Leaderboard
Popular Content
Showing content with the highest reputation on 08/07/2017 in all areas
-
2 pointsI had no prior knowledge of JavaScript before I looked at RMMV. I only knew Ruby and mostly from VXAce. I did mess around with RMXP for a bit, but was mostly only familiar with Ace's RGSS3, not XP's RGSS (never touched VX's RGSS2, hated the whole concept of VX from the moment I heard how they gutted the mapping system). There is no "RMMV variant of JavaScript". The version of JavaScript available to your game depends on the browser/client it's running in. The engine uses some generic Node Webkit client to run your game when testing or offline, but if you're intending your game to be played in different browsers like Firefox or Opera or Safari, the version of JavaScript that it will use will be whatever that browser uses. This will not usually be problem, as most browsers run most of JavaScript mostly fine, but there are certain JavaScript functions that will work in one browser and not in another. I do not know what all of them are, but I know they exist. This may be a bigger problem with mobile browsers, not sure. Honestly? Well, the first thing that got me was how there is no option to display the console by default unlike in VXAce. You have to manually press F8 and it comes up in a very awkward position in front of the game window that blocks off most of it. The first thing I did (either that day or the day after I bought it) was to write a plugin that automatically brought up the console and shifted it to a much nicer position behind the game window. Which I ended up posting on this site and the official forums - that's how much it annoyed me. I normally never post my own scripts/plugins, but the removal of that particular feature irked me so much that I actually broke my own rule for that one. I'd thought I'd be lamenting the lack of a built-in script editor too, but it does end up faster to tweak plugins in an external editor run concurrently with MV, so it's not too bad (as long as you have a good one you're comfortable with). One misconception I seem to often see is that people don't realize that you CAN directly modify the scripts. You can directly open up the default .js files that make up your game ("rpg_managers.js", "rpg_scenes.js", "rpg_windows.js", ect.) in any editor and change them any time, you don't actually have to use a plugin to do it. The plugin manager is almost purely a convenience feature - it just makes it "easier" to set values, keep track of and disable code that you're not using. It still doesn't let you turn on disabled plugins mid-game, so functionally it adds nothing over VXAce's script editor in that regard. Well for one the resource formats are different. Everything's bigger. 48x48 instead of 32x32. You'd need to redraw any graphical resources you already have. But I'm sure you already knew that. Also, no native MP3 support. I'm not even sure MIDI is supported. I believe this had something to do with mobile devices not being able to play MIDIs and licensing issues with MP3 (which is now a non-issue) or something to do with Apple. If you had anything entered in your VXAce database, you'll have to re-enter it into the MV database, as obviously the format is completely different. Most of the same features are there though, including damage formulas and traits, although damage formulas obviously use JS now instead of Ruby. Event commands are also mostly the same too, so any evented features in Ace should be replicable in MV. ...And here we get to the elephant in the room. My answer? Don't sweat the JavaScript. That's not the hard part about making plugins for RMMV. You can know Ruby and not know how to script in VX/Ace. The hard part is knowing the structure of the engine's default coding and how it works. And in that regard, it is... actually very comparable to Ace. A lot of the functions and prototypes are named very similarly and the basic structure is the same. You still have the DataManager, BattleManager and SceneManager running in the background, the old Vocab and Sound modules are now called the TextManager and SoundManager and the hidden Audio module is now the AudioManager. There's a bunch of new ones too, but no hidden modules or classes anymore. Scenes and Windows still share the same relationship, all of the game data is still stored in the Game_X objects. The syntax might need some getting used to, but put it this way - after making that auto-console plugin, I was able to make a font loader plugin... and then a week after that, I made a battle GUI modification plugin and after that, a custom menu (took some time to figure out how the mouse stuff worked). And this was with me having never touched JavaScript before picking up RMMV. So if you already know a programming language and know the structure of how RPGMaker works in general, it's not that hard. EDIT: Shiggy has a point about the readability though. All the object prototypes/"classes" are all crammed together in those longass .js files, which does make it a bitch to go through compared to XP/VX/Ace's old one-class-one-file layout.
-
1 pointI've got some mapshots of Catty Lands dungeons (made with Tsukihime's mapshot script). This first one I want to show you is the Catwalk of Aeons, floors 1-7: The idea with this dungeon is that, while the first two floors are pretty standard, the player then must overcome "four elements" based challenges. There are obstacles that you can only get past by using magic spell items that you would previously buy. The dangers include dangerous objects, damage floors, hidden pits and one pond in the water level that you will slide into on the ice tiles unless you use magic to freeze it. The first level contains a pit that you must use a certain kind of spell to cross, and there's a clue as to which you should use. The air level contains a puzzle in which you have to step on the hexagrams in the correct order to proceed. The cats on the second level pose riddles which are questions about previous in-game events. The last floor is simply one where a cutscene happens. The giant hexagrams are healing spots. With each floor, the idea was to keep the general style throughout while putting in some of each element. Finally, I know the doors look like they don't align correctly, but in the actual game they do. I will post other dungeon maps later. Thoughts?
-
1 point
-
1 pointDespite the weird color combinations, I think they look good. You've used a variety of tiles to break up textures, added shape to the rooms and didnt make them square and kept everything consistent. Only problems I see that arent shift mapping are; - Add more decor. Maybe some clutter or treasure? The rooms are nicely spacious but kinda empty. Maybe some purple crystals to help the floor blend better? - some walls arent sized correctly. A couple areas has the wall 1 tile big imstead of 2. Im on phone so cant point them out right now. Add some decor to help everything blend better
-
1 point
-
1 pointFrom what I can tell, it is paid material. If it ever was cost-free, it isn't now.
-
1 pointI guess Kayzee is right and I may have written too fast. It did take me a while to understand how inheritance actually worked in Javascript, and how the thing plugin makers use to replace 'alias' work as well (attribute method to a local variable then redefine method using your local variable). Although I was able to start making plugins before understanding that because the architecture is similar.
-
1 pointI haven't tried doing plugins for MV yet, but I do know enough Javascript to know that there are some significant differences with Ruby. For example, Ruby is class-based while Javascript is prototype based. You don't as much make a general class for an object as you do clone prototype objects. In someways it's actually more flexible then Ruby because you can just change a function/method on an object the same way you can any other attribute (technically you can sort of do the same kind of thing in Ruby, but it's much more of a pain and you need to go through a lot of hoops).
-
1 pointThe architecture of MV is very similar to VX ace , but it is not as readable. In VX Ace, you had one file for every class which isn't the case in MV. (I didn't do it yet but I think if I had to work on a serious MV project, I would split the files so I can organize myself better). The main differences I noticed / remember, the graphic engine doesn't handle the z coordinate as well as the one in VXace And the architecture of the battle system is organised differently (if I remember correctly, Scene_Battle handles only input and windows, BattleManager handles only the logic and Window_BattleLog handles the battle display (text + animations) . In a way it does make more sense than the VX ace architecture) Because the architecture is so similar , I had no difficulty going from Vx ace to MV. Javascript is more verbose than Ruby , but there is no paradigm shift when going from one to the other and you should be able to catch up quickly by looking at the code or existing plugins. If you want to make an RPG, I do think MV is a better alternative than a custom engine because even if you want to modify the code heavily, you have access to some useful tool. For example having a window class already coded makes custom menus relatively quick to do, redoing a window class yourself would take a lot of time. The same if true for a lot of mechanics,i t would take some time to rewrite you character class, your skill class ... You also have access to the editor which may not the best for the database (items, enemies ...) but it is very useful for map creation I think.
-
1 pointHello, I am Anarel. I've been using RPG Maker since 2003, but I didn't start seriously to create a game until now (I'm using MV). So... that's it I guess. Pleased to meet you all!
-
1 pointHere's my (archaic) rating system: 1. Dogshite. 2-5. Horrible. 6. Okay. 7. Good. 8. Great. 9. Fantastic. 10. Perfect. Though I've hardly ever given out a perfect score for a game.
-
1 pointBefore I officially begin this review, I want to state the following: There are going to be a lot of references drawn to Tales of Zesty, since both the world of Berseria and Zesty are actually connected. That does not mean I automatically think one game is better than the other, or that I'm not treating the game fairly on the basis that it should be its own game, or some stupid shit you people come up with. Since the game is connected to a previous installment of the franchise, however, I WILL critique that based on how well it filled the plot holes left behind by Zesty. Tales of Berseria is a wonderful masterpiece of a story combined with horrific and thrown-together combat that screams afterthought. Berseria should have been a Visual Novel instead of an actual Tales game, considering how unbalanced and cheesy the combat can be. More critique on that later. I know you all are just itching for me to review this game (and by review I mean absolutely destroy and shred it) so let's get into the bulk of things. I'll break the game down into several segments, consisting of story, gameplay, quality, and replayability, and judge the game on all of these criteria. Story: "Why do birds fly"? This is a motif that becomes apparent throughout the game as you play Velvet Crowe. Velvet is a...we'll say "farm girl" who lives with her younger brother, named Laphicet, and her father-in-law, Arthur. The game opens with a dramatic chase scene throughout a forest as Arthur, Laphicet, and Velvet all are running away from daemons. And yes, you couldn't come up with a more unoriginal name. Arthur and crew are then stopped by some daemons along the road. Arthur fights them off with his big heroic giant sword that's seen in every anime thus far and then takes his children to underneath a nearby tree, gives them both an apple, and, to save you ten minutes of pointless exposition, tells them to be safe. Arthur then proceeds onward, but Velvet, being the curious and feisty little shit she is, doesn't listen and trails Arthur. When she arrives to where Arthur is at, she sees her older sister, Celica, floating in air as a sort of sacrifice with two giant needles of light stuck through her body. Then Arthur turns towards Velvet. And it WAS ALL A FUCKING DREAM. Like, seriously, you couldn't put any less thought into the fucking story you lazy shitheads? Anyways, time skip I think seven years later (I couldn't care less because opening with a dream sequence is probably the greatest sin in all of gaming history) where Velvet is now taking care of Laphicet in place of Velvet's older sister, Celica. Velvet completely loves Laphicet, would do anything for him in the world to see him safe and to keep him protected. The setting takes place in a farm village named Abala (If I remember correctly? Like I said I could care less) where everyone is hanging out enjoying their life and is in no way shape or form going to be turned into a monster's den of daemons somewhere in the near future-oops, spoilers. Anyways, farm village girl Velvet is pretty cute. After about an hour of doing pointless hunting that serves no actual purpose to the story, you come home, go to bed, and realize that it has become a "Scarlet Night". This phenomenon happens once every three years, where the moon glows bright red, and that some type of God or something that people worship demands sacrifice or something, I don't really fucking know. Velvet wakes up, realizes Laphicet is nowhere to be found, and, oh wouldn't you know it, the entire village has become a monster's den. I TOTALLY DIDN'T SEE THAT COMING. Velvet runs through the village (You have to, you can't fight them, which is extreme bogus considering what happens in about five minutes or so), goes up to the cliff where the sacrifice is being held, which is the same spot where Celica was sacrificed, and Velvet sees Laphicet hanging in the air, same as Celica, with Arthur standing right below him. And then, SHUNK. That was my best sword impression. And then there's this. Velvet then flies into a complete frenzy and tries to kill Arthur. However, Arthur, being the badass and antagonist that he is, is just no match for farm village girl Velvet. She lunges herself down into the sacrificial pit where Laphicet fell, attempting to protect him, but she gets swallowed up by a huge-ass dragon thing that looks like it came from the Seven Dragonballs. Really cool CG by the way. Anyways, Mr. Dragon man doesn't like that, spits out Velvet, and she comes back with a few extra hormones, her entire body taken over by Edginess, and a fucking badass left arm. She then proceeds to scream four thousand times as you try and fight off the daemons and ultimately Arthur, which, after wiping them all out, Velvet realizes were the other townsfolk, and flies into yet again a complete frenzy, lunging at Arthur. However, he sees past the bullshit and smacks her in the chest and down she tumbles into the bottomless pit. Timeskip three years later. You awaken in a prison island. How you got there is beyond me since on the world map Abala and Titania are in two completely different sections of the world map AND THAT REALLY FUCKING PISSES ME OFF WHY DO PEOPLE NOT KNOW ABOUT CONSISTENCY- You are greeted by someone. A malakhim. Malakhim are...let me simplify this so that it's easier to understand. They're Zesty's version of Seraphim. Pretty much. After a tense fight and a pointless tutorial about how to dodge (I'VE BEEN PLAYING TALES GAMES FOR FIVE YEARS NOW, YOU DON'T THINK I'D KNOW HOW TO DODGE AT THIS POINT-), Velvet takes the malakhim under her control and the two escape through the prison island. Oh, and, you start a prison riot in order to escape. That's pretty cool I guess. During the course of the prison riot, you find a bunch of Exorcists, commanded by Oscar, who are pretty much this game's bad guys. They use Malakhim as tools and have suppressed their free will in order for them to inevitably do their bidding. After fighting Oscar, one of these said Malakhim is like "fuck you bitch" and turns into a dragon. It's explained later on as to why they change into Dragons, but keep this word in mind: Malevolence. So you get to kill a Dragon. Woohoo. During the fight, the Dragon is too powerful to tackle alone so you team up temporarily with Oscar to take him down. Then you eat the girl that was traveling with you or something so you can become stronger or something. And no, not in that way you filthy degenerates. Then you kill a dragon. Woohoo. After that, Oscar runs away like a little bitch. Oh yeah, I forgot you run into Rokurou in the course of escaping from the prison. Also along those lines, you find a witch named Magilou (UGGGGGGGGGGHHHHH) and a sailor named Dyle. You hijack a ship from the Titania Prison Island Docks and set sail. And then you get shipwrecked. And after that you get to hear 40 hours of Velvet whining about "I don't care about anything as long as I get my revenge on Artorious (Arthur, a.k.a.)". Which goes back to a point I want to make: Revenge plots never work out. They always end with suffering and despair and ultimately, there's just a giant pitfall of sadness. With the way Velvet portrays herself in the game, where she doesn't care about anything other than getting revenge, it's honestly hard enough to care, as a player, about someone like that. Eventually, you find Eizen (does that name sound familiar to you? It should, as he's a boss in Tales of Zesty) and he's a fucking badass. Oh yeah, and you also meet a little kid I guess who's named Number Two but after about twelve hours of him being useless Velvet decides to call him Laphicet because FUCK ORIGINALITY AM I RIGHT? Oh yeah, and also Laphicet Version 2 has a giant crush on Velvet for whatever reason. How anyone can have a crush on someone who yells "DIE DIE DIE" is utterly beyond me. Oh yeah, and there's also an Exorcist bitch you come across periodically in your travels named Eleanor who starts out as a nuisance and quite quickly becomes my favorite character in the entire game. Not just in her story and why she chose to travel with Velvet but because she fucking rocks in combat. Despite her being very dramatic and quite a nuisance in the early game, she gradually opens up to everyone and easily becomes one of my favorite characters. Eventually, Velvet finds an answer to the million dollar question that everyone in the game seems to ask like every ten seconds. Why do birds fly? REALLY? THAT'S YOUR RESPONSE YOU STUPID DUMB FARM VILLAGE GIRL? WAY TO MAKE MY 50 HOURS IN THE GAME COMPLETELY WORTHLESS! As you can tell, I didn't really like the story of this game all that much. Not because of the way the story was handled (it could have been done a lot better in my opinion, starting with Velvet not being so much of a bitch, for one), not because of the characters, but because...everything you do just feels pointless. You run around for 40 hours before Velvet finally realizes her quest for revenge will never fully come to fruition, and at that point, the game just takes a dramatic spiral downwards because, yes, it IS all pointless. Revenge is pointless. Don't make it the central core plot device of your game. Game Dev-ing 101 folks. About halfway through the game, after doing a quest where you have to go through an underground water temple or some shit that triggered me because it reminded me of Zestiria's Water Temple, the village along the coast, Haria, turns into a den of monsters, similar to the beginning of the game. Once you escape from the town, you soon realize something. See, there's this "disease" that everyone refers to as daemonblight. The Abbey (the big bad guys) coined this term because when you contract daemonblight, you eventually lose your senses and turn into a daemon. This isn't the case, it's all a lie. There is no such thing as daemonblight. What actually triggers people turning into daemons is malevolence. And you'll see me use this term a lot, because it ties in with Tales of Zesty. The malevolence, ill intention, and hatred that we have in our human hearts is what makes us turn into daemons, not some crazy disease spreading around. In Zestiria, those afflicted with malevolence were called hellions. In Berseria, they're called daemons. It actually sets up Zestiria's plotline really nicely as now, it makes sense. Along with that, we learn that people have started calling Velvet the "Lord of Calamity". Sound familiar? That was the final boss in Zestiria. So in essence, Berseria sets up Zestiria's plot, seeming as how Velvet is technically the very first "Lord of Calamity". Oh yeah, and Laphicet Version 2 at the end of Berseria becomes Maotelus. Maotelus, in Zestiria, is this fictional being that is designed to bring peace to the world by eating Hellions and Seraphim alike. How a little boy of 12 years of age grew to become one of the most notorious figures in Zestiria still boggles my mind, but you know. It's a game. There's also Zaveid. <3 Anyways, I realized I may have went on a bit too long with the story, but don't worry, the gameplay portion will be really really short. Mainly because you'll read the first sentence and I will have wrapped up the entire sum of gameplay for Berseria. So don't worry. It at least had a somewhat better story than Zestiria, bottom line. Overall: 7.5/10. Gameplay: The gameplay sucks. Yeah, you didn't think you would be hearing that coming from a Tales game, would you? The massive pioneers of putting great gameplay before anything else, right? No, the gameplay actually sucks in this game. Granted, it did SOME things right with the actual MECHANICS of the system, like how you're not stuck to a line anymore and can freely move around the battlefield. In a 3D environment. Not like Zestiria did it. Your arte skills are also no longer bound to which direction you push the analog stick, and instead, all four of your face buttons to a different attack. This makes combat a lot more fluid, intuitive, and feel actually wonderful to play. ...Until you get to the actual reason why the gameplay sucks. At the start of each fight, you get 3 souls. They're the little blue diamonds in the corner of everyone's portrait. You can upgrade your souls as you fight by inflicting Power Hits, inflicting Stuns on an enemy, performing a Perfect Dodge and getting Souls that way, or just straight killing the guys. Out of all four of those options, only one of them is really a consistent means of upgrading your Souls. When you inflict a Power Hit on an enemy (using moves that hit an opponent's weakness), they take more damage. If you manage to hit all of the opponent's weaknesses, it starts a Chain. When an enemy is under a Chain, they're more susceptible to being Stunned. However, even if you manage to Stun an enemy, there's no guarantee you'll actually get a Soul for all of the hard work that you put in. It's completely random. Same with getting a Perfect Dodge. As you can see in the screenshot, I managed to Perfect Dodge and a Soul popped out. Yet, it's completely random on how these things work out. So you might be asking why is this a bad thing, you might ask? There are abilities you get throughout the game that take advantage of how many souls you have. By expending a Soul, you unlock a move that is more powerful than the rest of your moves (in the case of Velvet). But you can only use these moves if you have more than 2 Souls. Since you start off with 3, you can only use it once before you inflict a Stun, dodge perfectly, inflict a Chain attack, or beat the fucker to a pulp. Not only that, they are your primary source of healing. Remember that as I move along to this next section. So you might be asking why is this a bad thing, you might ask? There are some enemies in the game who like to start with a certain skill, called "X Break", where X is the most annoying status ailment you can think of given your particular situation. Not only do these incredibly powerful attacks have a wide area of effect and inflict Status Ailments, they Break your Guard if you try to Guard, AND reduce your Souls immediately. Tell me that's not a bogus idea to not only inflict Paralyze, but also reduce your ability to fight and heal for almost every single party member unless you happen to miraculously dodge at JUST the right time. Remember how I said before that Break Souls are your primary source of healing? Yeah, Healing Artes in this game are fucking useless. Oh, here, take this First Aid spell that heals you for 20 damage. ... I don't think I need to explain any more than I already have. Ultimately, the gameplay wears itself down to, if you can get all the enemies in a corner and wail on them with all of your best attacks, accumulate a shit ton of Souls, and spam RT as it is the most powerful attack at your disposal, you'll win and be fine. But take note that enemies can also Stun you just the same as you can to them, and when that happens...well remember this. If you get Stunned, not only do you lose a Soul but you take more damage as long as you are Stunned. And, as if by some miraculous exploitation of Artifical Intelligence, as soon as you are Stunned, ALL OF THE ENEMIES in the fight will run up to you and start hitting you immediately. And then you're dead. That's not fun at all. That's unbalanced. Granted it's unbalanced for both sides as you can get everyone into a corner and hit them like a punching bag, which is what this game's strategy is, but it's also unbalanced because enemies have these particularly powerful and unbalanced moves like "X Break" or Soul Burst (gives them additional Souls while you lose Souls) that you can't do anything about. It ruins the fun and adds artificial difficulty to a game with a broken ass gameplay system. You know, looking back on it now, Tales of Zestiria's combat system was way more fun than Berseria's, even though you were locked to a linear battle system. You know why? BECAUSE IT WORKS. There weren't broken enemies who spammed X Breaks or Soul Bursts or did overly insane amounts of damage. And this is all on Simple mode by the way. I got so fed up with combat that I just said fuck it and blazed through the fights because I absolutely hated the combat in this game. The first time I can say I was incredibly incredibly disappointed with a game's combat system. You get Mystic Artes quite early in the game, actually, at about 8 hours in and like when you're Level 10. And I know that's what all of you came here for, right? To see Velvet's bright and shiny face light up when she does a Mystic Arte? There are some other gameplay aspects I'll go into here but FIRST. Mystic Arte showcase. ... DAMN IT, I DIDN'T TAKE ONE OF SPIRAL HAIL GDI- Needless to say, Eizen's "Perfect Mayhem" and Eleanor's "Spiral Hail" are among the top two of my Mystic Artes in this game. Both of them are just so amazing and I have nearly fallen over out of my chair pretending to stab something as if I'm Eleanor. Oh, and punching the air is pretty fun, too. Like in the previous game, you can upgrade your equipment. The amount of skills and battle prowess you get from upgrading your equipment can drastically change how fights work. For example, if you upgrade your equipment enough, you may get extra BG, which is needed to activate Mystic Artes, or gain extra Souls at the start of combat. However, the shortcoming of this is you have to go into the shop menu to disassemble items you don't want or don't need anymore. From those dismantled equipments you can get various materials used to upgrade equipment. However, if you've been grinding in a certain place for hours on end and you have about 100 pieces of equipment in each category, like I ended up having once, you have to spam the A Button in order just to get through all 100 pieces of torturous equipment. And by that point, your thumbs probably already hurt because you're mashing the buttons in combat just to have a chance. So, while it's a good system, it has quite a few shortcomings associated with it. There's, umm...there's card games. I'm gonna be honest, I spent almost zero time playing the minigames. They're just pointless. And they are extremely confusing to understand, especially Card Heroes, like pictured above. But I guess if you wanna waste your time, go ahead. So the main bulk of gameplay is basically get beat up, die a lot, get frustrated, stop playing the game for about a week, suck it up, do it again, miraculously do 100000 damage in a single hit because what the fuck Velvet is OP, and then fly through combat. Disappointing gameplay. OH, BUT YOU DO GET A SKATEBOARD-I mean, A GEOBOARD THAT LOOKS LIKE A SKATEBOARD! Gameplay: 4.5/10 Quality: This game was rushed. It's painfully obvious and Namco Bandai didn't even bother to cover up that fact. Take the following skit for example: And yes, skits are back as usual. But look at the following text. The voice actor for Eizen, however, ends up saying something completely different, something along the lines of "And what's wrong with having some dreams? It's a great opportunity you have. You all just don't get it." And this just doesn't happen once. It happens A LOT. Like, it's like the script for the game and what the voice actors are saying are completely different. It's like Namco Bandai gave the script to the actors incomplete and just said "Ad-Lib the parts we didn't fill in because we're too lazy for that and it isn't our first priority." Remember when annual games used to be good? However, I can't say that the voice acting in the game was all that terrible. Most of you have probably seen this scene floating around on Youtube, but it perfectly showcases just how well Velvet's VA nailed the character in question. Probably one of the best delivered scenes in the entire game in my opinion. But unfortunately, it doesn't overshadow all of the other problems regarding how rushed the game was regarding skits, scenes, and "lost in translations" the game got. Quality: 6/10. Replayability: Yeah, yay, New Game +. Why the fuck would I want to play through this garbage game again? Replayability: 0/10. Now, it's time for the final wrap-up. In this section, I'll detail if this game is truly one for you, and if you should decide to play it or not. Would I recommend this game?: No. It's not good, honestly. If the combat were to be completely gutted from the game and the story to be the main drive and focal point, with a bit of better execution, I probably would have liked it more. I've played games with a good story with slightly less good gameplay (Nights of Azure), but this game's gameplay is just downright ridiculous. Stay away from this one. Overall rating of the game: 4.5/10. Terrible. Now take some music or some shit, I don't care.
-
1 pointGood review. I had fun reading it. (4.5 out of 10 is terrible for you? I thought 4.5 is below average)
-
1 pointHiii! I would give you a hug, but I think I would get 1000 needles in me. :3 *sprinkles with fairy dust on you anyway*
-
1 point
-
1 point


