The Enemy Respositorium

Mapping related threads and questions go in here!
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alex gaah
Posts: 18
Joined: 08 Aug 2014, 03:45

Post » 08 Aug 2014, 23:47

well im new on this o.o, especially whit enemies :S, can someone help me whit a code that make this like a paraspiney

Image

Image

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alex gaah
Posts: 18
Joined: 08 Aug 2014, 03:45

Post » 08 Aug 2014, 23:49

Jad wrote:
alex gaah wrote:hi, can someone do a chain chomp NOT gigant :v ?
Me otherwise not. Also welcome to the forums.
you can? :o , thanks xD

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jwright159
Posts: 442
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Post » 09 Aug 2014, 16:53

Welcome to the forums! Good way to get started.

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Superjustinbros
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Post » 09 Aug 2014, 19:21

Heh, those small little fires are adorable.

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Shank
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Post » 09 Aug 2014, 22:29

alex gaah wrote:well im new on this o.o, especially whit enemies :S, can someone help me whit a code that make this like a paraspiney

Image

Image
These are damn cute, I love them. However, word of advice, try not to double-post (post two replies in a row) unless bumping something deliberately.

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Superjustinbros
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Post » 12 Aug 2014, 18:32

I got bored, so I decided to convert some Higemarus into Mari0 format.
Image
They'd be Goombas that move a bit faster and chase you. Or whatever you want them to do.

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DerickFabro
Posts: 80
Joined: 24 Nov 2013, 22:29

Post » 15 Aug 2014, 19:12

Goomba Launcher! :D

Code: Select all

{
	"quadcount": 4,

	"movement": "wiggle",
	"wiggledistance": 4,
	"wigglespeed": 1.5,
	"speedx": -3.5,

	"resistsfire": true,
	
	"facesplayer": true,
	
	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,
	
	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.2,
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 0.75,
	
	"gravity": 40,
	
	"static": false,
	"active": true,
	
	"category": 20,
	
	"mask": [	true, 
				false, false, false, false, true, 
				false, false, false, true],
					
	
	"emancipatecheck": true,
	"autodelete": true,
	
	"offsetX": 6,
	"offsetY": 8,
	"quadcenterX": 8,
	"quadcenterY": 21,
	
	"jumps": true,
	"jumptime": 3,
	"jumpforce": 19,
	"jumpforcedown": 6,

	"spawnsenemy": "hgoomba",
	"spawnenemydelays": [3.5, 3.5],
	"spawnenemyspeedy": -8,
	"spawnenemyspeedx": -4,
	"spawnenemyoffsety": -1,
	"spawnenemyspeedxtowardsplayer": true,
	
	"throwquadoffset": 2,
	"throwpreparetime": 0.5
}
Image

to work, you need that enemy(hgoomba):

Code: Select all

{
	"quadcount": 2,

	"movement": "truffleshuffle",
	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,
	
	"animationtype": "mirror",
	"animationspeed": 0.2,
	
	"stompanimation": true,
	"stompanimationtime": 0.5,
	"stompedframe": 2,

	"speedy": -15,
	"speedx": -4,
	
	"truffleshufflespeed": 2,
	"truffleshuffleacceleration": 8,
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": false,
	"active": true,
	
	"category": 4,
	
	"mask": [	true, 
				false, false, false, false, true,
				false, true, false, true, false,
				false, false, false, false, false,
				true, true, false, false, false,
				false, true, true, false, false,
				true, false, true, true, true],
					
	
	"emancipatecheck": true,
	"autodelete": true,
	"gravity": 25,
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8
}
Image
Last edited by DerickFabro on 17 Aug 2014, 15:28, edited 1 time in total.

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alex gaah
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Joined: 08 Aug 2014, 03:45

Post » 15 Aug 2014, 21:56

someone besides me happens that the bulletbill only drop one bill ?

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HansAgain
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Post » 15 Aug 2014, 22:00

it's because you're putting the enemy on the map, and you have to use the entity. there is a "bulleb bill launcher" entity in the "entities" tab, use it.

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alex gaah
Posts: 18
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Post » 15 Aug 2014, 23:44

Hans1998 wrote:it's because you're putting the enemy on the map, and you have to use the entity. there is a "bulleb bill launcher" entity in the "entities" tab, use it.
:o its true, thanks :D

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Superjustinbros
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Post » 16 Aug 2014, 20:50

Smog Monster
Image
 Yes it is Hedrah from Godzilla on GB 
A Goomba that just knocks you back if you jump on it, and is also immune to fireballs. You have to use shells or Stars to kill it directly.

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MissingWorld
Posts: 230
Joined: 06 Jan 2014, 01:45

Post » 18 Aug 2014, 05:03

Superjustinbros wrote:Smog Monster
Image
 Yes it is Hedrah from Godzilla on GB 
A Goomba that just knocks you back if you jump on it, and is also immune to fireballs. You have to use shells or Stars to kill it directly.
It would be great if, I dunno, you included the code for it? So it can do the stuff you stated right upon installation?

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TurretBot
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Post » 18 Aug 2014, 14:20

Yeah, we discussed this before. It's not his shtick.

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alex gaah
Posts: 18
Joined: 08 Aug 2014, 03:45

Post » 19 Sep 2014, 05:40

well, i do this :D, is my first mappack, download here http://www.mediafire.com/download/ivwrw ... h_pack1.7z

Image

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jwright159
Posts: 442
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Post » 20 Sep 2014, 01:53

Looks pretty cool! Can't wait to play it.

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Superjustinbros
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Post » 21 Sep 2014, 03:19

>Description for Munchers

I lel'd.

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Danny
Posts: 207
Joined: 26 Oct 2013, 05:22

Post » 22 Sep 2014, 11:04

alex gaah wrote:well, i do this :D, is my first mappack, download here http://www.mediafire.com/download/ivwrw ... h_pack1.7z

Image

which version of se is it your mappack for?

JustinDC
Posts: 5
Joined: 18 Sep 2014, 02:07

Post » 25 Sep 2014, 03:13

Could someone make a blargg please? I just started and I want an example so I can make my own enemies. I know you'll say that all these are examples and I know but I cant figure out how to make an enemy without a base for the sprites. If you don't know what they are, they are the lava monsters on Super Mario World. If you can't then ok. It's probably kinda hard. I'll understand.

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alex gaah
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Joined: 08 Aug 2014, 03:45

Post » 25 Sep 2014, 22:36

Danny wrote:
alex gaah wrote:well, i do this :D, is my first mappack, download here http://www.mediafire.com/download/ivwrw ... h_pack1.7z

Image

which version of se is it your mappack for?
2014 i guess, (01_21_7) it says my shortcut xD

or in start screen says 2012 mauricie , i dont really know

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TurretBot
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Post » 26 Sep 2014, 00:50

check the bottom right corner of options tab

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Danny
Posts: 207
Joined: 26 Oct 2013, 05:22

Post » 26 Sep 2014, 01:22

me as an enemy

danny
Image

Code: Select all

{
	"quadcount": 3,

	"movement": "truffleshuffle",
	"truffleshufflespeed": 3,
	"truffleshuffleacceleration": 2,
	
	"facesplayer": true,
	
	"stompable": false,
	"killsonsides": true,
	"killsonbottom": true,
	
	"turnaroundoncliff": true,
	
	"animationtype": "frames",
	"animationframes": 3,
	"animationstart": 1,
	"animationspeed": 0.09,
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 1.5,
	
	"gravity": 40,
	
	"static": false,
	"active": true,
	
	"category": 20,
	
	"mask": [	true, 
				false, false, false, false, true, 
				false, false, false, true],
					
	
	"emancipatecheck": false,
	"autodelete": false,
	
	"offsetX": 0,
	"offsetY": 0,
	"quadcenterX": 10,
	"quadcenterY": 13,
	
	"resistsfire": true,
	"resistsstar": true,
	"resistsspikes": true,
	
	"spawnsenemy": "fireball",
	"spawnenemydelays": [0.6, 1.6],
	"spawnenemyspeedy": -8,
	"spawnenemyspeedx": -4,
	"spawnenemyoffsety": -1,
	"spawnenemyspeedxtowardsplayer": true
}
fireball
Image

Code: Select all

{
	"quadcount": 4,
	
	"spawnoffsety": -0.5,


	
	"kills": true,

	"bounces": true,
	"bounceforce": 8,
	"bouncespeed": 2,
	
	"animationtype": "frames",
	"animationspeed": 0.1,
	"animationstart": 1,
	"animationframes": 4,

	"lifetime": 2,
	
	
	"width": 0.5,
	"height": 0.5,
 
	"static": false,
	"active": true,
 
	"gravity": 25,

	"mask": [	true, 
				false, false, false, false, true,
				false, true, false, true, false,
				false, false, true, false, false,
				true, true, false, false, true,
				false, true, true, false, false,
				true, false, true, true, true],
				
	
	"emancipatecheck": true,
	"autodelete": true,
 
    "spawnsound": "fireball",
 
	"offsetX": 4,
	"offsetY": 4,
	"quadcenterX": 4,
	"quadcenterY": 4,
 
	"nospritesets": true
}

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craftershaft
Posts: 41
Joined: 16 Jul 2014, 16:35

Post » 15 Oct 2014, 23:22

craftershaft wrote:Reposting from SuperJustinBros' deviantart so that nobody has to go there:
i have requests for mari0 enemies: some of these http://www.hrwiki.org/wiki/Stinkoman_20 ... _and_Items and also bowser's helmet mario http://www.mariowiki.com/images/d/d9/OhBrother.jpg and here is how bowser helmet mario works: does not walk off edges, transforms into normal mario after 10 stomps, has a wrench sword, and can't be killed with fireballs.


I know your gonna say "welcome to the forums", right?
but i have been reading the forums as a guest before
Nobody has done the stinkoman enemies yet.

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jwright159
Posts: 442
Joined: 20 Nov 2013, 22:26

Post » 16 Oct 2014, 22:01

Don't nag them. If they don't want to, they don't have to.

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JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 16 Nov 2014, 19:15

Mario:Ouch!

Bowser Jr. : Hehehehe

when i finish boomboom,i will make bowser jr.,along with pompom from 3D Land(for use with boss-fast music)
to play with the enemies,you will need my mod to play with bowser jr.,boomboom and pompom
i will release boomboom when alesan fix the bug for me

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JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 21 Nov 2014, 21:09

instead of having a bowser jr. , i made a :


TSUNAMI
TSUNAMI BROS.
TSUNAMI

What it make at your game?
Spawn another tsunami bro and go until your game lags

Sprite
Image
and the code:

Code: Select all

{
	"quadcount": 4,

	"movement": "wiggle",
	"wiggledistance": 1,
	"wigglespeed": 1.5,
	"speedx": -1.5,
	
	"facesplayer": true,
	
	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,
	
	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.2,
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 0.75,
	
	"gravity": 40,
	
	"static": false,
	"active": true,
	
	"category": 20,
	
	"mask": [	true, 
				false, false, false, false, true, 
				false, false, false, true],
					
	
	"emancipatecheck": true,
	"autodelete": true,
	
	"offsetX": 6,
	"offsetY": 8,
	"quadcenterX": 8,
	"quadcenterY": 21,
	
	"jumps": true,
	"jumptime": 3,
	"jumpforce": 19,
	"jumpforcedown": 6,

	"spawnsenemy": "tsunamibros",
	"spawnenemydelays": [0.5, 0.5],
	"spawnenemyspeedy": -8,
	"spawnenemyspeedx": -4,
	"spawnenemyoffsety": -1,
	"spawnenemyspeedxtowardsplayer": true,
	
	"throwquadoffset": 2,
	"throwpreparetime": 0.5,
	
	"ignorefaithplates": true
}

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Danny
Posts: 207
Joined: 26 Oct 2013, 05:22

Post » 22 Nov 2014, 19:52

ever wanted an ally to fight with you?


just make a new enemy in your enemy folder
named dannyally and another named fireally with the following data
dannyalliy
Image

Code: Select all

{
	"quadcount": 3,

	"movement": "truffleshuffle",
	"truffleshufflespeed": 3,
	"truffleshuffleacceleration": 2,
	

	"faceplayer": true,
	
	"stompable": false,
	"killsonsides": false,
	"killsonbottom": false,
	
	"turnaroundoncliff": true,
	
	"animationtype": "frames",
	"animationframes": 3,
	"animationstart": 1,
	"animationspeed": 0.09,
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 1.5,
	
	"gravity": 40,
	
	"static": false,
	"active": true,
	
	"category": 1,
	
	"mask": [	true, 
				false, false, false, false, true, 
				false, false, false, true],
					
	
	"emancipatecheck": false,
	"autodelete": false,
	
	"notkilledfromblocksbelow": true,
	"jumpsfromblocksbelow": true,
	
	"offsetX": 0,
	"offsetY": 0,
	"quadcenterX": 10,
	"quadcenterY": 13,
	
	"movement": "follow",
	"followspace": 3,
	"distancetime": 0,
	
	"resistsfire": true,
	"resistsstar": true,
	"resistsspikes": true,
	"KilledByBoxes": false,

	

	
	
	
	"spawnsenemy": "fireally",
	"spawnenemydelays": [0.6, 1.6],
	"spawnenemyspeedy": 6,
	"spawnenemyspeedx": -15,
	"spawnenemyoffsety": -1,
	"spawnenemyspeedxtowardsplayer": true
}
fireally
Image

Code: Select all

{
	"quadcount": 4,
	
	"spawnoffsety": -0.5,


	"KillsEnemies": true,
	"kills": false,

	"bounces": true,
	"bounceforce": 9.5,
	"bouncespeed": 30,
	
	"animationtype": "frames",
	"animationspeed": 0.1,
	"animationstart": 1,
	"animationframes": 4,

	"lifetime": 4,
	
	
	"category": 13,
	
	"width": 0.5,
	"height": 0.5,
 
	"static": false,
	"active": true,
 
	"gravity": 40,

	"mask": [	true, 
				false, false, false, false, true,
				false, true, false, true, false,
				false, false, true, false, false,
				true, true, false, false, true,
				false, true, true, false, false,
				true, false, true, true, true],
				
	
	"emancipatecheck": true,
	"autodelete": true,
 
    "spawnsound": "fireball",
 
	"offsetX": 4,
	"offsetY": 4,
	"quadcenterX": 4,
	"quadcenterY": 4,
 
	"nospritesets": true
}
Last edited by Danny on 23 Nov 2014, 01:01, edited 1 time in total.

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JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 22 Nov 2014, 21:04

Danny wrote:
fireally
Image
Wow,it mean that you throw yourself?

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Danny
Posts: 207
Joined: 26 Oct 2013, 05:22

Post » 23 Nov 2014, 01:01

JohnHOne wrote:
Danny wrote:
fireally
Image
Wow,it mean that you throw yourself?


woops... i fucked up :/

try now

Squidish
Posts: 678
Joined: 05 Apr 2014, 04:04

Post » 23 Nov 2014, 23:36

I'm interested in making my own enemies, but what's a .json file? Can i make a .txt file and make it .json?

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Mari0Maker
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Post » 23 Nov 2014, 23:46

Yes. If you have file extensions enabled to be shown on your OS, you can just change the .txt extension to .json.

The other method is when your saving the .txt file, change the extension to .json and make Save as type: set to All Files, like so:
Image

Squidish
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Joined: 05 Apr 2014, 04:04

Post » 23 Nov 2014, 23:50

I thought so, thanks! This will really help my mod.

Squidish
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Joined: 05 Apr 2014, 04:04

Post » 24 Nov 2014, 00:21

Sorry for the double post, but I just need to know how I can make a galoomba from SMW. After you jump on him once, he is immobilized, and if you touch him from the side you kick him a little ways and he will take out enemies, kind of like a koopa. If you jump on him a second time, he dies. What code do I put in for this?

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Mr.Q.Marx?
Posts: 849
Joined: 15 May 2012, 18:35

Post » 24 Nov 2014, 13:51

PrincessKiller wrote:Sorry for the double post, but I just need to know how I can make a galoomba from SMW. After you jump on him once, he is immobilized, and if you touch him from the side you kick him a little ways and he will take out enemies, kind of like a koopa. If you jump on him a second time, he dies. What code do I put in for this?
I'd make two enemies and have the first one with this in:

Code: Select all

   "transforms": true,
   "transformsinto": "galoomba2",
   "transformtrigger": "stomp",

Squidish
Posts: 678
Joined: 05 Apr 2014, 04:04

Post » 24 Nov 2014, 15:28

Actually the base will be a koopa, I just need to know how to code so you can only kick the shell by only three blocks.

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Mr.Q.Marx?
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Post » 24 Nov 2014, 17:06

PrincessKiller wrote:Actually the base will be a koopa, I just need to know how to code so you can only kick the shell by only three blocks.
Oh right well I guess the transforms would have to turn into a shell movement enemy.
I guess you could do ResetTime which is seconds before wake up but I'm not sure you could do it by blocks. I'm not up to date with Alesan99's enemy luas though.

Squidish
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Post » 24 Nov 2014, 17:41

I guess so, but the thing is, in the game after you'd kick it that would reset its wakeup time. Maybe it could go three blocks and then have the effect of mario jumping on him?

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TurretBot
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Post » 24 Nov 2014, 19:33

You can transfer parameters between transforms (RestTime in this case) with something, but I'm not sure what it's called anyway so yeah
Probably check the changelist

Squidish
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Post » 24 Nov 2014, 22:06

But it's not about the time, it's about the space. (Not Dialga, but Palkia) But it still could be about the time if it measures the amount of time it travels before stopping, because that's what I'm looking for, and so far I haven't found anything yet.

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JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 25 Nov 2014, 18:41

I Made Waddle Dees!
I Used it at my upcoming mappack,but you can use it now!
waddledee.png (i need to fix the rest of spriteset,so i recommend to use overground spriteset)
Image
waddledee.json

Code: Select all

{
	"quadcount": 3,

	"movement": "truffleshuffle",
	"stompable": true,
	"killsonbottom": true,
	"killsonsides": true,
	
	"animationtype": "frames",
	"animationstart": 1,
	"animationframes": 2,
	"animationspeed": 0.2,
	
	"stompanimation": true,
	"stompanimationtime": 0.2,
	"stompedframe": 3,
	
	"truffleshufflespeed": 2,
	"truffleshuffleacceleration": 8,
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": false,
	"active": true,
	
	"category": 4,
	
	"mask": [	true, 
				false, false, false, false, true,
				false, true, false, true, false,
				false, false, false, false, false,
				true, true, false, false, false,
				false, true, true, false, false,
				true, false, true, true, true],
					
	
	"emancipatecheck": true,
	"autodelete": true,
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8
}
if you want a waddle dee half,you need the original waddle dee

Code: Select all

base=waddledee
{
	"spawnoffsetx": 0.5
}

Squidish
Posts: 678
Joined: 05 Apr 2014, 04:04

Post » 25 Nov 2014, 18:46

You didn't have to do all that for the waddle dee if you want it to be like a goomba. just use this:

Code: Select all

base=goomba
{

}

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JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 25 Nov 2014, 18:57

PrincessKiller wrote:You didn't have to do all that for the waddle dee if you want it to be like a goomba. just use this:

Code: Select all

base=goomba
{

}
like this?

Code: Select all

base=goomba
{
   "animationtype": "frames",
   "animationstart": 1,
   "animationframes": 2,
   "animationspeed": 0.2,
}

Squidish
Posts: 678
Joined: 05 Apr 2014, 04:04

Post » 25 Nov 2014, 19:33

Unless you want to change the animation speed, use the one i gave you.

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Mari0Maker
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Post » 25 Nov 2014, 19:45

You can't use base=goomba and leave it blank as the code because the sprites for waddle dee have multiple frames, and goombas only use one frame that's mirrored + a death frame.

JohnHOne is doing it correctly, even if it could use a little optimization.

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JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 25 Nov 2014, 19:56

Mari0Maker wrote: JohnHOne is doing it correctly, even if it could use a little optimization.
actually,the graphics i copied of a buzzy bettle,then i took this sheet of the sprite,took waddle dee sprites(the parasol one),removed the parasol,and i removed the blue part
as i copied buzzy's texture,i need to fix the sprite sheets

Squidish
Posts: 678
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Post » 25 Nov 2014, 20:12

Oh yeah, I see it now. My bad. Sorry about that.

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JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 26 Nov 2014, 19:24

At a contest,3 peoples win,as a prize,
HE'S TRAPPED AT A GAMEBOY!

the code is same of a goomba and a koopa(including red koopas)
monogoomba
Image
monokoopa
Image
monokoopared
Image

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jwright159
Posts: 442
Joined: 20 Nov 2013, 22:26

Post » 26 Nov 2014, 20:03

Mono means "one".
There are multiple shades of grey.
Therefore not mono.

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JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 26 Nov 2014, 20:07

jwright159 wrote:Mono means "one".
There are multiple shades of grey.
Therefore not mono.
the names are a pun of goomba/koopa and monochrome

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Sky
Posts: 1283
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Post » 27 Nov 2014, 00:01

jwright159 wrote:Mono means "one".
There are multiple shades of grey.
Therefore not mono.
We can get technical if you'd like.

Mono- means one, but -chroma means color. In the art world, monochromatic refers to one color on the color wheel, but multiple tints and variations. For example, my avatar is monochromatic, because it's all variations on the color blue. (With one red pop on the shoes, but still.)

Black and white is actually achromatic, a- meaning none or not. In other words, no color. Like those sprites. But some people refer to it as monochromatic, which is acceptable since it is all variations on one color, gray.

TL;DR you're being pedantic without knowing what you're talking about.

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JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 27 Nov 2014, 01:47

Tomorrow...
A FLAME LAKITO
the cloud spit podobos

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