Alcune domande

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  1. DjTonino
     
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    Sto lasciando perdere TGF... voglio imparare AGS... beh cose tipo, Mettere lo sfondo, cambiare il .GUI, mettere gli oggetti, fare le animazioni le so fare... ma ancora molte cose mi mancano... quindi un paio di domande


    1)Quando faccio Pick Up object... come faccio a fare in modo che l'oggetto vadi nell'inventario?

    2)Come si mettono le musice? (mp3!)

    3)come faccio a fare ke i personaggi in un momento (esempio all'inizio) parlano?

    THX A TUTTI

    CIAO!

    Edited by DjTonino - 5/8/2007, 14:06
     
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    Ok, allora.
    Prima di tutto sono contento che tu ti sia deciso a passare AGS: veramente molto semplice e versatile, ovviamente solo se devi sviluppare un'avventura grafica, per altri generi ti consiglio TGF o MMF. Ma passiamo alle tue domande...

    1- Dopo aver fatto il pick up object, per aggiungere quell'oggetto nell'inventario devi inserire il semplice comando
    CODICE
    AddInventory(numero dell'oggetto dell'inventario ovviamente a tua scelta)

    2- Per le musiche è semplicissimo, basta inserire nello script della pagina questo codice
    CODICE
    PlayMusic(1);

    però devi avere nella cartella del gioco il file musicale che vuoi far partire rinominato come MUSIC1.
    3- Se stai parlando delle cutscene (le scene di intermezzo, quelle non giocabili) basta inserire questo comando nello script della pagina
    CODICE
    DisplaySpeech(EGO, "Ciao sono Ajeje");


    Spero di aver capito tutto e di essermi spiegato, se dovessi avere bisogno di altro, non resta che scriverlo.
     
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    Questi sono script per la versione fino alla 2.62, che ormai è un po' datata.

    Per le versioni più recenti gli script sono questi:

    1- Aggiungere un oggetto raccolto nell'inventario
    CODICE
    character[EGO].AddInventory(iKey);
    iKey è il nome in codice dell'oggetto scelto da te

    2- Musiche
    i file musicali che si possono usare in ags sono: OGG, MP3, MIDI, WAV, MOD, XM, IT e S3M
    i file musicali vanno rinominati in questo modo: MUSICx.OGG, MUSICx.MP3, MUSICx.WAV etc... dove al posto della x va inserito un numero che servirà da identificativo per far partire la musica tramite questo script (che è rimasto invariato rispetto alle versioni precedenti):
    CODICE
    PlayMusic(1);



    3- Personaggi che parlano
    character[EGO].Say("Mi chiamo Ego");
     
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    Sarà anche un po' datata, ma io mi ci trovo benissimo. :zizi:
     
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    Ma per chi vuole imparare ags io consiglio vivamente le ultime versioni :sìsì:
     
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    A parte qualche bug fixato, cosa c'è IN PIU' nelle nuove versioni di AGS? :ehmsi:
     
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    AGS 2.70:

    SPOILER (click to view)
    * Added ability to use any size/resolution of icon, if you save your game with Windows 2000/XP.
    * Added support for graphic filters, and added a standard 2x and 3x scaler, along with Hq2x and Hq3x filters.
    * Added plugin API AGSE_ONSPRITELOAD function to allow plugins to modify sprites as they are loaded into memory.
    * Added new plugin API functions IncrementManagedObjectRefCount, DecrementManagedObjectRefCount, SetMousePosition, SimulateMouseClick, GetMovementPathWaypointCount, GetMovementPathLastWaypoint, GetMovementPathWaypointLocation, GetMovementPathWaypointSpeed.
    * Added ListBox.ScrollDown, ScrollUp, RowCount, HideBorder and HideScrollArrows. Added "Hide scroll arrows" setting to listboxes in GUI editor.
    * Added System.Gamma and SupportsGammaControl; and replaced old system.* variables with new System. properties.
    * Added Room.Width, Height, ColorDepth, LeftEdge, RightEdge, BottomEdge, TopEdge and MusicOnLoad properties.
    * Added ability to use movement speeds slower than 1 (-2 is now 1/2, -3 is 1/3, etc)
    * Added ability to name dialog topics, and ported RunDialog/etc to OO-style functions. Additionally, dialog scripts can now use the topic names with goto-dialog rather than using the number.
    * Added GUI Control z-order support (right-click Bring To Front / Send To Back options in editor, as well as BringToFront/SendToBack script commands).
    * Added Game.SetSaveGameDirectory command, including support for My Documents folder.
    * Added option to export animated background frames, and added a confirmation message to the Delete Frame button.
    * Added Game.SpeechFont and Game.NormalFont properties to replace SetSpeechFont/SetNormalFont but also provide a way for you to get the current setting.
    * Added Game.Name, Game.FileName, Object.Loop and Object.Frame properties.
    * Added Button.Font property, and added Text Alignment property to GUI buttons and list boxes in the editor.
    * Added Mouse.GetModeGraphic to allow you to get the sprite slot of the cursor.
    * Added String.AsFloat property to convert strings to floats.
    * Added Game.StopSound function, to allow you to easily stop all sound effects.
    * Added writable ViewFrame.Graphic property, which allows you to change view graphics at run-time.
    * Added Region.TintRed, TintGreen, TintBlue, TintEnabled and TintSaturation properties to allow you to get the current region setting.
    * Added game.read_dialog_option_color to allow you to set a different colour for dialog options which the player has already selected.
    * Added Ctrl+S option to script editor, to save changes so far.
    * Increased sound channels from 6 to 8, and you can now have more than 1 simultaneous ambient sound.
    * ListBox.AddItem and ListBox.InsertItemAt now return false rather than quitting the game, if you try to add too many items to the list.
    * Disabled text boxes now do not draw the cursor.
    * Obsoleted GetGameParameter and added new functions and properties to replace it (see GetGameParameter in the help to redirect you to the new functions).
    * Obsoleted SetFrameSound and made the ViewFrame.Sound property writable instead.
    * Obsoleted savegameindex[] array, and added ListBox.SaveGameSlots[] array instead. Additionally, raised the max save games from 20 to 50.
    * Increased permitted length of GUI label text from 200 to 2048 characters.
    * PlayMusicQueued now preloads the next track to provide a seamless transition between tracks.
    * Added DirectSound Hardware Mixer option to Setup.
    * Increased script editor line length limit from 300 to 500 characters.
    * Editor now uses "Sound" sub-folder to store sound files, like the way it currently works with Music and Speech.
    * Editor view preview window will now play frame-linked sounds if they are in .WAV format.
    * Added shortcut keys Ctrl+1 through Ctrl+9 and Module Scripts sub-menus for easy access to module scripts and headers.
    * Autocomplete now warns if you use an array index to access properties on a non-array, and vice versa.
    * Added option to Assign Sprites To View dialog to allow you to add the sprites in reverse order.
    * Editor now shows each character's talking view as well as normal view in the Characters pane.
    * Mouse.SetBounds now actually locks the cursor within the bounds, rather than it moving invisibly within the locked out area.
    * Added game.keep_screen_during_instant_transit ion option for 8-bit colour modes.
    * Changed the default restart point to be just before the first room is loaded, in order to avoid problems with the restart point not working properly in some games.
    * The game can now be closed with the X button or Alt+X while a PlayVideo is playing.
    * Moved GUI Clickable setting from the checkbox into the Properties window, since it more intuitively belongs there.
    * "Enforce new-style strings" now disables old-style string functions.
    * Old split resource files now get deleted if you disable splitting or reduce the number of split files.
    * PlayVideo now pauses the video if the player alt+tabs away from the game while it is playing.
    * player.ChangeRoom in game_start is now allowed, and will change the room that the game starts in.
    * Increased editor performance when importing tiled sprites.
    * Debug console now also writes its output to the Windows Debugger (which you can read with an application like DebugView); useful if the debug console normally flies past too quickly to be useful.
    * View preview window now cycles through whole of multi-loop animations.
    * Fixed crash if you used Restore or Restart within a script module event handler.
    * Fixed template creation to work with Music and Speech sub-folders.
    * Fixed agsedit.log timestamp having the wrong month.
    * Fixed character blinking not working properly once they had finished talking.
    * Fixed translation source not including strings from script modules.
    * Fixed a backwards compatibility issue with game.num_inv_items.
    * Fixed characters with only left/right loops sometimes using the wrong loop when moving.
    * Fixed game erroring out if you used Character.ChangeView to change from a 4-directional to a 2-directional view.
    * Fixed GUI Labels to be not clickable by default.
    * Fixed "Refresh list" option not working in the Room List if no room was selected.
    * Fixed calltips not picking up member functions if you put a space before the opening bracket.
    * Fixed text parser not handling an optional choice of words properly.
    * Fixed text parser not handling a choice of words with spaces properly in Said().
    * Fixed Global Messages pane not updating after Importing Dumped Text.
    * Fixed FaceLocation not working properly if the character's current loop was not one of the normal walking loops.
    * Fixed Mouse.SetPosition clipping the Y to 200, even in 320x240 games.
    * Fixed sierra-style speech screwing up if you used RemoveOverlay or SetTextOverlay in repeatedly_execute_always while the speech was displayed.
    * Fixed Tiled Sprite Import allowing you to import over the edge of the image when zoomed in.
    * Fixed ShakeScreen leaving artefacts in the black borders when running in letterbox mode.
    * _blank.crm is now included when you make a template.
    * _blank.crm will be checked for in editor folder if not found in game folder.
    * Fixed editor crashing if a very large template.txt file was used when starting a game from a template.
    * Fixed block comment parsing sometimes not working properly if /* was the last thing on a line.
    * Fixed String.Contains not working properly with strings >200 characters.
    * Fixed PlayMusic not working if it was called whilst an old track was fading out but crossfading was now disabled
    * Fixed "too many events posted" error if several commands like Walk were used in quick succession.


    AGS 2.71:

    SPOILER (click to view)
    * Added friendly string support, and modified various built-in functions to return a String rather than requiring a buffer.
    * Added option to compress the sprite file to reduce disk usage.
    * Added editor sprite caching, to improve performance and reduce memory usage of the editor with large games.
    * Increased max speech files per game to 10000.
    * Added == and != operator support for strings.
    * Added support for having pointer variables in structs.
    * Added Clickable property to GUI controls to allow you to disable a control without affecting its appearance.
    * Added new Dynamic Sprite features: CreateFromExistingSprite, CreateFromBackground, Crop, Resize, Rotate, Flip and SaveToFile functions; and ColorDepth, Width and Height properties.
    * Added Game.GetMODPattern, ListBox.InsertItemAt and Maths.ArcTan2 script functions.
    * Added Slider.Min and Slider.Max to allow the script to access these slider properties.
    * Added Object.IgnoreScaling and Character.Scaling properties; renamed Character.IgnoreScaling to ManualScaling.
    * Added const string support to prevent accidentally passing the parameters the wrong way round to functions like StrCopy.
    * Added option to PlayFlic not to clear the screen before starting playback.
    * Added "Adjust volume with scaling" character option and equivalent Character.ScaleVolume property.
    * Editor now uses "Speech" and "Music" sub-folders to store speech and music files in to reduce the clutter in the main game folder.
    * Added "New Run Script Action" to the right-click menu in the interaction editor, to allow you to quickly create a Run Script interaction without having to go through the interaction dialog.
    * Added "noloopcheck" keyword to allow you to bypass the script loop checks.
    * Added GP_ISFRAMEFLIPPED option to GetGameParameter.
    * Editor now forces all background imports to the game's colour depth.
    * Game now attempts to mute audio when alt+tabbing away to another application.
    * Implemented lazy evaluation for && and || operators.
    * Improved script compiler speed.
    * Arrays and structs are now officially supported, and are documented in the manual.
    * Ambient sound volume is now dropped along with the music volume while speech is being played.
    * Added menu option to rebuild only the music or only the speech vox, since in large games rebuilding both could take a long time.
    * If Sound is disabled in the game Setup, then it no longer plays in PlayVideo either.
    * Insert and Delete keys now have allocated keycodes and are officially supported.
    * Narrator speech now closes the Display() window when the voice finishes, if play.skip_display is set to auto-remove after time.
    * Compiler now does type checking on return values from custom functions.
    * Display command now obeys the SetVoiceMode setting.
    * Pamela lip-sync now allows multiple phenomes per frame.
    * "void" is now properly supported as a function return type.
    * PgDn, PgUp, Home and End are now mapped to the ASCII codes of their equivalents on the numeric keypad, rather than duplicating arrow keys.
    * Underscores can now be used in GUI and view names, and invalid names pasted into the box are now rejected.
    * The hi-color Palette pane now displays the current colour number in a text box so that it can be copy & pasted easily, and allows you to type in a colour number and find out the RGB.
    * Renamed the setup.exe in the AGS distribution to setup.dat to prevent unzip programs from trying to "install" it.
    * Renamed "Player Enters Screen" events to "Player Enters Room" to use consistent terminology.
    * If a dynamic sprite attached to an object is deleted, the engine now prints an error message rather than crashing.
    * Setting game.close_mouth_end_speech_time to 0 now continues sierra- style speech animation indefinately, like it does with lucasarts speech.
    * Removed "Target DOS" option from the menu, since the DOS engine is no longer available.
    * Fixed compiler bug allowing enums to be redefined.
    * Fixed compiler crash when declaring a large struct.
    * Fixed engine error if Turn Before Walking was enabled and a character only had left/right loops.
    * Fixed walk-to point getting randomly moved if you alt+tabbed back into AGS from another application.
    * Fixed the Import Dumped Text option truncating dialog options to 70 characters.
    * Fixed memory leak in GUI.SetSize/Width/Height methods.
    * Fixed volume jump if a track was fading out and you changed rooms to a room with a louder volume setting.
    * Fixed Overlay.X/Y properties returning wrong value for SayBackground overlays.
    * Fixed editor crash when deleting sprite folders.
    * Fixed editor crash when selecting a sprite for a GUI control.
    * Fixed editor crash on Characters pane if the character's normal view had no frames in loop 0.
    * Fixed crash rather than error message if script exceeded stack limit.
    * Fixed Single GUI Import not updating GUI images properly, and allowing duplicate GUI control names to be imported.
    * Fixed editor crash if you manually removed a #sectionend and then tried to edit that script function.
    * Fixed colours in GUI editor showing up wrong in 32-bit colour games.
    * Fixed SetCharacterIdle skipping the current frame if called while the character was moving or animating.
    * Fixed + having a higher precedence than - and thus 5 - 3 + 2 giving 0 rather than 4.
    * Fixed only one edge interaction being run if the player walked off two overlapping room edges.
    * Fixed GIF import crash with some gif images.
    * Fixed "out of memory" crash in game if you accidentally used a full-screen image as the talking view for sierra-style speech.
    * Fixed CyclePalette not updating the screen when cycling backwards.
    * Fixed compiler allowing built-in types to be used in struct definitions.
    * Fixed Auto-Number Speech Lines starting from NARR0 rather than NARR1 for the narrator.
    * Fixed GUI control event handler function names being incorrectly truncated.
    * Fixed compiler to not allow a struct to be a member of itself.
    * Fixed compiler not giving an error if you forgot a semicolon after an object method call.
    * Fixed editor crash if you typed a string longer than 200 characters into a text property.
    * Fixed character disappearing if it was tinted/lit and used an 8-bit sprite in a hi-color game.
    * Fixed music not resuming after PlayVideo if crossfading was enabled.
    * Fixed the player character's PreviousRoom property starting off as the first room number, rather than -1 as it said in the manual.
    * Fixed static methods in plugin headers not being picked up by autocomplete.
    * Fixed IsKeyPressed not working with backspace (ASCII code 8 ).
    * Fixed voice speech not being played if a SkipUntilCharacterStops command was in effect when the speech was displayed.
    * Fixed Restore Game occasionally corrupting the managed object pool.
    * Fixed some usability issues in the Import Sprite dialog, where moving the mouse off the side of the image while right-dragging would cause the cursor to jump around.
    * Fixed WAV music files not being picked up from MUSIC.VOX
    * Fixed region light level picking up tint amount if you switched it from tint to light and then selected a different region.
    * Fixed Out of Memory crash if you had a character off the bottom of the screen and a walkable area with continuous scaling touched the bottom of the screen.
    * Fixed CDAudio not being able to return values.
    * Fixed type mismatch error attempting to use new-style global strings.
    * Updated Christmas easter egg to allow you to continue and load the editor if you really want.


    AGS 2.72:

    SPOILER (click to view)
    * Added ability to use any size/resolution of icon, if you save your game with Windows 2000/XP.
    * Added support for graphic filters, and added a standard 2x and 3x scaler, along with Hq2x and Hq3x filters.
    * Added plugin API AGSE_ONSPRITELOAD function to allow plugins to modify sprites as they are loaded into memory.
    * Added new plugin API functions IncrementManagedObjectRefCount, DecrementManagedObjectRefCount, SetMousePosition, SimulateMouseClick, GetMovementPathWaypointCount, GetMovementPathLastWaypoint, GetMovementPathWaypointLocation, GetMovementPathWaypointSpeed.
    * Added ListBox.ScrollDown, ScrollUp, RowCount, HideBorder and HideScrollArrows. Added "Hide scroll arrows" setting to listboxes in GUI editor.
    * Added System.Gamma and SupportsGammaControl; and replaced old system.* variables with new System. properties.
    * Added Room.Width, Height, ColorDepth, LeftEdge, RightEdge, BottomEdge, TopEdge and MusicOnLoad properties.
    * Added ability to use movement speeds slower than 1 (-2 is now 1/2, -3 is 1/3, etc)
    * Added ability to name dialog topics, and ported RunDialog/etc to OO-style functions. Additionally, dialog scripts can now use the topic names with goto-dialog rather than using the number.
    * Added GUI Control z-order support (right-click Bring To Front / Send To Back options in editor, as well as BringToFront/SendToBack script commands).
    * Added Game.SetSaveGameDirectory command, including support for My Documents folder.
    * Added option to export animated background frames, and added a confirmation message to the Delete Frame button.
    * Added Game.SpeechFont and Game.NormalFont properties to replace SetSpeechFont/SetNormalFont but also provide a way for you to get the current setting.
    * Added Game.Name, Game.FileName, Object.Loop and Object.Frame properties.
    * Added Button.Font property, and added Text Alignment property to GUI buttons and list boxes in the editor.
    * Added Mouse.GetModeGraphic to allow you to get the sprite slot of the cursor.
    * Added String.AsFloat property to convert strings to floats.
    * Added Game.StopSound function, to allow you to easily stop all sound effects.
    * Added writable ViewFrame.Graphic property, which allows you to change view graphics at run-time.
    * Added Region.TintRed, TintGreen, TintBlue, TintEnabled and TintSaturation properties to allow you to get the current region setting.
    * Added game.read_dialog_option_color to allow you to set a different colour for dialog options which the player has already selected.
    * Added Ctrl+S option to script editor, to save changes so far.
    * Increased sound channels from 6 to 8, and you can now have more than 1 simultaneous ambient sound.
    * ListBox.AddItem and ListBox.InsertItemAt now return false rather than quitting the game, if you try to add too many items to the list.
    * Disabled text boxes now do not draw the cursor.
    * Obsoleted GetGameParameter and added new functions and properties to replace it (see GetGameParameter in the help to redirect you to the new functions).
    * Obsoleted SetFrameSound and made the ViewFrame.Sound property writable instead.
    * Obsoleted savegameindex[] array, and added ListBox.SaveGameSlots[] array instead. Additionally, raised the max save games from 20 to 50.
    * Increased permitted length of GUI label text from 200 to 2048 characters.
    * PlayMusicQueued now preloads the next track to provide a seamless transition between tracks.
    * Added DirectSound Hardware Mixer option to Setup.
    * Increased script editor line length limit from 300 to 500 characters.
    * Editor now uses "Sound" sub-folder to store sound files, like the way it currently works with Music and Speech.
    * Editor view preview window will now play frame-linked sounds if they are in .WAV format.
    * Added shortcut keys Ctrl+1 through Ctrl+9 and Module Scripts sub-menus for easy access to module scripts and headers.
    * Autocomplete now warns if you use an array index to access properties on a non-array, and vice versa.
    * Added option to Assign Sprites To View dialog to allow you to add the sprites in reverse order.
    * Editor now shows each character's talking view as well as normal view in the Characters pane.
    * Mouse.SetBounds now actually locks the cursor within the bounds, rather than it moving invisibly within the locked out area.
    * Added game.keep_screen_during_instant_transit ion option for 8-bit colour modes.
    * Changed the default restart point to be just before the first room is loaded, in order to avoid problems with the restart point not working properly in some games.
    * The game can now be closed with the X button or Alt+X while a PlayVideo is playing.
    * Moved GUI Clickable setting from the checkbox into the Properties window, since it more intuitively belongs there.
    * "Enforce new-style strings" now disables old-style string functions.
    * Old split resource files now get deleted if you disable splitting or reduce the number of split files.
    * PlayVideo now pauses the video if the player alt+tabs away from the game while it is playing.
    * player.ChangeRoom in game_start is now allowed, and will change the room that the game starts in.
    * Increased editor performance when importing tiled sprites.
    * Debug console now also writes its output to the Windows Debugger (which you can read with an application like DebugView); useful if the debug console normally flies past too quickly to be useful.
    * View preview window now cycles through whole of multi-loop animations.
    * Fixed crash if you used Restore or Restart within a script module event handler.
    * Fixed template creation to work with Music and Speech sub-folders.
    * Fixed agsedit.log timestamp having the wrong month.
    * Fixed character blinking not working properly once they had finished talking.
    * Fixed translation source not including strings from script modules.
    * Fixed a backwards compatibility issue with game.num_inv_items.
    * Fixed characters with only left/right loops sometimes using the wrong loop when moving.
    * Fixed game erroring out if you used Character.ChangeView to change from a 4-directional to a 2-directional view.
    * Fixed GUI Labels to be not clickable by default.
    * Fixed "Refresh list" option not working in the Room List if no room was selected.
    * Fixed calltips not picking up member functions if you put a space before the opening bracket.
    * Fixed text parser not handling an optional choice of words properly.
    * Fixed text parser not handling a choice of words with spaces properly in Said().
    * Fixed Global Messages pane not updating after Importing Dumped Text.
    * Fixed FaceLocation not working properly if the character's current loop was not one of the normal walking loops.
    * Fixed Mouse.SetPosition clipping the Y to 200, even in 320x240 games.
    * Fixed sierra-style speech screwing up if you used RemoveOverlay or SetTextOverlay in repeatedly_execute_always while the speech was displayed.
    * Fixed Tiled Sprite Import allowing you to import over the edge of the image when zoomed in.
    * Fixed ShakeScreen leaving artefacts in the black borders when running in letterbox mode.
    * _blank.crm is now included when you make a template.
    * _blank.crm will be checked for in editor folder if not found in game folder.
    * Fixed editor crashing if a very large template.txt file was used when starting a game from a template.
    * Fixed block comment parsing sometimes not working properly if /* was the last thing on a line.
    * Fixed String.Contains not working properly with strings >200 characters.
    * Fixed PlayMusic not working if it was called whilst an old track was fading out but crossfading was now disabled
    * Fixed "too many events posted" error if several commands like Walk were used in quick succession.



    Due cazzatine, insomma :ahsisi:
     
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    Ehm.... io parlavo di PRESTAZIONI, la maggior parte di quelle cose son tutte un "Aggiustato un bug e bla bla". Le cose che voi fate con AGS 2.72, io le faccio benissimo con AGS 2.61.
    SPOILER (click to view)
    E poi mi sono affezionato al vecchio script, quindi non vedo perchè rifarmi il culo per imparare quello nuovo. :nono:
     
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    Divinità dei Sette Mari

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    Bè se hanno fixato così tanta roba, vuol dire che qualche problema potresti averlo, e in genere che avresti vita più facile con il 2.72.

    Inoltre, per esempio nella nuova versione di AGS (adesso ancora beta) verranno tolti molti limiti, quindi sarebbe un peccato non utilizzarla.
     
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    Ti dirò... MAI e dico MAI avuto problemi di bug in AGS.
    SPOILER (click to view)
    Almeno fino ad adesso...
     
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    Divinità dei Sette Mari

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    C'è sempre una prima volta..
     
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10 replies since 5/8/2007, 12:08   330 views
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