YoraeRasante

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Well...I like to dabble with programming. As in, I am making a computer science course in university, and programming is my favorite part.


So, while I thank everyone I used their plugins\scripts, I sometimes try to make my own plugins when I can't find one that fits my tastes.


And sometimes, when people ask for something in the support section, I like to make one too if it isn't too complicated. And since one person was able to make use of them, maybe others could too.


The YR in the name is because I usually use Yorae Rasante as a name. Rare times I go with Waterguy like here.


Anyway, hope any of you find these useful!


Personal Plugins (free to use, but credit required):
Osmosis System v1.03


Allows the actors to learn skills by watching them be performed enough times as long as the actor is in the right state (default is the default guard, but it can be changed).
Inspired by a mix of the Examine system of Breath of Fire 3 and 4 and Disgaea's ability to learn skills from pupils.

Plugin Parameters:

  • Learn State: what state the actor will learn skills while under.

  • Learn from Allies: if the actor is able to learn skills from seeing allies use them.

  • Learn from Enemies: if the actor is able to learn skills from seeing enemies use them.

  • Learn Text: the text that is shown when a skill is learned completely.

  • Aftermath Top Text: if using Yanfly's YEP_VictoryAftermath, the name of the window used to show skills learned this way. The name to use in Yanfly's plugin's victory order is OS.




Notetags:

  • <OS Learn Skills: x>, <OS Learn Skills: x, x, x>, <OS Learn Skills: x to x>: the notetags to set what an actor/class can learn.

  • <OP: x>: how many times the skill need to be seen used to be learned.

  • <AS: x>, <AS: x, x, x>, <AS: x to x>: the notetags so that, when the skill is used, another also gets a point if the character can learn it




Extra Turn


The battler that is twice as fast as the faster opponent is able to make an extra action per turn. Can be set to be usable to only actors or both actors and enemies.
Inspired by the battle system of same name of Breath of Fire 3.
Warning, this plugin was my very first one, may not work perfectly.

Plugin Parameters:

  • Extra Turn Enemies: if enemies also get Extra Turns. Default is true.




Item Craft


An Item Craft plugin, made as a combination of Yanfly's and MrTrivel's. Its main differences are the disciplines from MrTrivel, more than one recipe for the same item, and being able to use Yanfly's independent items into the ingredients, something even Yanfly himself didn't add to his yet.



Personal Extensions - extensions to plugins of others, made initially for personal use (free to use on my part, check the other plugin's creator's ToS):
Expansion to Yanfly's Element Core: Elemental Rate Code


Yanfly's Elemental Core plugin is great, but it lacks one thing most of his others have: Lunatic Mode.
In particular for this expansion, the ability to customize the value of the Element Rate. Yanfly allows you to use a notetag to force a value, but that value is fixed.

Basically just adding a copy of the Lunatic Mode to the original plugin, if you used other Yanfly plugins you'll be familiar with what they can do.


So, to be more faithful to Yanfly's usual codes, I made both a number (<Element x Code>) and a name (<Element name Code>) version of the opening for the code block, and close it with </Element Code>.


<Element x Code>
formula
formula
</Element Code>

<Element name Code>
formula
formula
</Element Code>


This changes the Force Element x Rate/Force Element name Rate notetags.
Thus, use only one of them for the same element per code.


value = the battler's element rate for that element.


IMPORTANT:
100% rate is value = 1.
If you are going to use percentage, don't forget to divide by 100 after.



Personal Edits - edits of someone else's work for personal use (give credit to at least the original creator)
Rune Skills - original by mjshi


I made an edit to this plugin for my personal use, with mjshi's permission. There were some things I wanted to change for my own game.


I decided to share because, why not, so I tried to make it a highly customizeable. I am not completelly satisfied, but I think the only thing mjshi did that I did not in my version was the different modes of skill costs, but in exchange I made my version compatible with YEP_SkillCore, or at least it seems so in my tests (also with YEP_TargetCore, or so I hope, and can't think of any other YEP plugin that would need another change).

Most of the Parameters are, I believe, self-explanatory.


Not exactly in this order:

  • Rune Skill Type - Skill Types of the skills to appear as Runes

  • Show Rune Names - Show only icon of runes or icon + name

  • Show Rune Combination - Show resulting combination before casting

  • Hide Unknown Combinations - If Show Rune Combination, hide them if not cast yet

  • Allow Rune Failure - Allow combinations of runes that do not result in skills

  • Rune Failure Result - Skill cast in failures. ID for a pool chosen from set IDs, FirstRune for the first allowed rune used, LastRune for the last allowed rune used, RandomRuneUsed/RandomUsed for a random allowed rune used, RandomRuneSkill/RandomSkill for a random skill castable from runes, Any/AnySkill for a random skill allowed. There is a notetag that makes all but ID ignore a skill.

  • Unknown MP Value - The text used when the result is unknown

  • Order of Runes - Makes it so the order the runes are applied gives a different skill as result. For example, Fire+Wind would be different than Wind+Fire

  • Learn Used Skills - Makes it so when the skill is used on purpose the character learns it

  • Minimum Runes - Minimum number of runes allowed to be used (no matter what, the characters won't be able to use less)

  • Maximum Runes - Maximum number of runes allowed to be used (no matter what, the characters won't be able to use more)

  • Show Help Box - Let the Help Box be visible to show Rune Combination Skills

  • Help Box Unknown - Text for unknown rune combination

  • Chosen Runes Icon Spacing - Spacing of the runes in the chosen runes box

  • Chosen Runes Box X, Chosen Runes Box Y, Chosen Runes Box Width, Chosen Runes Box Height - the position and size of the chosen runes box. You can use this._chosenRunes to reference height and width on x and y

  • Selection Columns - Number of columns the Rune Selection Box has

  • Selection Confirm Text - Text to confirm the Runes selection

  • Selection Box X, Selection Box Y, Selection Box Width, Selection Box Height - the position and size of the selection box. WARNING! While you can use this._chosenRunes to get the Choice Box sizes, using this._runesSelected to get the Selection Box for anything but these will probably not work. That is because I wanted it to be dynamic, able to change size depending on the actor using it.




Notetags:

  • Skill Notetags:
    <RuneCost: x> or <Rune Cost: x> - In case you want a rune to be used as if it costs more runes. Like a bigger or more energy-heavy rune.
    <Runes: x, x> - The rune combination to cast this skill. In case of same combination for multiple skills, the one with lower ID will be the one cast.
    <Not Rune Fail> If you set the FailureSkill to be anything but IDs, this removes this skill from the pool.




  • Actor Notetag:
    <Start Runes Max: x> - Starting maximum of runes this actor can use.
    <Runes Max Level x: y> - After this level, maximum of runes this actor can use is this one.



  • Class Notetags:
    <Runes Max Level x: y> - After this level, maximum of runes this actor can use is this one. If used, will overwrite Actor.
    <Runes Max: +x>, <Runes Max: -x> - Change the maximum amount of runes an actor can use in this class.



  • Weapon, Armor, State Notetags:
    <Runes Max: +x>, <Runes Max: -x> - Change the maximum amount of runes an actor can use.



Plugin Commands:

  • IncreaseRuneMax x y - Actor x can use y more runes

  • DecreaseRuneMax x y - Actor x can use y less runes, down to minimum.




Weakness Display


Based on FallenAngelOlivia's Weakness Display, but it shows not just weaknesses but also resistances, nullifications, absorptions and reflections (if you are using Yanfly's element Core).
It is also more Persona-like, using the enemy's Help Window.
Needs YEP_BattleEngineCore, and as mentioned the reflect check was made for if you are using YEP_ElementCore.
Kreis, someone I know from the Lunatic Server, also made icons to be used, both for elements and for the plugin itself, free of charge.
Iconset_weakness.png




Battle Formation (Breath of Fire style)


So, anyone here ever played Breath of Fire 2 or 3? It has a system called Battle Formations, where you can choose a formation and it gives your character benefits depending on said formation and their position on the party. Maybe other games have a similar system. Well, @Ninakoru adapted this system for MV, but it was... functional but incomplete, not allowing for more than 4 party members and incompatible with Yanfly's Party System. Also, abandoned for years. I believe I added everything Ninakoru planned to add eventually. Hope anyone interested enjoys it.



Plugins made by request (free to use):
Call Common Event On Loading Save File - made for BryanBatcher


Name says it all.

Just set Common Event's number in the plugin parameter. The Common Event will be called when a file is loaded.


If you want a second one to be called... well, nothing stops the first one calling it.



Use Armor As Weapon - made for Tio Sadan


Not exactly as the name says, it makes a piece of armor be traded for a set weapon (or a random weapon in a pool) in the equip window for weapons and traded back anywhere else.


The original idea was so a character could use a shield as a weapon but other characters could still use it as a shield. Since they are different item types, this is a workaround.

Add <Equip As Weapon: x>, <Equip As Weapon: x, x> or <Equip As Weapon: x to x>, whichever better suits your needs, to the piece of armor's notebox, with x as the number of the weapon(s) the armor will change into. Setting more than one weapon will make them a random pool, and whenever you enter the weapon part of the equip window a different one may be chosen.


To each weapon, add <Dequip As Armor: x>, with x as the piece of armor's number so it changes back into it when not equiped. No random pool for them, may add if requested.



Expansion to Yanfly's Party Limit Gauge: Vertical Mode - made for DiegoMM


As the name says, a small expansion to Yanfly's Party Limit Gauge that lets you use it as a vertical gauge.


Gauge width is the usual gauge height, that can be changed with Yanfly's CoreEngine.

Besides setting it so in the plugin parameters, you can change it to vertical and horizontal by using the Plugin Commands PartyLimitGaugeOrientation Vertical and PartyLimitGaugeOrientation Horizontal respectively, and set it back to the plugin parameter with PartyLimitGaugeOrientation Clear.


Party Height and Troop Height parameters are actually two thirds of what you set. That is because, as it is, they are linked to the value of the gauge - meaning the standard value would go over the top's message box, but just lowering the max value would make the gauge not split in 4 properly.



Expansion to Yanfly's Party Limit Gauge: Vertical Gauge v2 - Adding windows to both orientations - made for Neo Soul Gamer


Yeah, it is a separate version of the other plugin... It does the same thing, but now also can put the gauge inside a windowbox if you wish so.


I'm not really happy with this one, because while on the other version I was able to go with just aliases in this one I had to edit two drawing functions of Yanfly's original plugin...

DragonBones Expansions: Fixes for TheGreenKel's (later joined with Yanfly) DragonBones Integration plugin.
Because as good as it is, some things still aren't working perfectly. I'm doing my best to help.
Action Sequence Jump and Float
WARNING: If your plugin is updated, this is not needed anymore
At least when I wrote this, DragonBones battlers had a disadvantage in Action Sequences: they were unable to use Jump or Float. This plugin was made to fix this.
Basically just add and it is ready to use.

Flash V2
At least when I wrote this, DragonBones battlers had a huge problem: they were unable flash during animations, or even when being selected. This plugin was made to fix this.
This version is a standalone, one, and in my opinion the programming is also more efficient.
V1 (old version)
This version required you to also add a PIXI filter plugin, a AdjustmentFilter to be more precise, preferably above it. This plugin was converted to MV Plugin with a big help from Kino from EndlessIllusionSoftware, who at the time said there were small plans of releasing a pack with it and more.
Regardless, the filter is needed.

DragonBones ActionSequencePack2 Opacity Fix
When using Action Sequences, sometimes you are able to select dead enemies, like when you set the target to "not focus". That can become a problem when you are telling the game to change the opacity to something visible and the DragonBones armature obeys.

BattlerChange
One of the problems of the default DB plugin is that it doesn't allow for changing battlers mid-battle, be it transforming an enemy or adding/removing someone from the party.
This should fix this problem.

State Transformations
One of the most requested DragonBones plugins as far as I know.
This plugin allows you to change the Dragonbones armature set for a battler through states set for the new version of the armature. While the state is there, it will be considered the current armature of the battler.

SumRndmDde's Summon Core DragonBones Extension
One of my problems with using Summon Core was that I could not use DragonBones on the summons. This plugin, I made so I could.


Compatibility Fixes: Sometimes plugins by two different creators don't mix very well. This is my personal attempt to fix them. Follow the ToS of the original creators.
Warning: updates may break the fixes.

Yanfly's Turn Order Display (ver 1.02) and SumRndmDde's Character Creator Ex (ver 1.01)

Yanfly's Gab Window (ver 1.05) and SumRndmDde's Character Creator Ex (ver 1.01) (warning: required function overwriting. Also faces are squished vertically instead of cut to fit, you'll need to use the stretch fix too if you want it cut)

Yanfly's Turn Order Display (ver 1.02) and SumRndmDde's Summon Core (ver 1.05) (warning: required function overwriting)


Version Fixes: Sometimes the creator makes a mistake in their plugins. When I can, I make a plugin myself to fix the ones I can until they are able to update the plugin themselves. Follow the ToS of the original creators.
Warning: remove the fixes when the creator make the updates, else it may create problems instead of fixing them.

SRD's Summon Core Fixes (ver 1.05)

SRD's Character Creator Ex - Enhance Expansion:
This one is a kinda big one.
By default it makes the color change box be able to change color by clicking on the < and > and allows you to change the "Yes" and "No" of the character confirmation window (originally "Yep!" and "Nope"), but if you turn the parameters on (they are on by default):
  • Originally when you add a section you had to add it to the Json file by hand for it to work. Now it is added automatically.
  • The preview window in the creation scene was substituted by a new one that, at least on my pc, is much lighter, with the exchange of a slight pause between changes made.
  • The first time you enter a new section with an actor, in case there was already a set piece for that one, the color will be reset... but only that first time, any future visits will have the color position saved, and now will not go back to the first color in the color window while keeping the old color in the piece itself.
  • Color selection can be set to loop when pressed left on first or right on last color.
  • Faces will not be stretched anymore when shown somewhere out of proportions. Now they'll have a bit of the relevant sides cut, like normal faces do.
  • And very important, extra options to make events be able to use the custom character graphics:
    • You can use the same notetags as the original ones in the notebox to change the event's graphic in just that page
    • You can use the following script calls to change the event's graphic mid-game:
      • To make it be an actor's custom graphic: $gameMap.event(id).setCustomCharacter(actorId);
      • To make it be an actor's custom dead graphic:
        $gameMap.event(id).setDeadCustomCharacter(actorId);
      • To make the event stop using a custom graphic:
        $gameMap.event(id).removeCustomCharacter();
    • You can make an enemy use an actor's custom graphic in battle too, using the notetag (# is the actor's id):
      • <CUSTOM CHARACTER : #>

SRD's Character Creator Ex - Face Stretch Fix (outdated with release of CCEx Enhance)


Commissioned Plugins: Sometimes people commission plugins from me but allow me to share with others. Please at least credit the person who commissioned it.

New Parameters (Commissioned by inVictor)
Now with an itch.io page!
A basic plugin for creating new parameters. Made as much compatible with Yanfly plugins as possible, as requested.
A small manual.


Just those for now, hope you guys find them useful.
 
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Indsh

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That common event plugin seems useful, feel to develop something around!
 

YoraeRasante

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Yes, I can imagine some uses for it too. The person I made it for wanted the player to see a menu to choose between four story paths. But I've seen games with flashbacks or texts of important things that happened before the save, a good idea for the players that take a break from time to time and could forget the story.
 

YoraeRasante

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Not sure if I am allowed to doublepost here for announcements, but I released two plugins made for my personal game, one to learn skills by seeing them done enough times and one to give battlers an extra action if they are faster enough than the fastest opponent.
 

YoraeRasante

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Added an expansion to Yanfly's Element Core. Gonna share it on Yanfly's topic, hopefully it'll be approved?
 

Harken_W

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The osmosis system plugin is awesome, thank you! 


However, is there a way in which watching the enemy do X move makes the actor learn Y move? 


Eg. Actor1 watches bat use the skill 'drain' enough times that actor learns the move 'drain strike'? 
 
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YoraeRasante

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@Harken_W Not yet, I only thought of it after putting the plugin up. But I was already thinking about adding this.
I'll add an update for it in the future.
 

YoraeRasante

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Hope it isn't so bad adding another post so soon, but I decided to do it already, and the Osmosis System already got the ability to let you learn a different skill from one used.
Using @Harken_W's example, before if a bat used "drain" the actor would be only able to learn "drain". Now, you can make the actor learn, from "drain", the different skill "drain strike", "drain" AND "drain strike", "drain, drain strike and magic drain"... the only limitation is that, if the actor can learn "drain", it will always get points to learn "drain" from "drain".
 

YoraeRasante

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Added some compatibility fixes for some of Yanfly and SumRndmDde's plugins.
 

Zarsla

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Could you make a compatbilty plugin for you're extra turn plugin & Yanfly's Turn Order Display?
The bug is when you have an extra turn, any face images of battlers who do not have an extra turn, all bunch up behind the battler who's turn it is.
 

YoraeRasante

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Wow haven't thought about this one in a while... No one ever mentioned it to me before, I think.

Sure, I can think already of where the problem may be.
 

YoraeRasante

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Could you make a compatbilty plugin for you're extra turn plugin & Yanfly's Turn Order Display?
The bug is when you have an extra turn, any face images of battlers who do not have an extra turn, all bunch up behind the battler who's turn it is.
Fixed!

https://www.dropbox.com/s/srnfncn7gz1bivf/YR_ExtraTurn.js?dl=0

Warning: it only works with the default battle system for now, not Yanfly's Standard Turn Battle.
Also, between the extra turn and the default turn the faces all go to the left as one before putting themselves back in their right place. I like the effect, buuut...
 

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YoraeRasante

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No problem. It is good to know you liked it ^_^
 

Zarsla

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Also it does work with STB or at least acts how it does with DTB.
It's just how you order the plugins.
For the fix to work with STB,
You need to order it like this:
Turn Order
YR_Extra Turns
STB
 

YoraeRasante

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Oh, thank you! I usually put all Yanfly plugins in the order on his page and mine at the bottom, so I'd never have found out!

Thank you. Already uploaded a version with an updated help file with this info. Plus the name of the boolean that checks if it is an extra turn, because I just noticed I never put it there...
 

YoraeRasante

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Updated Extra Turn again. Fixing a compatibility problem with the newer YEP_BattleEngineCore versions that changed how state ends work, making some states count down too fast.
 

YoraeRasante

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Yet another update to Extra Turn, but this time fixing a problem I created last one, improving some functions and fixing a bit TurnOrderDisplay.

[EDIT]Doesn't seem to be working as well for normal battle system anymore... give me some time to fix this

[EDIT2:] It seems to be working well now, but using it on Yanfly's Standard Battle System makes it go... a bit crazy between turns positioning itself...
 
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RK DracoRoy

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@Waterguy Hello there. I have two plug-in requests, though the latter is more wishful thinking.

1) One request is a plug-in edit that adds the shake effect to critical hits and fixes the compatibility issue between Yanfly's Critical Control plug-in and Soul's Critical Hit Effects plug-in.
--------------------------------------------------------------------------------------------------------------------------------------------------------------
-Enabling Soul's Critical Hit Effects will cause Yanfly's "force critical" feature to be unresponsive and it even disables the critical damage multiplier, rendering critical damage the same as normal damage.

-Here is the link to Soul's Critical Hit Effects: https://soulxregalia.wordpress.com/2016/01/11/rmv-critical-hit-effects/

-And here is Yanfly's Critical Control in case you need it: http://yanfly.moe/2015/11/08/yep-26-critical-control/

-Soul's plug-in plays an additional sound and creates a flash effect each time a critical hit is inflicted, but it would also be nice to include an optional shake effect to go along with that.
--------------------------------------------------------------------------------------------------------------------------------------------------------------
2) The other request is some sort like Yanfly's Standard Turn Battle. (Wishful thinking)

-Like if you have the Battle Status Window enabled, you can start off with Actor 1 and freely skip Actor 1 to Actor 2 or go back to Actor 1 like in DTB, but can instantly perform an action like in STB and ITB. So you'd pretty much have a lot of freedom here, disregarding the actor's agility of who goes first like in STB, and ITB.

-Though if Actor 1 used up an action (or more based on action times), you can select or skip between either Actor 2, 3, or 4 until all actors have finished attacking.

-It'd also fix STB's issues by allow action times (probably through the use of a notetag like DreamX's ITB feature), play more than one common event in battles, including forcing an action. I'm not sure if that would require editing the STB or a new plug-in. I don't know if that's possible to manage, but I understand if otherwise.
 
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YoraeRasante

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@RK DracoRoy
1) Hmm, makes sense to need a compatibility plugin, since it probably changes things internally for those functions. Unfortunately not everything can be aliased to be universally compatible.
I'll give it a look later, I'm currently working on a commission but I'll work on this when I have free time.

2) ...I don't think you get how STB works. It's ok, many don't, including me at first.
It is based on DnD's initiative system. That means that the turn order is fixed and only goes one way. It is not a flaw that you can't jump between characters, but it is by design.

Unless you are asking for a whole new battle system, in which case... It needs more work. How would turn order be set? Your idea makes it sound like it'd invalidate the speed stat, since by default it affects nothing else (I make it affect evasion in my game, but I use an Yanfly plugin for that).
It does remind me of Chrono Cross, where you can jump between your party members, but there turn order was also set through a stamina gauge.

Now, I admit that it'd be nice if action times were included, but that sounds like a lot of work that'd take some time to do, and as mentioned I'm working on something right now. Definitely interesting, but you can simulate them with instant actions... if you are using the updated STB that fixes them for enemies. Yanfly, as far as I know, still only posted it on the Discord, so... here...
 

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