Mario and the Sahasika Kingdom - Dead

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Squidish
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Post » 17 Nov 2014, 23:33

Hello! As my first public mappack, I am making an Alesan99's Entities mappack, with all levels possible. I am using almost every feature to make it epic. You can follow the progress here. It will require the Alesan99 Entities mod, which you can get here: viewtopic.php?f=13&t=3636
Image
The title screen with help from Mari0Maker

Story: After being defeated and having the princess taken back by Mario, Bowser was agitated. He needed power and he needed it bad. So he found the Sahasika Kingdom, home of the legendary Dream Star, which can grant any power. When Mario found out, he realized Bowser would be unstoppable if he obtained it. So Mario followed him into the Sahasika Kingdom, where he will find new species of goombas, koopas, and other enemies!

Please do not use my enemy sprites. I made them specifically for THIS PACK.

Summary of Stuff:
-Redesigned Enemies!
-Memorable and New Themes from Mario Games!
-Awesome Tiles and Backgrounds!
-5 Worlds!
-A Great Time Killer!


Levels have their own names! You can see it in the levelscreen.

Completed Levels:

World 1 Complete!
1-1 Grassy Hill Plains
1-2 Bone-Dry Cavern
1-3 Piranha Plant Garden
1-4 Bullet Bill Airship
World 2 Complete!
2-1 Frost-Faced Path
2-2
2-3 Wispy-Wind Way
2-4 Kooped Up Castle
3-3 Paratroopa Treetops
3-2 Peek-a-Boo Boo House
4-1 Monty Mole Mountains
4-4 Hot-Top Volcano
5-1 Launch to the Stars
5-4 The Final Battle (I know, crappy name XP)

Completed Levelscreens:
1-1
1-2
Overall: 88.52% Complete

*I'm thinking of a name, you can suggest ones, but they have to be short and catchy.

Credits to:
-Alesan99 for that EPIC mod!
-Bulby for the 8-bit music.

Downloads

Complete Version - Incomplete

Before Download!
It is recommended you play on high volume and use the technicolor1 shader for this mappack.

Specific Music: (8-bit Styles by Bulby unless otherwise noted)
1. Super Mario 3D Land Theme 8-bit
2. SMB3 Underground Theme
3. Super Mario 3D Land Snow Overworld
4. Koopa's Road 8-bit not by Bulby
5. SM3DW Lava Lake Keep
6. SMW Athletic Theme 8-bit
7. SML Space Theme
8. Running/Countdown Punch-Out!
9. File Select Fusion by GilvaSunner
Sahasika means "Adventurous" in another language.
Last edited by Squidish on 01 Jun 2015, 16:54, edited 60 times in total.

Squidish
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Post » 18 Nov 2014, 21:35

Apoligies for the bump, but I just wanted to say the power star gets a cool new look! Along with it is our old friend the shoe goomba.
ImageImage

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Sky
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Post » 18 Nov 2014, 21:57

No worries, that wasn't a bump; a bump is more reviving the topic after weeks or months. This was more of a double post, and even those are fine after a little while, just not within the same day at the very least.

This looks like it could be interesting, but you seem to have not made enough progress to give any real feedback on the mappack. The art is looking pretty good - I really like the star, although the shoe goomba needs a little work. I love that you're using Idiot9.0's awesomesauce tiles. But there's really just not much else to say until there's been more progress. It might have been better to wait until you have a couple of levels done for sure, then release a demo. But that's just me.

Squidish
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Post » 18 Nov 2014, 22:04

WillWare wrote:No worries, that wasn't a bump; a bump is more reviving the topic after weeks or months. This was more of a double post, and even those are fine after a little while, just not within the same day at the very least.

This looks like it could be interesting, but you seem to have not made enough progress to give any real feedback on the mappack. The art is looking pretty good - I really like the star, although the shoe goomba needs a little work. I love that you're using Idiot9.0's awesomesauce tiles. But there's really just not much else to say until there's been more progress. It might have been better to wait until you have a couple of levels done for sure, then release a demo. But that's just me.
Thanks for the feedback! I do have a few levels done, though. I'll add that. Also, Update! Say hello to the bros!
ImageImageImage

Squidish
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Post » 19 Nov 2014, 15:19

Update! I finished 2-3, Wispy-Wind Way! More enemies too, which include Boom Boom, Magikoopa, and Piranha Plant! But I have a question for all of you. Should I mke the beetle cute like in paper mario, or with red eyes like in the latest games? Images:
ImageImageImage

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JohnHOne
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Post » 19 Nov 2014, 17:19

i got a new title screen
Image
i tried to fix the portal,and i just messed up
then,i made less blurry the image(the goomba)

Squidish
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Post » 19 Nov 2014, 17:32

It's great! I'll use that instead. Update! Spinies and Ninjies come to play along with Lakitu.
ImageImage

Squidish
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Post » 20 Nov 2014, 01:07

The Demo is released! It includes levels 1-1 and 1-2.

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Mari0Maker
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Post » 20 Nov 2014, 19:24

First of all, you need to trim down on the file size. A lot.

If you're downloading music from BrawlBRSTMs, you need to know what you're doing. Saving the YouTube video and converting to MP3 isn't a good idea.
If you download the music from the website (which is in BRSTM format, which you can convert to WAV (then to MP3/OGG) with BrawlBox, it will result in a much smaller file, and also in a higher quality.

The only issue is that you'll notice (most of the time) the song wont loop after you export it as a WAV file. This is because most songs loop somewhere in the middle of the song, not from the very beginning. Because of this, you'll need to make your own loops. It wont sound like it was in the original game that it was in, but it is better than massive file sizes or songs that don't even loop.

There are a few tutorials on how to loop music on YouTube. Here are a few examples:
https://www.youtube.com/watch?v=ryLpfVecUDs
https://www.youtube.com/watch?v=dc1pI8dF9LQ
https://www.youtube.com/watch?v=KH0r996EMFo


As for the mappack demo itself, it was ok at the most. It felt too bland and empty. Add in some scenery tiles, make the levels a little more longer, etc. Playing/Looking at other levels will also help in this aspect quite a bit. I will say that it's a big plus you didn't have an enemy spam though, and your spriting skills are pretty decent too.
I still have some hope for your map. Don't give up just yet. :)
Last edited by Mari0Maker on 21 Nov 2014, 01:45, edited 2 times in total.

Squidish
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Post » 20 Nov 2014, 19:41

First, I see what you mean about the file size, editing ASAP. Second, It might feel bland because there was only two levels. The lvels get much longer as they go along, so don't think it's like this the whole time. The tiles are not final, I'll make my own but for now these are place holders. And I'm not gonna give up, also remember this is my first mappack I'm letting people download.

Squidish
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Post » 23 Nov 2014, 15:54

Hey guys, just wanted to say I'm still working on this. no updates right now, but I have completed quite a few more levels. So, this mappack isn't dead.

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FuriousTH
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Post » 25 Nov 2014, 01:32

REMOVED
Last edited by FuriousTH on 25 Nov 2014, 04:44, edited 1 time in total.

B-Man99
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Post » 25 Nov 2014, 01:37

I'm pretty sure when he said the demo was closed, he meant that it was outdated and he didn't want public access to it.

You might want to remove that link (@Furious)

Squidish
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Post » 25 Nov 2014, 01:42

Thank you very much, Furious. I will not lie, you have really encouraged me to keep working on this. Update! I think I've made a good enough tileset to use, it fits in well with the enemies, too. 8-4 Final Battle sneak peek:
Image
Oh, and yes furious, I didn't allow public access for a reason but I don't mind if you keep it.

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JohnHOne
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Post » 25 Nov 2014, 01:52

PrincessKiller wrote:8-4 Final Battle sneak peek:
Image
Its the same battle of Mario Worlds?

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FuriousTH
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Post » 25 Nov 2014, 04:43

Oh, and yes furious, I didn't allow public access for a reason but I don't mind if you keep it.[/quote]

Ok...
(DELETING THE POST)

Squidish
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Post » 25 Nov 2014, 18:42

This mappack is taking a little longer than expected, level screens take a while. But I will hopefully finish this by the end of December.

Squidish
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Post » 27 Nov 2014, 02:28

Okay, I've finished another Item, level, some enemies and some levelscreens. I don't know if I'll re-release the demo or not, but I'll wait and see.

Squidish
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Post » 28 Nov 2014, 16:23

Just a small update, amps and deformed goombas along with sea urchins are complete. I'm still working on sidestepper, and all items are finished.

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JohnHOne
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Post » 28 Nov 2014, 16:35

you triple posted
why you do not just press [EDIT] at the post?
saso may punch your face with a warning
but its safe if another person posted

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HugoBDesigner
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Post » 28 Nov 2014, 17:52

1. There is a considerable time between his posts. Editing a post does not bump it, so people wouldn't see his updates without him posting again.
2. Double/triple posts are allowed if you have relevant new information (but still only if you have enough time between posts).
3. I guess we all know that you double/triple post a lot, so I really don't know what you're talking about...

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Mari0_Player
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Post » 28 Nov 2014, 18:50

PrincessKiller wrote: 3-1 *
*I'm thinking of a name, you can suggest ones, but they have to be short and catchy.
It would be easier to name the level if we knew what it looked like.

Squidish
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Post » 29 Nov 2014, 03:06

HUGE UPDATE! I did what Mari0Maker said to do, trimmed file size. All music is 8-bit style!

@Mari0Player Oh yeah, stupid me. Here's a pic:
Image

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HowToEatGirafes
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Post » 30 Nov 2014, 14:28

Koopa Logs Beach sounds good

Squidish
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Post » 30 Nov 2014, 23:53

My guess is weren't even really thinking about it, but yeah, there isn't that much to show in that picture.

Update! I finally figured out how to edit the mushrooms. They were hidden in there deep.
levelscreens progress count 1. [sarcasm]it's fascinating.[/sarcasm]
More level progress, and still more work, no stopping...

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Mari0_Player
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Post » 01 Dec 2014, 02:59

I know: how about Woodplank Walk?
Or just "Wood log Walk".

Squidish
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Post » 01 Dec 2014, 03:03

That's actually a pretty good name. I'll use that.

Squidish
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Post » 02 Dec 2014, 15:15

Ok! So, I haven't updated the screenshots in a while, so here's a super cool look at the new and improved 1-1.
Image

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FuriousTH
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Post » 02 Dec 2014, 17:13

PrincessKiller wrote:Ok! So, I haven't updated the screenshots in a while, so here's a super cool look at the new and improved 1-1.
Image
PrincessKiller, Idiot 9.0 It has been posted on the Tileset Respositorium an improved version of its tiles, not many changes but the tiles piping if, I recommend that you use in your mappack, its so much better.
Here the image of tiles:
Image
Last edited by FuriousTH on 11 Jan 2015, 22:07, edited 1 time in total.

Squidish
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Post » 02 Dec 2014, 17:33

Hmm... they do look nice. I'll think about it. Although, they don't fit in very well with the "simple" theme like the current pipe tiles do. However, I like the shading. I will try it now.

EDIT: Yeah, they don't fit in too great with the black outlines and stuff. But I could still take suggestions.

Squidish
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Post » 03 Dec 2014, 20:54

A texture for Yoshi will exist, despite Yoshi having terrible game mechanics in the current version of the mod. Hopefully in a later update, I will add Yoshi to a few levels.
Image

Squidish
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Post » 04 Dec 2014, 04:54

I figured 1-1 was due a change due to being so sshort. Now you can hardly tell it's the same thing! In a good way! More Levels completed, and did you know the parakoopas in the Sahasika Kingdom have wings that replace their arms?

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Mari0_Player
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Post » 05 Dec 2014, 15:50

Now that it's almost at over fifty percent complete do you think you could release the demo?

Squidish
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Post » 05 Dec 2014, 18:31

When I finish the 1-4 levelscreen, yes. Don't laugh, levelscreens are cool. ;-;

Squidish
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Post » 05 Dec 2014, 23:27

Screw Levelscreens The Demo has re-opened! Levels include 1-1 to 1-3!

Edit: Shit, mistake with warps. one sec.

Edit 2: Done, sorry about that.

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FuriousTH
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Post » 05 Dec 2014, 23:35

PrincessKiller wrote:Screw Levelscreens The Demo has re-opened! Levels include 1-1 to 1-3!

Edit: Shit, mistake with warps. one sec.

Edit 2: Done, sorry about that.
Where is the demo?

Squidish
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Post » 05 Dec 2014, 23:36

In the main post under downloads.

Edit: My computer hates me. One sec...

Edit 2: OKAY THEN. NOW it should work...
Last edited by Squidish on 05 Dec 2014, 23:47, edited 2 times in total.

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FuriousTH
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Post » 05 Dec 2014, 23:39

PrincessKiller wrote:In the main post under downloads.
ok
let´s try!

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Mari0_Player
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Post » 06 Dec 2014, 00:30

Review:
1-1: Not enough powerups/? blocks, brick blocks and flip blocks in general. It's also a bit hard to notice which hills are in the background and which are in the foreground, the plants are a bit choppily animated, and the coin-coming-out-of-block animation never actually goes up. Plus the flag doesn't seem to have a lot of effort, and the only working pipe just leads to an empty sublevel composed of SMB ground blocks. Good enough otherwise.
1-2: The warpzone is too easy to access, the ladder part seems to come out of nowhere, why would you put one-way blocks under a flip block? and the shell-and-bricks part takes up a lot of precious time.
1-3: There are no hints given to us that the super tall plant one-hit-kills us. Aside from that the level design is finally kinda acceptable.
1-3_1 (the impossible to get to bonus sublevel): Disappointing that it isn't longer and there are very few coins, which are bundled up instead of spread around. And when you fall down the pit, you exit out of a pipe... wtf? Also just noticed this is the only level with coins.
Unsorted: The icon and gameover screen (especially the gameover screen) are ugly, even for a demo. Won't include this in the final score though.
Final score: 6.75/10 don't doze off too much or you might get Mari0 2 all over again.

Squidish
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Post » 06 Dec 2014, 00:42

Mari0_Player wrote:Review:
1-1: Not enough powerups/? blocks, brick blocks and flip blocks in general. It's also a bit hard to notice which hills are in the background and which are in the foreground, the plants are a bit choppily animated, and the coin-coming-out-of-block animation never actually goes up. Plus the flag doesn't seem to have a lot of effort, and the only working pipe just leads to an empty sublevel composed of SMB ground blocks. Good enough otherwise.
1-2: The warpzone is too easy to access, the ladder part seems to come out of nowhere, why would you put one-way blocks under a flip block? and the shell-and-bricks part takes up a lot of precious time.
1-3: There are no hints given to us that the super tall plant one-hit-kills us. Aside from that the level design is finally kinda acceptable.
1-3_1 (the impossible to get to bonus sublevel): Disappointing that it isn't longer and there are very few coins, which are bundled up instead of spread around. And when you fall down the pit, you exit out of a pipe... wtf? Also just noticed this is the only level with coins.
Unsorted: The icon and gameover screen (especially the gameover screen) are ugly, even for a demo. Won't include this in the final score though.
Final score: 6.75/10 don't doze off too much or you might get Mari0 2 all over again.
See, this is why I have the demo. As for the 1-1 sublevel, I know what you mean, I accidentally deleted the level. I don't care if there isn't enough ? Blocks. That's the way it is. The shell and brick part was sort of a reference to smb3. But I'll remove it. What are you talking about, the foreground? There is none. The 1-3 sublevel, I didn't have much time to do. The Piranha plants work that way in the real games. I made it so the coin block animation didn't jump on purpose, be glad there is one. The game over screen was there as a joke until I finish the real thing. This is why I wasn't really for the idea of re-releasing the demo, which is why I'm closing it now. And if you think the way I make enemies is ugly, don't play my mappack.

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Mari0_Player
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Post » 06 Dec 2014, 00:53

PrincessKiller wrote:I don't care if there isn't enough ? Blocks. That's the way it is.
Well you'll have some kinda dissatisfied players on your hands then.
PrincessKiller wrote:What are you talking about, the foreground? There is none.
Like, it's hard to tell the difference between the hills in the background and the real, collidable hills in the front in 1-1.
PrincessKiller wrote:I made it so the coin block animation didn't jump on purpose, be glad there is one.
It doesn't make sense, really. You bump the coin out of the block and it just hovers in midair and disappears?
PrincessKiller wrote:And if you think the way I make enemies is ugly, don't play my mappack
Not at all ugly, just choppy. And only the plants i think are choppy.

But hey, I guess it's a demo. You have another chance when it comes to releasing the full version/next demo.

Squidish
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Post » 06 Dec 2014, 01:22

Mari0_Player wrote:Well you'll have some kinda dissatisfied players on your hands then.
Complaining about the number of power ups in a certain level? Oh sure, I'll bet.
Mari0_Player wrote:Like, it's hard to tell the difference between the hills in the background and the real, collidable hills in the front in 1-1.
How? If it was a foreground, it would cover you. It's darker, it's in the distance.
Mari0_Player wrote:It doesn't make sense, really. You bump the coin out of the block and it just hovers in midair and disappears?
That happens in tons of Mario games. And doesn't make sense to complain about what a coin coming out of a block looks like.
Mari0_Player wrote:Not at all ugly, just choppy. And only the plants i think are choppy.
Those aren't even my animations, they are Idiot 9.0's. The animated tiles aren't final either.
Mari0_Player wrote:But hey, I guess it's a demo. You have another chance when it comes to releasing the full version/next demo.
This was my last demo, I'm sick of only releasing a few levels and people saying it looks terrible. So I'm going to finish it full before releasing again.

Squidish
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Post » 06 Dec 2014, 05:00

Removed
Last edited by Squidish on 06 Dec 2014, 15:44, edited 1 time in total.

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HansAgain
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Post » 06 Dec 2014, 05:19

Wait, what? No, no, no :c
I like your mappack, the platforming is good, i would like to help you giving you some suggestions:
-i don't have problem with coins (Mari0_player, please count the coins that are on 1-1 or another levels) but you (PrincessKiller) can add some coins if you want to, they may be helpful to the player (to gain lifes).
-The shell part is a bit too long, you don't have to remove it, but make it shorter.
-Change the color of the outlines of the background objects so they are not black and don't blend with solid objects.
-The block tiles on the "stairs" to the flagpole should have the same style as the rest of the tiles.

I enjoyed this map a lot, and you should try to improve it, don't feel offended of criticism (because as far as i know, you were criticizing Jhon's maps too, huh?)
I know some people here may be harsh, and neither you nor I can change that, but i hope you can get over it and make a great mappack (and maybe more than just one)*thumbs up*. Good luck, little fellow :)

Squidish
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Post » 06 Dec 2014, 05:23

Hans1998 wrote:Wait, what? No, no, no :c
I like your mappack, the platforming is good, i would like to help you giving you some suggestions:
-i don't have problem with coins (Mari0_player, please count the coins that are on 1-1 or another levels) but you (PrincessKiller) can add some coins if you want to, they may be helpful to the player (to gain lifes).
-The shell part is a bit too long, you don't have to remove it, but make it shorter.
-Change the color of the outlines of the background objects so they are not black and don't blend with solid objects.
-The block tiles on the "stairs" to the flagpole should have the same style as the rest of the tiles.

I enjoyed this map a lot, and you should try to improve it, don't feel offended of criticism (because as far as i know, you were criticizing Jhon's maps too, huh?)
I know some people here may be harsh, and neither you nor I can change that, but i hope you can get over it and make a great mappack (and maybe more than just one)*thumbs up*. Good luck, little fellow :)
Thanks, sorry I overreacted, Mari0_Player. I do feel like I need to add more coins, and update the tiles. Thank you both for the critic, I will work harder on this, and get it done. Although now I cannot promise I will get this done by Christmas... :P

Also, it's about time I updtated screenshots. Getting on that.

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Mari0_Player
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Post » 06 Dec 2014, 06:32

PrincessKiller wrote:You know what? Fuck your critic. You never said anything positive at all, so I'm not going to change anything that you complained about.
Mari0_Builder wrote:1-1: Blah blah criticism. Good enough otherwise.

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Wary
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Post » 06 Dec 2014, 13:04

PrincessKiller wrote:
Hans1998 wrote:Wait, what? No, no, no :c
I like your mappack, the platforming is good, i would like to help you giving you some suggestions:
-i don't have problem with coins (Mari0_player, please count the coins that are on 1-1 or another levels) but you (PrincessKiller) can add some coins if you want to, they may be helpful to the player (to gain lifes).
-The shell part is a bit too long, you don't have to remove it, but make it shorter.
-Change the color of the outlines of the background objects so they are not black and don't blend with solid objects.
-The block tiles on the "stairs" to the flagpole should have the same style as the rest of the tiles.

I enjoyed this map a lot, and you should try to improve it, don't feel offended of criticism (because as far as i know, you were criticizing Jhon's maps too, huh?)
I know some people here may be harsh, and neither you nor I can change that, but i hope you can get over it and make a great mappack (and maybe more than just one)*thumbs up*. Good luck, little fellow :)
Thanks, sorry I overreacted, Mari0_Player. I do feel like I need to add more coins, and update the tiles. Thank you both for the critic, I will work harder on this, and get it done. Although now I cannot promise I will get this done by Christmas... :P

Also, it's about time I updtated screenshots. Getting on that.
If you ignore the bad criticism just because it is bad, just take note that your mappack may look like shit at the end. The comments from other players, even if its bad, may tell you about mistakes you did in the process of creating the mappack.
We say that you learn from your mistakes... don't do the same error as I did.

Squidish
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Post » 06 Dec 2014, 15:43

Did you not read what I just said?
Thank you both for the critic.
You're seriously not helping here.

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Wary
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Post » 06 Dec 2014, 15:51

PrincessKiller wrote:Did you not read what I just said?
Thank you both for the critic.
You're seriously not helping here.
I know.
I said it due to your precedent overreaction to Mario_Player's post.

B-Man99
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Post » 06 Dec 2014, 17:00

Which had already been apologized for and moved on from.
Stop arguing Wary. This obvious BS is not what the thread is for.
Wary wrote:We say that you learn from your mistakes... don't do the same error as I did.
Oh look he couldn't even give somewhat relevant advice without mentioning himself
That tells a lot

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