[Game] Repixture [0.4.4] (was: Pixture Revival)

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[Game] Repixture [0.4.4] (was: Pixture Revival)

by Wuzzy » Mon Sep 02, 2019 10:39

Image
Repixture 0.4.4

About
Repixture (previously: “Pixture Revival”) is a simplistic sandbox survival game with an unique graphics style that plays in mostly lush biomes in a mostly peaceful world and only simple technologies.

Gameplay
Gameplay is aimed to be very easy to pick up, with most things being self-explanatory.

The first goal is to survive and build a shelter, later on you will explore the world and gather resources to improve your tools or craft simple building materials and decorations. The technology tree is rather low tech and as such, early progress is rather slow-paced. A few creatures will roam the world, most of them peaceful. Occassionally, you will encounter a village with traders.

Technical information
Repixture is a revival of Pixture, which was very broken, as of Sep 2 2019. The goal is to make Pixture work in Minetest 5.0.0 and fix bugs and improve usability. No real gameplay changes will be added, except very small ones to fix related bugs. The goal is to preserve gameplay of Pixture 0.1.1 while making it work for Minetest 5.0.0.

I will probably not update this project a lot, it's basically just here to “preserve history” and to provide a reasonably working version of Pixture in Minetest 5.0.0. Repixture always tries to stay very close to Pixture gameplay.

+ Developer information
+ How to convert your Pixture world to Repixture
Features
+ Features
+ Improvements over Pixture 0.1.1
Screenshot
ImageLicenses and credits
+ Licenses and credits


Downloads

Current version is 0.4.4. It works in Minetest 5.0.0.


Rename the resulting folder to repixture (see the wiki for more information)
Attachments
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(10.88 KiB) Not downloaded yet
Last edited by Wuzzy on Tue Sep 17, 2019 15:29, edited 15 times in total.
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Some random developer notes

by Wuzzy » Mon Sep 02, 2019 12:06

A few words about why I did this:

Basically I was fed up by Pixture being so broken in the latest public release. The obvious first bug is missing compability with Minetest 5.0.0.
But even without that, Pixture 0.1.1 was basically unplayable. The biggest problem IMO was the crafting system, which was so ridiculously unusable. It was a real shame, because Pixture was not always that broken, it just became broken shortly before kaadmy disappeared. So rather than to let Pixture die, at least I try to keep it on basic life support. :-)

Changes
In this section I will highlight a few changes and fixed I made.

Crafting Revamp
This one is the second-most important change in Pixture Revival. Crafting is actually being in an usable state again.

Basically, the crafting principle of Pixture is the same. I figured the worst bottleneck was the list. The problem was that it showed ALL items at once, not just the once that are actually craftable. I can see the rationale behind that, it seemed to be like a crafting menu/crafting guide hybrid that just went terribly wrong. The reason why this was bad is because you just are forced to constantly search the entire list EACH TIME you want to craft something. This could take ages and really makes you feel bad. So, fixing crafting was the number two prority of this project (number one priority was, of course, to make it work in Minetest 5.0.0!).
I will take part of the blame for the bad crafting system in Pixture. After all, it was me who suggested to move away from the classic Minetest-Game-style crafting in order to “simplify” it. It didn't turn out well. But the system can be repaired, and so I did.

The most important change I made is actually very simple: By default, the list now will only show the relevant crafts, i.e. any crafts you could actually perform from the input items. This makes the list now much, much smaller and is way more managable. Plus, the crafting guide is still there, just click a little button and you will again see all possible crafts.

Image

You might wonder now, “wait, won't the ‘?’ button collide with the item display if a craft requires 4 input items?” and the answer is “Yes!”. The trick? Pixture currently just doesn't have any crafts which require 4 different input items. The maximum right now is 3. Still, I'm really not happy with this and I know a better design needs to be found.

I also made a few smaller usability changes: I added shift-click support to all inventories (=shift-click insta-transfers items to other inventory). If you double-click a craft in the crafting list, it will perform that craft once (if possible). Item slots in the craft recipe that require only an item from a particular group (like, any planks) are highlighted in a different color.

Image

Adding it all togehter, in my playtest, it turned out to much easier to actually craft, and crafting finally is way faster, as it is supposed to be. :-)

Cruft Removal
Pixture had, in my opinion, a lot of cruft that wasn't really neccessary. There was too much chat spam going on and questionable chat commands.

For example, there was a command “uberspeed” that is like fast mode, but, like, super fast. But in contrast, the normal fast mode was made painfully slow. I said to myself “Screw it!” and just made the normal fast mode speed reasonably fast and removed the uberspeed command. I can see the rationale for having 2 fast mode speeds, but I'd rather have this implemented properly in Minetest instead of hacking it in a confusing way as a chat command.

I also removed many chat messages which I deemed unneccessary and breaking the game flow, like the annoying “welcome” message which appeared each time you joined the game …

v6 mapgen experiments
No, there is NO official mapgen v6 support in Pixture Revival! The biomes are such an essential part of the game, and v6 doesn't support custom biomes. However, I still experimented with the v6 mapgen a bit, to make it at least work in a rudimentary way that doesn't look utterly broken. And indeed, the result looks nice:

Image

BUT! The devil lies in the details. Many biomes are missing, like the swamp or the wastelands. Some items, like dry grass would be simply unobtainable due to the lack of savannahs. So while the v6 is technically working, it's not suitable for real-world gameplay at the moment. For this reason, v6 is still disabled.

New slab/stair textures
The old slab and stair textures just used the same image on all sides. This looked bad for some blocks:
Image

So I just made a few individual images for the sides of slabs and stairs:
Image

Creative Inventory
Creative Mode now finally works! Sadly, not per-player, but it's still better than nothing.
Image

Also note the “plus” icon is the icon for the Creative Inventory. The icon for achievements (which was the plus sign in Pixture) has been changed to a trophy.
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Re: [Game] Pixture Revival [0.2.0]

by kaadmy » Mon Sep 02, 2019 16:20

This is pretty nice actually!

The uberspeed command was originally added as a replacement for the fast mode since I originally designed the game/movement around having the fast mode be sprinting and allowing all players to have it by default.
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Re: [Game] Pixture Revival [0.2.0]

by Wuzzy » Mon Sep 02, 2019 17:02

Using fast mode as sprinting is a pretty bad idea, however. The movement modes were never meant for things like that. There are just too many gotchas: Such as: If the player settings specifiy a different fast mode speed, the Pixture settings are overwritten; You probably also want sprinting to make you hungry, etc. …

I always consider fast/noclip/fly mode as “cheats” (at least in Survival gameplay), and they should be treated as such.

We don't have a shortage in sprinting mods anyway.
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Re: [Game] Pixture Revival [0.2.0]

by kaadmy » Mon Sep 02, 2019 17:05

Wuzzy wrote:You probably also want sprinting to make you hungry …

It does: https://github.com/kaadmy/pixture/blob/ ... t.lua#L260

Wuzzy wrote:We don't have a shortage in sprinting mods anyway.

I've tried using them, and they're all server side, and as such are super laggy and feel wrong most of the time.
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Re: [Game] Pixture Revival [0.2.0]

by Wuzzy » Mon Sep 02, 2019 17:07

Yeah, but that would only work while fast mode is active. Otherwise, you get exhausted for nothing. It's impossible for mods to detect if fast mode is active. Another huge caveat. Players have to activate fast mode. Totally not obvious. And gotchas are bad in a game that aims to be simple. Fast mode and sprinting should be kept completely separate. And there's just a TON of other caveats by simply (ab-)using fast mode.

I feel the only real solution is an engine change … :-(

By the way: Lol, so it turns out I have been playing Pixture completely wrong! XD I didn't know I was supposed to enable fast mode for sprinting … I have been walking at minimum speed all the time.
Last edited by Wuzzy on Mon Sep 02, 2019 17:12, edited 1 time in total.
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Re: [Game] Pixture Revival [0.2.0]

by kaadmy » Mon Sep 02, 2019 17:09

Wuzzy wrote:Players have to activate fast mode. Totally not obvious. Fast mode and sprinting should be kept completely separate.

The default privs should already enable fast if you create a world (assuming the config still works, I honestly don't know if anything's changed relating to the game config): https://github.com/kaadmy/pixture/blob/ ... t.conf#L26

[quote=Wuzzy]I feel the only real solution is an engine change … :-([/quote]
Unfortunately this seems to be the case.
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Re: [Game] Pixture Revival [0.2.0]

by Wuzzy » Mon Sep 02, 2019 17:15

The fast priv is not enogh, players also have to actively enable fast mode. Which is, again, NOT obvious. That's not what fast mode was meant to be. Fast mode was NEVER meant to be for sprinting. It was added for fast flying in Creative.

And yes, I deleted all the default privs in the config. Privileges are a key server setting and should be left alone. Any custom privs setting by the user and it all goes poof.

What I want to say is: This is not a reliable way to implement sprinting. There are so many gotchas.
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Re: [Game] Pixture Revival [0.2.0]

by texmex » Mon Sep 02, 2019 17:18

Now that the game is being revived I’m thinking about how it will look in Content DB… Two Pixture games?? Or will the maintainer role be transferred to Wuzzy so that no confusion will arise for end users?
 

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Re: [Game] Pixture Revival [0.2.0]

by kaadmy » Mon Sep 02, 2019 17:22

texmex wrote:Now that the game is being revived I’m thinking about how it will look in Content DB

I didn't even know Pixture was on the Content DB.

texmex wrote:Or will the maintainer role be transferred to Wuzzy so that no confusion will arise for end users?

I'm happy with letting someone else maintain Pixture since I don't maintain it anymore myself.
Last edited by kaadmy on Mon Sep 02, 2019 17:24, edited 1 time in total.
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Re: [Game] Pixture Revival [0.2.0]

by Wuzzy » Mon Sep 02, 2019 17:23

In Content DB, this game will be Pixture Revival and the other one will be Pixture. Duh!
Pixture is marked for 0.4.17 use only, so it will only be visible in the website, but not in the Content tab, as we only have this since 5.0.0.
Pixture Revival will be marked for 5.0.0 and beyond, so it will be the only one that appears in the Content tab.

Note I don't think I have the dedication to be a full maintainer yet. First goal is to clean Pixture Revival up enough to fix the worst bugs to make it “release-ready”. As I already said, no major gameplay changes are planned. Pixture Revival really is about preserving history (somewhat).

So PLEASE report any bugs.

When that is done, we can maybe talk about this. I don't think there are a lot of bugs remaining, thankfully. :-) To be completely honest, I need to think about this …

Sadly, my cleanup indeed means the loss of sprinting. Hacky sprinting, to be fair, but it's a loss nonetheless.

Pixture in this state, even if cleaned up, does not have a lot of content. It's not neccessary a bad thing. But I think this simplicity is kind of intended. Maybe maybe, much later, I could become much more serious about Pixture and make a full-blown game out of it. But note I will likely take it to a different direction, so a fork seems appropriate. The game's simplicity could be preserved somewhat, but the depth should be increased simply with more things to explore and more things to do.
Although you run out of content much slower than in Minetest Game, you will eventually hit that brick wall in Pixture eventually, too.

Another thing I would probably rework in the long run (NOT in Pixture Revival, however!) are the achievements. I think they are just too grindy atm, which is again partially my fault, I suggested most of them! :D.

I would also probably remove the desert, it just feels completely off. I like the original direction of having mostly lush biomes only.

ALSO: All this is fantasy talk that is set in the very distant feature. I still have a billion other projects that I need to take care of first. So don't have any false expectations! :D
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Re: [Game] Pixture Revival [0.2.0]

by zing269 » Mon Sep 02, 2019 18:02

Found a small bug, string.gfind > .gmatch

There is also a file "i" that appears to be an old version of init
Code: Select all
ModError: Runtime error from mod 'player_skins' in callback on_mods_loaded(): ...\bin\..\games\pixture_revival\mods\player_skins\init.lua:55: attempt to call field 'gfind' (a nil value)
ERROR[Main]: stack traceback:
ERROR[Main]:    ...\bin\..\games\pixture_revival\mods\player_skins\init.lua:55: in function 'load_player_skins'
ERROR[Main]:    ...\bin\..\games\pixture_revival\mods\player_skins\init.lua:90: in function <...\bin\..\games\pixture_revival\mods\player_skins\init.lua:89>
 

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Re: [Game] Pixture Revival [0.2.0]

by Wuzzy » Mon Sep 02, 2019 19:21

Yay, thanks! This is exactly the stuff I was looking for. I already pushed a fix. :)
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Re: [Game] Pixture Revival [0.2.0]

by twoelk » Tue Sep 03, 2019 09:13

Wuzzy wrote:... The goal is to make Pixture work in Minetest 5.0.0 and fix bugs and improve usability ...

yuhoo! I was sort of missing it and it is definitely a game worth of keeping up to date.
 

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Version 0.3.0 released!

by Wuzzy » Wed Sep 04, 2019 15:09

Version 0.3.0 released!

Changelog:

Improvements:
- Village land generation improvements
- Minor improvements to a few village structures
- Dying mobs now make sounds
- Add descriptions for all important settings
- Expose more settings in the settings menu
- Turn dirt-with-grass to dirt below slabs and stairs
- Oak trees now generate

Cleanup:
- Clean up achievements descriptions
- More items are kept when placed in Creative Mode
- Disabling TNT no longer removes TNT from the game, instead it replaces it with defused TNT
- Removed mods: pm, player_list
- Show message when trying to spawn hostile mob when it's disabled
- Prevent sleep if not enough space
- Kick player out of bed when re-joining
- Restrict villages to grasslands
- Music box, wheat and cotton are now attached

Bugfixes:
- Disable some achievements when they are unobtainable due to settings
- Fix crash in player_skins mod
- Fix invalid water bucket stacks sometimes appearing in village chests
- Fix furnace/chest facing the wrong way in forge house
- Fix overlaping dirt path slab
- Fix broken achievements: place seeds, place lumien crystals, kill mobs
- Fix mobs never dropping anything
- Fix inventory menu not updating when changing skin via chat command

EDIT:

Version 0.3.1 released!
Changes:
- Fix mobs not dying properly when drowning
- Clams no longer drop pearls
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Version 0.3.2 released!

by Wuzzy » Fri Sep 06, 2019 01:09

Version 0.3.2 released!

Changelog:
- Fix crash when farming plants tries to grow in rain
- Fix undiggable slabs
- Villages no longer aggressively cut into trees or terrain
- Few minor village structure improvements and fixes
- Fix villagers spawning on same spot
- Fix farming plants not growing under certain circumstances
- Fix fertilizer acting incorrectly on various types of dirt
- Fix some grass covers not disappearing when covered
- Dirt grows a dry grass cover in dry biomes (instead of normal grass cover)
- Swamp dirt grows a swamp grass cover in swamp biomes
- Dry dirt now has an unique appearance
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Re: [Game] Pixture Revival [0.3.2]

by v-rob » Fri Sep 06, 2019 02:20

I'm getting this error on a world when I try to load it. I played in it once, and this comes up after trying to re-enter it. I briefly saw a village before I exited the world the first time.

Code: Select all
2019-09-05 19:18:26: ERROR[Main]: ModError: Runtime error from mod 'village' in callback on_mods_loaded(): ...0\bin\..\games\pixture_revival\mods\village/generate.lua:89: attempt to call field 'gfind' (a nil value)
2019-09-05 19:18:26: ERROR[Main]: stack traceback:
2019-09-05 19:18:26: ERROR[Main]:    ...0\bin\..\games\pixture_revival\mods\village/generate.lua:89: in function <...0\bin\..\games\pixture_revival\mods\village/generate.lua:81>
2019-09-05 19:18:26: ERROR[Main]:    C:\Games\Minetest\5.0.0\bin\..\builtin\game\register.lua:419: in function <C:\Games\Minetest\5.0.0\bin\..\builtin\game\register.lua:399>
 

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Re: [Game] Pixture Revival [0.3.2]

by Skamiz Kazzarch » Fri Sep 06, 2019 05:56

The string.gfind > .gmatch issue Zing mentioned is still present in latest release making all worlds in which a village was encountered unplayable.

I have yet to find a trader is that just bad luck?

Edit:
Also some things I am unsure of wheter they are by design:
Sneaking doesn't stop me from falling of edges.
Swampgrass can't be turned to fiber as expected.
 

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Re: [Game] Pixture Revival [0.4.0]

by Wuzzy » Fri Sep 06, 2019 13:15

Version 0.4.0 released!

Changelog:
- Fix the silly string.gfind crash in the villages mod ... for real this time
- Grass clumps now slowly spread, unless overcrowded (the old grass spreading code was broken and did nothing)
- Clams now slowly appear at sand and gravel beaches, unless overcrowded (the old clam spreading code was broken and did nothing)
- Sneaking now protects you from
- Swamp grass clumps now can be crafted to fiber (1:1)


Note: In the original Pixture, kaadmy wanted to have swamp grass clumps to be useful for something special. And that's a good idea. However, that special use never came, and so swamp grass clumps remained useless. So, yeah, making them craftable into fiber for now is the obvious thing to do. However, it makes sense to add the special use case in a later version or fork, replacing the fiber craft to make swamp grass clumps more unique.

I have yet to find a trader is that just bad luck?

Traders are supposed to spawn in villages only. If a village is empty, then congratulations! You have run into Minetest bug 4759.

Sadly, spawning entities in Minetest is like the lottery: They might spawn, or they might not spawn. We currently have no reliable way to spawn entities. So this is why sometimes, entire villages might be devoid of villagers. :-( No workaround is known. The issue is here: https://github.com/minetest/minetest/issues/4759
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Re: [Game] Pixture Revival [0.4.0]

by Chem871 » Sat Sep 07, 2019 12:17

There is a way to spawn entities in generated structures, but it's a bit cheatsy. I found it in the nssb mod, and it works like this: all that happens is that you have a special node where you want the entity spawned, and an amb on it, so when a player gets close, the node transforms into the entity. Hope this helps.
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Version 0.4.1!

by Wuzzy » Thu Sep 12, 2019 18:18

Version 0.4.1 is released!

  • Jewels generate again
  • Increase hand range in Creative Mode
  • Dry grass, music player, saplings and farming plants are now floodable
  • Villages: Don't place lanterns in dead-end roads
  • Make villager spawning more reliable

Pixture Revival seems pretty stable now. This version is also a release candidate for 1.0.0. If no serious bugs suddenly appear, I will release 1.0.0 soon(-ish).
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Now on Content DB!

by Wuzzy » Fri Sep 13, 2019 15:59

Pixture Revival is now available on Content DB!
This means you can now download and update Pixture from the “Content” tab if you use Minetest version 5 or later.

https://content.minetest.net/packages/W ... e_revival/
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