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|Rules|ContactUs|Writing Tutorial|Vidya Gaem Porn|Vidya Gaem Porn|Video Games|Actual Video Games|

File: e58f683938e2c36⋯.png (552.82 KB,1726x634,863:317,sidebyside.png)

File: 213e784d6649373⋯.mp4 (7.49 MB,1280x720,16:9,bugged.mp4)

 No.357071 [Last50 Posts]

I've been developing a remake of a poorly made H-game originally made on an outdated sdk. (RPGMaker2000). It's name is "Forest of the Blue Skins" or FoBS. A good portion of you probably know of or have played the game; It's CGs are relatively popular which is the main reason I'm remaking it.

I'm using Godot for the game engine, and I got pretty far into the mechanics of the game when I encountered this bug (vid related). It isn't game breaking or anything, but it is annoying, and may cause future issues.

What should happen is the character should not attack a second time once they hit the floor.

Let it be known that I've never really made a game before, and that my syntax is shit.

Alright so from what I've gathered from trying to fix this is the following:

It seems to me that when the player attacks in the air a specified animation plays, as it should, but if the player hits the ground before the animation is finished; it tries to play the grounded version of the attack animation, and in doing so; resets back to the beginning of the animation thus causing the second attack. This would be all well and good, should be an easy fix right? Well maybe I'm just a brainlet but nothing I've tried worked.

These are the sections of code that I think may be the culprits:


if grounded:
if is_attacking and !cooldown:
play_anim("ground_attack")
elif move_dir == 0:
play_anim("idle")
else:
play_anim("walk")
elif is_attacking and !cooldown:
play_anim("air_attack")
else:
play_anim("jump")

func _on_animation_finished(anim_name):
if "ground_attack" in anim_name:
cooldown_dur.start()
cooldown = true
attack_collide.disabled = true
is_attacking = false
if "air_attack" in anim_name:
cooldown_dur.start()
cooldown = true
attack_collide.disabled = true
is_attacking = false


func _on_animation_started(anim_name):
if "ground_attack" in anim_name:
attack_dur.start()
attack_collide.disabled = false
sfx($SFX/attack_no_hit)
if "air_attack" in anim_name:
attack_dur.start()
attack_collide.disabled = false
sfx($SFX/attack_no_hit)

So, usually I don't ask for help on problems I have with my projects because I can usually figure it out. Although this shit is different, I haven't been able to continue development for the last 2 weeks, and it's starting to fuck me up. Honestly any help would be appreciated.

Link to the project repo:

https://gitgud.io/icaur5/fobs_godot

Link to the script mentioned:

https://gitgud.io/icaur5/fobs_godot/blob/master/Assets/Player/Player.gd

____________________________
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 No.357099

>>357071

So your problem is that you can spam the attack? Why don't you just lock the animation until it finishes and not allow anything else to happen? We have hgdg for this though.

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 No.357260

>>357071

The spam attack reminds me of castlevania, honestly.

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 No.357334

It looks fine to me.

Also, I do hope you continue this. The engine of the game really does hold it back.

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 No.357415

File: f3136131e6dd359⋯.png (279.37 KB,1920x1080,16:9,FSM.png)

>>357071

The double attack is also in the original I believe, I kinda like it so I would see it more as a feature than a bug.

If you want a workaround just add

if anim_player.is_playing() and anim_player.current_animation == "ground_attack" or anim_player.current_animation == "air_attack": return

to your func play_anim(anim_name):

Anyway you should use a finite state machine. Godot has one built in if you use the AnimationTree node, then you can do like in pic related and avoid some headaches.

You are doing good work, keep going and keep us posted.

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 No.358317

File: 83c4a91c195034a⋯.png (3.31 KB,376x182,188:91,58.png)

>>357415

I just checked again and it doesn't happen in the original game, but it looks like the creator ran it to the same problem because the animation abruptly ends when you hit the ground. Also It would be immensely helpful if you would commit the changes you made with the project to the repo (here:https://gitgud.io/icaur5/fobs_godot/) or even if you just uploaded the code to a cloud service if you don't have an account for gitgud. I want to see how you managed it, because I tried to implement what was shown in your pic with little success; additionally thank you for informing me about the animation tree feature I had no clue that it existed. Finally I'm really glad to see that people are actually interested in this project of mine.

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 No.358352

>>357071

Do you have any on landing trigger/event?

If so, put cooldown (or is_attacking) to false on that (assuming that such a trigger is ran before grounded).

Alternatively… you could have is_attacking and an additional-is_attacking_air as separate vars for action checks, but this might cause you to auto attack if you jumped shortly after landing.

>poorly made

Shots fired.

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 No.358590

File: 407c063bf628e67⋯.png (34.84 KB,350x439,350:439,somethinglikethis.png)

Alright, a quick update I have gotten the whole state machine animation player implemented, but I'm struggling to find a way to trigger events on the playing/finishing/transition of an animation.

e.g. : I'd like to trigger a enable/disable a hitbox when the attack animation begins and finishes.

If you have any ideas let me know.

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 No.358706

File: 02b4474469119f5⋯.png (231.4 KB,1920x1080,16:9,Screenshot.png)

>>358590

Nice to see progress. You could handle the event triggers in a couple of ways. Using signals like you show is one way, another one is keying variables or function calls in the animation itself, it's not the most elegant method since it mixes animations with logic, but it's functional. The simple approach, probably, is starting the animation and use a timer to know when to set the hitbox to false.

I'm terribly slow at doing things but if I find some time I'll make an account and push some code.

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 No.359159

What are you talking about? The original game isn't even finished yet, is it…

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 No.359207

>>359159

The original game isn't finished but because of the limits of the engine/program it was built in, it has to be split into part A and B and possibly a C if it gets that big. The only way to fix this is to remake the entire thing in a different program. The dev luckily decided not to do that, but this guys going for it.

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 No.359274

Does the original dev know about this? If yes I would like to know his opinion. Maybe he appreciates it and would team up with a programmer.

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 No.359291

>>359274

My guess is no (unless he regularly browses /hgg/), but I would love to have the support from him. Only issue is he's Japanese and I'm not 100% sure if he speaks English so that may be difficult.

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 No.359294

>>359291

He can just google translate ur sentences and should understand everything u say as long as the sentences you form are simple.

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 No.359598

File: 45ade3d9a5f14da⋯.png (55.07 KB,402x94,201:47,fobs-for-kids.png)

File: 6c5324b09199bd4⋯.mp4 (8.3 MB,1280x720,16:9,2019-06-27 13-07-12.mp4)

Update:

Development as been going well, I just finished up the basic player attack functionality. The next thing on my list is getting a system in place to deal with damage to the player. (vid related). Any ideas on how to go about setting something like that up?

>>358706

Thanks, you've been a massive help my dude.

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 No.359610

File: f31db9f5a31191c⋯.png (132.93 KB,1151x1609,1151:1609,ClipboardImage.png)

>play_anim("ground_attack")

>>358590

>if "ground_attack" in anim_name

>using strings for internal values

Protip, never fucking do this unless you absolutely have to, always use the smallest value you can get away with.

TL;DR strings are just chains of large numbers, each letter is as big as your average integer, so even the shortest animation name in your case is taking four times as much as it has to to validate a valid input.

You only need to go higher than int if you literally have over two billion values.

I don't know how godot script works, but just make a global variable that's a 'constant' or at least 'final' and instead of 'animation("idle")' it'd just be 'animation(IDLE)' with 'IDLE' being a number.

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 No.359639

>>359610

That's really good advise, but lets go a step further. Introducing enumeration, from the godot docs:

Enums

Enums are basically a shorthand for constants, and are pretty useful if you want to assign consecutive integers to some constant.

If you pass a name to the enum, it will put all the keys inside a constant dictionary of that name.

enum {TILE_BRICK, TILE_FLOOR, TILE_SPIKE, TILE_TELEPORT}

# Is the same as:

const TILE_BRICK = 0

const TILE_FLOOR = 1

const TILE_SPIKE = 2

const TILE_TELEPORT = 3

enum State {STATE_IDLE, STATE_JUMP = 5, STATE_SHOOT}

# Is the same as:

const State = {STATE_IDLE = 0, STATE_JUMP = 5, STATE_SHOOT = 6}

# Access values with State.STATE_IDLE, etc.

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 No.359667

>>357071

Why remake the game instead of making something new? Unless you're using it to learn to code or you want to add new features/content, it's a waste of time when the original is still playable.

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 No.359675

>>359667

see>>359207

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 No.359814

>>359667

see >>359207

That as well as like you said it's good practice and, I was actually thinking about adding more to the game once I got finished with the core of the game. This whole thing started because of all the vore in the game, and wanting a way to remove it. I'll probably just add a little toggle switch for that type of content for the degenerates who like that shit lol.

>>359639

>>359610

Frankly I'm not all to interested in optimization at this point in development because getting the shit even work is already enough of a pain in the ass, but getting it to work efficiently is a whole other thing. Although I'm aware that at some point it will need to be addressed. So thank you for the input.

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 No.359892

>>359207

The dev is already working on a remake, there was even a small demo released a few months ago, still on a shit engine though.

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 No.360998

>>359892

where we're going engines don't matter

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 No.361159

>>359598

Why would you fuck with someone else's game instead of making your own shit? What kind of autism is this?

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 No.361160

>>359610

Wrong. Strings are arrays of chars. Chars are 1 byte. Ints are 4 bytes. AT least in C on a 32 bit machine.

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 No.361214

File: de530545e0f3f62⋯.png (23.33 KB,500x459,500:459,ok.png)

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 No.361229

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 No.361259

>>361214

I don't think you know how to use that image. The other anon's point still stands.

Also, isn't this thread unneeded as there's both FoBS and hentai game development threads where this shit can be posted? Project is a good idea but it doesn't really deserve its own thread with no playable stable build in sight.

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 No.361310

File: 4926c720873f43d⋯.png (457.65 KB,3588x1576,897:394,It can't be! His beam is a….png)

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 No.361339

>>361310

perfection

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 No.361344

>>361310

Fight, fight, fight!

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 No.361831

>>361214

see >>361229

>>361159

Because, I do truly like the game and I like the art, but the game engine holds it back as stated many times before. On top of the fact that I'm shit at any kind of art.

>>361259

I do agree that I probably should've posted this thread in /hgdg/. I didn't think about that at the time. So My bad.

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 No.362090

>>357071

Good, anon, the game does need to be ported, as long as you don't fuck wth the existent mechanics.

Also, you know how there's a Side A and a Side B? It's because the Side A couldn't handle anymore content, so it'd be a good idea to merge Side A and Side B into a single game if possible.

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 No.362149

>>359814

>Frankly I'm not all to interested in optimization at this point in development

This is not optimization you retard but basic programming knowledge.

String comparision is expensive and makes 0 sense especially if your programming language provides both enums and constants, you fucking nigger faggot!

Changing it doesn't require much effort either. Less than your post did, you full retard.

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 No.362534

I feel like not a whole lot of people are too interested in the idea of porting the game, and I don't wanna put my time into something that no one wants. So I've made strawpoll to gauge the interest in the idea of a remake.

http://www.strawpoll.me/18292525

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 No.363023

File: 61ba3b4bc661eef⋯.png (31.11 KB,539x264,49:24,level_switch_code.png)

File: ba25e7267a514d5⋯.mp4 (2.27 MB,1280x720,16:9,2019-07-10 22-53-07.mp4)

Alright, Update time.

After thinking about it for awhile I've come to the decision that I will not just copy the game levels verbatim for the following reasons:

One, I would have to recreate the level designs manually I cannot just port them over. ( I've tried, the binaries are just way too obscured to derive any usable map data from them)

Two, the original map levels are extremely convoluted and feel unintuitive. At least in my opinion.

With that being said I do still intend on keeping all original mechanics as similar to the original as possible.

Now for the actual game updates, I have been working on a level switch functionality. It works for the most part only real issue is that when I switch levels it always teleports me to where the player was originally located when the scene was initialized as opposed to where it was located when he entered the "portal". This wouldn't really work for what I need. (as shown in the video)

I tried to set the position of the player once he enters in an attempt to solve this problem, but it doesn't seem to want to play nice with the level switch functionality (my best guess is load order issues) I tried to attempt repositioning before and after level switch occurred and still nothing. So if you've got any idea on a way around this let me know.

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 No.363077

>>363023

>always teleports me to where the player was originally located when the scene was initialized

That, doesn't seem to be what's happening when you transition to the screen to the right…

Kind of hard to really diagnose without more, but for the starting area, it's possible that whatever determines player starting location is simply executing every time you load that screen, or similarly, you could be creating a player object on that screen and effectively replacing the character every time you load it (making it look like you're teleporting).

Honestly just guesses though…

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 No.363598

>>363023

So you are going to redo the whole game? Well, shit, good luck with your autism, anon.

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 No.363619

>>363023

Hey anon, do not listen to these assholes. You are doing amazing work. The remake you have looks very, very good.

I find it VERY ODD the game has been split into multiple parts. Frankly unacceptable, you have to switch around saves and other BS because the original author keeps working with a very, very outdated version.

I love the original author's work but his reluctance to switch to a better engine makes the game suffer in general.

While I do understand you wish to change around some things and make the map and game feel easier to play around with could you consider having an option to change it back to the exact same version as the author where possible?

I memorized some parts of the map and having them change around can be quite obnoxious.

Keep up the amazing work!

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 No.363780

File: 643ababed8298c3⋯.mp4 (10.15 MB,1920x1080,16:9,fobs-screen-transition-cor….mp4)

>>363023

Different anon here, looks like an interesting project. Cloned it and have been coding in it for several hours. I rewrited a large portion of the level transitioning to make it semi-automatic when you run left or right it loads a map if one is available.

Also implemented smooth transitioning which you asked for. See the clip.

Still need to have a look how to stop the character from moving if there is no map.

All in all it's a lot of fun recoding this project. And doing it from scratch means it will be possible to add english in natively. I have been a fan of Zells work so it's a extra fun.

I do not know anything about godot but I'm learning. Add me to the github so we can work on it together. I'll merge in my changes. My gitgud name is: pikachu, id: 11599, email: 11599-pikachu@users.noreply.gitgud.io

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 No.363852

This could turn out to be the greatest collaborative effort on 8ch one day.

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 No.364051

File: 72fa9bb55666b0a⋯.mp4 (3.23 MB,640x480,4:3,fobs-progress.mp4)

>>363780

I have edited a bunch of more code behind the scenes so it's easier to add in the player. I recreated the ground of the starting area and mimicked everything is perfectly as possible.

I am planning to add in the house and the remaining tiles, add the parallax background effect, animate the light on the house and if there is time have a look completing the first monster girl.

The new engine runs smooth. I will have to manually test if the updated game and the original match in terms of speed etc.

I updated the new version to match the resolution of the original game. They look pretty similar except for the missing content atm.

Sadly I have not been added yet to the new repos. Waiting for an update.

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 No.364757

>>363780

>>363852

>>364051

If you guys would like, took the liberty in making a discord server. My hope is that it will be a lot easier to communicate about progress there.

https://discord.gg/9G2Eg27

inb4 >lol faggot why use discuck

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 No.365327

File: f9dbfec93d7d664⋯.gif (3.1 MB,350x350,1:1,f9dbfec93d7d664634d8c7f2bf….gif)

>>364757

>dicksuck

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 No.365501

File: eda75d992ea7517⋯.mp4 (6.43 MB,1920x1080,16:9,2019-07-18 21-13-53.mp4)

>>365327

Do not worry my friend I will still provide updates over here as well. A clip showing latest progress:

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 No.365890

>>359610

You literally sound like someone who got into programming just months ago. It's literally how the engine is build. You have to use Strings in this script language.

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 No.365996

File: dafa6df8ec829fd⋯.mp4 (7.09 MB,1920x1080,16:9,fobs-level-2-complete.mp4)

>>365890

I really do not care about a few miserable bytes if we are dealing with gigs. Taking up most space (same thing for zell) is textures in general.

Also here is another update of the remake. I managed to remake the second level. Starting third level eventually and having a look at the slime, UI, …

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 No.367857

File: 34d1a808801fdc1⋯.mp4 (3.82 MB,1920x1080,16:9,fobs-gui.mp4)

Another update on the progress being made. I have started to add in the UI and completed another map (first map with blue slimes and forest dwellers).

If somebody has a list of official names of monsters girls that it would be awesome if you could share it.

I am planning to make the UI functional and try and get the first monsters girl to work properly. It has proven harder then initially expected to set up so everything works as it should.

Progress is still being made albeit more slowly.

Also big thanks to gwenora for writing a program to extract map data out the binary of fobs. It should allow me to recreate bigger maps more easily.

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 No.367876

File: 989acbde3225456⋯.png (318.51 KB,483x712,483:712,ClipboardImage.png)

>>367857

Keep up the good work. Just an idea, but you can throw in a bestiary when you are done.

As for official names, I don't think there's a whole list, pretty sure the game files have the most official names you can find, probably in katakana, if so, tell me and I can translate them, but you have the pastebin guide with some girls you can use as placeholders

https://pastebin.com/exKJayvr

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 No.368004

>>367857

>>367876

http://zell999.blog.fc2.com/blog-entry-184.html

He posted a big list on this blog-post when the version was released along with pictures. There might've been a more recent one, but I was only sporadically checking them because I knew he'd done this before.

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 No.368006

>>368004

Meant to say that it was a list of the monster girl names.

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 No.368809

File: 2e31724596cdaec⋯.mp4 (732.95 KB,1920x1080,16:9,fobs-blue-slime-wander.mp4)

>>367876

>>368004

Thanks for the feedback and list of the monster girls.

Work has continued on the game. I have spent a large amount of my time writing a semi-reusable A.I. system. It's a variant of a finite statemachine and a pushdown automata. It seems to work okay thus far. I have started work on the blue slime (and boy does it have a lot of transitions).

I some general reusable wander ai logic. Clip of it here applied to the blue slime

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 No.368814

>>368809

Can you post the code for the AI out of curiosity?

How did the original handled AI and what will be the difference?

I wonder how Zell feels about this remake seeing how he hates the filthy 外人.

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 No.369392

File: 56586d0c32bf67c⋯.mp4 (3 MB,1920x1080,16:9,fobs-slime-progress.mp4)

>>368814

>Can you post the code for the AI out of curiosity?

Everything I make I publish on a github variant (gitgud). This is the repo link: https://gitgud.io/pikachu/fobs_godot If you have any questions feel free to join the discord. I tend to answer any questions you might have fairly quickly: https://discord.gg/9G2Eg27

Do note my project is a fork of somebody else who started it. Since I wanted to help I forked the project. However the main repo has not merged in the changes yet. So far the farthest progress being made has been on my fork. Of course I am recieving help of other people every now and then. (Thanks gwenora and osiris)

It's not always 100% up to date since I only commit every now and then (every 1 - 3 days) most of time. Sometimes longer depending on the complexity of what I am making.

>How did the original handled AI and what will be the difference?

The remake is very, very similar. All the sprite animations will be the same. Things like animation duration, animation speed, mob speed, … may differ slightly.

The reason for this is because I have no idea how to get original values so I do it by recording FOBS and then using approximations of that in the remake. If it's close enough I leave it be. People are more then welcome to help me get everything frame perfect if they wish to do so. I will gladly merge in any changes made in this regard. I want to focus mostly on getting in the basics of the game.

>I wonder how Zell feels about this remake seeing how he hates the filthy 外人.

While the Japanese are xenophobic to some extent I don't think Zell fully despises foreigners. I'd like to assume this since he has been supportive in adding in English translations in FOBS.

As for how Zell feels about his game being remade, I have no clue. I assume if progress furthers enough and people take notice of the remake he will contact us to discuss things. If not, that's fine. I have no intention to make money of Zell's work, if he want's to continue developing on the remake that's also fine. It's a fun project and I am learning a lot so it's all good.

Also here's another little clip of the progress I made.

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 No.370112

well that happened…

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 No.370454

bumping to see if we can get interest in this project again…

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 No.370736

What's your progress?

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 No.379703

bye op f0rever

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