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Will you be releasing a Christmas version of YOUR GAME that YOU
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You are currently reading a thread in /v/ - Video Games

Thread replies: 142
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Will you be releasing a Christmas version of YOUR GAME that YOU MADE?
Maybe Santa hats, snow, a few hidden presents?

I mean, you have made a game, right? Or at least working on one, right? R-right?
>>
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Guts will manage to get on yet another boat AND get off it before that happens.
>>
yes i have it setup so that a christmas mode can be activated and de-activated via a small button in the game or a console command

too bad people won't see it til next christmas
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No.

But I think i have a pretty good idea on how to build an RPG in Gamemaker
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It's already Christmas colored
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no
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>>320401412
Shhhh, not so loud, you'll summon agdg.
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I definitely will put at least one tiny christmas/halloween thing in my games. It,s not like a hat and a pumpkin take a long time to make anyway.
>>
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>>320401836
Also here's poorly drawn tree before this thread dies
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>>320401412
No. I thought it was really cool back in Number Munchers but nowadays date based easter eggs don't do much for me
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I'm studying too much other shit to learn Unity or UE4.
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>>320405109
What are you learning thats preventing you from going after your ambitions?
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>>320405331
Drawing, animation, screenwriting, composing music and 3D modelling.
>>
>>320401412
I don't get these threads. Why do you always make the OP post sound so questioning and condescending? I half expect the picture to be a smug anime girl or a white woman getting bred with the caption "white pussy is LITERALLY made for black cock".

But yeah, the game's going alright.
>>
>>320401836
Id like to soo it should you make it
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>>320406096
I think you're having a stroke want me to call 911?
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Sure thing bud
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hahaha

at most I'll make another trailer just for the SIXTY spells I've been working on this past MONTH.

https://www.youtube.com/watch?v=FNmbHkNFZ5Y
>>
>>320405331
Fuck. Now I have this feeling in my head that I have to go learn UE4.
>>
>>320402193
That's pretty fucking nifty? displacement + specularity maps?

>>320402029
Bear rape simulator?
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>>320407631
Here are some original donut steel ideas for spell icons, since I see you lack them.
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>>320409031
thanks, but I dunno... I like the scribbles on the scroll style.
>>
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>>320401412
working on sprites, im mostly a programmer so its a work in progress
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>>320409214
They really have a placeholder look. This is more like what I expect to see scribbled on a scroll. You now, more alchemical/occult looking.
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>>320409031
>$25 for spell icons
What
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>>320409331
Neat. Programmers make games go. I do models and textures, but I was basically just an idea guy until I paired up with a programmer.

Programmers can make functioning games themselves, even if they're ugly.
>>
I want to make a simple 3D action game like Ys. I don't want to reinvent the wheel, but I don't want to deal with Unity's garbage physics bullshit. Are there any resources detailing how to make simple 3D physics for games?
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>>320409406
>paying for them
Its just for inspiration or liberal plagiarism.
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>>320401412
Absolutely not.
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>>320409489
Yea im doing simple art stuff, its a multiplayer game working over photon, its a complete nightmare networking though im still having issues with interpolation and fps drops below 60, not sure why exactly but i think its only happening to the master client
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I am making a peggle clone because of the pay to win bullshit in the new one.
How the fuck do I randomly select 25 of the pegs to be orange?
>>
>>320410419
Store them in an array and generate 25 random numbers. How is that hard compared to the stuff you already did?
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>>320410607
he's using unity
>>
>>320410607
I imagine he has all of these pegs manually placed on the level, and they arent generated through code.
Probably clicked his way through until now, Unity allows for it.

Anyway, if you are going to have multiple levels, you probably want to store them in some array or map or whatever, and "summon" them from there.
>>
>>320410941
>you probably want to store them in some array or map or whatever, and "summon" them from there.
hahahaha
>>
>>320410607
>>320410826
I don't know what I am doing

>>320410941
they are generated by taking the peg prefab and then spawning one at a time in an offset grid. (Is there other ways of doing it?)
>>
>>320410941
>I imagine he has all of these pegs manually placed on the level, and they arent generated through code.
Even in that case, he can still search for all objects with the same name or label and then change some at random.
>>
A little later I'm going to the store to buy a book I can write my game idea in. Will that count as progress?

Will it count when I write the ideas down?
>>
>>320401412
fuck off
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>>320411407
Actually yes. It's one of the first steps in game design.
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>>320401412
Maybe, there will be a game journalist difficulty mode where the game just goes to a "YOU WIN" screen where it just keeps complimenting the player then credits roll
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>>320410419
Make a public variable pegOrange, have each blue peg choose a random number, highest becomes orange, pegOrange++? Could you do that?
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>>320411502
Why not store the blue pegs in an array, and make random indexes orange?
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>>320410826
you can do that in unity easy

just do something along the lines of generating 25 random numbers using random.range between the minimum and maximumm ammount of pegs and then assign a bool on each peg to be blue or orange, and if one of the random ranges matches the peg no then the boolean is set to true, something like that
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My friend just released summonstrike.com, it's not finished but it's worth checking out if you like turn based combat.

Anyway, I don't know how he had time to do it and live a normal life - he probably doesn't sleep kek
>>
>>320411407
Yes. It's better than starting a project without a plan. Make sure you're thinking of mechanics though, not just story and fluff.
>>
I want to play games not make them
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>>320401412
>unity
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>>320411502
Thanks, I guess I could try that.
Or this: >>320411623


>>320411579
How do I do that? I wish I knew more about C# and unity!
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>>320411623
>How is that hard compared to the stuff you already did
this was the question I was answering

and you don't seem to note you have to take the pegs out of the list as you make them orange so you don't draw them twice and get less than 25
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>>320411859
Are you generating them through code? If so, initialize an array with the length equal to the number of pegs. Then iterate over it, assigning to each index a peg. Then, finally, generate 25 random numbers (be careful not to get repeated values), and for each, access the peg with its index and change it to orange. I'm not going to code it for you.

If you don't generate the pegs through code, you should. But if you really don't want to, you can do >>320411365 through code. Search for all objects of that type. It returns a set or something. Iterate over that set, store each object in an array and do what I described above.
>>
Why would I make games when you faggots literally make them for me

Back to work.
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>>320412275
Thank you for the info!
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>>320412668
sorry boss

y-you will pay for them, right?
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>>320412668
>Why would I make games

Dont you know? Its free money! Did you say free money? Thats right, FREE MONEY! 101% of indie developers make their investment back, and a few chosen ones become millionaires! Now you too can submit a half assed NES game clone in Unity and get rich so fast that PayPal will temporarily block your account, suspecting you of fraud. Get working, son, the bubble will burst any moment now, you dont want to be late and regret it like the Bitcoin thing.
>>
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>>320401412
The game world will get decorated depending on the ingame date. NPCs will even send you gifts if they like you. But this is really low on my priority list. Working on this in my free time and it is taking ages.
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>Post an image
>No replies
>Again.
I guess I just have to give up
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>>320413291
I am sorry to hear that, anon. I guess you need to make a more interesting post next time. Or not repost the same image from the last few threads.
>>
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>>320401836
I was gonna ask one of my faggot friends for help on this but he hasn't been online all day so

What would be the best way of going about a battle system in an RPG with Gamemaker? Have every enemy fight take place in a seperate room or have one "Battle Room" that changes with different enemy encounters? The first one sounds pretty simple to do but I imagine there's a few problems doing it that way (bigger filesize for one)
I don't know how to code
>>
>>320401412
>I mean, you have made a game, right? Or at least working on one, right? R-right?

Well I made some shit in game maker a long time ago, but nothing worth releasing.

I was working on a joke RPG featuring one of my friends in the most stereotypically over-the-top edgy scenario/plot ever but I lost motivation after I got into college.

I don't have any games I want to make anymore. I hate programming, it's not fun.
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>>320413626
I use battle rooms then just change the background.

have an object create the enemies for that encounter when the room starts based on a global variable that you set in another room
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>>320414009
*I use only one battle room

herp derp
>>
Anyone got an idea for a perverse game? Mechanics, etc.
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>>320414303
make it about controlling the overpopulation of rabbits.

so you basically go around killing this millions of bunny babies.

replace with an animal of your choice.
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>>320414303
The idea is to have regular ass game mechanics and perverse setting/story/writing/etc.
Actual perverse mechanics arent fun.
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>Unity
Use a real engine
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I had an epiphany for turn based combat last night that might add an interesting twist. I'd explain it but it'd probably sound stupid and /v/ doesn't like turn based anyways.

I don't know if I should try it or not though.
Originally this was gonna be turn based, but then I decided for standard simple action rpg kinda deal despite AI and enemy code in general scaring me, but now I don't know.

Having fun with making parts at least though.
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>>320414776
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>>320414853
Tell me your gimmick and I'll tell you mine
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>>320411263
just make an array, in your for loop, add each peg in the array so that you have an array with every peg in it. Then generate 25 non repeating random numbers to assign a different color to the selected pegs in your array.
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>>320403228
I would like this game
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>>320414853
>/v/ doesn't like turn based

Did you just not notice /v/ reacting to the FFVII remake, or what? Anyway, this is a gamedev thread. If you can't tell your ideas here, where can you?

>I decided for standard simple action rpg kinda deal despite AI and enemy code in general scaring me

I wholeheartedly endorse using a system you can do more easily over a system that will give you grief.
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>>320401412
My game is on sale on Wii U starting tomorrow, but no special traits for Christmas though
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>>320415795
>>320415323

Well basically the idea was that melee attacks work kinda like Last Remnant in the sense that you get locked into battle with that specific enemy for that character. You wouldn't be able to target another enemy with that dude until you bring him back to the player lineup.

and the combat would basically work around strategically engaging, and strategically retreating and other stuff. For instance, retreating would leave you opened for an attack unless you like had an archer use a cover fire ability that allows the warrior or whatever to come back without taking damage.
On the flipside if an enemy tried to retreat and you had a thief with a backstab ability, he'd do critical damage as the enemy moves back to his lineup.
Beyond that it'd be fairly typical JRPG gameplay but with abilities here and there that'd take advantage of the gimmick.

I have no idea how to explain what I'm seeing in my head holy shit.
>>
>>320417589
It's even harder to explain because I'm not familiar with Last Remnant! I like the idea of conditional retreat and taking advantage of enemy retreats, but work on describing the system better so I can see it.

or just work on the game, that's probably a better idea
>>
>>320418435

Yeah, I'll work out the basics of the JRPG system first before I attempt that.
That parts pretty easy. Kind of already done it once before but I know some ways to improve my methods now.
>>
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>>320417589
Sounds neat
If you have problems explaining how something works in text, you might want to try drawing a picture using stick figures to show what you mean as well.

Anyways guess its time to share my shitty gimmick as well.
Battles work using Microgames to see how successful an action will be. If the PC uses bandages on himself, he has three seconds to beat a microgame about wrapping bandages around a wound to get the maximum health recovery from the bandage, if he uses a bomb he has to light the fuse and lob it in a microgame, etc.
Attacking an enemy with the most basic attack won't have you play a microgame first, but more complex attacks will have more complex microgames.
Enemies have Microgames for their attacks too (you have to pump up a balloon to avoid a lava eruption, use your weapon as a bat to hit baseballs) but enemies have a gauge that fills up a part every turn. When the gauge fills up, an enemy will use their "Special Attack" and the PC will have to go though a gauntlet of microgames. How hard these gauntlets are depends on how large the enemies Special Attack gauge is (Enemies that take 2 turns to fill this gauge have shorter gauntlets while Bosses that take 8 turns to fill their gauge will be balls to the walls intense).
>>
>Started trying to code game form scratch using OpenGL and C++
>Someone just recently told me I shouldn't be making it hard for myself by doing that.

Okay, so what is the best way to make games that will make me a better programmer in the long run?
>>
Next Christmas, probably. I am just now in the story/gameplan stages. Just you wait. Black protags too taboo still?
>>
>>320421643
>Black protags too taboo still?
As long as you don't treat it as a selling point.
>>
>>320421817
Oh, but I will not. How would that even be a selling point? "Look at this game, you play as a black guy but you don't get to steal bikes!"
>>
I actually got a nice drawing tablet that I plan on using to make some RPG visual novel style vidya with.
>>
It's like /g/'s even more retarded brother in here, and /g/ is pretty fucking retarded.
>>
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>>320408649
>Bear rape
Close
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>>320423356
Why don't you ever have any progress on that?
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>>320423519
Work ate up a bunch of dev time and motivation, not to mention I'm never happy with how I programmed it
>>
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I'm messing around with random map generation, but making the highly-detailed ones at runtime is an impossibility at the moment.

Need to use different algorithms for runtime generation perhaps, or per-generate and package them up for immediate access.
>>
>>320419905

I love it when games make battles interactive like that. Especially when each enemy has their own spin on it.
Good luck. Sounds like a lot of work if you get around to using it!
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>>320411760
> Look mom I posted it again
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>>320424057
Generate middle-outwards using an oct/quad tree based on visible distance.
Generate the polygons as a priority over generating the biomes.
If you want to be fancy break it up into chunks.
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>>320401412
>Unity
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>>320424991
I'm just using something pre-built to do this; it's nothing original, at least in terms of the raw data being produced before anything becomes usable game-wise.

It generates the polygons before anything else is done, and unfortunately everything beyond the raw polygon generation is trivial (<2sec even at 20k polygons). The CPU time is all almost exclusively for the part where edge calculations occur (Fortune's Voronoi). In terms of gameplay, I need to stick pre-generated (either at the beginning of runtime or before runtime).

Compared to the edge calculations, nothing from biomes to rivers to applying data to 1000x1000+ arrays to generation of data chunks takes more than milliseconds. Also it's not multi-threaded, which ain't great.
>>
>>320401836
you might want to try unity if you ever want to make money, that's what I'm doing for a turn based rpg
>>
>>320401412
I wish I could art in either 2D or 3D, I don't want to rely on people not being shit to make my game.
>>
>>320424295
I like to think it'll be 200 simple games on top of a bad RPG.
I think the game itself will be on the short side (8 hours with NG+) but I'm thinking about releasing it under a free license with maybe the stipulation that the Original game was made by me so people can make their own shitty RPG's and yell at me for being a bad coder.
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>>320426991
The stipulation that the credits mention that the original game was made by me*
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>>320426901
Not trying to argue or anything, but UE4 can do everything Unity can..
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pic- Current sci-fi combat based 2D platformer I've been developing for the past couple months, using Unity.

Fucking love unity.

Currently been producing and animating sprites using GIMP / Spriter / Pro Motion.

Hopefully me and my collegues will have our prototype completed around the holiday, but no - No christmas version this year.
>>
>>320427479
all depends on the poster's pc set up. assuming gamemaker for lightweight devving, unity would be the next step
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>>320427539
post webm
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>>320427630
I have a i7 4790k and a GTX 980
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>>320427726
>prototype not yet completed

No webm's to show yet m8, but i'll probably make a post about this project on /v/ in the upcoming weeks when something is ready to show.
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>>320427630
I can run UE4 just fine, and if done right you can make it run on EVERYTHING. That's what I'm doing. I'm lowering all of the settings and disabling most of the fancy unnecessary lighting and stuff.
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>>320427914
ok wasn't sure if you had any work in progress that wasn't a "prototype", keep us updated
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>>320428191
UE4 versus Unity? What platform(s) are you devving for?
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>>320428191
I think Unreal or Unity is a bit overkill for a 2d rpg done in MSpaint
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>>320429107
PC. Consoles if it takes off.

>>320429373
But not a 3D rpg with shooter elements using blender.
>>
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I want to make an STG but I have no idea where to get started on that.
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>>320430543
game maker
>>
>>320430681
I don't know any code besides HTML, CSS, and JavaScript functions. Does GameMaker need knowledge of things besides those?
>>
>>320430543
Shoot 'em ups are the easiest, man. Ships are usually barely animated and fire in one direction, controls are dead simple, enemies have basically no AI, no collision detection necessary besides blowing up.

>>320430998
Game Maker is child's play, mess around with the free demo.
>>
>>320429373
unity 2d has gotten pretty good and is universal basically
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Trying to get a ground slide move working a failing miserably.
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Do my colors to debug these raycasts count?
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>>320431439
Are power-ups hard to put in?
And different shot-type options as well?
>>
>>320433467

My knowledge in game maker is extremely limited, but both of those seem dumb as shit to add.

Hell, /v/ did it years ago in one day

https://www.youtube.com/watch?v=-XoMKneWb8c
>>
>>320430998
GM has its own language, but you can also use drag and drop. If you want to make a really simple shmup it should probably be plenty, but GML is really simple and easy to learn so you might as well just look for tutorials that use it.

I just suggest gamemaker because it's easy to learn, good for 2d, and probably has a billion shmup tutorials out there
>>
>>320433467
It's dependent upon your critical thinking. It's as hard as it takes you to think of the solution.
>>
>>320433467
>shotType = 'none'
>upon contact shotType = 'fire'
>input B shot
>if shotType = 'fire':
>instantiate 'shot1'
>else:
>instantiate 'shot0'
>>
>>320402193
Anon, how did you manage to get 2d sprites like that in a 3d environment? I've been trying to look for something like that, I can't find anything online about it though?
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>>320434570
Literally just slap a sprite renderer on an object.
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what are your video game eyedeas /v/?
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>>320434712
An object?
You mean a 3d model?
>>
>>320434921
a 4chan related game where you ban avatar fags
>>
>>320434992

A GameObject.

Every object in your game inherits from GameObject. Just add a SpriteRenderer component to one.
>>
Go to bed Googum
>>
>>320435654
You're severely missing the point of what he's asking
I'm pretty sure he's looking to know how he rendered a 3D model out into all the maps required for it to be rendered like that

That also isn't even a fucking sprite renderer, since that doesn't support shaders
>>
>>320402029
Bad Rats 2? Sold.
>>
>>320435998
Since when did "2d sprites in a 3d environment" imply all of that other shit that wasn't stated.
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>>320407631
That's pretty cool dude
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>>320436207
>like that
did you even look at the clip he replied to
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Santa bombs
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>>320436613
Just wanted to know how to get 2d sprites in a 3d environment my friend, I suck shit at modeling but I consider myself at least decent with ms paint and gimp. I tried using planes for sprites, but they were terrible.
>>
Making an imouto game that isn't a sim/VN/raising game. It's going pretty well, but it'll be a while until it's ready for release. Finding tolerable people to help with an imouto game is tough.
>>
>>320436613
If he wanted to make his sprites look cool like that he would've asked about the shaders, not trying to get 2d sprites in a 3d environment in the first place. Why are you assuming way fucking more than he said?
>>
>>320440217
Context
>>
No, stop asking me and BACK THE FUCK OFF OKAY!?!?!?!
>>
>>320440365
Then maybe you should get better at understanding context.
>>
>>320440510
you first
>>
>>320440595
Why? Considering I was apparently correct and you were not.
>>
>>320440678
>samefagging as someone who left the thread to make yourself look right
embarrassing
>>
>>320434570
You know you could set one of your axes' scale value to 0 and that would achieve this look right? That is specifically the y or z, and then use the orientation to rotate the flat object.

Of course this is assuming you understand linear algebra.
Thread replies: 142
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