Staredit Network > Forums > Technology & Computers > Topic: Text Based RPG in Python
Text Based RPG in Python
Oct 21 2010, 11:07 pm
By: CecilSunkure
Pages: < 1 2 3 >
 

Oct 24 2010, 12:21 am CecilSunkure Post #21



Awesome! I believe I payed you for each set of three.

Let me get to implementing these. Once I do, I'll release another version of the game.



None.

Oct 24 2010, 1:17 am CecilSunkure Post #22



I need enemy ideas!

So far I have:
Little Creature
Damage Range [1, 4]
Weapon       Small Claws
Size         Small

Spiny Small Creature
Damage Range [2, 5]
Weapon       Sharp Claws
Size         Small


I need enemies slightly tougher than these, with cool and interesting names. I also need enemies quite a bit tougher than these! Keep in mind the player's max hp is 100, and usually deals about 5-20 damage per turn (depending on item wielded).

Sizes to use are: Small, Medium, Large, Behemoth. Size correlates to unit HP. Small = 10 hp, Medium 20 hp, and so on.

Post has been edited 1 time(s), last time on Oct 24 2010, 1:25 am by CecilSunkure.



None.

Oct 24 2010, 1:24 am Centreri Post #23

Relatively ancient and inactive

... Seriously? Little Creature and what I assume is Spiny Small Creature?

Try these: Sewer Rat, Mutated Rat, Rabid Dog, Hound, Rogue, Thief, Brigand, Spearman, Guard, Archer, Mage, Summoner, Conjurer, Necromancer, Wolf, Bobcat, Bear...

Also, do something interesting, like making animals hit a bit harder when they're hurt.



None.

Oct 24 2010, 1:26 am MadZombie Post #24



The first creature is what will partly define this as a western rpg or a Japenese rpg. I mean besides the location of where the game has been developed and it's influences.... it's your choice

Large Rat or Green Slime.

The choice is yours.



None.

Oct 24 2010, 1:28 am Aristocrat Post #25



Undead Dust
Damage Range [2, 2]
Weapon       D. Mist
Size         Small


Spectral Powder
Damage Range [3, 3]
Weapon       D. Hail
Size         Medium


Necromantic Essence
Damage Range [5, 5]
Weapon       D. Storm
Size         Medium


Spirit Cube
Damage Range [0, 1]
Weapon       Mind Pulse
Size         Small


Soul Gem
Damage Range [0, 8]
Weapon       Mind Blast
Size         Small


Phantom Pendant
Damage Range [0, 27]
Weapon       Mind Crush
Size         Small


Philosopher's Stone
Damage Range [0, 81]
Weapon       Mind Evisceration
Size         Small


Runic Gate
Damage Range [0, 0]
Weapon       N/A
Size         Behemoth




None.

Oct 24 2010, 1:35 am MadZombie Post #26



Gilgamesh form 1
Damage Range [4, 15]
Weapon       Gun Blade
Size             The Map/ N/A / The largest


Boss mode



None.

Oct 24 2010, 1:40 am CecilSunkure Post #27



Great! Thanks for the enemy ideas.

I also need weapon ideas!

I also need ideas for names of armor!



None.

Oct 24 2010, 1:46 am Symmetry Post #28

Dungeon Master

Code
SHARPENED_TOOTHBRUSH = item('Sharpened Toothbrush', [2, 3], 'Small', 3)


Will think of more in a minute >>

How 'bout:

Code
METRONOME = item('Metronome', [-5, 10], 'Small', 10)


Code
FIST_OF_HEAVENS = item('Fist of the Heavens', [15, 20], 'Medium', 45)


Code
PITCHFORK_OF_HELL = item('Pitchfork of Hell', [5, 35], 'Medium', 45)


Code
KILLSWITCH = item('Killswitch', [1, 111], 'Small', 145)


Post has been edited 3 time(s), last time on Oct 24 2010, 2:00 am by Symmetry.



:voy: :jaff: :voy: :jaff:

Oct 24 2010, 2:06 am CecilSunkure Post #29




This is the current plot-map for the rooms I have.

Here is the current room codes I'm using:

Code
MAP1 = [
   [1, 1, 1, 1, 1, 1, 1, 1, 1, 3],
   [1, 7, 0, 0, 0, 1, 1, 6, 1, 3], #y2, x7
   [1, 1, 1, 0, 0, 0, 1, 0, 1, 3],
   [1, 6, 1, 0, 0, 0, 1, 0, 1, 3], #y3, x1
   [1, 0, 1, 1, 0, 0, 1, 0, 1, 3],
   [1, 0, 0, 0, 0, 0, 0, 0, 1, 3],
   [1, 0, 0, 1, 1, 0, 1, 1, 1, 3],
   [1, 2, 0, 7, 1, 0, 0, 5, 1, 3],
   [1, 1, 1, 1, 1, 1, 1, 1, 1, 3]
   ]

MAP2 = [
   [1, 1, 1, 1, 1, 3],
   [1, 6, 1, 7, 1, 3], #y1, x1
   [1, 0, 1, 0, 1, 3],
   [1, 0, 0, 0, 1, 3],
   [1, 1, 1, 1, 1, 3]
   ]

MAP3 = [
   [1, 1, 1, 1, 1, 0, 0, 0, 3],
   [1, 6, 1, 7, 1, 0, 0, 0, 3], #y1, x1
   [1, 0, 1, 0, 1, 0, 0, 0, 3],
   [1, 0, 1, 0, 1, 1, 1, 1, 3],
   [1, 0, 0, 0, 0, 0, 6, 1, 3], #y4, x6
   [1, 1, 1, 1, 1, 1, 1, 1, 3]
   ]

MAP4 = [
   [1, 1, 1, 1, 1, 0, 0, 0, 3],
   [1, 6, 0, 0, 1, 1, 1, 1, 3], #y1, x1
   [1, 1, 1, 0, 0, 0, 0, 1, 3],
   [1, 0, 0, 0, 0, 1, 1, 1, 3],
   [1, 0, 1, 0, 0, 0, 6, 1, 3], #y4, x6
   [1, 1, 1, 1, 1, 1, 1, 1, 3]
   ]

MAP5 = [
   [1, 1, 1, 1, 3],
   [1, 6, 0, 1, 3], #y1, x1
   [1, 1, 0, 1, 0, 0, 0, 0, 1, 1, 1, 3],
   [1, 1, 0, 1, 0, 0, 0, 1, 1, 6, 1, 3], #y3, x9
   [0, 1, 7, 1, 0, 0, 0, 1, 0, 0, 1, 3],
   [0, 1, 1, 1, 0, 0, 0, 1, 0, 0, 1, 1, 1, 3],
   [0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 6, 1, 3], #y6, x11
   [0, 0, 0, 1, 1, 1, 0, 0, 1, 0, 0, 7, 1, 3],
   [0, 0, 0, 1, 6, 1, 0, 0, 1, 1, 1, 1, 1, 3], #y7, x4
   [0, 0, 1, 1, 0, 1, 1, 1, 3],
   [0, 0, 1, 0, 0, 0, 0, 1, 3],
   [0, 0, 1, 0, 0, 0, 7, 1, 3],
   [0, 0, 1, 1, 1, 1, 1, 1, 3]
   ]
   
MAP6 = [
   [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3],
   [1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 3],
   [1, 0, 6, 1, 0, 0, 0, 1, 0, 1, 3], #y2, x2
   [1, 0, 1, 0, 0, 0, 1, 7, 0, 1, 3],
   [1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 3],
   [1, 0, 0, 0, 1, 0, 0, 1, 1, 1, 3],
   [1, 0, 0, 1, 1, 0, 0, 0, 0, 1, 3],
   [1, 0, 1, 0, 0, 0, 0, 1, 7, 1, 3],
   [1, 7, 1, 6, 0, 0, 0, 0, 1, 1, 3], #y8, x3
   [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3],
   ]
   
MAP7 = [
   [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3],
   [1, 6, 0, 0, 0, 0, 0, 0, 6, 1, 3], #y1, x1;  #y1, x8
   [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3],
   ]
   
MAP8 = [
   [1, 1, 1, 1, 1, 1, 1, 1, 3],
   [1, 7, 0, 0, 0, 0, 6, 1, 3], #y1, x6
   [1, 1, 1, 1, 1, 1, 1, 1, 3],
   ]
   
MAP9 = [
   [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3],
   [1, 6, 0, 1, 0, 0, 0, 1, 0, 0, 7, 1, 3], #y1, x1
   [1, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 3],
   [1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 3],
   [1, 1, 0, 1, 1, 1, 0, 1, 0, 1, 0, 1, 3],
   [1, 0, 0, 1, 7, 0, 0, 1, 0, 0, 0, 0, 1, 3],
   [1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 3],
   [1, 0, 0, 0, 0, 1, 0, 0, 0, 7, 1, 0, 1, 3],
   [1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 0, 1, 3],
   [1, 0, 0, 0, 0, 1, 0, 1, 7, 0, 0, 0, 1, 3],
   [1, 0, 1, 1, 1, 1, 0, 1, 0, 1, 1, 0, 1, 3],
   [1, 0, 7, 1, 6, 0, 0, 1, 6, 0, 0, 0, 1, 3], #y11, x3; #y11, x8
   [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3]
   ]

MAP10 = [
   [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3],
   [1, 7, 0, 0, 0, 0, 0, 0, 7, 1, 3],
   [1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 3],
   [1, 0, 1, 0, 0, 6, 1, 1, 0, 1, 3], #y3, x5
   [1, 0, 0, 0, 1, 1, 6, 1, 0, 1, 3], #y4, x6
   [1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 3],
   [1, 1, 1, 0, 0, 0, 0, 1, 0, 1, 3],
   [1, 6, 0, 1, 0, 0, 1, 0, 0, 1, 3], #y7, x1
   [1, 7, 0, 0, 0, 0, 0, 0, 7, 1, 3],
   [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3]
   ]

MAP11 = [
   [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3],
   [1, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 3],
   [1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 7, 0, 1, 3],
   [1, 0, 1, 6, 1, 0, 0, 0, 0, 7, 1, 0, 1, 0, 1, 3], #y3, x3
   [1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 3],
   [1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 3],
   [1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 3],
   [1, 0, 0, 0, 1, 0, 1, 7, 0, 0, 1, 0, 1, 0, 1, 3],
   [1, 0, 1, 0, 1, 0, 1, 1, 1, 0, 1, 0, 1, 0, 1, 3],
   [1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 3],
   [1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 3],
   [1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 3],
   [1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 3],
   [1, 7, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 7, 1, 3],
   [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3]
   ]

MAP12 = [
   [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3],
   [1, 6, 1, 0, 1, 0, 0, 0, 0, 1, 1, 3], #y1, x1
   [1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 3],
   [1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 1, 1, 3],
   [1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 6, 1, 3], #y4, x11
   [1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 7, 1, 3],
   [1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 3],
   [1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 3],
   [1, 6, 1, 0, 0, 0, 1, 0, 0, 1, 1, 3], #y8, x1
   [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3]
   ]

MAP13 = [
   [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3],
   [1, 6, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 3], #y1, x1
   [1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 3],
   [1, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 3],
   [1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 3],
   [1, 7, 1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 3],
   [1, 1, 1, 0, 0, 0, 6, 1, 6, 0, 0, 0, 1, 3], #y6, x6; #y6, x8
   [1, 7, 1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 3],
   [1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 3],
   [1, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 3],
   [1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 3],
   [1, 6, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 3], #y3, x11
   [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 3]
   ]

MAP_STAIRWELL_1 = [
   [1, 1, 1, 1, 1, 3],
   [1, 0, 0, 0, 1, 3],
   [1, 6, 1, 0, 1, 3], #y2, x1
   [1, 1, 6, 0, 1, 3], #y3, x2
   [1, 1, 1, 1, 1, 3]
   ]

MAP_STAIRWELL_2 = [
   [1, 1, 1, 1, 1, 3],
   [1, 1, 6, 0, 1, 3], #y1, x2
   [1, 6, 1, 0, 1, 3], #y2, x1
   [1, 0, 0, 0, 1, 3],
   [1, 1, 1, 1, 1, 3]
   ]

MAP_STAIRWELL_3 = [
   [1, 1, 1, 1, 1, 3],
   [1, 0, 6, 1, 1, 3], #y1, x2
   [1, 0, 1, 6, 1, 3], #y2, x3
   [1, 0, 0, 0, 1, 3],
   [1, 1, 1, 1, 1, 3]
   ]

MAP_STAIRWELL_4 = [
   [1, 1, 1, 1, 1, 3],
   [1, 0, 0, 0, 1, 3],
   [1, 0, 1, 6, 1, 3], #y2, x3
   [1, 0, 6, 1, 1, 3], #y3, x2
   [1, 1, 1, 1, 1, 3]
   ]

MAP_TOWER_SUMMIT = [
   [1, 1, 1, 1, 1, 1, 1, 3],
   [1, 1, 0, 7, 0, 6, 1, 3], #y1, x5
   [1, 0, 0, 0, 0, 0, 1, 3],
   [1, 7, 0, 6, 0, 7, 1, 3], #y3, x3
   [1, 0, 0, 0, 0, 0, 1, 3],
   [1, 1, 0, 7, 0, 1, 1, 3],
   [1, 1, 1, 1, 1, 1, 1, 3]
   ]

MAP_TOWER_SUMMIT_ROOF = [
   [1, 1, 1, 1, 1, 3],
   [1, 0, 0, 6, 1, 3], #y1, x3
   [1, 0, 0, 0, 1, 3],
   [1, 7, 0, 0, 1, 3],
   [1, 1, 1, 1, 1, 3]
   ]


I redid the code for items and monsters, and will probably add in Cent's suggestion for animals.



None.

Oct 24 2010, 2:13 am Symmetry Post #30

Dungeon Master

A room for you too ;o

Code
MAP = [
 [1, 1, 1, 1, 1, 1, 1, 1, 1, 3],
 [1, 0, 0, 0, 0, 0, 0, 0, 1, 3],
 [1, 0, 1, 0, 1, 1, 1, 0, 1, 3],
 [1, 0, 1, 7, 1, 6, 0, 0, 1, 3],
 [1, 0, 1, 1, 1, 1, 1, 0, 1, 3],
 [1, 0, 0, 6, 1, 7, 1, 0, 1, 3],
 [1, 0, 1, 1, 1, 0, 1, 0, 1, 3],
 [1, 0, 0, 0, 0, 0, 0, 0, 1, 3],
 [1, 1, 1, 1, 1, 1, 1, 1, 1, 3]
 ]




:voy: :jaff: :voy: :jaff:

Oct 24 2010, 2:36 am FoxWolf1 Post #31



Here's some creatures:

Leprous Vagabond
Damage: 1-5
Weapon: Punch
Size: Small


Bloodless Facelicker
Damage: 3-12
Weapon: Noxious Slobber
Size: Small


Groping Ooze
Damage: 1-10
Weapon: Pseudopod
Size: Medium


Rabid Soldier
Damage: 8-12
Weapon: Iron Halberd
Size: Medium


Lesser Nightwalker
Damage: 3-15
Weapon: Psionic Caress
Size: Large


Eyeless Abomination
Damage: 0-32
Weapon: Slimy Mandibles
Size: Large


Greater Nightwalker
Damage: 10-15
Weapon: Psionic Maelstrom
Size: Behemoth


Fallen Knight
Damage: 15-20
Weapon: Hell-Touched Longsword
Size: Behemoth




None.

Oct 24 2010, 2:44 am Biophysicist Post #32



I could learn Python and help you code special stuff, if you want... Knowing more programming languages is never a bad idea. :awesome:

EDIT: It doesn't look TOO different than C++, but I've only looked at a few lines of your code. I think I can pick it up pretty quickly...

EDIT2: Played through a bit. Your interface is annoying. Can't you detect keypresses directly instead of making people press enter? ;o Also, please clear the screen between turns... Or at least add an option to do so...

Post has been edited 1 time(s), last time on Oct 24 2010, 2:54 am by Biophysicist.



None.

Oct 24 2010, 3:00 am CecilSunkure Post #33



Sure, you can join in if you'd like.

Just note that all this program is doing is displaying text into the console. I don't think you can clear the console of text, or detect key-presses with this sort of system I've set up.

After this project, I'll be moving solely onto C.

Let me know once you've gotten comfortable with the syntax, and with the class's structure.

Thanks for the creature ideas Fox!



None.

Oct 24 2010, 3:07 am Biophysicist Post #34



Quote from name:What you SHOULD have said
After this project, I'll be moving solely onto C++.

Anyway, that makes sense.

I'm adding a simple spell system as practice. As it stands, I've already figured out most of it. :awesome: Mostly the syntax is throwing me off (because I have to check how to do simple things like loops because I'm never sure it's the same) but that's not a big problem at all.



None.

Oct 24 2010, 3:48 am CecilSunkure Post #35



Here is the current .exe of the game!
There are more items, more enemies, and more rooms!!
http://www.mediafire.com/?9a2nsrh96o4x3db

Oh good idea, spells would be kickass.

Just be sure to keep the spell system loosely coupled, so that it can be added onto any version with minimal tweaking of the rest of the source.

And no, I'll be just using C for a bit, as I have a comprehensive book on C that DigiPen Freshman are currently using. Once I run through the book, I'll move onto C++ (just like the DigiPen students are doing).

You should use my current build TZ, I think it is completely bug-free.

[Edit]Do you need me to comment more of the code so it's easier to follow?:

Attachments:
MiniRPG.py
Hits: 6 Size: 33.34kb

Post has been edited 2 time(s), last time on Oct 24 2010, 4:02 am by CecilSunkure.



None.

Oct 24 2010, 3:55 am Biophysicist Post #36



oic

Heh, using the current build is always a good idea... And FYI my code only involves copy-pasting a few functions (one, atm, though this will change with more complex spells) and a small edit to the character class and the main loop (three lines total, except for the main spellcasting function).



None.

Oct 24 2010, 4:13 am CecilSunkure Post #37



Here is the new Enemy format, in case anyone else wants to submit more enemy ideas!

Key
(name, hp, weapon, armor, battleLevel):


Example
('Death Hawk', 5, ['Sonic Dive', [0, 20], 'Large'], 15)


Note that the weapon the monster carries follows the old weapon format. The battleLevel is how difficult the monster is to kill (this value is used only in determining the gold amount rewarded after the battle; the higher it is equals more gold rewarded). For reference, here are some of my current enemies:

Code
('Sewer Rat', 10, ['Teeth', [1, 5], 'Small'], 7)
('Groping Ooze', 10, ['Psuedopod', [1, 10], 'Small'], 10)
('Mummy', 25, ['Gnarl', [5, 15], 'Small'], 15)




None.

Oct 24 2010, 4:36 am Sand Wraith Post #38

she/her

I'll submit a creature!

Code
('World Eater', 100, ['Abyssal Maw', [6, 10], 'Large'], 75)


And a weapon!

Code
ROFDOOM = item('Revelation of Doom', [13, 42], 'Large', 110)


EDIT:

I hope you don't mind if I look through your code.
What version of Python are you using? Durr nvm. I see in the screenie; 2.x series.




Oct 24 2010, 6:52 pm Biophysicist Post #39



Attached is my modified version. It features a single spell, Teleport, which moves you up to three squares in a direction until you hit an obstacle. To call up your spell menu, hit q, then type the spell number (Teleport is 1 by default) and a direction. (The spell number and the direction are both typed together before the enter.) So, "q, enter, 1s, enter" would teleport you down up to three squares.

Attachments:
MiniRPG_withspells.py
Hits: 1 Size: 30.38kb



None.

Oct 25 2010, 2:31 am Derqua Post #40



MAP7 is broken, neither of the doors work.



None.

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[2024-4-29. : 12:52 pm]
Vrael -- if you're gonna link that shit at least link some quality shit: https://www.youtube.com/watch?v=uUV3KvnvT-w
[2024-4-29. : 11:17 am]
Zycorax -- :wob:
[2024-4-27. : 9:38 pm]
NudeRaider -- Ultraviolet
Ultraviolet shouted: NudeRaider sing it brother
trust me, you don't wanna hear that. I defer that to the pros.
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