Animated sexy (?) Asian (??) NPC idle sprite get!
[ ] ... Now for those pesky leeches.
[ ] Also need a few more NPC's, props, tiles and buildings that are pivotal to test out the dialogue with the sexy female NPC.
[ ] Some additional states/sprites for the sexy female NPC.

Demo-wise:
[*] Dialogue system... check! Go test it!
[*] Implemented frontal sex, without closeup camera. Test!
[*] Fixed zombie pathfinding (a little). Test!
[*] Possible fix to incorrect captions appearing when Rebecca yells "No!", "Yes!", "Keep going!", etc. Test! And I know! I didn't have to subtitle the moans >_>
[*] Added a slight filter to make everything darker (okay okay, so I just overlaid a transparent black rectangle. Bite me).
[ ] Need to implement and test out a dialogue system that offers a prompt. That'll leap me miles into testing the hiding mechanic.
[ ] I think ZFied has some trouble rescaling the sex close-up camera at this new scale. So I'll experiment with adding two different cameras.
One for the usual close-up of the sex scene, and another to zoom in on Rebecca's expression. Like a portrait for the dialogue system.
[ ] After there's a dialogue system which offers a prompt, I'll be able to test NPC interaction.


whatdontlookaatme Wrote:Hey fap, i noticed when you kill the zombies they still have erections, if you made rebecca a whore wouldn't she take advantage of that? You could make it where she gets a lot of whore points for fucking a zombie after she killed it just to be in control of the sex. Just some food for thought
Actually, there's a zombie dying sprite (did not have time to put it in this demo) with two separate animations available.
Temporarily incapacitated zombies will fall but they'll still be hard (so no problems when they get back up for round two, no?)
and perma-dead zombies will go flaccid (D'aaaaaaaaw!).

Lastly:
TWO DAYS (Well, plus today to polish it all up)!!!
There's bound to be a bug. Find it. KILL IT! LEAVE NONE ALIVE!!!

PS: This file is still under 10MB, but considering it'll only get bigger, I have to use mediafire.
However, I'm not entirely sure about using it. If you guys would rather another host, can anyone suggest a different filehosting site?
One that hopefully the majority won't complain about (No in-fighting! :<)
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby dhampir001 » Sat May 26, 2012 6:25 pm

I don't know how the hell to do that quote thing, so bear with me and excuse my ignorance while I list the "bugs" or "errors" that I can see or think of after playing the demo.

Object Dialogue:
As you proceed to the left wall to initiate barrier dialogue, it reads something to the effect of 'I can hear distance moans echo from the outskirts.' At first, that seemed wrong, but it could work either way with the use of echo/echoing.
When you initiate dialogue with the makeshift barricade/hiding spot, it reads like this, 'someone tried to mass a barricade here.' That seems as though it should read 'tried to amass a barricade here.' Those points are me, just being a nit-picky fuck really lol.

Voice Overs:
These are kind of "hit and miss." Sometimes the grapple moans will blend in perfectly with her as she's begging for more zombie dick. They'll either occur before or after a phrase. Other times, they seem to be spammed, for example 'YE---YES, YES,' all the while moaning seductively. The ending "still-motion orgasm" moan is on cue every time though, there's no random breathing heavily sound, just her gasping for air (kinda' under her breath style, like she's whispering it. hell i don't know how to phrase it.) Which, if you're in the moment and a woman does that irl, that's the greatest moment ever!!!

Animation, Zombie being shot:
He seems to throw his arm in the air excessively high, and suffers from too much "pushback" animation. I'd suggest making that animation into a shoulder twitch (the only thing he's worried about is gettin' that pussy, or ass if he prefers it,) so he can kinda' ignore the pain. For the way he freezes as he's taking damage (you made it kinda' like Castlevania, where he stutters or literally freezes for a second, I like that,) maybe shorten the duration of the freeze. I dropped him without needing to "kite" him a little (that's where you damage him a little and run away.) However, since I can't see behind the scenes of the development of this game, doing that last part my mess everything up in the actual game (I.E. four zombies in one area, might literally fuck you to death.)


Anyway, someone will probably beat me to all this since I'm a nub on the site. I'd like to thank you and the rest of the Resi-Rape-Game (you like that, you can use it, royalty free lol) team, for all the content and updates so far. I look forward to future updates and eventual completion of this game.
'Cumming before you even stick your dick in---Rooooolllinnnggg Staaaaaarrrrrrt'
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Bakada » Sat May 26, 2012 7:56 pm

Just so you know, as an azerty user, I ended up binding z to up, leaving me with no interact key bound to do anything anymore, I think that's something to look into (maybe move the interact/cancel buttons to the top).
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Kuragari » Sun May 27, 2012 12:41 am

So do we just go back to the download link you originally posted, because I don't see a new download link.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby FAPCOM » Sun May 27, 2012 1:00 am

Wow, I did not expect to see replies so soon! I'll address them as best I can:

Kuragari Wrote:So do we just go back to the download link you originally posted, because I don't see a new download link.

Yeah, sorry if my link is hard to see in that really long post: http://www.mediafire.com/?sq5n6tj4zcaex2c
I should really just put these download links at the bottom of my posts!

Anyway, it's for the best. I don't think it's a good idea for me to waste LoK storage with files that are gradually creeping up in size!

Bakada Wrote:Just so you know, as an azerty user, I ended up binding z to up, leaving me with no interact key bound to do anything anymore, I think that's something to look into (maybe move the interact/cancel buttons to the top).

Ah, I tried to test for this too, but it's a bit difficult because my keyboard is QWERTY. What the key binding system does is it swaps keys. If you set the keys from the default QWERTY's WASD to AZERTY's ZQSD, the corresponding keys are swapped.

So if you try to bind z to the up key, the w and z keys are swapped. So, w becomes the new confirm key. You might have to press it twice after you've first changed the confirm key through this key swap..
Could you do me a HUGE favor and test it again and see if that's the case? I've done it on my QWERTY board and "seemingly" replicated that result.

dhampir001 Wrote:Object Dialogue:
'I can hear distance moans echo from the outskirts.' ...
'someone tried to mass a barricade here.'
Thanks for catching those! I must've been more concerned with testing the dialogue interrupt system than watching for mistakes like that (she'll yelp "-AAAH!" into her dialogue and the rest of the dialogue gets cut if a zombie grapples her while she's reading it out). Anyway, these mistakes of mine really break the role-play. Much appreciated!

dhampir001 Wrote:Voice Overs:
These are kind of "hit and miss." Sometimes the grapple moans will blend in perfectly with her as she's begging for more zombie dick. They'll either occur before or after a phrase. Other times, they seem to be spammed, for example 'YE---YES, YES,' all the while moaning seductively. The ending "still-motion orgasm" moan is on cue every time though, there's no random breathing heavily sound, just her gasping for air (kinda' under her breath style, like she's whispering it. hell i don't know how to phrase it.) Which, if you're in the moment and a woman does that irl, that's the greatest moment ever!!!
Ah, don't worry. That's because I loaded only 4 of the "corrupted Rebecca" voice files into the demo, so is that what you mean by if feels spammed? Also, great detail on the feedback! Helps a lot!

dhampir001 Wrote:Animation, Zombie being shot:

He seems to throw his arm in the air excessively high, and suffers from too much "pushback" animation. I'd suggest making that animation into a shoulder twitch (the only thing he's worried about is gettin' that pussy, or ass if he prefers it,) so he can kinda' ignore the pain. For the way he freezes as he's taking damage (you made it kinda' like Castlevania, where he stutters or literally freezes for a second, I like that,) maybe shorten the duration of the freeze. I dropped him without needing to "kite" him a little (that's where you damage him a little and run away.) However, since I can't see behind the scenes of the development of this game, doing that last part my mess everything up in the actual game (I.E. four zombies in one area, might literally fuck you to death.)[/quote] Ah, to be honest this is the "critical hit" animation, where his knockback is supposed to be very pronounced. That goes hand in hand with the exaggerated arm flailing. As you can imagine, the game will be a bit more difficult under normal conditions, where the zombie will ignore the pain from all hits except criticals.

Anyway, for good practice: http://www.mediafire.com/?sq5n6tj4zcaex2c
(Links down at the bottom of my posts from now on!)
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby montesat » Sun May 27, 2012 1:15 am

FAPCOM Wrote:
Okay, so, I'm not sure what's going on ZFied's end; he's probably busy. I hope he's alright.

[/quote]

Lets hope he's just tangled with life and will come back soon. It's good to hear that you picked up programing to help him out. :)
At worst, If he doesn't come back, you can continue the project.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby FlashOfSonic » Sun May 27, 2012 1:32 am

The title of the thread still says the game was last updated in September, is it supposed to be that way?
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby dhampir001 » Sun May 27, 2012 5:30 am

There's also this movement glitch, if I press down and right while colliding with an object, even after I have moved away from the hit-box on the object I still can't run diagonally.

This, for example, is what I'm trying to say.
I ran diagonally until I hit the barricade; I stopped moving at an angle and could only go right (I'm still pressing down and right at this point), even after I had ran all the way past the police cruisers.

To remedy this "hit-box of forever" I had to collide with object as I was running diagonally, release the down key until clearing the hit-box, and press the down key to run diagonally.
'Cumming before you even stick your dick in---Rooooolllinnnggg Staaaaaarrrrrrt'
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby Bakada » Sun May 27, 2012 2:20 pm

FAPCOM Wrote:So if you try to bind z to the up key, the w and z keys are swapped. So, w becomes the new confirm key. You might have to press it twice after you've first changed the confirm key through this key swap..
Could you do me a HUGE favor and test it again and see if that's the case? I've done it on my QWERTY board and "seemingly" replicated that result.

Yeah it does seem to do that, I did somehow manage to get both keys bound to up somehow, so I still ended up without a "confirm" key (I tried most buttons).
Some other thoughts:
-If at all possible, it would be great to have it show the keys you picked, I ended up getting confused and picking the same key for some things accidentally, meaning I had to start over to make sure.
-Below a certain key (last time I tried it happened on the submit key) the "Please press alternative key" message doesn't replace the key intention message anymore in stead it keeps appearing on the "move to front" level.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby xblurp » Sun May 27, 2012 7:23 pm

I tried improving the tree a little further.I'll continue to try and work on it to be closer to the games artwork, but that probably won't happen lol. It's just a background tree though I did put a layer or two in the middle of the tree where the hole is so that the character would be able to jump inside and hide from enemies, :lol:. Anyways tell me where I can improve and I'll try.Oh and I use Gimp...that's pretty much it.
Attachments
Improved tree.png
Improved tree 2.
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby dhampir001 » Sun May 27, 2012 8:35 pm

Random Suggestions:
The following comments do not contain any information about game-breaking mechanics/glitches. These only pertain to the "feel" of the game, or ideas for style cues.

Your "warning/disclaimer" is priceless. Seeing a literal "laundry list" of sexual content warnings made me smile with perversion. However, I feel as though there is room for improvement. May I suggest changing the text color to that of the "legendofkrystal.com" that is below the LOK logo, and perhaps increasing the font size by 50-100 percent?

The "dark" overlay that you've put into the demo seems too dark now. Objects appear barely visible, and background/foreground image detail seems non-existent (the white paint of the police cruisers now seems deep/dark silver.) Maybe, If it can even be done, use a "fog of war" style. This means that sometimes, a mist of light gray will blanket the area (could you, if at all possible, set a timeline so that the fog/mist will ebb and flow *appear and disappear*?) I believe this would greatly reflect, that symbolic horror, survival, and eerie, unearthly feeling that some areas of the world exhibit in a fictional/non-fictional world.

I noticed that the pavement sign colors seemed to be a demonic red color. While this does set the mood somewhat well, I'd like to toss around the idea of seeing what a hazy yellow or watered down silver would look like. I think it would seem somewhat reflective, but in accordance with the theme, feel as though it's neglected (due to the small, collectively low income, town.)

The dialogue for the "still-image" orgasm between Rebecca and the zombie seems, depending upon whore or virgin path selection (for later use in the actual game,) out of place. If a player decides to select a whore path, I'd like to see 'Too much...I-I'm cum-cumming,' or 'F-fill me u-u-upp!' Of course, more than likely, the team has already thought about path specific dialogue.

EDIT: I also forgot to include a very sexually provocative image, popular with most doujinshi (adult manga.) This image is a puff of mist that artists draw near a rape/submissive victim's mouth when they orgasm, either against their will or with every intent to cum, or during the initial insertion/penetration. I think it symbolizes lust or intense sexual desire. Honestly, it just turns me on for some reason. And I believe it would go somewhat well with the "fog of war," classic survival, horror atmosphere described earlier.
'Cumming before you even stick your dick in---Rooooolllinnnggg Staaaaaarrrrrrt'
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby dhampir001 » Sun May 27, 2012 8:57 pm

Hopefully this will take you to the site directly. There's some pretty offensive stuff on that website, but, the site's pretty safe for your computer. I've occasionally looked at that website for over the past 4 months and haven't encountered anything like mal-ware.

To view the entire gallery, scroll down until you see directional arrows (forward, back, front, last, down.) Press the down arrow.

http://g.e-hentai.org/s/5039c9c3bf/95088-5
Last edited by dhampir001 on Mon May 28, 2012 11:55 am, edited 2 times in total.
'Cumming before you even stick your dick in---Rooooolllinnnggg Staaaaaarrrrrrt'
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Re: Resident Evil: Progeny (Last Update: 30/09/2011)

Postby montesat » Sun May 27, 2012 11:47 pm

dhampir001 Wrote:http://24.4.155.195:9999/h/5039c9c3bf95e3554a95c335c686fdd318be2c95-287195-740-1036-jpg/keystamp=1338148549-113c961723/005.jpg


Like This!!! (For the sexually provoking image/doujinshi art style I was talking about)


Link's broken.
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Re: Resident Evil: Progeny (Last Update: 28/05/2012)

Postby Z-Fied » Mon May 28, 2012 3:40 am

UPDATE! (28th May 2012)

This update adds in:

Extras & Cheats Menu (Suggest some more if you have ideas!)
Points Gained from Mercenaries depending on Rank
COMPLETE SPRITE OVERHAUL
Sex Grapples changed
Game Over in sex sprite changed


Apologies for the late update, but I've recently come across a problem with the side-scrolling version (and I think will carry onto the new lane version too), which is that the game seems to take up a massive amount of physical memory, and doesn't seem to empty it upon deletion of resources. I will definitely look into this. If your game starts to lag severly, just select "quit game" and restart the application.

For "sex grapples changed", I have added in the ability to "grind" (aka speed up grapple). This is currently only available on the standing frontal grapple. After submitting, mash the left & right keys as you normally would. This will make the grapple end faster, however, not only will it drain fatigue, it also increases the chance of the zombie cumming inside of you multiple times. It will also give you Whore experience.

In the latest version, you can only properly play "the Mercenaries". The new game option takes you to a test room, where you can play around, and you can train your knifing ability. This is until I get a map of Montbury drawn up, and we build the town ready for the first chapter.

Enjoy,
Z

P.S. Since MegaUpload has been shut down, can anyone suggest another free file sharing service?
Composer, Songwriter, Guitarist, Singer, Programmer, Gamer, and Zombie Expert!

My Project: Resident Evil: Progeny - Blog

"Our limits are only created by our mind, our dreams, our desires."
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Re: Resident Evil: Progeny (Last Update: 28/05/2012)

Postby FlashOfSonic » Mon May 28, 2012 4:10 am

You could try Mediafire.
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Re: Resident Evil: Progeny (Last Update: 28/05/2012)

Postby xblurp » Mon May 28, 2012 4:10 am

Deposit files works good as well.
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Re: Resident Evil: Progeny (Last Update: 28/05/2012)

Postby jikkplo » Mon May 28, 2012 5:28 am

I hit new game to try out the test room and after killing both zombies walked off the edge to go back to the main menu via game over screen, however, the game stopped when the screen went black and I had to force close it

not sure if I did something wrong or the game did or what, just thought I should probably point it out
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Re: Resident Evil: Progeny (Last Update: 28/05/2012)

Postby Lucky777 » Mon May 28, 2012 5:51 am

The two animations look pretty great, especially compared to what was there in the past.

Maybe have Rebecca use the whore dialogue when she's succumbed to the virus, or the "resist" dialogue unless you hit C, and the whore dialogue if you do submit?
While having her moan wordlessly as she does now is all right too, and while it's a cool difference between "her with enough stamina to move about" and "her too defeated to
move," nonetheless the current setup makes you have to restart repeatedly, and put up with the fucking moron zombies sometimes going for HP,
(REPEATEDLY, GODFUCKINGDAMN IT, EVEN ON THE HIGHEST FUCKING SEXUAL ATTACK SETTING)
if you want to hear the voice-acting.

As to mercenaries mode, the left-hand boundary is clearly marked now, and that's absolutely great, but you still have to guess where the right-hand one is.
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Re: Resident Evil: Progeny (Last Update: 28/05/2012)

Postby dantathedevil666 » Mon May 28, 2012 6:35 am

I can't seem too get pass the first screen in new game it just places me with 2 zombies after i kill them i thought there would be more too see but theres only a ledge too death any help? or is it ment too do that?
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