Re: Is there any tutorial for wx python?
I'm sure that the book can be found as a PDF, but it also seems to be available on Bookshare. If you don't have access to it, don't worry about it. I'm also positive that the book is available from Amazon and (perhaps) Kindle
URL: https://forum.audi
Re: Extended PEMDAS.
You may wish to check these out:This is a really good intro on parsing. I know people suggest using external libraries, but I'd implement one myself first to see how it all works. You'll learn much more doing so.The next two chapters also may give insights into how to s
Re: Extended PEMDAS.
You may wish to check these out:This is a really good intro on parsing. I know people suggest using external libraries, but I'd implement one myself first to see how it all works. You'll learn much more doing so.The next two chapters also may give insights into how to s
Re: Extended PEMDAS.
You may wish to check these out:This is a really good intro on parsing. I know people suggest using external libraries, but I'd implement one myself first to see how it all works. You'll learn much more doing so.The next two chapters also may give insights into how to s
Re: Increasing Typing Stability.
If you aren't typing using a standard hand position, that is, fingers on ASDF and JKL;, you will be slower and have worse accuracy overall (or so I've been told). There's a program in the db, Rocky's Typing Tutor if I recall correctly, which goes over the po
Re: java ide that accessible
@TJ.Breitenfeldt, when clicking on the "browse" button to select a different location for a project or import a resource, my NVDA freezes and becomes unusable. Restarting does not fix the issue. How do you get around this?
URL: https://forum.audiogames.net/post
Re: Good resources for getting to grips with procedural or maze generation
Thanks. Will take a look at it. Haven't had an excuse to touch C for a while
URL: https://forum.audiogames.net/post/616695/#p616695
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Re: Good resources for getting to grips with procedural or maze generation
Thank you, like, a lot!
URL: https://forum.audiogames.net/post/616617/#p616617
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Re: Good resources for getting to grips with procedural or maze generation
@2, I will need to play around with that myself. Thank you for the insight. I guess the trick here is to define those rules and the framework in an interesting fashion rather than actually generating them?@3, thank
Re: Good resources for getting to grips with procedural or maze generation
@4, I would be interested, yes. @5, Thank you. Will take a look shortly.
URL: https://forum.audiogames.net/post/616552/#p616552
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Good resources for getting to grips with procedural or maze generation
The topic title pretty much says it all. I have some time to kill, and one of the things I want to look at are mazes and procedural terrain / map / condition generators (think small Roguelike, stuff similar to Warcim or
Re: Is paying for LeetCode worth it?
That is incorrect. While the editor is far from being accessible, it is usable, if a bit finicky to work with.
URL: https://forum.audiogames.net/post/615846/#p615846
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Re: Questions about C#
When you say unreliable, what do you mean by this? What did you do to get around this issue?
URL: https://forum.audiogames.net/post/615112/#p615112
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Re: help from python users
Cython is not a true compiler. I don’t think python can be compiled, it is an interpreted language. That doesn’t mean that there aren’t tools to turn python code into an executable, but they package python with them in order to interpret the code.
URL: https://f
Re: help from python users
I hear the official interpretor is pretty good... what else do you need?
URL: https://forum.audiogames.net/post/615082/#p615082
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Re: is anyone able to use scratch?
@6, right, hence my statement with the noun "schools". Besides, we don't know OP's age.
URL: https://forum.audiogames.net/post/614338/#p614338
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Re: is anyone able to use scratch?
Why is that strange? Block coding programming is typically the introduction to CS in schools, for better or worse (I think the latter).
URL: https://forum.audiogames.net/post/614331/#p614331
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Re: Framework, my new set of tools for audiogame creation in python3
It's not just audio, see posts 96, 100, and 105. I love how the feedback, regardless of its delivery, is being ignored.
URL: https://forum.audiogames.net/post/614323/#p614323
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Re: I cannot install twilio via pip
Have you tried doing this as an administrator?
URL: https://forum.audiogames.net/post/614025/#p614025
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Re: Unwanted Python Persistent References
I was sticking __del__ only as a curiosity for when the actual functions get called, nothing more, nothing less.
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Re: Unwanted Python Persistent References
I see. Is there a painless way of changing this? From your response, I doubt it, but I want to make sure. Either way, I will be adding an explicit destroy method to the objects for sound cleanup and such.
URL: https://forum.audiogames.net/post/6135
Re: Unwanted Python Persistent References
So as promised, here is an example of how my code looks like:from pyglet.window import Window
from earwax import Game, Menu
class Menu1(Menu):
def __attrs_post_init__(self):
super().__attrs_post_init__()
self.add_item(self.star
Re: Unwanted Python Persistent References
So as promised, here is an example of how my code looks like:from pyglet.window import Window
from earwax import Game, Menu
class Menu1(Menu):
def __attrs_post_init__(self):
super().__attrs_post_init__()
self.add_item(self.star
Re: Unwanted Python Persistent References
@10, okay, that is indeed helpful.@9, I have went through my code and replaced lambdas where I could with separate functions, passing them to the engine as much as I can. The only place where I *cannot* do this is when I create a menu based on user
Re: Unwanted Python Persistent References
@10, okay, that is indeed helpful.@9, I have went through my code and replaced lambdas where I could with separate functions, passing them to the engine as much as I can. The only place where I *cannot* do this is when I create a menu based on user
Re: Unwanted Python Persistent References
That's the thing: My objects only get created in lambdas. They are *never* assigned to attributes. When the objects get popped, I expect them to be gone because literally *nothing* else is holding onto them. As far as I understand lambda execution (
Re: Unwanted Python Persistent References
That's the thing: My objects only get created in lambdas. They are *never* assigned to attributes. When the objects get popped, I expect them to be gone because literally *nothing* else is holding onto them. As far as I understand lambda execution (
Re: Unwanted Python Persistent References
Re, lambdas Vs. functions. As I suspected, that was not the issue. I still have the problem of hanging references.Re, unit testing. I am not exactly sure of what the assertion would be. The getref function returns the number of references to the obj
Re: Unwanted Python Persistent References
I will try the suggestions. The problem with replacing levels is that my classes are currently not aware of what pushed them. I would need to figure out a clean way of doing it first, since the game level won’t really have access to the previous st
Unwanted Python Persistent References
So while using Earwax I encountered an issue. I don't think this is engine-related, hence the seperate topic.I have a levels stack. At the beginning of the game, the main menu is pushed onto the stack. The play option in the menu, if selected, would pus
Re: Earwax
I want to continue the discussion of extra attributes. As of now, I have to provide default values for things if I inherit from, say, the menu class. If I want those attributes to be included, I have to do something like this for each one of them:@some_value.validator
def check_s
Re: Earwax
I want to continue the discussion of extra attributes. As of now, I have to provide default values for things if I inherit from, say, the menu class. If I want those attributes to be included, I have to do something like this for each one of them:@some_value.validator
def check_s
Re: Earwax
I want to continue the discussion of extra attributes. As of now, I have to provide default values for things if I inherit from, say, the menu class. If I want those attributes to be included, I have to do something like this for each one of them:@some_value.validator
def check_s
Re: Earwax
I want to continue the discussion of extra attributes. As of now, I have to provide default values for things if I inherit from, say, the menu class. If I want those attributes to be included, I have to do something like this for each one of them:@some_value.validator
def check_s
Re: Earwax
I want to continue the discussion of extra attributes. As of now, I have to provide default values for things if I inherit from, say, the menu class. If I want those attributes to be included, I have to do something like this for each one of them:@some_value.validator
def check_s
Re: Earwax Story Builder
Post 63, that is extremely incorrect. Very few mechanics are influenced by game genres, and combat is not one of them.
URL: https://forum.audiogames.net/post/612899/#p612899
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Re: Earwax Story Builder
@pates, what you may not realize is the amount of work required to pull off what you want, not to mention the sheer specificity of your request. You want a turn-based combat system. What if I want a realtime feeling to my game? Would Chris have to add that in? How b
Re: Earwax
I have been thinking on this and asked myself... why not make your game board a List[List[Any]]? You can remove that third layer, or at least give an illusion of making it appear as such. This way, I can do boards of integers, or boards of stacks, or board of properties like in m
Re: I want to create 3D game. What language to use?
@29, Kivy is unusable, period.
URL: https://forum.audiogames.net/post/612449/#p612449
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Re: I want to create 3D game. What language to use?
@jonikster, Dynamic typing is not specific to Python. JS does it, C# has an option to make your variables dynamic, C++ has the auto keyword, and all of them will crash if you misuse a string as an integer. Well, not all (Silly _javascript_
Re: Earwax
@155-6, your partial issue here is that board games are a tricky beast to write. I'll sit on this for a bit, I'm still tampering with my own creation. We'll see what comes of my efforts, I have an interesting recursion bug to squash, but hopefully I'll have something workable by
Re: Earwax
@155, your partial issue here is that board games are a tricky beast to write. I'll sit on this for a bit, I'm still tampering with my own creation. We'll see what comes of my efforts, I have an interesting recursion bug to squash, but hopefully I'll have something workable by th
Re: Earwax
@153, Oh, oopsy, I missed that.Okay, so now that I have a bit more time, I'll address your questions as to the boards. The way I see it, you're doubling up on the information in the class. You have the points and tiles. I could easily do this:for row in range(board.size.x):
f
Re: Earwax
@153, Oh, oopsy, I missed that.Okay, so now that I have a bit more time, I'll address your questions as to the boards. The way I see it, you're doubling up on the information in the class. You have the points and tiles. I could easily do this:for row in range(board.size.x):
f
Re: Earwax
@153, Oh, oopsy, I missed that.Okay, so now that I have a bit more time, I'll address your questions as to the boards. The way I see it, you're doubling up on the information in the class. You have the points and tiles. I could easily do this:for row in range(board.size.x):
f
Re: I want to create 3D game. What language to use?
Again, those languages with your library’s? They are not the best. The best is a superlative, and by nature subjective. Also, most of those libraries possess few features beyond sound manipulation, a matter of simple mathematics. There ar
Re: Earwax
What exactly changed? The last commit shows the addition of destroyed property
URL: https://forum.audiogames.net/post/611885/#p611885
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Re: Earwax
@148, I feel like that is too game specific, and you can also subclass the action class yourself and allow it to accept categories.@chrisnorman7, I'm done for the day with this thing. Didn't get a lot done, too busy reading through the code to find what I needed for most of the d
Re: Earwax
So as promised, I'm working on a prototype of a game with this. It's, yup, surprise, another board game! I'm hoping to include this as a sort of a larger example of subclassing in the repo, or at least hoping for the addition of a link to my Github repository, sort of "Here's how
Re: Earwax
So as promised, I'm working on a prototype of a game with this. It's, yup, surprise, another board game! I'm hoping to include this as a sort of a larger example of subclassing in the repo, or at least hoping for the addition of a link to my Github repository, sort of "Here's how
Re: Earwax
So looking at the lucky thirteen's source, this seems to be a trend of my posts on this topic, I noticed something odd. Consider this:#lucky_thirteen.py
@board.event('on_push')
def board_on_push() -> None:
"""Speak the current tile."""
board.populate()
board.dispatch_
Re: Earwax
No, this is fine. I quite like the state stack, I just had a hard time figuring out subclassing. Perhaps add subclassed-version of your examples so people can get a taste for either of the two approaches? Adding a classic "Hello World" wouldn't be a bad thing, either. An applicat
Re: I learning the Python
As others have said, if it was operator presidence, stuff like 2 + 6 * 8 / 5 ** 2, you should go back and read through it. Moreover, try and put it to use. Learning operator precedence is critical.If you mean math module, I wouldn't bother. Most of it is pretty int
Re: I learning the Python
As others have said, if it was operator presidence, stuff like 2 + 6 * 8 / 5 ** 2, you should go back and read through it. Moreover, try and put it to use. Learning operator precedence is critical.If you mean math module, I wouldn't bother. Most of it is pretty int
Re: Earwax
No, this is fine. I quite like the state stack, I just had a hard time figuring out subclassing. Perhaps add subclassed-version of your examples so people can get a taste for either of the two approaches?I'm going to sit down and hack at this, see what I come up with.
URL: https
Re: Earwax
No, this is fine. I quite like the state stack, I just had hard time figuring out subclassing. Perhaps add subclassed-version of your examples so people can get a taste for either of the two approaches?I'm going to sit down and hack at this, see what I come up with.
URL: https:/
Re: I want to create 3D game. What language to use?
For audiogames, literally any language will work provided you use correct algorithms and practices. Asking on here will yield no useful results besides people going "Switch to Python because X, or use C# because Y, or do it in Pure Basic b
Re: Earwax
To clarify the last thing before I start hacking on this in an attempt to build something... there's no clean fashion to use decorators and separate the game into multiple files without making the game instance a public singleton?
URL: https://forum.audiogames.net/post/611567/#p
Re: Earwax
Thank you for your reply. I still have an issue:In your example, you do thus:from earwax import Game, Menu
from pyglet.window import Window
from first_level import first_level
game: Game = Game(name='Test Game')
main_menu: Menu = Menu(game, 'Main Menu')
@main_menu.item(title='
Re: Earwax
So I've tried to use this, keyword being... tried. I have a lot of questions, like, a lot.I mainly decided to give this another whirl because of the comment on another topic that one could subclass earwax levels and games and avoid decorators. I'm not particularly against using t
Re: Lucia - OpenSource AudioGame engine written in Python
@bhanuponguru, please look at post 389, specifically the links. Making keys do stuff in a CMD is possible, if difficult.
URL: https://forum.audiogames.net/post/610572/#p610572
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Re: Am I too stupid for programming?
Are you too stupid for programming? I don't think so. From what I've seen of you, you're pretty capable. Why are you doing it is another question, though. Personally, I enjoy programming because it's like a puzzle for me. I still have a long way to go. S
Re: Lucia - OpenSource AudioGame engine written in Python
@Capunzo, this link may be of particular help to you, though be aware that the code is Python2 and will require adaptations before being ran in python 3. This question is also helpful and it is Python3, though be aware that there are
Re: Python and audiogame
@frescofm, people are correct in the fact that there is no "best" library. You would just have to pick one and see if it works for you. Whatever you do, though, avoid Framework. I posted on its topic (I think it's still on the first page?) explaining why you shouldn
Re: trying to solidify my understanding of coding concepts, and failing
@musicalman, I have been writing code for a couple of years now, and I still consider myself barely above a beginner. Don't feel bad when you get stuck... it takes time.That being said, let me try and explain handles. F
Re: Your Eclipse Experiences
I used Eclipse and all I can say is just struggle through it. The IDE can lag, the listed keystrokes refused to work for me, the interface is not really intuitive, and overall it was a poor experience. I made it through, but it was far from fun. Combine that wit
Re: App Store Connect being a pain in my ass.
@Turret, I recommend transporting your guide to Github pages. You can use nbbook to do this. You don't even have to learn new syntax. It's literally write your markdown, update your table of contents, run nbook build, update your repo.
URL: htt
Re: discord bot won't play audio from keybase, but does on local drive
I don't know why you wouldn't want to make the function recursive... sounds like a perfect use case if I ever saw one. Below is a recursive version if you wish to convert it to a loop, though really that's more work than
Re: A Collision Tutorial and some important points
I am asking for an acquaintance of mine.How do you write clean collision cases for different objects? I.e:A player can collide with an item, with a wall, or with another entity and will bounce ack off of most of them.A player can collide wi
Re: discord bot won't play audio from keybase, but does on local drive
Have you tried printing the filename in your play_audio function? I noticed that you do a lot of str.lower, which could cause issues. To verify your path exists, you can do os.path.isfile to ensure that you're giving the
Re: Couple questions relating to speech in bgt
You should go to www.samtupy.com and click on his BGT open source stuff. You'll find an example of TTS options class in there. That should be enough to get you started.
URL: https://forum.audiogames.net/post/607897/#p607897
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Re: Couple questions relating to speech in bgt
You should go to samtupy.com and click on his BGT open source stuff. You'll find an example of TTS options class in there. That should be enough to get you started.
URL: https://forum.audiogames.net/post/607897/#p607897
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Re: is there a way to stream nvda speech in to wav in python?
@3, I recommend you taking a look at this to get started: https://www.nvaccess.org/files/nvda/doc … Guide.htmlUnfortunately, there isn't a central API listing, not that I've found, anyways. You're going to have to dig through the
Re: Scripting language for audio game creation
Yeh, if you are used to braces, perhaps something like C# will be better. Less of a pain to adjust in syntax, though Visual Studio can be a hit or miss type of thing. I don't recommend C/C++ because those are low level and take a while to get g
Re: App Store Connect being a pain in my ass.
I'm not attempting to turn this into a debate, I swear! I also don't think that my request deserves its own topic. Could anyone write up a guide for the general workflow on Mac? I know Oriol did a recording, but that was very unfocussed and half
Re: Lucia - OpenSource AudioGame engine written in Python
I'm not sure that this PR should be accepted. You literally cash *everything* and the users have no choice. That menu sounds needed only when the menus are active will sit in your memory until the game exits. That music for each area
Re: pygame knowing if window is in keyboard focus or no?
As post two indicated:https://www.pygame.org/docs/ref/display.html
URL: https://forum.audiogames.net/post/606845/#p606845
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Re: Developing on Windows VS. Mac
The point of my post was to illustrate how Mac commands are unintuitive. I didn't bother coming up with actual commands, rather, trying to highlight how VO brings complexities into the ecosystem without a slight attempt of integration. It's like saying "You
Re: Developing on Windows VS. Mac
What puts me off of Mac is the sheer stupidity of the VO commands. Want to copy? Oh yeh, that's like VO+Shift+CTRL+C. Want to perform some other action? Oh yeh, that's insert some other archaic command here.
URL: https://forum.audiogames.net/post/605661/#p
Re: Framework, my new set of tools for audiogame creation in python3
@99, I think you have me confused with someone else. I am in no major form or fashion a developer of Lucia, I've contributed to it, but that's as far as I've gone. I encouraged contributions to Lucia because, as my post st
Re: Framework, my new set of tools for audiogame creation in python3
@99, I think you have me confused with someone else. I am in no major form or fashion a developer of Lucia, I've contributed to it, but that's as far as I've gone. I encouraged contributions to Lucia because, as my post st
Re: Framework, my new set of tools for audiogame creation in python3
@99, I think you have me confused with someone else. I am in no major form or fashion a developer of Lucia, I've contributed to it, but that's as far as I've gone. I encouraged contributions to Lucia because, as my post st
Re: Framework, my new set of tools for audiogame creation in python3
I am going to be very, very diplomatic, or try to. This engine is bad. Like, really bad. The only thing this offers is the synthizer sound pool, and even then this could be done more cleanly.I'll go down the list:#data.py
Re: Framework, my new set of tools for audiogame creation in python3
I am going to be very, very diplomatic, or try to. This engine is bad. Like, really bad. The only thing this offers is the synthizer sound pool, and even then this could be done more cleanly.I'll go down the list:#data.py
Re: lucia error, makes no sense to me
Yeah, it doesn’t support cashing, that is the main issue.
URL: https://forum.audiogames.net/post/605157/#p605157
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Re: An idea I have: Android TTS to Windows bridge, and a problem with myse
Edit: Camlorn cleared it up for me, original post kept for history's sakeWhat happened to C# for Android, Xamarin if memory serves? I'm not trying to question your language choices, I'm just wondering why would you c
Re: An idea I have: Android TTS to Windows bridge, and a problem with myse
What happened to C# for Android, Xamarin if memory serves? I'm not trying to question your language choices, I'm just wondering why would you choose to use Java over C# when a multitude of users have given praise to
Re: Framework, my new set of tools for audiogame creation in python3
@89If this is anything like BGT sound pool, then post 88 should be correct. Consider this:def do_something(n=None):
if n is not None:
return n * 2
return 1If you call do_something without an integer, it ret
Re: Sable audiogame creator
@8, Unity is not a programming language. From my understanding, it is an engine -- a set of tools employed for game creation -- built on top of C#.Also, yes, you happen to be incorrect. Both a Blind Legend and Entombed were created by sighted people, the latter n
Re: Sable audiogame creator
@8, Unity is not a programming language. From my understanding, it is an engine -- a set of tools employed for game creation -- built on top of C#.Also, yes, you happen to be incorrect. Both a Blind Legend and Entombed were created by sighted people, the latter n
Re: An idea I have: Android TTS to Windows bridge, and a problem with myse
Your use cases do not consider the latency. Consider a game. Let's suppose that you are playing a realtime RPG. Even if the speech takes about 0.2 seconds, that still may prove to be slow. Copying error logs is a nea
Re: lucia error, makes no sense to me
@2, that is incorrect. Lucia uses a list for its variables and the OP does not handle the keys variable himself. Index Out of Range sounds like what it is -- any negative value which remains after doing len(x) - index or equalling or exceeding len(list)
Re: lucia error, makes no sense to me
No. It sounds like you're not using a pygame keycode. Key_down should work provided you only use the pygame constantsIf you wish, you could edit Lucia directly. Make the offending function print its keycode and list and then reference the manual to ensu
Re: A little bug that I'm having problems with it. game coded in BGT.
We need more code to be of any help. In general, though, this sounds like a personal problem rather than one we could assist with. Put some alerts within your function calls. Write some values to a file if needed. You see
Re: Working with SDL natively
@Camlorn, wouldn't this also be a valid way to limit FPS rate?Const Uint FPS=1000/60;
Uint32 _FPS_Timer;
while (quit!=0){
/ / Stuff
if(SDL_GetTicks()-_FPS_TimerThis is what I got for Googling limiting SDL framerate. You can use the FPS constant as a del
Re: Efficient Word Placement algorithm?
Right. An update.I got it working. It can use some improvements (A lot of them) but I have myself a word search generator. This just goes to highlight the lesson of try it first and then worry about problems. I still have to try and enforce the one un
Re: Efficient Word Placement algorithm?
Right. An update.I got it working. It can use some improvements (A lot of them) but I have myself a word search generator. This just goes to highlight the lesson of try it first and then worry about problems. Thank you once again.
URL: https://forum.
ECS and State Pattern?
So looking at PySDL II introduced me to the ECS. While sounding useful for some projects (I realize that it may be overkill for small games), it invariably raised questions as I continued looking into it. Looking up said curiosities only yielded a partial answer, and
Re: Python: Usage for Joysticks and External Controllers?
Would it be correct to assume that the majority of features of PySDL2 are aimed at ECS? See this for a possible explanation for this assumption
URL: https://forum.audiogames.net/post/603425/#p603425
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Re: Efficient Word Placement algorithm?
Hmm, I see. I'll sit on this for a day or two, see if I can get anything going. Thank you.
URL: https://forum.audiogames.net/post/603197/#p603197
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