DKC-Related Custom Animations

Working on your own project related to the Donkey Kong Country series?
This forum is your place to discuss fangames, artwork, stories and so forth which are DKC relevant.

Re: DKC-Related Custom Animations

Postby Cyclone » June 10th, 2014, 2:12 pm

hmm. While executed perfectly. I'm not sure I like the idea. But yes I like the lighting bolt.

keep it up.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » June 10th, 2014, 3:33 pm

Eh, well, I thought it might be kinda neat... Obviously not everything I make is something that everybody will love! :gnawty-lol:

Either way, it's here for anybody that might want it!
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Re: DKC-Related Custom Animations

Postby Phyreburnz » June 14th, 2014, 3:18 pm

So, I'm working a little bit on my custom DKC 1 factory level, Tire Factory terror.

I got the idea to use the acid pits from the DKC3 factory and change the colours to match it to the DKC1 factory. The other thing that I did was change the acid to recoloured lava from DKC2. I also took the bubbles bursting to make it more neat.

dkc3-factory-pot-bubbles.gif
dkc3-factory-pot-bubbles.gif (15.48 KiB) Viewed 30119 times


Now my idea with this level is to have tires everywhere. I want tires to be rolling down through the levels, but when they get to these pits, I want them to stop and melt. I'll be working on melting sprites. I think I have an idea on how to do that. I was thinking of looking at the sprites for when Kleever gets knocked into the lava and taking those bubbles and recolouring them.

*EDIT*
Here is the tire melting.
tire-melting.gif
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Re: DKC-Related Custom Animations

Postby Qyzbud » June 14th, 2014, 4:55 pm

I appreciate the bringing together of all three games for this idea, and your use of bubbles in both cycles is looking really nice.

I'm interested to see how you enhance the effects at play in this one, as there look to be a few opportunities to get creative. :)
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Re: DKC-Related Custom Animations

Postby Cyclone » June 16th, 2014, 5:15 am

I agree with simion

:thumbs: :banana:
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Re: DKC-Related Custom Animations

Postby Phyreburnz » June 22nd, 2014, 4:54 pm

If there's one thing I love, it's wasting my time with very pointless things.

douchebag-sonic-walking-sucking-at-life.gif
douchebag-sonic-walking-sucking-at-life.gif (64.13 KiB) Viewed 30030 times


And just in case anybody is interested, I have all of the frames of blue Bristles with Sonic's shoes.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » June 30th, 2014, 9:55 am

I have a new enemy that was inspired by the custom sprites of Christopher, who is helping with the DKC4 project.

jackhammer-kremling.gif
jackhammer-kremling.gif (59.34 KiB) Viewed 29973 times


Christopher's sprites originally had a hard hat on him. I omitted that since I think this enemy should only be able to be killed by getting an object thrown at it or getting jumped on. If he was wearing a hard hat, I think that would make it an enemy that you have to throw an object at to kill.

I'm also not sure about the colours. I would like to change them, but I don't know what colours I should go with. If anybody has suggestions, let me know. I'd like to change the colours before I upload the sprite sheet.
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Re: DKC-Related Custom Animations

Postby VideoViking » June 30th, 2014, 12:13 pm

As a Jackhammering Re-Koil, his features could be immunity to roll attacks, and destroying crates and barrels with his jackhammer.

Jackhammers make a loud drilling sound, and to keep with the Re-Koil naming scheme, I could easily dub this Kremling Rah-Ket.

- Based on the word "racket" (to make a loud noise).
- Pronunciation is a pun of "rock it".
- Rah prefix gives this Kremling an Egyptian feel, especially when it comes to synchronized hopping.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » June 30th, 2014, 3:30 pm

I have two more quick edits. One is just a palette swap and the other involved actual editing.

The robin acts just like Gleamin' Bream.
Palette swap:
glowing-bird.gif
glowing-bird.gif (11.08 KiB) Viewed 29956 times


The lightning bug I want as something similar to Krockheads, in that he doesn't hurt you if you touch it. I think it would be neat to have a forest level that is lit up by these guys. It could sort of act like blackout basement, maybe... or he could be an actual buddy and act more like Glimmer.
Actual edit:
lightning-bug.gif
lightning-bug.gif (51.12 KiB) Viewed 29956 times


I just did a makeshift background for both of them.

*EDIT* I like the suggestion of the name. For some reason, I didn't think about having the name similar to Re-Koil with the name starting with R.
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Re: DKC-Related Custom Animations

Postby Tonberry2000 » July 3rd, 2014, 12:40 am

These are awesome! The firefly would work great in DKC2's Haunted Forest theme!
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Re: DKC-Related Custom Animations

Postby Marcos Santos » July 15th, 2014, 9:53 am

Phyreburnz wrote:I made a SNES style Mecha Zinger from DK64.

mecha-zinger.gif


Do you guys like the little lightning bolt between his antennas?


Hello, I'm Marcos, and I'm a newcomer in this forum. I like the hurt sprites of the four Kongs (DK, Diddy, Dixie and Kiddy). Please, can you make the hurt animations of Kongs because we'll be pleasured of watch these related animations because I like while the Kongs are being hit.

Thanks.
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Re: DKC-Related Custom Animations

Postby Super Luigi! » July 15th, 2014, 1:55 pm

^Yes. Yes indeed.

In related discussion, do you own this topic by now, Phyreburnz? Also, I was thinking. What has happened to you?
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Re: DKC-Related Custom Animations

Postby Phyreburnz » July 22nd, 2014, 3:11 pm

Okay, I've redone DK's bass animation...

dk-bass-redo.gif
dk-bass-redo.gif (12.64 KiB) Viewed 29788 times


Better? Tonberry2k, since you suggested changing it, what do you think?

I think I'm going to edit his hand on the right a bit more.


As far as just animation goes, I'm going to take another look at Diddy's heavy Kong carrying animation.

*EDIT*

Okay, so I did not do anything to this except for put a slight bounce in Diddy's step (raise him up and down). Does that help at all, Qyzbud? I thought that maybe just by moving some frames, it would match Dixie's animation a bit more. If this does not look better, I will probably redo the whole thing.

diddy-with-heavy-kong-slighy-up-and-down-bounce.gif
diddy-with-heavy-kong-slighy-up-and-down-bounce.gif (5.76 KiB) Viewed 29785 times
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Re: DKC-Related Custom Animations

Postby Qyzbud » July 22nd, 2014, 5:31 pm

I like the new DK animation; he looks much more lively and fluid now. :)

As for Diddy, I'm not sure... it's hard to tell if the overall effect will be significantly improved until I can see it in action in-game — or at least with Kiddy/DK as part of the animation. Hopefully it'll be enough of an improvement to save you having to fuss around with constructing a whole new animation.
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Re: DKC-Related Custom Animations

Postby Mattrizzle » July 24th, 2014, 9:51 am

That DK animation is a big improvement over the original one. The sprite of the bass guitar looks a little jagged around the white area.

Optimized Phyreburnz's animation for Donkey moving across a horizontal rope/chain/vine/etc. It now uses a 16-color palette, with the colors in the same order they are in the game.

dk-on-horizontal-rope-by-phyreburnz-optimized-by-mattrizzle.gif
dk-on-horizontal-rope-by-phyreburnz-optimized-by-mattrizzle.gif (9.76 KiB) Viewed 29752 times


A couple of things still seem a little off:
  • His necktie seems to be missing.
  • His legs are noticeably shaky when he lifts them up. I think the 7th frame is the problem.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » July 25th, 2014, 2:33 pm

Although I cannot post it now, as I am using my phone, I did fix up the problems Mattrizzle pointed out. When I can, I'll post the new gif.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » July 26th, 2014, 10:29 am

I think this is as good as I can get it.

dk-horizontal-rope-with-tie.gif
dk-horizontal-rope-with-tie.gif (13.61 KiB) Viewed 29711 times
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Re: DKC-Related Custom Animations

Postby Qyzbud » July 26th, 2014, 12:11 pm

I'd say you're right; that looks astonishingly close to an official animation, and I can't see any aspects which need improvement*.

Marvellous effort, Phyre. :D

Edit: *I've just noticed that his shoulder looks like it's twitching oddly (changing shading direction, I believe) in a few frames; it's a fairly minor nitpick, but I like to offer constructive feedback when possible, and this is all I can see to mention.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » July 26th, 2014, 4:20 pm

Okay. Fixed the shading problem.

dk-horizontal-rope-new-animation-fix-shading-fix.gif
dk-horizontal-rope-new-animation-fix-shading-fix.gif (13.62 KiB) Viewed 29686 times


Also, slight hand (and some other stuff) edit for DK with bass. I'm thinking that he still should have sunglasses... and I'll probably add them. Maybe I'll have them separate on the sprite sheet.

dk-bass-slight-edit.gif
dk-bass-slight-edit.gif (15.53 KiB) Viewed 29686 times
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Re: DKC-Related Custom Animations

Postby Cyclone » July 26th, 2014, 4:47 pm

Yet again awesome work!

Would you be able to make a simple tutorial on how you make these sprites? That would be cool.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » July 27th, 2014, 3:16 pm

Well, I don't know how simple I can make a tutorial, but I can try.

Here is the redo of DK's bass animation with the beginning and ending that I just redid.

dk-bass-all-animations.gif
dk-bass-all-animations.gif (42.18 KiB) Viewed 29651 times
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Re: DKC-Related Custom Animations

Postby ArnyTheMutant » August 1st, 2014, 9:39 am

I love DK's new bass animation, I'm sure it truly takes skill to do all of those sprites, keep up the good work! :dixiehappy:
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Re: DKC-Related Custom Animations

Postby Markster » August 1st, 2014, 9:46 am

WOW!!! THAT HORIZONTAL ROPE ANIMATION IS AWESOME!!!!!

That's much much better than the horizontal rope animation I made a couple of years ago :oops: , good job. :banana:
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Re: DKC-Related Custom Animations

Postby Mattrizzle » August 1st, 2014, 9:52 am

I think it's a great idea to use part of the unused victory animation for the beginning and end! Still not sure if I'll be able to use it in the hack, given that it will call for a brand new musical composition.

Tweaked DK's hands in the horizontal rope animation:
dk-on-horizontal-rope-by-phyreburnz-hand-fix-by-mattrizzle.gif
dk-on-horizontal-rope-by-phyreburnz-hand-fix-by-mattrizzle.gif (10.16 KiB) Viewed 29589 times

Did I overstep my boundaries?
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Re: DKC-Related Custom Animations

Postby Markster » August 1st, 2014, 10:04 am

Mattrizzle wrote:Did I overstep my boundaries?


I don't think so.

When I made that DK sprite back in 2011 or 2012 I was in a rush, Phyreburnz improved my sprite a little but it still wasn't very good.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » August 1st, 2014, 10:51 am

Of course not, Mattrizzle!

This goes for everybody: feel free to tweak my animations. Everything can always use improvement. After working for hours on just one animation, it gets very hard to see things. Sometimes, after staring at it for a long time, the whole animation will just look terrible to me (that means that I have to stop for the day and move on to something else!). Just as long as I'm given credit for what I do, I'm totally fine with somebody editing it further.

By the way, I'm not entirely sure what you did to it. Can you elaborate more?

And Markster, don't even worry about it! Take a look back at my old edited sprites! I've been using Photoshop for like 9 or 10 years now. The only way to improve is to keep at it! :thumbs:
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Re: DKC-Related Custom Animations

Postby Mattrizzle » August 1st, 2014, 12:39 pm

Most of the changes were made to the more distant hand (DK's left hand when facing right). For example:
hand_comparison_frame2.gif
hand_comparison_frame2.gif (1.51 KiB) Viewed 29563 times

Transparent pixels were added under the fingers and the thumb was made more prominent, so that his hand looks like it is gripping the rope, rather than appearing in front of it. The shading was also changed so that it looks like the rope is casting a shadow on the his palm. In frames 5 and 6, a right hand was used for his left, so I either had to mirror the hand or redraw it so the thumb was on the other side.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » August 2nd, 2014, 6:01 am

So, HiperKalango asked me to make an logo/animation to put in his DKC4 game.

I've been trying to think about what to do, but I haven't been able to come up with anything good. Does anybody have any suggestions?

I will definitely have a sprite animation as the logo, so it will eventually go in this thread.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » August 8th, 2014, 2:45 am

Here's a new animation of DK on Squawks.

dk-squawks-redo.gif
dk-squawks-redo.gif (14.66 KiB) Viewed 29462 times


And because I did turning animations for all of the other Kongs on Squawks already, here is DK's:
dk-squawks-new-animation-turning.gif
dk-squawks-new-animation-turning.gif (12.04 KiB) Viewed 29462 times


For the new animation, I decided to have Donkey use Diddy's style of hanging on because both Kiddy and Dixie hold on similarly, so rather than having Diddy be the odd one out, I decided to have DK hold on like this.
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Re: DKC-Related Custom Animations

Postby Cyclone » August 8th, 2014, 10:58 am

Great work. Those turning animations look like the real deal.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » August 9th, 2014, 12:18 pm

Thanks!

Okay, so I was working on something else and I'll have to do a ton of work to make the rest... but this was the easiest, since the spinning things is just Rambi's edited...

spinning-golden-ellie.gif
spinning-golden-ellie.gif (1.8 KiB) Viewed 29427 times


golden ellie.png
golden ellie.png (7.4 KiB) Viewed 29427 times


If I do decide to do anything else, I'm sure that I will have to do them totally from scratch.
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Re: DKC-Related Custom Animations

Postby VideoViking » August 9th, 2014, 1:12 pm

What is this "anything else" you're referring to, Phyre?
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Re: DKC-Related Custom Animations

Postby Phyreburnz » August 9th, 2014, 1:23 pm

Oh sorry! :facepalm: I should have been more clear...

I would like to make golden animal buddies out of Squitter, Rattly, and Squawks. Those I would have to make from scratch, I think. They don't seem like something I can edit together.
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Re: DKC-Related Custom Animations

Postby Geno » August 10th, 2014, 10:14 am

Hey, those Ellie tokens look pretty cool! :thumbs: :ellieturnface:

Although the trunk on the mini ones still looks a lot like Rambi's horn.
Maybe make it thinner, and less C shaped
Also, the lines on the huge one look a little jagged. Try smoothing them out maybe?

Also, just saying, but I think Squitter's mini token could be edited from Winky's. Although that would still have to be quite a big edit, the only thing that could be kept would most likely be the basic shape of the body. :winkyface: 8D
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Re: DKC-Related Custom Animations

Postby Tonberry2000 » August 11th, 2014, 8:59 am

All the new DK stuff is just great! Your work is progressing wonderfully! I suggest a new Drumming Kiddy to go with the smooth DK Bass. Just awesome! It really looks professional.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » August 11th, 2014, 11:23 am

Kiddy's animation isn't edited at all except for adding drum sticks. I'm going to leave his alone because it can't be more smooth than the original rare animation.
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Re: DKC-Related Custom Animations

Postby sonosublime » August 11th, 2014, 7:56 pm

Amazing stuff. Everything a fan game would need :)
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Re: DKC-related animations

Postby spaceman2028 » August 22nd, 2014, 2:12 pm

Phyreburnz wrote:Here is the animation for DK beginning and ending winning with the bass.
dk-with-bass-begin-and-end.gif


Made forever ago but i had to mention it:
Can you make the startup of the animation similar to this unused animation of Donkey Kong's?
Image
You could make him take out the guitar from his back, and then when it's above his head, he would raise it down and do the new animation that was made.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » August 22nd, 2014, 4:31 pm

Stay in this page and scroll up ;)
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Re: DKC-Related Custom Animations

Postby spaceman2028 » August 23rd, 2014, 4:44 am

I already know about that. I'm just mentioning it cause it looks a little rough-the unused animation i mentioned could make it look better...
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Re: DKC-Related Custom Animations

Postby Phyreburnz » August 23rd, 2014, 5:31 am

I have no idea what you're suggesting, then... :scratch:

I've already used that unused animation as a base for his newest bass animation. It's right here…

Image
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Re: DKC-Related Custom Animations

Postby spaceman2028 » August 23rd, 2014, 7:03 am

This may or may not confuse you but listen carefully.
Take a loot at the two sprites and how they raise their arms.
Notice something odd about them(aside from the missing glasses)? The unused sprite raises his arms all the way, whereas for the guitar donkey only partway. You don't have to keep the sprite obviously, it just looks better in my opinion in that the guitar simply doesn't appear out of thin air. You could imagine him taking it out of a backpack.

Also Easter egg note: the music for when you reach the end of a level changes with diddy if you are in one of the volcano levels. This is so when the dance moves for diddy(unintentionally said sprites :facepalm: ) are used in DKC4 the music has an amplification.

by the way i'm still waiting on the animation of kiddy smashing apart the drums like a spaz-did you already make that? You could give it to the makers of DKC4 if so.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » August 23rd, 2014, 7:15 am

Dixie and Diddy both have their items appear out of thin air. Also, There's a reason that his arms aren't exactly the same as the unused animation. It had to be edited to make it work. His arm would come up way too high to look right for him to hold the neck of the bass.

I'm not going to be able to make Kiddy smash the drums. There aren't enough sprites for me to edit that... also... I don't see the point of him smashing them...
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Re: DKC-Related Custom Animations

Postby spaceman2028 » August 23rd, 2014, 7:41 am

He's a young child with no knowledge on how a drumset works and you don't see the point of him breaking the drumset and yelling like he does when he fails a stage? No offense but find it bizarre. If you can't make the sprites look good enough, try tilting various sections of the sprites-could save you a lot of pain.

Another complaint is that in the original DKC Donkey Kong dances to a beatbox in the intro like how diddy does when he finishes a level. Not saying the sprites were pointless, they look great, just not sure why you never used the intro dance sequence.

Here's something to make you feel better-i randomly had the idea of making a sprite similar to the cauldrons above but with your icon instead

And another thing for DKC4: For each kong, their screaming when a boss appears should be different.
Donkey Kong: The yelling when the cranky throws the tnt barrel in the intro for DKC1 or when he does one of his waiting animations from the same game
Diddy Kong: Same as SNES version
Dixie Kong: The scream for when a boss appears in the GBA version of DKC2, which put the scream in when Dixie fell into a pit
Kiddy Kong: The crying when he is defeated(DO NOT USE THE GBA VERSION, IT IS MUCH MORE ANNOYING)
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Re: DKC-Related Custom Animations

Postby Phyreburnz » August 23rd, 2014, 7:53 am

Diddy already dances with a boombox, I think that another animation of something different was needed. I used his dancing animations, anyway, as a base, for DK's bass animation.

It also is simply just not that easy to make sprites. You can't just rotate sprites to make certain things work. I constructed the entire drumset for Kiddy and it would just be too hard to make them break apart.
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Re: DKC-Related Custom Animations

Postby spaceman2028 » August 23rd, 2014, 10:54 am

If you can't make it like that(dunno how unless there are not as many custom sprites), at least make his actions on the drumset more erratic.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » August 25th, 2014, 2:39 pm

I do have all of the custom sprites done for this, but I'm not going to make animations for each thing and upload them. I know that they will work, I did test everything... but check it out!!!

necky-krow.gif
necky-krow.gif (39.18 KiB) Viewed 29157 times


Everything is done. I have hit, turning, defeated, and laying there defeated all edited and finished.

There would have to be some tweaking with the head aligning with the body to make it legit, but that can be done by anybody. I'm just going to upload the heads and bodies separate, except for the defeated animation.
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Re: DKC-Related Custom Animations

Postby Qyzbud » August 26th, 2014, 1:17 am

Looks very nice in motion, Phyre — well done! :D
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Re: DKC-Related Custom Animations

Postby Cody » August 26th, 2014, 2:55 am

Phyreburnz wrote:Now my idea with this level is to have tires everywhere. I want tires to be rolling down through the levels, but when they get to these pits, I want them to stop and melt. I'll be working on melting sprites. I think I have an idea on how to do that. I was thinking of looking at the sprites for when Kleever gets knocked into the lava and taking those bubbles and recolouring them.

As soon as I read this, I pictured the scenario distinctively.

*EDIT*
Here is the tire melting.
tire-melting.gif

...and you made my thoughts come true! AMAZING work, it turned out just as I imagined! :thumbs:
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