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    Drunken Paladin
  Sun Aug 23, 2009 10:34 pm
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[youtube]Ju8IHWVdGEs[/youtube]


Hello! This is Tales of the Drunken Paladin, a fantasy-comedy RPG about a universally disliked hero who very suddenly loses absolutely everything--including his identity--and must go on a quest to find out who's responsible. If I'm being 100% honest, it's also largely a game about interacting with thousands of inanimate objects. Literally, I don't think any other game in the history of video games has written interactions for so many inanimate objects.

It started on RPG Maker 2000, moved to XP, then to VX. It has been more than ten years in development and gone through multiple releases and expansions. Now, as of April 2017, it has reached its final and greatest iteration in the form of Version 3. One full playthrough is between 40-60 hours. Once you've beaten the game, hard mode is unlocked.

Version 3 features massive dialogue overhauls, combat rebalances, system improvements and many hours of new content. It also features swear words, so player discretion is advised. As always, the game is free.

Screenshots:
Content Hidden


FEATURES:

- 50-60 hours of gameplay
- Fun mini-games
- Hard Mode
- Mining, smelting and crafting weapons
- Herbalism and potion-making
- Literally thousands of events with which to interact, all promising unique and sometimes profitable or hilarious features
- Active Time Battle combat system with strategic engagements
- Hundreds of pieces of equipment and consumable items to deepen combat options
- Stat customization

Current version is 3.0 as of April 1, 2017. Always check here for the latest versions and information!

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Last edited by Drunken Paladin on Wed Apr 05, 2017 8:17 pm, edited 27 times in total.

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    dadevvtsvre
  Mon Aug 24, 2009 12:21 am
consul for life
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Hey, this looks pretty impressive! I'd have to agree with your list of quotes there, the RTP is used well in this. I'll have to give this a try when I get the chance and tell you what I think. :wink:


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    Drunken Paladin
  Mon Aug 24, 2009 12:33 am
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Dadevster wrote:
Hey, this looks pretty impressive! I'd have to agree with your list of quotes there, the RTP is used well in this. I'll have to give this a try when I get the chance and tell you what I think. :wink:

Thanks Dadevster, I look forward to your response and I hope that you enjoy.

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    Fustel
  Mon Aug 24, 2009 12:29 pm
uh...!?!
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Location: near Bordeaux - France
the Drunken Paladin... didn't meet this guy for a loonng time; but it's always a pleasure :lol: :lol:
Book III: is there by any chance a Book I and even a Book II ??


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    Drunken Paladin
  Mon Aug 24, 2009 2:26 pm
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There is a first book for RM2K (made many moons ago), but you won't need to have played it to understand or enjoy the third one.

Any back-history is either thoroughly explained along the way or ignored completely since I don't intend to publish the first one.

The second one never made it... but it was on XP before being abandoned.

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    AuraStorm
  Mon Aug 24, 2009 11:25 pm
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This game seems like fun! I want to try it out, but my computer isn't working with Filefront. Could you upload it somewhere else?


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    Drunken Paladin
  Wed Aug 26, 2009 3:50 pm
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AuraStorm wrote:
This game seems like fun! I want to try it out, but my computer isn't working with Filefront. Could you upload it somewhere else?

What seems to be the problem with Filefront? Have you tried opening it in a different browser than the one you're using?

I intend to upload it to a multitude of different hosting sites for people to choose from, but I want to wait until the final patch is released before going through with all of that.

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    Star
  Fri Aug 28, 2009 2:53 am
It's time to kick ass and chew bubble gum.
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Location: I go where I please, I please where I go
I got to the Eye of the Tiger and got my sweet ass party decimated. This game is harder than it looks. Since it was supposed to be funny I thought I could just breeze through without a care in the world. I guess if I plan to see the rest of the game I'll have to take it more seriously.

SIMMER DOWN THERE BOX. IT'S A BOX MADE OF WOOD! Crazy Lumberjacks Attack! Save Hobo insults you! Speaking of save hobos where is the save hobo in Richmond? So I can get to him next time before I die

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    Drunken Paladin
  Fri Aug 28, 2009 5:13 pm
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Thanks for playing.

He should be right outside Deemer's house!

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    Cryranos
  Sun Aug 30, 2009 7:17 pm
i broke it again
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Anebriate? Original, appropriate name. I think I'll try it.

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    Swordsaint892
  Tue Sep 01, 2009 8:25 am
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Location: Las Vegas, Nevada
This is one of the most fun RPG Maker games (XP or VX) I've played just through the dialogue alone. Just got to Bowdoin (I believe the spelling is correct) and still having a lot of fun and finding myself laughing out loud from interactions with inanimate objects. I'd never think I'd find hearing about the meaning and use of the word Pouch in depth 4 times in a row so entertaining; frustrating, but Anebriate's reactions are always priceless.

The mapping is great as far as VX goes, though the narrow corridors in some areas are VERY frustrating when combined with NPCs taking bad paths and blocking your way- it's especially noticeable at the beach-like city, when passing from the entrance map to the richer neighborhood and if the "Anti-Assassin" decides to walk through the narrow hallway in the thug area.

The battles are pretty balanced, I was also expecting to breeze through everything, but right around where you fight Deemer the difficulty takes a step up and character equipment and stats start coming into play. It's cool to see a funny game that does seem to take itself seriously.

There seems to be so many things to do in the game. I try to interact with everything that looks like it may be interacted with, but I still wonder how much I may have already missed. I haven't seen another RPG Maker game with so many things to just interact with, even if it's dialogue about barrels, sacks, pouches, crates, tea kettles, books, and pretty much anything else the RMVX tileset has to offer.

The main characters are hilarious and likable, even though they can sometimes be terrible, terrible people. Hearing Palmer say "ACCEPTABLE" after hearing the mayor's wife sing had me rolling. Everyone in the party seems to hate everyone else in the party, and the way they talk to each other is always entertaining. It makes me excited to just continue with the story if only to hear the next interactions between the characters.

Characters (Anebriate, specifically) do seem to break the fourth wall every once in a while, just enough to be funny about it, but not so much as to make it irritating. It still feels like the game world is it's own world, and most characters fit into it well- and the characters that don't are clearly different and weird on purpose, and they usually contribute to the games comedic value.

I'd love to write more, but it doesn't feel right to even write this much until I at least finish the story. There seems to be a few things that are still in development (I found a tent on the world map that only gave me a "Coming Soon" message), so I'm excited to see how much more depth this game gets.

Great, great, great game. Keep up the incredible work.

And sorry for my lack of different adjectives.


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    CrymsenTears
  Tue Sep 01, 2009 12:43 pm
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Location: In a dark corner.
Did you know that some of the text goes out of the right side of the text box? I can't read some of the dialogue due to this? Is there a fix?


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    Drunken Paladin
  Tue Sep 01, 2009 11:54 pm
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CrymsenTears wrote:
Did you know that some of the text goes out of the right side of the text box? I can't read some of the dialogue due to this? Is there a fix?


If it's just a "once-in-a-while" thing, it could be just a case of having missed it in the revision process. There are so many objects in the game, that there are inevitably going to be typos and the (hopefully) rare case of missing text. As I release new patches, those should become fewer and fewer.

Swordsaint892 wrote:
This is one of the most fun RPG Maker games (XP or VX) I've played just through the dialogue alone. Just got to Bowdoin (I believe the spelling is correct) and still having a lot of fun and finding myself laughing out loud from interactions with inanimate objects. I'd never think I'd find hearing about the meaning and use of the word Pouch in depth 4 times in a row so entertaining; frustrating, but Anebriate's reactions are always priceless.

The mapping is great as far as VX goes, though the narrow corridors in some areas are VERY frustrating when combined with NPCs taking bad paths and blocking your way- it's especially noticeable at the beach-like city, when passing from the entrance map to the richer neighborhood and if the "Anti-Assassin" decides to walk through the narrow hallway in the thug area.

The battles are pretty balanced, I was also expecting to breeze through everything, but right around where you fight Deemer the difficulty takes a step up and character equipment and stats start coming into play. It's cool to see a funny game that does seem to take itself seriously.

There seems to be so many things to do in the game. I try to interact with everything that looks like it may be interacted with, but I still wonder how much I may have already missed. I haven't seen another RPG Maker game with so many things to just interact with, even if it's dialogue about barrels, sacks, pouches, crates, tea kettles, books, and pretty much anything else the RMVX tileset has to offer.

The main characters are hilarious and likable, even though they can sometimes be terrible, terrible people. Hearing Palmer say "ACCEPTABLE" after hearing the mayor's wife sing had me rolling. Everyone in the party seems to hate everyone else in the party, and the way they talk to each other is always entertaining. It makes me excited to just continue with the story if only to hear the next interactions between the characters.

Characters (Anebriate, specifically) do seem to break the fourth wall every once in a while, just enough to be funny about it, but not so much as to make it irritating. It still feels like the game world is it's own world, and most characters fit into it well- and the characters that don't are clearly different and weird on purpose, and they usually contribute to the games comedic value.

I'd love to write more, but it doesn't feel right to even write this much until I at least finish the story. There seems to be a few things that are still in development (I found a tent on the world map that only gave me a "Coming Soon" message), so I'm excited to see how much more depth this game gets.

Great, great, great game. Keep up the incredible work.

And sorry for my lack of different adjectives.

Thank you for the very kind words, I'm always glad to hear positive responses to the game. I hope the end does not let down your expectations.

The "coming soon" areas are something to look forward to in the form of "expansion packs"-- I hope to have a full expansion to the game released by Christmas!

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    CrymsenTears
  Wed Sep 02, 2009 1:38 am
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Location: In a dark corner.
Quote:
If it's just a "once-in-a-while" thing, it could be just a case of having missed it in the revision process. There are so many objects in the game, that there are inevitably going to be typos and the (hopefully) rare case of missing text. As I release new patches, those should become fewer and fewer.



Actually, as I was playing, every line of dialogue went over the limit into the right side of the box. I simply opened up the .rvproj file and added a script to shrink the font and it ended up fine.

But after i did this, I have to say that I am enjoying the game very much.


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    Brickman
  Wed Sep 02, 2009 7:46 am
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Wow, this is an awesome game. Absolutely hilarious in every respect, and the combat system is good enough to not be a drag. Reminds me of the Barkley game, only without tying itself to a theme in order to derive its humor (unless you count "parodying stereotypical RPG heroes" a theme). There's jokes absolutely everywhere you look, and they're all good. There's plenty, plenty, PLENTY of rewards for exploration; not only are items hidden in the most unexpected places and numerous sidequests, but nearly every box, barrel and cupboard you search has its own joke, different from all the others.

Few bugs though; I'll list them. The most problematic bug is that the lantern item doesn't seem to work, either in the swamp or the mines; this is a problem because navigating the swamp without it is a pain in the butt. And yes, I did try equipping it.

After that, the most obvious bug is that the "menu" button on the party member selection screen doesn't work. No biggie.

I noticed that occasionally after fleeing you'll start the next battle with all party members' action bars full--you'll get to input a command for all four of them and then they'll all attack in order, giving you a boost. As I said, as far as I can tell it only happens after fleeing, but not every time.

The bridge can be accessed before fighting Deemer (you can head towards it as soon as you're allowed to enter the lumberjack woods) and if you do, he'll talk in the cutscene when you reach it despite not being in the party yet. Speaking of the bridge, for some reason that area's laggy as hell; I can't imagine what could cause that since everything's static.

A few of the ladders in the mines you can step off of horizontally onto solid ground rather than climbing all the way down; if you do this, you won't trip whatever flag tells the game to return your walking speed to normal so you'll move at a crawl until you get back on the ladder and depart it properly. A bit of tweaking the map would solve this.

Finally, the world map to the left of the bridge seems to get screwed up once you've finished the events in the third town's mine. Exiting the bridge places you next to the second town and the south end of the forest, and there's no way to get from there to the first town without going through the woods, wheras when you first approached the bridge you do so by going around the woods and approaching the bridge from the north. I'm pretty sure you could get back to town if you left the bridge right away after first entering its area, so I'm pretty sure the map actually changes. Anyways, this isn't nearly as obscure as it would sound because anyone who wants to complete the potato quest will be going back to the second town from the third. Not to mention people wanting to cash in their flowers for potions.


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    Drunken Paladin
  Wed Sep 02, 2009 3:51 pm
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Brickman wrote:
Wow, this is an awesome game. Absolutely hilarious in every respect, and the combat system is good enough to not be a drag. Reminds me of the Barkley game, only without tying itself to a theme in order to derive its humor (unless you count "parodying stereotypical RPG heroes" a theme). There's jokes absolutely everywhere you look, and they're all good. There's plenty, plenty, PLENTY of rewards for exploration; not only are items hidden in the most unexpected places and numerous sidequests, but nearly every box, barrel and cupboard you search has its own joke, different from all the others.

Few bugs though; I'll list them. The most problematic bug is that the lantern item doesn't seem to work, either in the swamp or the mines; this is a problem because navigating the swamp without it is a pain in the butt. And yes, I did try equipping it.

After that, the most obvious bug is that the "menu" button on the party member selection screen doesn't work. No biggie.

I noticed that occasionally after fleeing you'll start the next battle with all party members' action bars full--you'll get to input a command for all four of them and then they'll all attack in order, giving you a boost. As I said, as far as I can tell it only happens after fleeing, but not every time.

The bridge can be accessed before fighting Deemer (you can head towards it as soon as you're allowed to enter the lumberjack woods) and if you do, he'll talk in the cutscene when you reach it despite not being in the party yet. Speaking of the bridge, for some reason that area's laggy as hell; I can't imagine what could cause that since everything's static.

A few of the ladders in the mines you can step off of horizontally onto solid ground rather than climbing all the way down; if you do this, you won't trip whatever flag tells the game to return your walking speed to normal so you'll move at a crawl until you get back on the ladder and depart it properly. A bit of tweaking the map would solve this.

Finally, the world map to the left of the bridge seems to get screwed up once you've finished the events in the third town's mine. Exiting the bridge places you next to the second town and the south end of the forest, and there's no way to get from there to the first town without going through the woods, wheras when you first approached the bridge you do so by going around the woods and approaching the bridge from the north. I'm pretty sure you could get back to town if you left the bridge right away after first entering its area, so I'm pretty sure the map actually changes. Anyways, this isn't nearly as obscure as it would sound because anyone who wants to complete the potato quest will be going back to the second town from the third. Not to mention people wanting to cash in their flowers for potions.


Thank you for the kind words and the thorough report; I have fixed all the simple things and am working on the swamp situation. The problem is that the pictures do not change until the screen is refreshed (i.e., after a transfer event), whereas the day/night scripting will change on its own.) The challenging part is creating an event that refreshes the screen and leaves the player in the same place!

EDIT: As a side-note, being able to access the bridge originally from the north was a bug! You were supposed to go through the forest originally, which means the transfer event in the bridge map is correct. Also, the bridge's lag is attributed to the time-dependent shadows. They are not there if you enter the map at night.

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    Brickman
  Thu Sep 03, 2009 1:23 am
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So I'm a little confused about what you need to do to advance the plot with the Diablos vs Jets in Boidin. I spied on the Diablos meeting like the guy said, and he said they were going to attack at 0500 tomorrow. I reported and was told to go rest up, even though it was only a little before 0500 by then. I waited until 0500, and nothing changed. I continued waiting, checking with the leader guy every few hours, until 01700, aka 5 pm, and still nothing. What gives? Also, waiting on the day/night cycle to advance sidequests or reach shops was fun, but waiting on it to advance the main plot is a drag.


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    Drunken Paladin
  Thu Sep 03, 2009 1:42 am
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Brickman wrote:
So I'm a little confused about what you need to do to advance the plot with the Diablos vs Jets in Boidin. I spied on the Diablos meeting like the guy said, and he said they were going to attack at 0500 tomorrow. I reported and was told to go rest up, even though it was only a little before 0500 by then. I waited until 0500, and nothing changed. I continued waiting, checking with the leader guy every few hours, until 01700, aka 5 pm, and still nothing. What gives? Also, waiting on the day/night cycle to advance sidequests or reach shops was fun, but waiting on it to advance the main plot is a drag.
When he says to go rest up, actually go rest up at the Inn.

Also, generally speaking, sleeping in an Inn or any bed progresses the game 6 hours forward instantly if you're tired of waiting. :)

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    Brickman
  Thu Sep 03, 2009 2:37 am
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Speaking of inns, your inkeepers in the middle of the ocean and in Boidin don't ever tell you the price they charge. It's chump change by that point, but still something they ought to say. Oh, and if you enter Boidin's castle and go left, the screen transition deposits you in a wall rather than on the floor--luckily a piece of the wall that's touching floor so you can easily get off.

I have a question: Does stealing MP from enemies actually stop them from casting spells, or does it just give you more juice? Obviously one use doesn't totally sap a caster's mana, but would repeated uses actually affect them or not?


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    Drunken Paladin
  Thu Sep 03, 2009 2:42 am
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They have a limited supply of mana, so yes, if you steal all their mana they won't be able to cast. Bosses tend to have enough mana so that it is not a very effective strategy, however.

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    Brickman
  Thu Sep 03, 2009 5:36 am
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Went further still, found a few more bugs. But they're really, really weird. First, it turns out that "full action bar at combat start" bug had nothing to do with fleeing; I guess it's just rare and the only times I encountered it were areas where I was fleeing a lot. Ignoring that, now, when you get to the alchemist in the woods just after the dirt poor town, he's totally bugged; he'll craft the first three potions even if you have no flowers in your inventory, and he won't craft the fourth (the carnivorate or whatever it's called) even if you have 14. Also, again, this guy doesn't state how much money he wants for his service; it's surely nothing compared to the flowers themselves, but you should always say how much money an NPC charges.

The
Content Hidden
thing is sort of undermined by the fact that for some reason you can save from the menu in that town. Considering you couldn't save from the menu earlier in the game except in the wilderness, this makes no sense.

When I got up to fighting Mechanicor for the second time I noticed that my inventory items weren't doing what they were supposed to. Anebriate used a "tears of children" on himself and only got 75 MP back, and Dave used a warm beer on a teammate and healed him 300. What gives? If it makes a difference, I had "float" on at the time (which I can only assume must be having SOME effect, even if I can't guess what... though Dave's obviously a joke character through and through).

edit: Oh, one more. If you choose the option to beat up the quiz man in the desert rather than accepting his challenge, you don't actually have to fight him. You can just run past him and out of the area. Speaking of the desert, one of the cactuses appears to always be depleted even though you never used it; if you take the side path to the oasis/pool of water, it's the cactus just before the screen transition to the room with the pool.


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    Drunken Paladin
  Thu Sep 03, 2009 2:14 pm
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These issues have been resolved for version 1.4.2. Dave is twice as effective with all consumables, so warm beers would correctly heal for 300. Tears of children was only supposed to heal for 75 and was mislabeled as 150.

Float doesn't do anything, lol.

EDIT: Barry works for free because he's a legit hippie.

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    Brickman
  Fri Sep 04, 2009 10:12 am
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Ok, I understand that Barry works for free, but doesn't he still need ingredients?

Also, my reaction to reading that float does nothing could basically be summed up as "If you concentrated hard enough you could just make out the word 'Nooo' through the laughing."


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    Drunken Paladin
  Fri Sep 04, 2009 2:16 pm
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There were some plants prior to 1.4.2 that made the counter go up, but did not give you the actual item, or vise-versa. Plants are based on a variable that counts +1 every time you pick one, but it also gives you an item so you can just see it in your inventory and keep tabs on how many you have.

Hopefully this issue will have been completely resolved for next patch posted.

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    Brickman
  Sat Sep 05, 2009 7:15 am
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I'm pretty sure he still gives out his potions regardless of whether or not you have flowers (or how many) in 1.4. Sure seemed that way.

Anyways, just finished the game. Well, I'm assuming I finished the game. Is there anything to do after you beat the king? It was a great game, but I have to say you made a couple of dick moves with the final dungeon. I mean, dungeons with party member restrictions and where you can't level-grind are fine, but not FINAL dungeons with party member restrictions and no ability to level grind. Three of the four party members are locked-in, including the "joke"/super weak one (though with all the healing items you'll have to blow on that fight he's actually useful), and the party member who would be the most help against the final boss quits the party. That's kind of not a nice thing to do on the final dungeon; when I get to the final dungeon and boss it's supposed to be the theoretical payoff of all the equipment-tweaking, grinding and potion-saving I've done up to that point, so not letting me use the party members of my choice isn't cool. And to top it off there's a long cutscene before the final boss. Between these choices and the fact that he seemed to only have one form (which was so long that it probably should've been divided into two forms just to stop it from feeling like beating on a brick wall), and the fact that you then wake up in your house with control of the main character again, I'm actually not 100% convinced that he WAS the final boss, and was sure he wouldn't be right up until I beat him, but if there's anything after that it's not clear where I'm supposed to go.


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    Drunken Paladin
  Sun Sep 06, 2009 6:51 pm
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Dave isn't locked in the party in 1.4.2, and the game allows the player to continue because there will be expansions for which you can utilize your save-games.

Thanks for your opinions, and thanks for playing TDP!

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    Brickman
  Mon Sep 07, 2009 1:02 am
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He's locked into the party in whichever the version is that your download link in the first post points to right now.

By the way, few incredibly minor oversights at the end: If you return to the old castle once the new one's been built and try to enter the castle, the guards still tell you there's nothing they can do about your house, despite that plot point being long past and the guards saying if you talk to them that the castle's now empty. If you go over to the storage shed, the game will still act as though the guard there is present (he won't let you in if it's day and if it's night Anebriate will refer to him being asleep), even though he's gone. Also, if Emma's not in your active party and you approach her house Anebriate will mention how it seems like he "missed an opportunity" with her, even though you did recruit her and she's just sitting in the reserve party bank. Finally, if you talk to the guard guarding the right staircase on floor two of the super castle, he'll fight you but at the end he'll still be standing there, so you can fight him an infinite number of times. I only tried it with him but I'll assume it also applies to the left staircase guard and possibly a few more somewhere in the castle.


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    CrymsenTears
  Tue Sep 08, 2009 12:38 am
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Location: In a dark corner.
TDP has been featured in the first Sunday RPGMReviews show.

http://www.youtube.com/watch?v=_ePGw3ZtEN4


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    timehollow
  Tue Sep 08, 2009 11:02 am
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Um, the filefront download link isn't working for me and I really wanna play dis game so can you upload it elsewhere? And I need the RTP since i'm using XP.


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    Drunken Paladin
  Tue Sep 08, 2009 10:28 pm
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CrymsenTears wrote:
TDP has been featured in the first Sunday RPGMReviews show.

http://www.youtube.com/watch?v=_ePGw3ZtEN4

Hah, that's great! Glad you enjoyed it.

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