The Great Toho War 2: Reloaded (Updated 9/12/12)

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The Great Toho War 2: Reloaded (Updated 9/12/12)

Postby Burninggodzillalord » Wed May 02, 2012 5:56 pm

Image
The Wiki for all your needs: http://projecttoho.wikia.com/wiki/Project_Toho_Wiki

Please READ this before commenting or asking about the game: http://projecttoho.wikia.com/wiki/TGTWR_Info_Page

Monsters:
Latest Reveals:
Mechagodzilla MKII, Monster Zero, & Yugaina Gigan
ImageImageImage

Earth Defender Faction:
ImageImageImageImageImageImageImageImage

GDF Faction:
ImageImageImageImageImage

Mutant Faction:
ImageImageImageImageImageImageImageImage

Alien Faction:
ImageImageImageImageImage

Special Faction:
ImageImageImageImage

Bosses:
ImageImageImageImageImageImage

Final Boss:
Image

EX Faction:
Image

EX Boss Faction:
Image

EX Final Boss Faction:
Image

Locations:
??? [Godzilla]
Osaka Castle Grounds [Anguirus]
Foot of Mt. Fuji (Day) [Rodan]
Minato Mirari 21 [Mothra]
Outskirts of Tokyo [Varan]
Makuhari Bay Area A [Mechagodzilla II]
??? [Kiryu]
??? [???]
??? [???]
Shinjuku [Mecha-King Ghidorah]
Foot of Mt. Fuji (Night) [Hedorah]
The Philippine Trench [Battra Larva]
??? [???]
Lake Ashinoko [Biollante Rose]
Wasaka Bay [Biollante Final]
??? [???]
The Diet (Destroyed) [Bagan]
??? [???]
Planet X [Monster Zero]
??? [King Ghidorah]
??? [Mechagodzilla MKII]
World Children's Land [Gigan]
Shore of Lake Motosu [Megalon]
The Diet [Bonus]
2054 A.D. [Shin Godzilla]
??? [Kami Ghidorah]
??? [Sigma Spacegodzilla]
??? [???]
Makuhari Bay Area B [Super Mechagodzilla]
??? [Millenian]
Fukuoka [Flying Spacegodzilla]
??? [Large Krystalak]
??? [Yugaina Gigan]
??? [Beige Bagan]
??? [???]

Bonus Stages:
Training Room [MUGEN 10 Stage0]
Training Room 2 [Custom made Training Room]
Casino Night Zone [Sonic the Hedgehog 2]
Destroy All Monsters [Custom stage based on the place from Destroy All Monsters]


DLC Stages:
Tokyo Bay (1954) [Black and white version of Tokyo Bay (1993)]
Glacius' Stage [Killer Instinct]
Tokyo Bay (1993) [Godzilla Kaijuu Daikessen]
Area-G [Custom stage based on the place from Godzilla Final Wars]
Gigan's Apartment [Custom stage based on the place from Kaiju Komedy (Webcomic)]

Download Links:
The Wiki: http://projecttoho.wikia.com/wiki/Project_Toho_Wiki
OST Preview: http://www.4shared.com/zip/5CWnv3RF/TGT ... ition.html
Last edited by Burninggodzillalord on Thu Sep 13, 2012 5:31 pm, edited 57 times in total.
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Re: The Great Toho War RΣLΘΔDΣD MUGEN Game Returns

Postby Hedorah » Wed May 02, 2012 6:27 pm

Count me in brotha
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Re: The Great Toho War RΣLΘΔDΣD MUGEN Game Returns

Postby JVM » Wed May 02, 2012 6:32 pm

Glad to see a possible revival for the project. You again have my support :D
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Re: The Great Toho War RΣLΘΔDΣD MUGEN Game Returns

Postby GIGAN05 » Wed May 02, 2012 11:30 pm

Time to finish what we started ^^.
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Re: The Great Toho War RΣLΘΔDΣD MUGEN Game Returns

Postby Burninggodzillalord » Wed May 02, 2012 11:45 pm

GIGAN05 wrote:Time to finish what we started ^^.


And then some!
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Re: The Great Toho War RΣLΘΔDΣD MUGEN Game Returns

Postby miguelnuva » Thu May 03, 2012 12:37 am

Love Shin Godzilla.
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Re: The Great Toho War RΣLΘΔDΣD MUGEN Game Returns

Postby Burninggodzillalord » Fri May 04, 2012 10:46 pm

Well now that i have a moment to talk, i might as well tell you guys about what else i have planned so far -

Unlike before, Biollante (both) will be playable without modifications and Final form will be regular size.

For executable commands (specials), the wiki used to just spell out the command (example: Up, Down, Forward, x)
Now they will show images of the buttons (example: ImageImageImageImage)
AND yes - they will be easier to execute than last time, and beam weapons (or certain others) will consume energy, unlike before.
I also have plans for a "Rage" move that can be executed when your Energy is at maximum (you'll start out with probably 1/4)

Another new thing is a Stat grid for each monster. Before, it just boringly gave out the stats (example: Attack = 300)
Image
Blue = Health
Yellow = Energy
Red = Attack
Green = Defense
Purple = Speed

Now, the above is a template, so it doesn't really go to anyone in particular. If anyone's interested in how the grid system goes, this is how it will:
For Health: 1 Bar = 800 (Max 4800) [Standard chars are around 1000-2000]
For Energy: 1 Bar = 1000 (Max 6000) [Standard chars are around 3000]
For Attack: 1 Bar = 200 (Max 1200) [Standard chars are around 200-400]
For Defense: 1 Bar = 200 (Max 1200) [Standard chars are around 200-400]
For Speed: 1 Bar = 0.5 (Max 3) [Standard chars are around 1]

These statistics obviously tell that these versions will be stronger than the previous - Making them more formidable against non-TGTW chars.

Ghost Godzilla will be returning as the special Release Edition character - which will be released as planned before, at release in a chatroom that will be revealed closer to release.

This new setup is going to organize the monsters by the Factions, instead of whatever the hell i feel like. So if i make a mistake, tell me about it. Also I'd like to have an even amount of monsters per the main 4 factions.

After going through the completed/almost completed sprite sheets of the unconfirmed monsters, here is a list of possible applicants:
Godzilla '55
Godzilla '73
Godzilla '94
Mothra Imago
Varan
King Kong (Toho's)
Mechagodzilla 2
Super Mechagodzilla
Mecha-King Ghidorah
Super XII
Kiryu
Battra Imago
Hedorah
Monster Zero
Mechagodzilla/Mechagodzilla MKII
Maybe another Shin Godzilla series monster?
Possibly a Neo Genesis series monster? (Basically my version of Gigan05's Shin Godzilla series monsters)

Again I'm not going to think about who will enter just yet, but you have an idea of possibilities. Though i bet at least half of them will make it regardless. I'd assume the most wanted monsters will be higher priority than those who aren't as much.

Now here's a big one - the monster's AI.
I've been pluggin' away at YouTube for instructional videos on how to further improve my char making skills, and i realized that doing AI isn't as hard as i thought. Anyways, I'll be giving them AI instead of them doing random actions like before.

Another note I'd like to make is that i know how to basically lock a human player from using a Boss character's moves, or the char entirely, making them CPU-only characters UNLESS someone of course edits the character. But don't worry, i won't do that to Shin Godzilla.

Will Shin Godzilla still be the final boss?
I honestly don't know at the moment - again, it's too early for questions like that.

The expected roster size? Well, all i know is that it's gonna be bigger than 10, but definitely less than 50 (excluding DLC if i even decide to do that many :s). But i also need to consider the Factions (as i want the main 4 to be of equal sizes, if possible), and how many will be in each - Such as if i were to have a 32 roster size (excluding Special or DLC monsters), I'd get about 8 monsters per faction (excluding the Special or DLC factions).

Another thing I'd like to include is multiple boss monsters. As i mentioned before in the AI section, many of these boss monsters would be CPU-locked (as i call it), and humans will not be able to play them to their fullest potential (or at all) without modification.

Now, I'm not saying this is confirmed information, as I'm still considering it. But if i were to give a few examples of such bosses, i really couldn't tell you. I was picturing a Giant Titanosaurus (which would need less frames than say an actual character), or maybe Flying Spacegodzilla? I'd really have to think it over though.

Now, there's a possibility for an intro to even play - Reason i mention this is because i downloaded a mugen pack about a month ago (before i decided to renew TGTWR), and it had an intro before the menu screen. I didn't really think about it at the time, and i deleted it, but i can find it again easily. I'd have to investigate on that. I'm pretty sure the intro was just a storyboard though but still better than nothing.

Umm, i guess that's all i have to say at the moment... Anyone got any other suggestions?
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Re: The Great Toho War RΣLΘΔDΣD MUGEN Game Returns

Postby GIGAN05 » Sat May 05, 2012 7:25 am

Burninggodzillalord Wrote:
Well now that i have a moment to talk, i might as well tell you guys about what else i have planned so far -

Unlike before, Biollante (both) will be playable without modifications and Final form will be regular size.

For executable commands (specials), the wiki used to just spell out the command (example: Up, Down, Forward, x)
Now they will show images of the buttons (example: )
AND yes - they will be easier to execute than last time, and beam weapons (or certain others) will consume energy, unlike before.
I also have plans for a "Rage" move that can be executed when your Energy is at maximum (you'll start out with probably 1/4)

Another new thing is a Stat grid for each monster. Before, it just boringly gave out the stats (example: Attack = 300)

Blue = Health
Yellow = Energy
Red = Attack
Green = Defense
Purple = Speed

Now, the above is a template, so it doesn't really go to anyone in particular. If anyone's interested in how the grid system goes, this is how it will:
For Health: 1 Bar = 800 (Max 4800) [Standard chars are around 1000-2000]
For Energy: 1 Bar = 1000 (Max 6000) [Standard chars are around 3000]
For Attack: 1 Bar = 200 (Max 1200) [Standard chars are around 200-400]
For Defense: 1 Bar = 200 (Max 1200) [Standard chars are around 200-400]
For Speed: 1 Bar = 0.5 (Max 3) [Standard chars are around 1]

These statistics obviously tell that these versions will be stronger than the previous - Making them more formidable against non-TGTW chars.

Ghost Godzilla will be returning as the special Release Edition character - which will be released as planned before, at release in a chatroom that will be revealed closer to release.

This new setup is going to organize the monsters by the Factions, instead of whatever the hell i feel like. So if i make a mistake, tell me about it. Also I'd like to have an even amount of monsters per the main 4 factions.

After going through the completed/almost completed sprite sheets of the unconfirmed monsters, here is a list of possible applicants:
Godzilla '55
Godzilla '73
Godzilla '94
Mothra Imago
Varan
King Kong (Toho's)
Mechagodzilla 2
Super Mechagodzilla
Mecha-King Ghidorah
Super XII
Kiryu
Battra Imago
Hedorah
Monster Zero
Mechagodzilla/Mechagodzilla MKII
Maybe another Shin Godzilla series monster?
Possibly a Neo Genesis series monster? (Basically my version of Gigan05's Shin Godzilla series monsters)

Again I'm not going to think about who will enter just yet, but you have an idea of possibilities. Though i bet at least half of them will make it regardless. I'd assume the most wanted monsters will be higher priority than those who aren't as much.

Now here's a big one - the monster's AI.
I've been pluggin' away at YouTube for instructional videos on how to further improve my char making skills, and i realized that doing AI isn't as hard as i thought. Anyways, I'll be giving them AI instead of them doing random actions like before.

Another note I'd like to make is that i know how to basically lock a human player from using a Boss character's moves, or the char entirely, making them CPU-only characters UNLESS someone of course edits the character. But don't worry, i won't do that to Shin Godzilla.

Will Shin Godzilla still be the final boss?
I honestly don't know at the moment - again, it's too early for questions like that.

The expected roster size? Well, all i know is that it's gonna be bigger than 10, but definitely less than 50 (excluding DLC if i even decide to do that many :s). But i also need to consider the Factions (as i want the main 4 to be of equal sizes, if possible), and how many will be in each - Such as if i were to have a 32 roster size (excluding Special or DLC monsters), I'd get about 8 monsters per faction (excluding the Special or DLC factions).

Another thing I'd like to include is multiple boss monsters. As i mentioned before in the AI section, many of these boss monsters would be CPU-locked (as i call it), and humans will not be able to play them to their fullest potential (or at all) without modification.

Now, I'm not saying this is confirmed information, as I'm still considering it. But if i were to give a few examples of such bosses, i really couldn't tell you. I was picturing a Giant Titanosaurus (which would need less frames than say an actual character), or maybe Flying Spacegodzilla? I'd really have to think it over though.

Now, there's a possibility for an intro to even play - Reason i mention this is because i downloaded a mugen pack about a month ago (before i decided to renew TGTWR), and it had an intro before the menu screen. I didn't really think about it at the time, and i deleted it, but i can find it again easily. I'd have to investigate on that. I'm pretty sure the intro was just a storyboard though but still better than nothing.

Umm, i guess that's all i have to say at the moment... Anyone got any other suggestions?


Sounds like a solid plan. Like the idea of Boss locks, its a good throw back to the arcade days.
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Re: The Great Toho War RΣLΘΔDΣD MUGEN Game Returns

Postby Burninggodzillalord » Sat May 05, 2012 9:14 pm

I want to mention exactly what the "CPU-Lock" is and how it actually works:

when making a char's executable commands, you choose the buttons that you want to press in order to execute the command, and the time that you are allowed to press them (which i think is measured in milliseconds?).

here's an example:
let's say Godzilla's atomic ray was executed by pressing ImageImageImageImage, And the time allowed is "50".
You'd pretty much only have time to press those buttons in order to execute the command properly.
But if the time was say "300", you could press ImageImageImageImageImageImage And it would still work (as the required keys are still inputted in the order necessary, and it ignores other keys)
Simply the more time means the slower you'll can punch them in.

Why does that matter with AI?
Easy. The AI is basically the same thing- where you tell it what commands you want it to do, exactly as executable commands.

Now, the CPU-Lock should be understood about now if you caught on, if not, it's fairly simple.
Simply give it an extremely convoluted command
ImageImageImageImageImageImageImageImageImageImageImage
And give it 0 time to be able to execute it - making it humanly impossible to execute the command. Since CPUs cheat, and don't need time to execute a command, simply put, they're on an advantage.

And that's what and how "CPU-Lock" works.

If one were to want to edit it so it isn't CPU-Locked (which idc if someone does or not), all they'd have to do is change the parameters for time and the input. Not a very hard "fix".
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Re: The Great Toho War RΣLΘΔDΣD MUGEN Game Returns

Postby GIGAN05 » Sun May 06, 2012 11:24 am

Burninggodzillalord wrote:
I want to mention exactly what the "CPU-Lock" is and how it actually works:

when making a char's executable commands, you choose the buttons that you want to press in order to execute the command, and the time that you are allowed to press them (which i think is measured in milliseconds?).

here's an example:
let's say Godzilla's atomic ray was executed by pressing , And the time allowed is "50".
You'd pretty much only have time to press those buttons in order to execute the command properly.
But if the time was say "300", you could press And it would still work (as the required keys are still inputted in the order necessary, and it ignores other keys)
Simply the more time means the slower you'll can punch them in.

Why does that matter with AI?
Easy. The AI is basically the same thing- where you tell it what commands you want it to do, exactly as executable commands.

Now, the CPU-Lock should be understood about now if you caught on, if not, it's fairly simple.
Simply give it an extremely convoluted command

And give it 0 time to be able to execute it - making it humanly impossible to execute the command. Since CPUs cheat, and don't need time to execute a command, simply put, they're on an advantage.

And that's what and how "CPU-Lock" works.

If one were to want to edit it so it isn't CPU-Locked (which idc if someone does or not), all they'd have to do is change the parameters for time and the input. Not a very hard "fix".


Wow, a lot of time is involved isnt there?

If the game isnt finished by November people will have a chance to have 3 tracks from the game in the upcoming tribute album 3.
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Re: The Great Toho War RΣLΘΔDΣD MUGEN Game Returns

Postby Gyaos » Sun May 06, 2012 1:02 pm

Those sprites are actually really cool!
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Re: The Great Toho War RΣLΘΔDΣD MUGEN Game Returns

Postby Burninggodzillalord » Sun May 06, 2012 1:55 pm

GIGAN05 wrote:Wow, a lot of time is involved isnt there?

If the game isnt finished by November people will have a chance to have 3 tracks from the game in the upcoming tribute album 3.


Yeah, it's very time consuming - If i were to work non-stop on it, i could probably get it done next week, but no, there's no way i can do that.

Well if you recall GMan, some of the tracks are from your other albums, so that essentially means if Tribute Album 3 comes out before the game, it'll be the same deal. Plus there's no reason for you to more work than you really need to.
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Re: The Great Toho War RΣLΘΔDΣD MUGEN Game Returns

Postby GIGAN05 » Sun May 06, 2012 2:04 pm

Burninggodzillalord Wrote:
Yeah, it's very time consuming - If i were to work non-stop on it, i could probably get it done next week, but no, there's no way i can do that.

Well if you recall GMan, some of the tracks are from your other albums, so that essentially means if Tribute Album 3 comes out before the game, it'll be the same deal. Plus there's no reason for you to more work than you really need to.


Its ok, as the roster stands I only a few more tracks to do anyway.
Last edited by GIGAN05 on Sun May 06, 2012 2:20 pm, edited 1 time in total.
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Re: The Great Toho War RΣLΘΔDΣD MUGEN Game Returns

Postby Burninggodzillalord » Sun May 06, 2012 2:11 pm

GIGAN05 wrote:Its ok, as the rooster stands I only a few more tracks to do anyway.

Well we have yet to see who else will go in, the Rooster will have to determine that.

Haha - jokes aside, you're right, there's not a whole lot of Tracks you'd need to make as alot of them can just be pulled from the albums anyways. - for the release version anyways, i don't know if you'll be up for making tracks for DLC characters (if it's even necessary). Doesn't matter to me really.
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Re: The Great Toho War RΣLΘΔDΣD MUGEN Game Returns

Postby JVM » Sun May 06, 2012 10:09 pm

Anyways I can help? I'm still willing to do Character Bios and such if you guys want, or a Timeline or anything. Apologies I can't be too useful in the gaming department.
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Re: The Great Toho War RΣLΘΔDΣD MUGEN Game Returns

Postby Burninggodzillalord » Mon May 07, 2012 2:38 am

JVM wrote:Anyways I can help? I'm still willing to do Character Bios and such if you guys want, or a Timeline or anything. Apologies I can't be too useful in the gaming department.

Yes please. Check the wiki for the ones that don't have a bio and make it please.
http://projecttoho.wikia.com/wiki/Monsters_of_TGTWR
I don't have enough time atm to check myself or i would.
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Re: TGTWR MUGEN Game Discussion (Updated 5/8/12)

Postby Burninggodzillalord » Sun May 13, 2012 12:18 am

Image
This is my custom Bagan, the one i said i was thinking about replacing the Super Godzilla sprite for.

What do you guys think?
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Re: TGTWR MUGEN Game Discussion (Updated 5/8/12)

Postby miguelnuva » Sun May 13, 2012 1:52 am

I like both but I vote to use the movie version looks more original.
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Re: TGTWR MUGEN Game Discussion (Updated 5/8/12)

Postby GIGAN05 » Sun May 13, 2012 3:51 am

Yeah, the movie version would be great and a fresh look for Bagan in a game.
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Re: TGTWR MUGEN Game Discussion (Updated 5/8/12)

Postby AWMGodzilla62 » Sun May 13, 2012 5:53 am

I'd go with the movie version for something new, and then just make the SNES version an alt color costume. I know the SNES version doesn't have orbs going up the back spikes, but it'd still be close enough to make everyone happy. Just one suggestion though, his chest plates need to be a darker grey just like the lower plate.

I'm also glad to hear you're continuing the project ;)
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