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Topics - IchoTolot

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241
Closed / [BUG] [PLAYER] Stateload without savestate
« on: September 03, 2016, 04:17:57 PM »
We expected to get to the start of the level with this, but instead we got to an internal savestate. Internal savestate = savestate that was made internally to improve the framestepping performance. We never made an own savestate!

Pressing the stateload once more got us to the beginning of the level, but the terrain was only updated with the first pressing of the stateload. A result of this is attached as a png. The level restarts, but with still altered terrain from the last try.

To reproduce this (we made this with Cranes contest entry to R1): Play a little bit and alter the terrain, then press the 10sec skip forwards or wait for a little bit ~ 10 secs. You must have played at least a little bit normally so that an internal savestate is created. Then press the stateload it will take you to the internal savestate + resets the terrain to this internal savestate. Pressing the stateload again brings you now as intended to the beginning of the level, but does not resets the terrain to the initial situation

Proposal: Pressing the stateload without a user-made savestate simply takes you to the beginning of the level in replay mode with the initial terrain layout.

For the picture: The basher hole should not be there anymore.

242
Every time I switch from the exp to the stable version or the other way around, I noticed I have neither sound or music. Discovered that both are disabled without my permission to do so. Is it because of the new sliders?

This could be related to Nepsters online options resetting.

243
Noticed that today. Tested in the exp version. In the stable version he builds the whole stack.

To reprodce simply make a miner tunnel and when a lem turns and moves up again make him a stacker at the inner of the 2 stair pixels.

I expected him to build the whole stack in both places. Instead on the outer one he builds the stack normally and on the inner one just places one step then turns around. Probably because the first brick is build into the terrain.
The behavior if a stack goes into terrain ---> turn is alright, but making him turn instantly when the first brick is build into terrain would turn the stacker into a walker on slopes.

Proposal:    Make him build the full stack in both cases ---> soften terrain check for first brick probably, maybe if the 2nd brick would be visible again continue stacking. Not the 3rd 4th etc as this would mean stackers would ingnore 1 pixel ceilings entirely!

244
NeoLemmix Styles / Dune Tileset by IchoTolot
« on: July 30, 2016, 03:17:47 PM »
After hours and hours of work I am finally able to release the Dune tileset for the public :laugh:

Here are complete Sprite-sheets of all tiles and objects used (order is not intact in them as my Sprite-sheet builder does not really kept it intact):

Tiles:



Objects:



Tiles are basically ordered the following:
  - Sandstone tiles
  - Sandstone pipes
  - Colored tiles of the 4 factions (red = Harkonnen, blue = Atreides, green = Ordos, yellow = Sardaukar)
  - 2 Concrete plates
  - Steel tiles
  - Rock formations:
            - Surface rocks in each direction
            - Cliff rocks in each direction
  - Faction emblems in a lot of different sizes (up to 200pixels)

All together 150 tiles.

The tileset is attached to this post!

245
NeoLemmix Main / Help wanted! Creating animations for L2 objects.
« on: April 06, 2016, 03:01:35 PM »
As most of you know there are quite a few objects in the L2 tilesets that can fool the player, so that he thinks they are solid.
An easy solution would be creating little animations for those objects, but as i mentioned a few times I am not very talented in drawing and animating stuff. :-[

So I will make a "job-list" of objects that could use an animation + my proposals for a fitting animation.
Everyone can help! Everything can be done "easily" even in MS paint ;)
Sent it back in png format and post it here into the topic so that other people can see it.
Opinions on these are welcome!


Please notice:

- Sending me an animation does not mean I will automatically accept and use it. I will look at it, decide if it is good-looking and fitting, then finally decide if I put it in. Also if multiple people send in animations for the same object, I also will have to decide which one to take.
- You don't need to 100% follow my proposals! If you can think of sth better try it out and we will see if it fits.
- Some pictures are in Lemmini heights/lenghts (Shadow/Egyptian). It will be half as big in the actual game. So single pixels in the game will appear as 2x2 brackets in your editing-program.
- Please tell me how many frames your final animation does include!

How to make an animation + some tipps:

- Take one of the attached pics in the 2nd post.
- Increase the height of the picture by a multiple >1 of the original height. The multiplyer depends on how many frames your animation should have (2 times ori height = 2 frame animation , 10 times ori height = 10 frame animation.....).
-Example: For a 32 pixel high picture the first 32 pixels of the animation should include the original picture. The next 32 pixels will have your first animation frame and so on.
                 An easy start would be to copy-paste the current frame (starting with the original picture) below itself so that you start with a copy of the last frame to work on the next.
- Notice! The last picture of your animation should go fluent into the original picture, or even be the original picture!
- The pink color means that this will be a transparent area. Please use for everything that should be transparent this pink color (color mix is 255 0 255 as I recall)
- If your animation shall be stagnant for a few frames: Copy-paste the same frame a few times under itself.

Edit: namida informed me via IRC that the animation can also go horizontally:

<namida42>IchoTolot: two things in regard to that topic:
<IchoTolot>yes
<namida42>1. transparent color doesn't have to be 255,0,255. it can be anything (just click on a pixel of that color when importing)
<namida42>also, for 32-bit PNG files, they can also use the alpha channel directly, rather than a key color
<IchoTolot>yes but i already used that color
<namida42>2. it also supports importing strips that are arranged horizontally rather than vertically; i don't know if some people might feel more comfortable working this way
<IchoTolot>I never worked horizontally before :P
<namida42>i find it particularly useful when creating the one-way-down arrows from one of hte other directions :P
<namida42>no need to rearrange; just rotate the entire image them import as a horizontal strip ;)
<IchoTolot>currently preparing the 2nd post
<IchoTolot>will mention it

Also you can make a experimental version of the tileset you are working on using the Graphic-set-tool from namida, to see your animation in action inside the game!
Get it here, load the tileset with it and replace the object with your full animation + save under a different name: http://www.lemmingsforums.net/index.php?topic=2098.0

246
Closed / [BUG][PLAYER] Error message before the first skill assignment
« on: March 05, 2016, 09:10:23 PM »
From IRC:

<Chaotix>o/
<Chaotix>I stumbled across an error message that shows up in the beginning of a level when you pause and click to move one frame forward
<Chaotix>Is that a known issue? I'll post a video in about 20 seconds which shows the message
<Chaotix>https://dl4.volafile.io/get/Zj6wPZrEOg-4/lem.webm
<Chaotix>At the 19 second mark
<IchoTolot>hm never seem that before
<Chaotix>http://puu.sh/nvZ2h/df19677e31.png My specs if they're relevant?
<IchoTolot>no crash though strage
<IchoTolot>strange
<Chaotix>That's what I was wondering about as well
<Chaotix>And it also only happened in this one stage so far
<Chaotix>Psycho 2 of Lemmings Plus I
<IchoTolot>so you pause  put the RR up da bit and then simply  1 frame forward
<IchoTolot>Yes i can reprodice it even in Lemmings reunion!
<Chaotix>Yep. It also happens when I start a level, pause immediatly, change RR (before "Let's Go!") and click one frame forward
<IchoTolot>It's   start the level ----- pause before let's go ------ put the RR up a bit ----- try to 1 frame forward
<Chaotix>Yep
<Chaotix>But in the video it also happened after let's go
<Chaotix>For the first time, but that could have been caused by OBS maybe?
<IchoTolot>wait I'll check it a bit more precisely
<Chaotix>So you can reproduce it, right?
<Chaotix>Anyway, I just wanted to let you know. I gotta leave again, but I'll be back later. Good day everyone!
- Chaotix quit (Signed off)
<IchoTolot>even 16 secs in this is reproducable!
<IchoTolot>and FF and a Lem that dies is also not stopping this error
<IchoTolot>namida42 we've got a situation here! ;)
<IchoTolot>just assigning seems to stop it
<IchoTolot>30 secs into a level with (FF on/off) doing nothing  --- then pause ---- RR increasing ----- 1 frame forward ---- error
<IchoTolot>1 assign and the error does not accur
<IchoTolot>if all Lems are out doesnt matter
<IchoTolot>omg I created a million errors :P    just by using the 10 secs skip instead of the 1 frame forward    seems like 1 error foe each skipped frame forward

So again to redproduce the error:

1.) Go into a level and do nothing for as long as you like (FF and skipping forward/backwards is allowed!)
2.) Pause
3.) Turn the RR up a bit.
4.) Skip forward and you'll get to recieve 1 error message for each frame you wanted to skip forward ;) (1 frame forward = 1 error; 10 secs = a bazillion errors   but again no crash!) 
Task manager if you've created too many.


EDIT: Changing the skill in the skillbar seems to also avoid the error.

247
Bitbucket: https://bitbucket.org/namida42/neolemmixplayer/issues/7/minimap-click-is-fairly-inaccurate-for

If I click on the minimap playing a big map with vertical scrolling, it repositions the screen far too high. ("Lemmings in Unison" is a great level to show this).

I am near the bottom and click on the right corner of the current displayed minimap and I am near the top instead of just a bit higher! :devil:
I expect it to get me ~ a normal level sze (160 pixels) higher insted of jumping right up all the way! In my opinion this makes the orientation in these type of level unnessesary difficult.

248
You know the situation:
You thought you had it solved and you are missing a few Lems. 90% of the time it is because some have fallen out of the map without you noticing! :devil: (especially in large levels)
So it would be a lot more user friendly when you have some "out of the map fallers" that they at least make their little Lemming scream to inform you that prob not everything goes as planned ;)


249
As we had the voting process about the best level of the original games: How about voting for the worst now ???

GigaLem had the idea yesterday on Roundthewheel's 25's anniversary stream and I also thought this would be another great voting process :)

Now you could have the chance to get revenge on "Hunt the Nessy" or "Rendevous at the Mountain" ;)

250
Closed / [SUGGESTION] [EDITOR] [ADDED] S/L - Value rework
« on: January 29, 2016, 06:02:47 PM »
Status: I felt it was best not to (at least for now) remove the input boxes to directly set the S and L values, but I did add a panel with more-meaningful ways to set them according to the selected object type.

251
As I tested a level today I remembered I wanted to update the Editor-testplayer as well to the newest version.
Swapped the players (old<-->new) and it isn't recognised by the editor. (at least I didn't delete my old player :P)
So did I simply missed a step or is it not supported yet? ??? (also checked the NL website if there's anything written about it, but nope)
If it's not it would be nice to know if it's on the "soon to be done" list :)


Edit: I'm a dummy :XD: 
After reading some more I noticed the little text under the update:
There is no update for the editor yet. The existing V1.36n-B of the editor can be used with this new game update for playtest mode; you will need to modify NeoLemmixStyles.ini (in the "styles" folder) and replace any occurances of "CustLemmixNeo.exe" with "NeoLemmix.exe". Once this is done, simply put NeoLemmix.exe in the same folder as the editor, and it will work for playtest mode. Alternatively, you can simply continue to use V1.36n CustLemmixNeo.exe; there are no changes in terms of game physics so any solution that works there will continue to work here as well.

So scrap it :P  Added [N/A] to the title. ;)

252
As I reached 100 levels today, let's celebrate with some screenshots! ;)

Also you might notice that I also decided to rename the pack from Lemmings Reunion 2 to Lemmings United.
I have the feeling that this pack is going to be so much better overall than Reunion in levels, music, artstyle etc that simply it beeing "pack number 2" is not enough to give it justice. But what to call it? I went with Lemmings United, because after the great Reunion lemmingkind has been United again and facing more dangerous challenges than ever before (if that makes some sense) :P

So here are the promised screenshots + rank names:


Rank 1: Pacifism

Symphony of the Night



Here we've got some beginner friendly puzzles, X of everything levels and even 2-3 levels that try to introduce you to all the skills. Basic tricks will be teached and at the end of the rank, you might even get some first challenges.

Rank 2: Neutrality

Another One Bites The Dust!



Harder puzzles more advanced tricks and more and more skill combinations...what's more to say?

Rank 3: Tension

Construct Additional Pylons!



Things might get hairy now, so grap your thinking cap and puzzle your way through!

Rank 4: War

Eternally Revolving



Puzzles tend to get really complicated and confusing now and you 100% need to know exactly how skills and lemmings behave under all circumstances.

Rank 5: Genocide

Deviate!



Good luck dear NeoLemmix player as you now reach the pure organised chaos I prepared for the final rank. Expect mind-blowingly hard puzzles (with at least a few breathers ;)) that will try to get you into a mental hospital. :devil:

Rank 6: Extra

Apocalypse Maintenant



Here I've got some extra content for you! It's basically all contest, collaboration and extra stuff that I've done over the time roughly ordered by difficulty.


So I hope that I've got you a little bit hyped for the pack and stay tuned for further updates! ;)

253
NeoLemmix Levels / [NeoLemmix] PimoLems [Difficulty: Medium]
« on: December 20, 2015, 03:07:29 PM »
1.) Download Link:

NeoLemmix player: https://www.neolemmix.com/

PimoLems NeoLemmix (V 3.8  ~ 226 KB): PimoLems V 3.8
Contains the game itself.

PimoLems Music (~ 5.1 MB) : PimoLems Music
Contains the music tracks! Extract all the tracks into the "music" folder of your NeoLemmix player. If the player does not have a "music" folder yet, create one in the same folder where the player is located.

Outdated Old formats version (before NeoLemmix 12.0.1):
PimoLems NeoLemmix (V 2.3  ~ 5.3 MB): PimoLems V 2.3
Contains the game itself.

2.) Installation:

1. Get a NeoLemmix player from: https://www.neolemmix.com/  and extract it into a folder of your choice (if you already have an up-to-date player you can skip this step)
    Also make sure you got all the styles as well and extracted them into your player's "styles" folder.
2. Unzip "PimoLems.zip" into the main folder of your Neolemmix player.  ../levels/PimoLems should exist now.
3. Extract all the music files from "PimoLems_music.zip" into the "music" folder of your NeoLemmix player. If the player does not have a "music" folder yet, create one in the same folder where the player is located.
4. Run "NeoLemmix.exe" and press F2 in the main menu so you can access the pack through the level browser.
5. Inform yourself about the basics, new NeoLemmix features and hotkeys with the manual: https://www.lemmingsforums.net/index.php?topic=4081.0
6. Enjoy!


3.) Ratings:

Well as Pieuw described them point on the Lemmini version I will just repeat his words here ;)

1 – Calm

Beginning with the calm rating, you'll find kind levels in terms of difficulty, time and % of Lemmings to save. Don't get used to it though.
Difficulty ~ Fun / Tricky.


Calm 07 - Lemstones
Even if these levels are easy, you won't have to ''Just Dig!''

2 – Windy

The wind is rising, making your hair raising. A sign that puzzling levels are coming ! They are very gentle ones, though you may lose some hair if you don't apprehend them correctly.
Difficulty ~ Tricky to Taxing.



Windy 06 – Diggers Mania
Be warned that strange architectures may occur. Do not let them distress you.

3 - Stormy

There's a storm coming, and it's a serious one. Puzzles are getting tougher, bombers suddenly like to walk and even a few glitches slipped into some levels (see below for more information about glitches).
Difficulty ~ Taxing to Mayhem.



Stormy 15 – So Logical
Some of the Stormy levels may try to make you believe they are piece of cake. Don't trust them.


4 - Hurricane

Abandon all hope ye who enter here. And grab something solid if you don't want to fly away in the wind. We're dealing with harsh levels demanding serious thinking, precision, and they're quite tight on time (Icho edit: Well at least where the timer is nessecary ;)).
Difficulty ~ Mayhem and beyond.



Hurricane 10 – How To Prevent a Mass Suicide
Well, I'm sure you'll find a way to show them the way. Anyway.

5 - Pickaxe

We're not in the standard ratings anymore. This one is all about miners, miners, miners. Because yes, I love miners. This skill offers so many possibilities and craziness ! So, here are levels where you'll have to execute various tricks involving pickaxe manipulation.
Difficulty ~ Tricky to beyond Mayhem.



Pickaxe 18 – Lemmings on the Road to Ruin
Don't let this one ruin your day, cross your fingers and you'll be on the high road.

6 - One

Another non-standard rating that only contains one-minute-levels. Who likes to be rushed by the clock ? I don't, but I made 20 of these levels anyway.
Difficulty ~ Tricky to beyond Mayhem.



One 08 – Baptised With a Perfect Name
Well, I think it's pretty obvious that you have to HURRY UP here.

7 - Special

This special rating only contains 3 5 (Icho has now also put 2 of his one in here :)) levels I made with the Castle tileset (from the game Nicky Boum) that I created years ago. There may be more of them to come in the future.
Difficulty ~ Tricky / Taxing.



Special 03 – Marble Gallery
Will you be able to get past the marble ?

8 - Extra

Here's the additional rating, containing levels that did not make it into the ''real'' ones. Most of them had too many backroutes or were too lame to fit anywhere else. I included them in this pack anyway as bonus levels, because the more the better !
Difficulty ~ Fun to Mayhem.



Extra 10 – Backward Train
Don't even ask about the title.


4.) Some words about the general conversion:

I generally tried to stay very close to the original, but quite some changes were needed due to the NeoLemix physics. There are also some levels which need to have NL features like pick-ups to fix backroutes or to get around some Lemmini glitches.
I've also removed quite a lot of the timers which I thought were not needed and would just annoy the player (of course "time crunchers" and the One rating still have them).
Furthermore I tried to make all traps as visible as possible (without looking stupidly out of place) and esspecially the "Iron Industry" level was changed towards a little puzzle challenge rather than a guessing the path type of level.

5.) Special thanks:

Well of course to Pieuw for giving the ok and making the levels in the first place! :)

As well to:

namida                                    for creating the NeoLemmix engine
GigaLem                                  for making the mainmenu logo for me
Simon, DynaLem and möbius  for testing
Vurez                                      for one of the music tracks (Medival Arrengement)
                                               Youtube: https://www.youtube.com/channel/UCy6yLi_53JfvJxSwNtdalWA

6.) CONTACT INFO:

Via email you can reach me at: ScavengerW@gmx.de

Youtube (IchoTolot): https://www.youtube.com/channel/UC4Elfo3E1jTl-SHlOy97kwA
Youtube (Pieuw)     : https://www.youtube.com/channel/UCxvPCXx9v2Bx1iC_Jc8FVpQ



254
IchoTolot's Guideline for creating huge levels (V 1.2)

As most of you already know:
I am a fan of huge levels, but this is a double-edged sword as they can easily end up frustraiting or simply boring.  So I decided to make a little guideline about how to create interesting and fun huge levels.
So I will list up my personal "do" and "do not" stuff.
A quick note here: Not every good huge level has all of the "do" and no of the "do not" criterias. It's simply depends a lot of the inner workings of specific levels that decide if people like it or not. But in the majority of the cases: Levels that tend to have a lot of "do not" and not so much "do" attributes are often not in anyones (especially mine) favorite list.
There are some levels (like my "Rise of a Digital Nation") that use a lot of space, but do not take a long time. I don't consider them as huge, as huge means for me they use Space + Time. So I only cover the levels here that use a lot of space And take a longer time to complete (like let's say ~5min or more).
Now let's get started with the "do not" stuff ;)

"do not":

1.)
Use tons of builders/platformers and especially long bridges!
Well this is kind of a obvious one as the "tons of builders" levels are often not liked. There are of course exceptions in levels which use the builders in creative and fun ways.
In huge levels a ton of builders will drag the already long level to an eternity and you also have to babysit the builder/s. So use as few builders as possible! In my own huge levels I try to avoid them where it is possible, like make a ramp if the builders doesn't create sth interesting or should delay the Lemming for sth else.
To give a number: Typically try to stay below ~15 (better even 10 or less). If you have more they should REALLY contribute sth amazing!
So try to be creative in the ways "how to replace those builders" and you may even get a few new level ideas.


2.)
Have a tight time limit!
A time limit should be used only where it is needed and for ~95% of the huge levels it is not needed. If a level takes a long time it usually doesn't make a difference if the player takes a min more to beat it, as this kind of levels are mostly more about execution rather than timing and I can guarantee you: The player will rage if they finally got the ~right solution after X attemds and he is missing a few seconds over a 9min level! So he has to play the whole thing again trying to optimise the solution. I made this mistake before in Lemmini and I won't make it again!

3.)
Make X different levels and throw them together in a huge one!
This is a bit of a disjoint levels thing. Multitasking more than ~3 things in a huge area which do not contribute to each other in any way is simply no fun. Don't make stuff like: Catch floaters in section A, while building a bridge in section B.....etc. If you make a level with different parts they should help and interfere with each other and please don't go crazy on the multitasking thing.

4.)
Create a huge level full of little unintresting parts!
If you make a huge level, don't throw together 10XJust dig!. Make a level that really benefites from the space (and may it be just more decoration)! If the player plays through this he should be entertained the whole time and not bored to death over the 9min.

5.)
Too much multitasking!
If your level needs multitasking at several different and far away places, this might easily lead to player frustration. This holds especially in the following situations:
- Requiring multiple skill assignment within a few frames: Players are then forced to frequently jump from one place to the other and back again, because they won't know which lemming needs the skill assignment first.
- Levels with vertical scrolling: In such levels, the minimap at the bottom does not nearly cover all of the level. Therefore players cannot use it to check how far lemmings in different locations are.
- Having multiple hatches and requiring early skill assignments at several of them: The problem here is, that players do not know the order of the hatches. If the level is covered by the minimap at the bottom, this migitates the problem. But it is definitely annoying when combined with vertical scrolling.


And now here comes the do or "tipp" part :)

1.)
Combine skills, ideas, level parts....everything!
There are a lot of great levels that use this formula. Try to combine skills to create entertaining and mind-blowing parts for your levels, like for example the now old miner+builder trick. Back in the days it blowed my mind and there are still possibilities to create interesting and surprising parts with the old tricks! Simon joked a little bit over tricks like this as he said: "It's a Lemmini style level so I must use the skills where they go on for as long as possible", but he also found this "Lemmini style" highly entertaing.
Think also about how groups of climbers, floaters, glider, swimmers, disarmers and normal Lemmings could interact with each other and create sth really entertaining.
Also what if the disjoint levels now must help and support each other? Or maybe standing the other group in the way? There are also a lot of ideas to be found here.
But be careful! The tricks you use should not get too repetitive!

2.)
Decoration!
If you use a lot of space it should not look like a boring wasteland! Try to create sth beautiful for brains and eyes! But be careful that the decoration do not create backroutes. Be creative and build some amazing landscapes!

3.)
Rather use long skills or different ones than lots of the same!
Use as few skills as possible for your level idea. I do not mean replace that 5 bombers for a basher. I mean don't make 5 little walls to bash through if you have the choice.  Just use one long one as it reduces the attention you need to spend on that part and shortens the skill list (at the end you could end up with like for example 20 bashers). Here the "Lemmini style" also comes into play ;)  what if you only need one long miner here instead of two?
But be careful here that the long skills don't get too long! X Skills that take an eternity to finish are no fun either. You should keep the player busy!
Also if you are in the 5 walls to bash through situation: Think also of 5 different ways to overcome the obsicles! Or to hint at "do" point 1.) combine stuff to get through these!
A good example would be "The Big U-Turn" from PimoLems. It uses just a few skills, but takes advantage of the whole huge map.

4.)
Try to put most of the pixel-precision and timing at the start of the level and not the end!
In NeoLemmix and Lix pixel-precision is not a great thing anymore as we now have the features to quickly redo the part. But if the level goes on you don't want to have the hardest parts at the finishing line or do you? Most of the harder precision and timing parts should be placed at the beginning and middle part of the level while the more moderate parts of this should come at the end. Also if some of the harder parts must be replayed or you want to experiment with a new idea and they are placed right at the end, you must go through all the stuff before that again and this is not very fun to play!


I stress it once more:
This is just my personal guideline with which I made mostly positive experiences. A lot of my and other great huge levels do not have all Do and none of the Do not
things! It often comes down to the specific feel and spirit of the level, but from my experience in general: If a level has a lot of Do not and just a few Do things it is mostly considered not as great.

I may add more points to the post in the future as I certainly missed a few things I had in mind or you also gave me new ideas (that's why I added ther Version number :P).





255
Closed / 2.00 More responsive "frame + 1 sec backwards".
« on: October 08, 2015, 10:11:25 AM »
Edit Simon: Continuation topic of this issue, because the NL 2 forum is now locked.

You all know the struggle!
You play a slightly longer level and you positioned a miner wrong at the end (+ forgot to make a savestate). The frame and 1sec backwards option needs  ~ a sec to load at that time and you need many of them, so you have to wait.........>:(

Simon has shown me this option in Lix and it hasn't these problems there!
The game makes an intern savestate ~ every minute. So when you go a sec backwards it needs to replay < 1 minute to do this -----> even in a 15min+ level (we tested it on my comp) the frame + 1sec backwards options happens nearly instant!

So I think this would be a big improvement of the basic features and gameplay in 2.00!

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