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> New Horror Game: Project7, http://www.rpgrevolution.com/game/2095
ithirosumi
post Aug 24 2011, 12:50 PM
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UPDATED TO VERSION 3.2 (FINAL BUILD, SERIOULSY)

Hello community! I present to you my latest complete RPG Maker VX game: Project7

It's a horror/adventure game based slightly on AO ONI, Yume Nikki, Killer7, Shadow of the Colossus and others. With a focus on exploration, Project7 is a game of item collecting, observating, mindfucking and escaping.

You are inside an strange inn, with strange people inside, where strange things happen... What the hell is wrong with this place? Who are them? What is the thing chasing you?

You play by exploring the silent floors of the inn, entering rooms, collecting items and witnessing strange events. But watch out, because as soon as you hear the strange noise from your dreams and the sound of a door opening, the thing may appear from anywhere and start chasing you, the time when your only chance to escape is by exiting the now haunted floor or by taking a bet entering a room and praying for it not to find you. Just be careful, because the thing... Runs slightly faster than your best efford...

You'll have to find out the story as you explore the floors of this messed up place. And soon you will find out that strange is not the only characteristic of the things that lie here.

The game's lenght varies depending on how you do things, but it won't last more than a day, probably. At least if you don't search out for the true ending.

No resources from other people were used in this game, but two of them offered their time to help me so I am grateful to them.
They are Sir_Reaver and Titanhex, even though I did not use their scrips and ideias, I thank them for their hand.

All the info you'll need:

You are yourself
You are inside a strange inn
You have to figure out the story based on events(Shadow of the Colossus style)
Sometimes, a thing appears and chases you
If it touches you, Gameover
It appears in completely random times
It runs faster than you
You have two options to escape:
Enter a room, and hope it doesn't find you
Exit the floor, and escape safely
There is high interactivity with the map
You collect items to make things happen
There's fourth wall breakers

This game makes use of BulletXt's Thomas Edison VX Lighting Script based on Kylock's.

Game Page:
http://www.rpgrevolution.com/game/2095
Direct Download Link (With RTP): http://www.mediafire.com/?o9bu92bxbs9wrer
Direct Download Link (Without RTP): http://www.mediafire.com/?wqkb843dv4hda4b

Screenshots(More on the game's page):

This post has been edited by ithirosumi: Oct 14 2011, 10:15 AM
Attached File(s)
Attached File  1.jpg ( 45.91K ) Number of downloads: 22
Attached File  5.jpg ( 28.99K ) Number of downloads: 20
Attached File  2.jpg ( 44.11K ) Number of downloads: 15
Attached File  4.jpg ( 15.92K ) Number of downloads: 17
 
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Cleril
post Aug 25 2011, 06:43 AM
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You've got a few spelling errors in your opening post.

And just from the screen shots your mapping needs work, it's all too straight and clean. This is especially odd for horror games (the clean part anyway).

I just figured I'd say that, I'll either edit this post when/if I play the game, or make a new one so I don't double post.

Although I will most likely play this as I'd like to see how well you pull off a chase mechanic in VX (if you do it like some other non-VX games have that is).

This post has been edited by Cleril: Aug 25 2011, 06:44 AM


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Redd
post Aug 25 2011, 07:13 AM
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You DEFINITELY need to work on your mapping. Ever seen a horror game that isn't atmospheric? You need lighting, and some work on the mapping.


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amerk
post Aug 25 2011, 07:38 AM
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I agree, it looks like it could use some more work. The mapping feels a bit bland, and there doesn't seem to be a lot of concrete information to make me want to play this. On a side note, however, if you could get the dl link into this thread versus having people click to another site, I'll get this added into the "Completed Games" index.

Thanks!


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ithirosumi
post Aug 25 2011, 12:33 PM
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My idea was to make a game different from what you usually expect from a horror game.

I agree with you that my mapping really needs work, but I though cleaner, more objective maps would work better for my game, it's supposedly a simple inn, after all, no need for cracked walls, moss or any other special map decorations, just what is needed for an inn to run, plus some things in here and there.

Yes, you will probably find repeating patterns, like the u-shaped corridors, but it's when these patterns break that things get a little more interesting. You will probably get my idea once you try the game out for yourself.

Every single horror game has some kind of lighting mechanic/part/puzzle, and I wanted my game to be different. I always found the lack of light way more irritating than frightening on games.

Now, regarding my grammar, I am not from an english speaking nation, so please excuse my errors.

Thanks for the feedback.
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Klokinator
post Aug 25 2011, 12:41 PM
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I dunno if it qualifies as horror but that mapping is pretty horrifying, so you're getting a good step up there! I still haven't worn off the shock of those first images yet!

And it is my personal opinion that horror games in RM usually suck. I really didn't even think DG's game was all that scary and his is probably the best one out there. So I just hope the gameplay is somewhat fun smile.gif


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ithirosumi
post Aug 25 2011, 12:47 PM
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QUOTE (amerk @ Aug 25 2011, 12:38 PM) *
I agree, it looks like it could use some more work. The mapping feels a bit bland, and there doesn't seem to be a lot of concrete information to make me want to play this. On a side note, however, if you could get the dl link into this thread versus having people click to another site, I'll get this added into the "Completed Games" index.

Thanks!


All the info you'll need:

You are yourself
You are inside a strange inn
You have to figure out the story based on events(Shadow of the Colossus style)
Sometimes, a thing appears and chases you
If it touches you, Gameover
It appears in completely random times
It runs faster than you
You have two options to escape:
Enter a room, and hope it doesn't find you
Exit the floor, and escape safely
There is high interactivity with the map
You collect items to make things happen
There's fourth wall breakers

I hope that's enought to get you interested, i will put this in the main post.

QUOTE (Klokinator @ Aug 25 2011, 05:41 PM) *
I dunno if it qualifies as horror but that mapping is pretty horrifying, so you're getting a good step up there! I still haven't worn off the shock of those first images yet!

And it is my personal opinion that horror games in RM usually suck. I really didn't even think DG's game was all that scary and his is probably the best one out there. So I just hope the gameplay is somewhat fun smile.gif


I can guarantee this game is VERY different from the horror games you get to play usually

My game is to horror games what Killer7 is to shooters (minus the plain awesomeness).
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Redd
post Aug 26 2011, 04:11 PM
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If a horror movie were set in a normal place, it wouldn't be too scary. You must have atmosphere! You also have to have an object on how to scare the player. Cheap scares are well..... cheap. So you definitely need atmospheric scares.
QUOTE (Klokinator @ Aug 25 2011, 02:41 PM) *
And it is my personal opinion that horror games in RM usually suck. I really didn't even think DG's game was all that scary and his is probably the best one out there. So I just hope the gameplay is somewhat fun smile.gif

I actually think that Lurking Under Life is the best RM horror game, I've never been more scared in even a console video game actually.


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ithirosumi
post Aug 27 2011, 03:40 PM
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QUOTE (Redd @ Aug 26 2011, 09:11 PM) *
If a horror movie were set in a normal place, it wouldn't be too scary. You must have atmosphere! You also have to have an object on how to scare the player. Cheap scares are well..... cheap. So you definitely need atmospheric scares.
QUOTE (Klokinator @ Aug 25 2011, 02:41 PM) *
And it is my personal opinion that horror games in RM usually suck. I really didn't even think DG's game was all that scary and his is probably the best one out there. So I just hope the gameplay is somewhat fun smile.gif

I actually think that Lurking Under Life is the best RM horror game, I've never been more scared in even a console video game actually.


ok, so could you please tell me how can i build atmosphere?
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Ihsorak
post Aug 27 2011, 07:01 PM
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Background music, sound effects, story, lighting, surroundings (map details!), character interaction/events are the things that I can think of; instill the player with an emotion of some sort.

This post has been edited by Ihsorak: Aug 27 2011, 07:03 PM


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Sparrowsmith
post Aug 28 2011, 01:08 AM
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I'm actually intrigued by this:
QUOTE
There's fourth wall breakers

So I'm gonna give this a whirl. Sure the mapping may be a little lack-luster, but he has a point. I've never been to a hotel that's got flickering lights, cobwebs along the walls, and moss all over the floors.

I'll edit in something more when I've actually played it. I expect the spelling/grammar mistakes will irk me more than the mapping though.

Edit:
I didn't find any fourth wall breakers. I only played about forty minutes and got bored, sorry. The spelling/grammar was just about ok - but you might need to proof read it a bit more. The mapping is a bit too open if anything, the rooms seem too big, but that's not a big problem.
There is something here though. Some of the little missions were entertaining, and the dialogue on most of the characters was decent. The little girl annoyed the hell out of me, but she died so that's fine. I kind of enjoyed the fact that the main character is me, with no thoughts or anything to break the atmosphere, but the game probably would have been better with more realistic lighting.
As a horror project though, it sort of works. It definitely needs work, but it's not awful. The first three times that thing came out I'll admit I jumped a bit, but that was more of a thrill than being scared.
I get the feeling this game is trying to be like Amnesia The Dark Descent (if not then you should definitely play that game) but not hitting all the marks. You need more than just the thing to work on the players nerves. Some of the stuff with the doors was interesting, but after a little while the game gets a bit dull.
The game becomes mostly walking around, and occasionally a thing will just randomly appear (which is just a nuisance after a while), while trying to solve puzzles to get out.
Maybe the game picks up again. But I gave up after I couldn't open the "9!" chest, couldn't find any coal, and couldn't find the needle.

I might pick it back up again, but I don't think this is quite complete yet.
Also, I encountered some kind of glitch where I turned into a a shining thing (like a key) and when I managed to get rid of it I looked like I was walking all the time.
Also, when you get the thing trapped behind three boxes, all the fear is gone. He just runs about.
You might want to get a smart AI script so that he's more realistic, more intelligent. Maybe give him the ability to jump over boxes and such.
It just seems so silly for this thing that can kill you instantly being foiled by a box.


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ithirosumi
post Aug 28 2011, 11:35 AM
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QUOTE (Sparrowsmith @ Aug 28 2011, 07:08 AM) *
I'm actually intrigued by this:
QUOTE
There's fourth wall breakers

So I'm gonna give this a whirl. Sure the mapping may be a little lack-luster, but he has a point. I've never been to a hotel that's got flickering lights, cobwebs along the walls, and moss all over the floors.

I'll edit in something more when I've actually played it. I expect the spelling/grammar mistakes will irk me more than the mapping though.

Edit:
I didn't find any fourth wall breakers. I only played about forty minutes and got bored, sorry. The spelling/grammar was just about ok - but you might need to proof read it a bit more. The mapping is a bit too open if anything, the rooms seem too big, but that's not a big problem.
There is something here though. Some of the little missions were entertaining, and the dialogue on most of the characters was decent. The little girl annoyed the hell out of me, but she died so that's fine. I kind of enjoyed the fact that the main character is me, with no thoughts or anything to break the atmosphere, but the game probably would have been better with more realistic lighting.
As a horror project though, it sort of works. It definitely needs work, but it's not awful. The first three times that thing came out I'll admit I jumped a bit, but that was more of a thrill than being scared.
I get the feeling this game is trying to be like Amnesia The Dark Descent (if not then you should definitely play that game) but not hitting all the marks. You need more than just the thing to work on the players nerves. Some of the stuff with the doors was interesting, but after a little while the game gets a bit dull.
The game becomes mostly walking around, and occasionally a thing will just randomly appear (which is just a nuisance after a while), while trying to solve puzzles to get out.
Maybe the game picks up again. But I gave up after I couldn't open the "9!" chest, couldn't find any coal, and couldn't find the needle.

I might pick it back up again, but I don't think this is quite complete yet.
Also, I encountered some kind of glitch where I turned into a a shining thing (like a key) and when I managed to get rid of it I looked like I was walking all the time.
Also, when you get the thing trapped behind three boxes, all the fear is gone. He just runs about.
You might want to get a smart AI script so that he's more realistic, more intelligent. Maybe give him the ability to jump over boxes and such.
It just seems so silly for this thing that can kill you instantly being foiled by a box.


First of all, thanks for your constructive reply, i did not knew the key glitch, i will fix it as soon as i can.

i never thought of ammesia when building my game, i thought of AO ONI most of the time.

The coal is a vital item for progress... are the num and the priest dead?

i don't think you want any spoilers but if you want some tips on how to progress, so that you can keep on playing and judgind my game(i would really like your feedback to continue), i will send you some basic tips.

i never thought some of my puzles were that hard to figure out(like 9!), maybe i need to easy it up a little?

i think the best parts of my game show up more or less in the end, but i know that if you can't figure out how to progress, the game just gets boring.

although the chase parts can get annoying after some time(i made them as rare as possible), there is nothing i can do about them. i wanted to make my game not chep(OUCHMYGRAMMAR), but the chase parts are vital, so all i can do about them is search for some AI improving scripts...

because everybody said that i need better lighting, i will add some neat script in it. althought i really think is an unnecessary thing...

thanks again for your reply, and get ready for 2.0
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Ihsorak
post Aug 28 2011, 03:45 PM
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QUOTE (ithirosumi @ Aug 28 2011, 12:35 PM) *
i think the best parts of my game show up more or less in the end, but i know that if you can't figure out how to progress, the game just gets boring.
You need to make the beginning of your game good too or else no one will stick around for the end, no matter how much cool cgi or 3D technology you've put into it.

QUOTE
because everybody said that i need better lighting, i will add some neat script in it. althought i really think is an unnecessary thing...

I don't think a script is necessary.
Also, don't forget the mapping.


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ithirosumi
post Aug 29 2011, 09:41 AM
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QUOTE (Ihsorak @ Aug 28 2011, 09:45 PM) *
QUOTE (ithirosumi @ Aug 28 2011, 12:35 PM) *
i think the best parts of my game show up more or less in the end, but i know that if you can't figure out how to progress, the game just gets boring.
You need to make the beginning of your game good too or else no one will stick around for the end, no matter how much cool cgi or 3D technology you've put into it.

QUOTE
because everybody said that i need better lighting, i will add some neat script in it. althought i really think is an unnecessary thing...

I don't think a script is necessary.
Also, don't forget the mapping.


i would love to make better and more exciting maps, but what else could you put in an apparently normal hotel/inn's corridor aside from what i put? Obnoxious moss, cracks, statues and spider webs would fell totally forced if i put them in all neat corners and halls.

my ideia was to have a simplier and more direct map design, specially considering there is pretty much nothing else i can put in there. some rooms fell empty and some floors have repeated patterns, but that's exactly the feel i wanted people to have when exploring the floors, which gets more interesting when these patterns break, like i said before.

now, about fun in the beggining: i though that the fun in the beggining would come from exploring the hotel and learning it's strange rules, figuring out how things worked, and also from the creature's appearances. in mid game, seeing how things connect themselves, discovering new rooms and floors that were locked or blocked earlier and getting references and subtle messages. in later game, finally reaching the end(s), discovering the deepest secrets and merging facts together to guess the story.

i thought it was going to work, but if it doesn't, i accept tips and reccomendations on how to make them better.

again, thanks for the constructive comments
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Sparrowsmith
post Aug 29 2011, 11:54 AM
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QUOTE (ithirosumi @ Aug 28 2011, 08:35 PM) *
QUOTE (Sparrowsmith @ Aug 28 2011, 07:08 AM) *
I'm actually intrigued by this:
QUOTE
There's fourth wall breakers

So I'm gonna give this a whirl. Sure the mapping may be a little lack-luster, but he has a point. I've never been to a hotel that's got flickering lights, cobwebs along the walls, and moss all over the floors.

I'll edit in something more when I've actually played it. I expect the spelling/grammar mistakes will irk me more than the mapping though.

Edit:
I didn't find any fourth wall breakers. I only played about forty minutes and got bored, sorry. The spelling/grammar was just about ok - but you might need to proof read it a bit more. The mapping is a bit too open if anything, the rooms seem too big, but that's not a big problem.
There is something here though. Some of the little missions were entertaining, and the dialogue on most of the characters was decent. The little girl annoyed the hell out of me, but she died so that's fine. I kind of enjoyed the fact that the main character is me, with no thoughts or anything to break the atmosphere, but the game probably would have been better with more realistic lighting.
As a horror project though, it sort of works. It definitely needs work, but it's not awful. The first three times that thing came out I'll admit I jumped a bit, but that was more of a thrill than being scared.
I get the feeling this game is trying to be like Amnesia The Dark Descent (if not then you should definitely play that game) but not hitting all the marks. You need more than just the thing to work on the players nerves. Some of the stuff with the doors was interesting, but after a little while the game gets a bit dull.
The game becomes mostly walking around, and occasionally a thing will just randomly appear (which is just a nuisance after a while), while trying to solve puzzles to get out.
Maybe the game picks up again. But I gave up after I couldn't open the "9!" chest, couldn't find any coal, and couldn't find the needle.

I might pick it back up again, but I don't think this is quite complete yet.
Also, I encountered some kind of glitch where I turned into a a shining thing (like a key) and when I managed to get rid of it I looked like I was walking all the time.
Also, when you get the thing trapped behind three boxes, all the fear is gone. He just runs about.
You might want to get a smart AI script so that he's more realistic, more intelligent. Maybe give him the ability to jump over boxes and such.
It just seems so silly for this thing that can kill you instantly being foiled by a box.


First of all, thanks for your constructive reply, i did not knew the key glitch, i will fix it as soon as i can.

i never thought of ammesia when building my game, i thought of AO ONI most of the time.

The coal is a vital item for progress... are the num and the priest dead?

i don't think you want any spoilers but if you want some tips on how to progress, so that you can keep on playing and judgind my game(i would really like your feedback to continue), i will send you some basic tips.

i never thought some of my puzles were that hard to figure out(like 9!), maybe i need to easy it up a little?

i think the best parts of my game show up more or less in the end, but i know that if you can't figure out how to progress, the game just gets boring.

although the chase parts can get annoying after some time(i made them as rare as possible), there is nothing i can do about them. i wanted to make my game not chep(OUCHMYGRAMMAR), but the chase parts are vital, so all i can do about them is search for some AI improving scripts...

because everybody said that i need better lighting, i will add some neat script in it. althought i really think is an unnecessary thing...

thanks again for your reply, and get ready for 2.0


Does the "9!" password work like the "High" one? Because I solved it the same way but it still wouldn't open.
The priest and Nun are still alive (but the girl and the man in the attic are dead).


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lucardo
post Sep 5 2011, 12:52 AM
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Hello. I played the game. It has two finals, the fake one, and the true one. The fake one is easy to get. You just need to explore everything, and talk to every one you can, and soon you will get it. The hard part was to get the true ending. I needed the help of the creator of the game. There are some puzzles that no one would think of. Once you know what you have to do, it looks like is easy, but the first time, you just dont know what to do, because is not logical. Even so, i liked the game. It entertained me, so, it fulfilled the major objective of a game.

Everybody is talking about the mapping. In my opinion, the mapping is not bad. There is not too much he can do about it. The only idea i can think of, is using more beautiful tilesets, rather than the on from the RTP, but thats hard to find, and in my opinion, the mapping is fine for this game.

So, is fun, but you need to make a way for people to get the true ending. It may look easy for you, because you created it, but is diferent for people who had no idea what they will see.

Edit: I saw the pictures of the game on this post, and in the pics, the mapping really looks bad, but while playing the game, it doesnt look that bad.

This post has been edited by lucardo: Sep 5 2011, 12:55 AM
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Redd
post Sep 5 2011, 09:47 AM
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QUOTE
because everybody said that i need better lighting, i will add some neat script in it. althought i really think is an unnecessary thing...

If you really do want to have more atmosphere, you will add in a lighting script or fogs of some sort. You talk about keeping things real, with this style of normalcy, but if you fail to have lighting in a game that is trying to be "normal" it just doesn't cut it.
After you add the lighting in let me know, I'll give it a go!


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ithirosumi
post Sep 7 2011, 04:53 PM
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Hello! i already updated my game to version 2.0, with a lot of corrections, changes based on people's opinions and the so wanted lighing script!

also, some attempts at better map design

ii will upload new screenshots as soon as i can

This post has been edited by ithirosumi: Sep 7 2011, 04:54 PM
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lucardo
post Sep 8 2011, 05:22 AM
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I played the new version, with lights and stuff... looks pretty nice (unless the fist floor, witch you filled up with cracks by some reason...) Any way, every one should try it. The secret ending is still hard to get, but now there are some clues to help the player to figure it out. Guys, dont sub estimate the game, and give it a try. Then post your experiences here.
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Sparrowsmith
post Sep 8 2011, 07:28 AM
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will try version 2 soon and edit in my criticisms happy.gif


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