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Author Search Results: 'Pyromaniac'

We found 2,976 matches.


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1.

None

Topic: Best practice when creating game?

Posted: 11/09/09 09:13 PM

Forum: Flash

I am a function-whore myself, and I enjoy this much better than OOP. Most times you don't need OOP, but sometimes you do. Take advantage of the fact that Flash doesn't need to create its own classes.

I tend to make everything a function, which helps me organize it, with one main onEnterFrame
ie. spawnEnemy(x, y, spd, hp, dam); shoot(x, y, spd, dam); makeWave();

You can reuse the basic spawnEnemy function and change a lot just using the parameters
Use // to leave lots of comments like
// ENEMY DOG or // SHOOTING
So when you read the code you can find things easier and it is not as cluttered.


2.

None

Topic: Geometry wars style background

Posted: 11/08/09 03:00 PM

Forum: Flash

You can edit this to fit your needs possibly. Its something similar to what you need.

w = 13;
h = 10;
gw = 550 / (w - 1);
d = .7;
k = .15;
sd = 50;
showgrid = true;
dd = 0;
createEmptyMovieClip("pointHold",2);
for (i = 1; i <= h; i++) {
	for (j = 1; j <= w; j++) {
		mc = pointHold.createEmptyMovieClip("p_" + i + "_" + j, ++dd);
		mc._x = mc.ox = Stage.width / 2 - (w - 1) * gw / 2 + gw * (j - 1);
		mc._y = mc.oy = Stage.height / 2 - (h - 1) * gw / 2 + gw * (i - 1);
		mc.onEnterFrame = main;
	}
}

pointHold.onEnterFrame = function() {
	clear();
	lineStyle(.25,0xffffff,40);
	for (i = 1; i <= h; i++) {
		mc = _root.pointHold["p_" + i + "_" + "1"];
		moveTo(mc._x,mc._y);
		for (j = 2; j <= w; j++) {
			mc = _root.pointHold["p_" + i + "_" + j];
			lineStyle(.25,0xffffff,40);
			lineTo(mc._x,mc._y);
		}
	}
	for (i = 1; i <= w; i++) {
		mc = _root.pointHold["p_" + "1" + "_" + i];
		moveTo(mc._x,mc._y);
		for (j = 2; j <= h; j++) {
			mc = _root.pointHold["p_" + j + "_" + i];
			lineStyle(.25,0xffffff,40);
			lineTo(mc._x,mc._y);
		}
	}
};
function main() {
	if (this.vx == undefined) {
		this.vx = 0;
		this.vy = 0;
	}
	this.vx += (this.ox - this._x) * k;
	this.vy += (this.oy - this._y) * k;
	var dx = this._x - _root._xmouse;
	var dy = this._y - _root._ymouse;
	var dist = Math.sqrt(dx * dx + dy * dy);
	if (dist <= sd) {
		var a = Math.atan2(dy, dx);
		this.vx += (_root._xmouse + sd * Math.cos(a) - this._x) * k;
		this.vy += (_root._ymouse + sd * Math.sin(a) - this._y) * k;
	}
	this._x += (this.vx *= d);
	this._y += (this.vy *= d);
}

3.

None

Topic: Breadth First Search Algorithm

Posted: 11/03/09 08:57 PM

Forum: Flash

I sat down today and decided to create a Breadth-Search first algorithm.
It is guaranteed to find the best existing path on any tiled based system.
I decided to share it, because I do not believe anyone else has provided it.

If you have any questions, research the algorithm first (try Wikipedia even!), but I will answer any other ones that you have.

Warning: The code is commented slightly, but it is not for beginners. You have to have a good grasp of actionscript, but mostly arrays, to be able to fully understand it.

// 11/3/09
// ~Breadth First Search~
// Created by Matt Bellis aka Pyromaniac
// 0 = walkable, 1 = wall, 2 = end, 3 = start
var map1:Array = [[1, 1, 1, 1, 1, 1, 1], [1, 0, 0, 0, 0, 0, 1], [1, 0, 1, 1, 0, 0, 1], [1, 0, 1, 3, 0, 0, 1], [1, 0, 1, 0, 1, 0, 1], [1, 0, 0, 0, 2, 0, 1], [1, 1, 1, 1, 1, 1, 1]];
var map2:Array = [[1, 1, 1, 1, 1, 1, 1], [1, 2, 0, 0, 0, 0, 1], [1, 0, 1, 1, 0, 0, 1], [1, 0, 1, 3, 0, 0, 1], [1, 0, 1, 0, 1, 0, 1], [1, 0, 0, 0, 0, 0, 1], [1, 1, 1, 1, 1, 1, 1]];
var map3:Array = [[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1], [1, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0, 1], [1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1], [1, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1], [1, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1], [1, 0, 0, 1, 0, 3, 0, 1, 0, 1, 0, 1], [1, 0, 1, 1, 0, 0, 0, 1, 0, 1, 0, 1], [1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1], [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1], [1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1], [1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1]];
var queue:Array = [];
var endPt:Array = [];
var sPt:Array = [];
var currentPt:Array = [];
var finalPath:Array = [];
var done:Boolean = false;
var ptPos:Number = 0;
var moves:Number = 0;
//
// use pathFind(map, queue) to call the function
// change map1 to whatever map you desire
// maps can be any size
pathFind(map2, queue);
function resetVar():Void {
	queue = [];
	endPt = [];
	sPt = [];
	currentPt = [];
	finalPath = [];
	done = false;
	ptPos = 0;
	moves = 0;
}
// Use resetVar() before finding a new path
// resetVar();
// pathFind(map1, queue);
function pathFind(map:Array, q:Array):Void {
	findEnd(map);
	while (done == false) {
		addAdj(map, currentPt, q);
		currentPt = q[ptPos];
		ptPos++;
		done = checkEnd(q);
	}
	if (done == true) {
		reduceQ(q);
		/*
		trace("Queue");
		for (i=0; i<q.length; i++) {
		trace(q[i]);
		}
		//trace(q.length);
		*/
		showMap(map, q);
	}
	finalPath = findPath(map, q);
	trace("Path");
	for (a=0; a<finalPath.length; a++) {
		trace(finalPath[a]);
	}
	// you can format pathFind to return finalPath (remember to change the :Void to :Array
	// if you want
}
function findPath(map:Array, q:Array):Array {
	// find the path from end to start
	// based on the reduced que
	var path:Array = [];
	path.push(endPt);
	while (moves>0) {
		for (var i = 0; i<q.length; i++) {
			if (q[i][2] == moves-1) {
				path.push([q[i][0], q[i][1]]);
				moves = q[i][2];
			}
		}
	}
	path.reverse();
	return path;
}
function showMap(map:Array, queue:Array):Void {
	var mapShow = map;
	// translate
	// blank squares ate _ , walls are X
	// and the numbers are number of moves needed to be made
	for (var x = 0; x<map.length; x++) {
		for (var y = 0; y<map[0].length; y++) {
			if (map[x][y] == 0) {
				mapShow[x][y] = "_";
			}
			if (map[x][y] == 1) {
				mapShow[x][y] = "X";
			}
			if (map[x][y] == 2) {
				mapShow[x][y] = "E";
			}
		}
	}
	//
	for (var z = 0; z<queue.length; z++) {
		if (queue[z][0] == endPt[0] && queue[z][1] == endPt[1]) {
			// ignore
		} else {
			mapShow[(queue[z][0])][(queue[z][1])] = queue[z][2];
		}
	}
	// Shows a representation of the map using text - for very large maps gets messed up
	// but dont worry, because the path the overall function returns works regardless of size
	for (var w = 0; w<mapShow.length; w++) {
		trace(mapShow[w]);
	}
}
function findEnd(map:Array):Void {
	for (var x:Number = 0; x<map.length; x++) {
		for (var y:Number = 0; y<map[0].length; y++) {
			if (map[x][y] == 3) {
				queue.push([x, y, 0]);
				currentPt.push([x, y, 0]);
				sPt.push(x);
				sPt.push(y);
			}
			if (map[x][y] == 2) {
				endPt.push(x);
				endPt.push(y);
			}
		}
	}
	//trace("End= "+endPt);
}
function addAdj(map:Array, pt:Array, qM:Array):Void {
	var list:Array = [];
	var x:Number = pt[0];
	var y:Number = pt[1];
	var ct:Number = pt[2];
	if (map[x+1][y] != 1 && map[x+1][y] != undefined) {
		list.push([x+1, y, ct+1]);
	}
	if (map[x-1][y] != 1 && map[x-1][y] != undefined) {
		list.push([x-1, y, ct+1]);
	}
	if (map[x][y+1] != 1 && map[x][y+1] != undefined) {
		list.push([x, y+1, ct+1]);
	}
	if (map[x][y-1] != 1 && map[x][y-1] != undefined) {
		list.push([x, y-1, ct+1]);
	}
	checkQ(list, qM);
}
function checkEnd(q:Array):Boolean {
	var end:Boolean = false;
	for (var x:Number = 0; x<q.length; x++) {
		if (q[x][0] == endPt[0] && q[x][1] == endPt[1]) {
			moves = q[x][2];
			end = true;
			//trace("Solved");
		}
	}
	return end;
}
function reduceQ(q:Array):Void {
	var doneR = false;
	while (doneR == false) {
		doneR = true;
		for (var x:Number = 0; x<q.length; x++) {
			for (var z:Number = 0; z<q.length; z++) {
				if (x != z) {
					if (q[x][0] == q[z][0] && q[x][1] == q[z][1]) {
						if (q[x][2]>=q[z][2]) {
							q.splice(x, 1);
							doneR = false;
							//trace("splicing: "+q[x])
						}
					}
				}
			}
		}
	}
}
function checkQ(q:Array, qM:Array):Void {
	for (var x:Number = 0; x<q.length; x++) {
		for (var z:Number = 0; z<qM.length; z++) {
			if (q[x][0] == sPt[0] && q[x][1] == sPt[1]) {
				q.splice(x, 1);
			}
			if (q[x][0] == qM[z][0] && q[x][1] == qM[z][1]) {
				if (q[x][2]>=qM[z][2]) {
					//trace("splicing: "+q[x]);
					q.splice(x, 1);
				}
			}
		}
	}
	for (var i = 0; i<q.length; i++) {
		qM.push(q[i]);
	}
}

4.

None

Topic: Need artist for defense game

Posted: 10/25/09 01:31 PM

Forum: Flash

Hello,
Some of you old-timers may recall me, but I used to frequent this forum a lot.
I am looking for an artist to draw & animate for a medieval style defense game.
You will be receiving up to 50% of the money we bring in for the game, depending on the ratio of work I do for the game compared to you.

The game itself is a typical defense game, and will feature various enemies, and a plethora of spells.
It can be a top down, or a pseudo-side view, depending on which is easier for you, the artist.
Rest assured I am a competent programmer - you can either check out some of my old games, or I am sure an old-timer can vouch for me.

Please post a link to, or a sample of your art. I am looking for either cartoony or very graphic art styles. The ability to draw a good background is nice. Thank you for your time.
~Pyro


5.

None

Topic: AS2 Birds eye view wall/restrictor

Posted: 01/24/09 01:30 PM

Forum: Flash

To effectively make a wall, you need to take the direction and speed the character is moving in, and reverse it.

Say the characters _x is going up by 10. To make a wall stop it, when it is touching it, the characters _x would be going down by 10.

This is best achieved through a speed variable. Say you make the character move right by the variable speed when right is pressed. ( _x+=speed; )To stop him from going through a ride-side wall, you say _x-=speed;

Change that as needed for whatever direction the character is moving in.


6.

None

Topic: Overhead car problems, please help!

Posted: 12/01/08 10:21 PM

Forum: Flash

Here is a much simpler, shorter code, which accomplishes much the same that you wish to do. Change it as you see fit.

onClipEvent (load) {
	var spd:Number = 0;
	var acc:Number = .2;
}
onClipEvent (enterFrame) {
	_rotation += Key.isDown(68)*10, _rotation -= Key.isDown(65)*10;
	spd += (Key.isDown(87) && (spd<10)*acc);
	_x += spd*Math.sin(_rotation*(Math.PI/180));
	_y -= spd*Math.cos(_rotation*(Math.PI/180));
	if (!Key.isDown(87)) {
		spd *= .95;
	}
	// bounces off walls, change to let it go through
	if (_x>550 || _x<0 || _y>400 || _y<0) {
		spd *= -1;
	}
}

7.

None

Topic: Drawing AS?

Posted: 11/29/08 01:33 PM

Forum: Flash

You should learn Drawing API. The basics are in the tutorial collab I beleive, as well as many other places.
I could give you the exact script, but then you won't learn.
Use functions like lineTo(x,y) or moveTo(x,y) . You will first want to use the lineStyle() function. Use flash help for more information.


8.

None

Topic: Platformer game - Area transition ?

Posted: 11/29/08 01:24 PM

Forum: Flash

You simply need to change the X and Y coordinates of the character. What you need to do is subtract the width or height from the character, to get him back to the other side.

So if he is going right, and exits from the right, you might add something like
character._x-=Stage._width;
This will bring him to the left side of the screen.
Change it as needed for any direction.


9.

None

Topic: Testing and Sponsership

Posted: 09/14/08 10:29 PM

Forum: Flash

// TIPS //
Hold the mouse closer to you, that way you can control your movement better, and you won't ram into enemies.
Shoot at where the enemies will be, not where they are, and you will miss less.
Save Power Ups for when you need them.

// Bugs //
Is anyone else having the bomb problem (bombs shooting off even when SPACE isn't held?

// Difficulty //
What level, in general, are you finding yourself dying at, out of 50? Seeing as the enemies get progressively harder (and more of different types), I need to tone the game down accordingly. (I can beat it every time I play, because I have tested it so much.)

Thanks for your feedback guys!


10.

None

Topic: Testing and Sponsership

Posted: 09/14/08 05:40 PM

Forum: Flash

Hello, I made a game in all API a bit ago, after a long break in coding, to test my abilities again. It started to shape up into a bit of a nice game, so I decided to polish it and finish it up.
The result is here Game

If you would please play it, give me any ideas, comments, or anything to improve it (difficulty, controls, ideas for enemies, etc.) I also could use SPECIFIC SONGS for music, and a name if you could provide either.

There are 50 levels, with the last being a boss fight.
Controls are inside.
High Scores will be added in.

Moreover, if any sponsors are interested, or if you can tell me of any sponsers I can look to (I haven't been on Newgrounds in the longest time and I am out of the loop) I would GREATLY appreciate it.

Thanks for your time!


11.

None

Topic: Help with a flash platformer game?

Posted: 07/28/08 06:56 PM

Forum: Flash

Well, I made that code a while back, as an ADVANCED platformer. Not only that, but I included VERY detailed instructions on how to put it all togother, including coding for animations! I suggest to you, because that code DOES work, to re-read the tutorial, carefully- not just copy and pasting the code willy nilly, and that should solve your problem.

If you have any questions as to what any part of the code does, either look in the tutorial, or ask me in this thread, because it is all explained and anyone with minimal knowledge of Actionscript can understand it. Best of luck to you in this endeavor.


12.

None

Topic: Api Game

Posted: 07/19/08 08:20 PM

Forum: Flash

Api Glow Updated
Bump. I think I've waited long enough.


13.

None

Topic: looking for a top notch programmer

Posted: 07/19/08 08:15 PM

Forum: Flash

Although I haven't visited the forum in ages (with the exception of a few recent posts), I am interested in these game, and shooters have always been a favorite of mine. (I do tend to go overboard with the options and variations between all the guns, not just damage, speed, and clip size, but knock back, recoil, accuracy and the like.)

However, 3D has always been a problem of mine, but, as these games are most likely pseudo 3D which is simple enough, or just plain 2D sidecrollers or overhead, I think I would be more than adequate for the job. For what I counts, I have been coding for almost 4 years now.

You say that others will be working with me on coding this- I prefer to go solo, as most people have unique coding styles, but my coding is clear and concise, so if it did have to be used, I'm sure the other coder would have no problem working out any part of it.

If you are interested in hiring me, please email me at mbellis111@yahoo.com and we can work from there.


14.

None

Topic: The Flash 'Reg' Lounge

Posted: 06/30/08 01:26 PM

Forum: Flash

API_Glow

Hey guys, after a several month break from coding and Newgrounds, I decided to jump back into it with a simple API space shooting game. It started a a test to see how much I could remember (you'd be surprised what several months away from Flash could do!), then evolved into a game of sorts.

Having decided to make it into a game, I need help. This is where you come in.
First things first: You can't die (health bar will go negative), instructions are inside, and I have only 15 levels/waves programmed in, after that more and more keep spawning forever.

What I need from you:
-More ideas on enemies (I have bouncing, following, and bouncing/shooting).
-Music (any ideas for music that will fit it, from any source (popular song, Newgrounds Audio, ect.)
-Any comments/suggestions to improve the game (what you think needs work, needs to be removed, needs to be added.) Someone suggested Paragon, but he seems overused, so I'd rather avoid him unless I couldn't find anything else.

And if you think it sucks, and shouldn't be made into a game, go ahead and tell me so. Like I said, I started this on a refresher on coding, not with a game in mind.

Thanks in advance for your time.

-> To anyone who may remember me, hey!


15.

None

Topic: rotating enemy

Posted: 06/30/08 01:16 PM

Forum: Flash

You have to use simple trig to do it.
I am just going to give you this code, knowing full well you have no idea what it means, how it work, and that you are just going to copy and paste it without learning a thing, as you will for the rest of your "game" you are making.

 
_rotation = Math.atan2(_y-_root.mc._y, _x-_root.mc._x)*180/Math.PI+90;

You are going to want to put that on an enterFrame, and change/remove the +90 at the end, depending on how the object is facing.

Put that on what you want to rotate, and change mc to whatever the name of the movieClip is. Please, try and learn from this, don't just copy and paste.


16.

None

Topic: Api Game

Posted: 06/29/08 04:52 PM

Forum: Flash

Thanks for the kind words guys, but do you have any suggestions on improvement, music, enemies, or just about anything else?

And it wasn't hard to do in API, a you probably noticed, I just spammed the glow filter.


17.

None

Topic: Api Game

Posted: 06/29/08 01:59 PM

Forum: Flash

API_Glow
Hey guys, after a several month break from coding and Newgrounds, I decided to jump back into it with a simple API space shooting game. It started a a test to see how much I could remember (you'd be surprised what several months away from Flash could do!), then evolved into a game of sorts.

Having decided to make it into a game, I need help. This is where you come in.
First things first: You can't die, instructions are inside, and I have only 15 levels/waves programmed in, after that more and more keep spawning forever.

What I need from you:
-More ideas on enemies (I have bouncing, following, and bouncing/shooting).
-Music (any ideas for music that will fit it, from any source (popular song, Newgrounds Audio, ect.)
-Any comments/suggestions to improve the game (what you think needs work, needs to be removed, needs to be added.)

And if you think it sucks, and shouldn't be made into a game, go ahead and tell me so. Like I said, I started this on a refresher on coding, not with a game in mind.

Thanks in advance for your time!


18.

None

Topic: Code, Help!?

Posted: 06/28/08 01:36 PM

Forum: Flash

For future reference, to duplicate a movieClip you need to give a unique DEPTH and a unique NAME.

To solve that problem, most people assign the depth variable to the name, as such
i++;
duplicateMovieClip("bullet"+i, i);

That way, as i increases, the depth and the name is unique, so nothign overwrites anything.


19.

None

Topic: functions i dont get it

Posted: 06/28/08 01:33 PM

Forum: Flash

You can either put this on the outside on the movieClip.
onClipEvent (load) {
this.gotoAndStop(random(8)+1);
}

or you can put this on the first frame INSIDE the movieClip
this.gotoAndStop(random(8)+1);

If you want a function to reuse it, then use this.
function randPlace(mc:MovieClip, frames:Number):Void {
mc.gotoAndStop(random(frames)+1);
}

Call the function whenever you want by the movieClip and how many frames that movieClip has.
randPlace(hill, 8);


20.

None

Topic: AS2 random() problem

Posted: 09/16/07 02:50 PM

Forum: Flash

At 9/16/07 02:46 PM, Kart-Man wrote: someVar = random(20)+10;

This will make the variable a number between 10 and 20.

Thats acually between 20-30, between 10 and 20 would be
random(10)+10


21.

None

Topic: Flash Translator

Posted: 09/13/07 04:44 PM

Forum: Flash

Something along the lines of this
var orig:Array = new Array("a", "b", "c", "d", "e", "f", "g", "h", "i", "j", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "u", "v", "w", "y", "x", "z", "1", "2", "3", "4", "5", "6", "7", "8", "9", "0");
var Replace:Array = new Array("4", "8", "(", "d", "3", "f", "6", "#", "1", "j", "k", "l", "m", "n", "0", "p", "q", "r", "5", "7", "u", "\/", "w", "x", "y", "z", "1", "2", "3", "4", "5", "6", "7", "8", "9", "0");
function normTOleet() {
output = "";
var temp:String = string.toLowerCase();
for (i=0; i<temp.length; i++) {
if (temp.charAt(i) == " ") {
output += " ";
}
for (j=0; j<Replace.length; j++) {
if (temp.charAt(i) == orig[j]) {
output += Replace[j];
}
}
}
}

Now keep in mind here that all that does is change each letter, to change words, you would have to do it differently.


22.

None

Topic: Tower Defense Game, need programmer

Posted: 09/03/07 01:43 PM

Forum: Flash

I am a competent coder and feel like that I can do this easily. I would however need to see a bit more art than just those towers, and also a bit more about the game - what would set it apart from the others?


23.

None

Topic: Test My Engine Please

Posted: 08/28/07 08:33 PM

Forum: Flash

for (var j = 0; j<map.length; j++) {
for (var z = 0; z<map[j].length; z++) {
// bullet being called bullet, do w/e loop you need to get the name of it
// im assuming you named your tiles t_j_z when you made them, j+z being the numbers in the for loop
// now you can just use currentframe to find out what frames you want it to delete on, you can add as
// many as you want
if (_root.bullet.hitTest(_root["t_"+j+"_"+z ]) && _root["t_"+j+"_"+z]._currentframe != 1) {
// remove bullet movieClip
_root.bullet.removeMovieClip();
}
}
}


24.

None

Topic: Test My Engine Please

Posted: 08/26/07 08:07 PM

Forum: Flash

The people need to drop a random amount of cash (between 2 amounts), and some ammo for w/e gun they are carrying, or a bat, ect.

Your health drops way too quickly, and you also should add body armor. Change the blue sprint bar to yellow, and add in the blue body armor bar.


25.

None

Topic: Working collision detection and AI.

Posted: 08/09/07 11:10 AM

Forum: Flash

I recommend making it tile based, that was users can create their own maps, its much easier for you to create maps, and AI is very very simple on a tile based map. As are hitTests.


26.

None

Topic: Working collision detection and AI.

Posted: 08/08/07 07:27 PM

Forum: Flash

So you want us to code you the entire game?
Sounds fair.


27.

None

Topic: Updated Life Calculator

Posted: 08/03/07 03:25 PM

Forum: General

Life Waster Calculator

Updated version, last one had a slight coding bug, fixed now.

Ever wonder how much time of your life you've wasted doing something? Well now you can find out!

Instructions
Enter in how many hours per day you do the event, what age you started at, what age your ending at. Check the weekend box if the event includes the weekends.
Enter what age you expect to die at (average 80) in the "Death" box.
Enter in the activity in the "What you did" box.
Then press "Find Percent" to find out how much time you've wasted!

Warning: May make you realize how much of a loser you are.


28.

None

Topic: Life Waster Calculator

Posted: 08/03/07 02:31 PM

Forum: General


29.

None

Topic: Life Waster Calculator

Posted: 08/03/07 02:24 PM

Forum: General

PLEASE DELETE THIS TOPIC.

I will be making a new one because of a little coding error, and will be posing a new one which is fixed.


30.

None

Topic: Life Waster Calculator

Posted: 08/03/07 02:18 PM

Forum: General

At 8/3/07 02:16 PM, Faito wrote: The time u spend doing something u like is not wasted at all no matter what u were doing so who the fuck is that shit to tell people are wasting ur life, using that crap is a waste of life time. And the LOOSERS who created it, they really wasted time of their lives.

Just a joke buddy. Plus its always cool to figure out something like that.


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