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  1. I need to display a large number (for example 400) of high resolution textures at the same time, for this I used the ParticleContainer from the example - https://pixijs.io/examples/#/demos-basic/particle-container.js. But in the end, I get FPS = 10-15, the more sprites, the lower the FPS, even if you turn off the animation - there is no difference, the image in idle mode also heavily loads the browser, which is why the page scroll is very freezing. - https://codesandbox.io/s/admiring-lamarr-p8bvyf?file=/index.html I could not find a solution anywhere, so I will be grateful for your help.
  2. I have completed writing my free JavaScript course (begun in 2011). It is in two main parts. The first is aimed at complete beginners to introduce the whole idea of programming. It shows how to get some simple examples working and introduces some HTML5 as needed to make a platform for running the examples. It covers some general programming concepts such as writing requirements and testing against them. Part 2 is a more systematic exposition of the language, up to some of the more recent capabilities such as local storage and image processing. It is available at https://www.grelf.net/jscourse/index.html That link is to a contents page so that those who already know some of it can jump in to any particular topic of interest.
  3. Hi all and good day! 13 days ago started with new project and would like to share some stuff with you It's not completely from scratch, but took some base from my prev game DatTank [https://dattank.io]. How it looked 13 days ago How it looks today [melee attacking sys example] Would like to know if it would be interesting for somebody to read through some details in some articles or thms like this. Uh, and would be awesome to get some feedback Thx for your attention! ps: If you want to get quick updates from me follow on https://twitter.com/iOhmed
  4. What physics engines are available for Javascript and/or Typescript? I've searched myself but maybe there's one or two I missed. I also found a post in these forums but that's over two years old now; It's a little disappointing to see that some of them aren't actively developed and lacking a lot of features. I put together a test to compare the different engines I tried - I've attached the files if anyone wants to try it out. Here are the engines I've tried: PhysicsJs http://wellcaffeinated.net/PhysicsJS/ - Incomplete: lacking simple features like constraints - Seems like it was last updated 2 years ago - Possibly the worst performance - Strange API (in my opinion) and difficult to use - Built in mouse interaction behaves strangely MatterJs http://brm.io/matter-js/ - Also incomplete and lacking constraints - Has a built in mouse constraint but it acts strangely - Updated recently - Simple and easy to use - Doesn't handle stress test well p2.js http://schteppe.github.io/p2.js/ - Complete - Updated within the last few months - Doesn't handle stress test well - Easy to use - Good documentation Box2DWeb https://github.com/hecht-software/box2dweb - Complete - everything you would expect from Box2D - Last updated one or two years ago - Semi-poor documentation - you have use the box2d flash documentation which is fairly thorough but slightly outdated - Much faster and a lot more accurate than the above three libraries. Nape http://napephys.com/ - Complete - lots of features - but isn't very active - Has a great marching squares utility which can convert bitmaps into polygons - Good site and documentation - Easy to use but the pooling get/dispose stuff can be a bit confusing - Similar (or maybe even slight better) performance to Box2DWeb and possibly more accurate - Large - minified it's still 1.7MB The one problem with Nape though is that it isn't really meant for Javascript and I had a lot of trouble getting it set up in Typescript. There were some project to convert it to js and generate definition files but I had to modify them a lot to get something complete that worked for me. I also had to manually convert the debug draw classes from as3 to js and Easeljs. Luckily that only needs to be done once - after that I didn't have any problems using it though. I also tried PhysicsType2D (http://physicstype2d.com/) but couldn't get it to work. Overall I was a bit disappointed; In terms of performance, the 'native' js libraries fell short by a lot compared to the two ported ones, and on top of that they lacked a lot of important features. Even the ported ones didn't perform as well as their Flash/As3 versions - the Nape stress test (you can find it here) which I copied, runs significantly better in flash. PhysicsLib.zip UPDATE: You can find the updated github repo here: https://github.com/cmann1/Javascript-Physics-Library-Tests/
  5. Become a part of our unique success story! More than 500 million people have already played our next-gen instant games. Join us and unleash your superpowers to build the future of gaming! SOFTGAMES is looking for a JavaScript Game Developer to help us bring our games to new Instant Game Platforms that will entertain tens of millions of people every month. The JavaScript Game Developer designs, architects, tests and implements features into our live games. Further you'll work on bringing our games to existing and upcoming Instant Game Platforms. You will collaborate with producers, artists and other game developers to share learnings and best practices. The JavaScript Game Developer will ship robust and high-performance code, be passionate, and act as a fount of knowledge when it comes to game development. As part of a small, experienced and dynamic team you will enjoy a creative, challenging and collaborative environment. You can either work REMOTELY or in our central Berlin office surrounded by a great bunch of people! **Qualified applicants will be expected to complete a technical assessment. Your role: Write robust code to be used by millions of users Maintain and optimise features of existing Instant Games Develop and integrate different platform SDKs Independently create complete solutions from scratch Work on schedule, set clear goals Share knowledge and help colleagues Your profile: Great passion for games! 3+ years of professional software engineering experience Strong knowledge and experience with JavaScript (HTML5) Knowledge of TypeScript or another language with static typing Profiling and optimising JavaScript/TypeScript code Node.js CI/CD Experience with build systems (e.g. Webpack or gulp), PixiJS, Phaser Shipped at least 2 mobile/social title, preferably on multiple platforms Ability to quickly get up to speed with existing code Deliver high-quality and well-structured code Open-minded and keen to learn What we offer: We have a flexible working setup - either fully remote or on-site in central Berlin. Your choice! Working and living in Germany has many advantages as e.g. a high job security, great work-life balance and one of the best universal health care systems in the world! Further our Berlin full time employees benefit from: Visa: Our visa assistance service guides you through the whole process and helps with tips and tricks to get the approvals and your visa as fast as possible. Relocation Support: We support your move to Berlin with e.g. flat hunting, paper work like local registration, setting up bank accounts etc. Language classes: We pay your German lessons so you can order food auf deutsch very fast and go right up to perfecting your business vocabulary. Further training: A personal learning budget to spend on learning and development, including books, workshops, etc. Flexible working hours and home office: Productive hours differ individually. That’s why you're welcome to show up in the office whenever you're ready for it. Need to watch the kids or wait for a handicraftsman? No problem - we also offer the opportunity for home office. Office: A super modern office with state of the art tech, based in the center of Berlin, quickly to reach from all destinations thanks to the excellent public transport connections. Equipment: Choose between a MacBook Pro or Windows Laptop. Furthermore our office features the latest projectors, cameras, testing devices, monitors - you name it. Fresh fruits, snacks and drinks: Enjoy fresh fruits, free coffee and a fully stocked fridge with cold Water, Juices, Coke, Club Mate, Beer etc. For the sweet-toothed we have snacks, chocolate and chips of course. Epic company parties: Regular company parties to celebrate, including Summer Party, Oktoberfest, Christmas Party. Team events: We have regular Casual Fridays, Board Game Nights, Pub Quizzes, Team lunches, Company breakfasts and much more … Team spirit: Beyond our amazing parties and company events, the team further organizes activities themselves such as playing soccer together, a cooking group, a Japanese learning group, and much more. About SOFTGAMES With offices in Berlin (HQ) and Toronto, SOFTGAMES is an instant gaming company. We develop casual, truly social games that can be played instantly across all devices. We partner closely with Facebook, Samsung and more to craft the next generation of instant games that billions of people can play together. To-date, more than 500 MM people have played our games on Facebook, including Cookie Land, Solitaire Story Tripeaks, Mahjong Story, Space Invaders, Fish Story, Bubble Shooter or Candy Rain. At SOFTGAMES, we believe that different perspectives and background in our teams contribute to the quality of our work. We value diversity and therefore welcome all applications - regardless of gender, nationality, ethnic and social origin, religion / worldview, disability, age as well as sexual orientation and identity. Have we caught your interest? Then we look forward to your detailed application together with your salary expectations and earliest possible start date.
  6. We are currently building our games platform and we're looking for quick, bite-sized games to add to our growing list of open-source titles. If anyone's interested, feel free to drop us an e-mail at [email protected] with your HTML5 game portfolio and we'd be happy to discuss. Thanks
  7. Hello, I'm new to Javascript and PIXI I've been recently been working on a project using PIXIJS and need some help. I am trying to make a user interface with 8 buttons for the bounding box and 1 rotational button to scale, rotate and move my sprite. At the moment, I made each individual buttons of the bounding box an individual sprite and manually setting their interactive mode and coordinate and added them as a child to my main sprite. The issue with this method is that when I move one button, the other buttons don't move together to align with the transformation. Also, I am trying to make a rotational button that is capable of rotation the sprite by its pivot point in both directions using the mouse movement. Can anyone help me?
  8. hello all Abit wired question but is there any tool that given HTML with included javascript can Flaten all the page to 1 big HTML and javascript file ? Thanks
  9. Hello everyone! Nice to make your acquaintance. It’s been awhile since I’ve been active on here, and I’d like to change that. So let’s start a conversation. Whatcha working on? You a team? Solo developer? Let’s chat! I’d love to hear from you.
  10. I am following the excellent book Foundation Game Design with HTML5 and Javascript. I have a piece of code, which works but i'm not sure why. function destroyAlien(alien) { //Change the alien's state and update the object alien.state = alien.EXPLODED; alien.update(); //Remove the alien after 1 second setTimeout(removeAlien, 1000); function removeAlien() { removeObject(alien, aliens); removeObject(alien, sprites); } As you can see it is a function which uses setTimout to call another function. It only calls removeAlien function when it is inside the main function. If I move callAlien function out of the main function it does not work. I am puzzled as to why this is. Can any sage member here tell me why this is? Thanks in advance Crock TheCrock Posts: 2 Joined: 12 Nov 2020, 16:02
  11. I have this idea for creating a character customization system. The system would be implemented as follows. 1) Organize a base template sprite sheet with character components arranged in a composition for future compositing. Example: Lets assume a full body template for a characters design is 125 by 125 consisting of head, body, and leg components. The head component of the character would use 25 pixels and would be isolated on separate parts of the sprite sheet that occupies the respective pixels while the rest of the 100/125 pixels are blank. The same would be done for the body and leg components. 2) Bind the components together via some sort of linked list or maybe even graph based implementation. I'm still learning about graphs and am thinking they're best for this system given compositing more complex sprite sheets will involve layers. Any advised implementations or any kind of information on graphs associated with player creation systems is highly appreciated. I think this is a great opportunity to practice graphs. 3) Next there will be an interface that allows the player to choose the color and textures of each of these components. The player will confirm and submit their design when finished. Now that the player has submitted their design, I'm a bit puzzled about the next step and have a few ideas on composing the data. 4a) Use Phaser api to turn the data into bitmaps? I don't know much about this implementation yet since I'm still learning how to utilize bitmaps and how Phaser handles bitmaps 4b) Composite the items on a canvas and store it in a uri using the canvas to url method. I also lack experience with api but I definitely can see how it would work. 5) Ideally I'll save the data to a database and retrieve them via player credentials. I'm not sure if I'm over complicating things or not so any feedback would be appreciated. I use Phaser but any html5 based idea or solution should be fine.
  12. I created a simple particle class to use in the space shooter I'm working on. It's a 105-line class available for elementary particle effects, though it can't do everything an advanced widget library does. You can download from gitlab or below and use it in all your hobby and commercial projects. Cheers. https://gitlab.com/bihenaso_games/shittypixiparticle/-/blob/master/static/libs/shitty-pixi-particle.js The test video is in the link below. shitty-pixi-particle.js
  13. Hello, Hi everyone, I'm developing a new hospital manager game; at the moment the main engine has been implemented and numerous other functions are being developed. For now, the developed language is Italian, but internationalization is planned. The game site is univerhosp.variousdom.it I need to find some beta testers to verify the functioning and the response times; I also created a forum with explanations. In the forum everyone can insert ideas, doubts and any information that may be useful for development. The forum is accessible from the game menu.
  14. Have 2 - 10+ years of software development experience, including front-end
development experience with HTML5, Angular, Javascript and CSS • Break down user and technical stories into tasks and work on them • Maintain our existing Flex codebase and help build out a new HTML5 codebase. • Write unit tests and code comments • Write technical documentation for use by other developers, testers and support • Participate in code reviews and refactoring • Participate in Level 3 support of production environments • Attend daily scrum meetings • Collaborate with team members overseas and on location
Desired Skills and Qualifications: • Strong proficiency with HTML5 stack, including CSS3/JavaScript and at least
one library or framework (e.g. AngularJS, jQuery, etc.) – both preferred. • Good knowledge of Adobe Flex and Actionscript is a plus • Familiarity with Agile practices • Working knowledge of code versioning tools, such as Git • Fantastic communication skills Github account with c revert to [email protected]
  15. Hi I have an image like the picture below. I need to resize this image.(between x2 and x10) When I resized with Canvas's own features, I couldn't get the image I wanted. The image was pixelated. I used OpenCV's javascript library for this. (To be able to do interpolation) But here I did not get the exact result I wanted and it was slow in speed(40 - 60 ms). The resizing speed should be between about 10 - 20 ms. Then I wanted to write an algorithm myself, but I could not prevent pixelation, and the image I wanted was not revealed. In fact, if I can make gradient for each pixel according to the pixels around it (right, left, down and up), I think I can get the image I want. Is there anyone who can help me with this?
  16. I am trying to develop a simple Canvas game, but I'm currently stuck at making the enemies display itself. Heres the code I'm using : <script type="text/javascript"> // SETUP INICIAL var canvas = document.getElementById('canvas'), ctx = canvas.getContext('2d'); var innerWidth = 360, innerHeight = 620; canvas.width = innerWidth; canvas.height = innerHeight; // VARIAVEIS var score = 0, lastTime = 0; // TECLAS DE MOVIMENTAÇÃO window.onkeydown = pressionaTecla; function pressionaTecla(tecla){ if(tecla.keyCode == 38) { player.y = player.y - 10; } if(tecla.keyCode == 40) { player.y = player.y + 10; } if(tecla.keyCode == 39) { player.x = player.x + 10; } if(tecla.keyCode == 37) { player.x = player.x - 10; } } // PERSONALIZAÇÃO DO PLAYER var player = { }, player_width = 100, player_height = 105, player_img = new Image(); player_img.src = 'images/spaceship.png'; // OBJETO DO PLAYER player = { width : player_width, height: player_height, x : innerWidth/2 - player_width/2, // centralizar y: innerHeight - (player_height+10), //deixar em baixo power : 10, draw: function(){ // FUNÇÃO QUE BLOQUEIA O OBJETO PLAYER SAIR DO CANVAS if(this.x <= 0 ){ this.x = 0; }else if (this.x >= (innerWidth - this.width)) { this.x = (innerWidth - this.width); } if(this.y <= 0 ){ this.y = 0; }else if (this.y >= (innerHeight - this.height)) { this.y = (innerHeight - this.height); } ctx.drawImage(player_img, this.x, this.y, this.width, this.height); } }; // FUNDO DE GALAXIA *codigo fonte do fundo retirado do site codepen.io https://codepen.io/LeonGr/pen/fdCsI var stars = [], // Array that contains the stars FPS = 60, // Frames per second x = canvas.width; // Number of stars for (var i = 0; i < x; i++) { stars.push({ x: Math.random() * canvas.width, y: Math.random() * canvas.height, radius: Math.random(), vx: Math.floor(Math.random() * 10) - 5, vy: Math.floor(Math.random() * 10) - 5 }); } function updatefundo() { for (var i = 0, x = stars.length; i < x; i++) { var s = stars[i]; s.x += s.vx / FPS; s.y += s.vy / FPS; if (s.x < 0 || s.x > canvas.width) s.x = -s.x; if (s.y < 0 || s.y > canvas.height) s.y = -s.y; } } function drawfundo() { ctx.clearRect(0,0,canvas.width,canvas.height); ctx.globalCompositeOperation = "lighter"; for (var i = 0, x = stars.length; i < x; i++) { var s = stars[i]; ctx.fillStyle = "#fff"; ctx.beginPath(); ctx.arc(s.x, s.y, s.radius, 0, 2 * Math.PI); ctx.fill(); } } // PERSONALIZAÇÃO DO INIMIGO var enemyArray = [], enemyIndex = 0, enemy_width = 35, enemy_height = 43, enemy_timer = 1000, enemy_img = new Image (); enemy_img.src = 'images/spaceship.png'; // OBJETO DO INIMIGO function enemy (x, y, dx, dy, enemy_img, enemy_width, enemy_height, rotation){ this.x = x; this.y = y; this.dx = dx; this.dy = dy; this.img = enemy_img; this.width = enemy_width; this.height = enemy_height; this.rotation = rotation; enemyIndex++; enemyArray[enemyIndex] = this; this.id = enemyIndex; ctx.drawImage(this.img, this.x, this.y, this.width, this.height); this.update = function(){ this.y+= this.dy; this.x+= this.dx; this.draw(); } this.delete = function(){ delete enemyArray[this.id]; } this.draw = function(){ ctx.drawImage(this.img, this.x, this.y, this.width, this.height); } } // FUNÇÃO DE CRIAR INIMIGOS function create_enemy(){ var x = Math.random() * (innerWidth - enemy_width); var y = -enemy_height; var dx = 3; var dy = 3; var rotation = Math.random(); new enemy (x, y, dx, dy, enemy_img, enemy_width, enemy_height, rotation); } // LOOPING DA ANIMAÇAO (MAINFRAME DO GAME) function gameLoop(currentTime){ requestAnimationFrame(gameLoop); ctx.clearRect (0,0, canvas.width, canvas.height); drawfundo(); updatefundo(); // SCORE ctx.font = '17px arial'; ctx.fillStyle = '#fff'; ctx.fillText('PONTOS: '+score , 15, 30); // ENERGIA ctx.font = '17px arial'; ctx.fillStyle = '#fff'; ctx.fillText('ENERGIA '+player.power , innerWidth-110, 30); // JOGADOR player.draw(); if(currentTime >= lastTime + enemy_timer){ lastTime = currentTime; create_enemy(); } create_enemy(); } gameLoop(); </script> Everything is working fine except the enemies not showing. Already checked the images folder and it's all set up like I've puted in the code. Dev tools console does not show any errors. Enemie lines are " // PERSONALIZAÇÃO DO INIMIGO " and "// OBJETO DO INIMIGO" Please help!
  17. hello i want to make a online multiplayer online card game using phaser. CAn you please help me in this that from where i would start??
  18. Hello guys, I found one of my old projects on the computer and decide to remake it and share it with you. It's a simple 2D game, made in HTML5. Enjoy it. http://covid19arena.com/
  19. Hi, I wanted to make a game that's really challenging and simple at the same time. Something that will require some skills and not just a simple mindless game that shows a lot of ads. Something that you will need to get used to first, learn the rhythm of the game and then be able to complete the levels. So after 5 months (only working on the weekends; not all weekends), I have finally released a playable version of the game in the Google Play Store. Let me know what you think. I would really appreciate some feedback and what you think about the game. It's not much, but hey, I'm actually proud of it Oh and one more thing, it really does require "some" skills. Play Store Link: https://play.google.com/store/apps/details?id=com.pandabytes.kiteykite
  20. I am trying to make a game so I tried to load a tileset, to help me make the game, but when I try to play my game, this shows on the console- ```Cannot read property 'addTilesetImage' of undefined``` This is my code: ``` Ball.Level1 = function (game) {}; Ball.Level1.prototype = { create: function () { var map; var layer; this.map.addTilesetImage('element-h'); this.map.addTilesetImage('element-w'); this.map = this.game.add.tilemap('map', 32, 32); this.layer = this.map.createLayer(0); this.layer.resizeWorld(); } }; ``` this is what I pre-load! ``` this.load.image('element-w', 'img/element-w.png'); this.load.image('element-h', 'img/element-h.png'); this.load.tilemap('map', 'img/Teste.csv'); ``` Thank for your help!
  21. Hello, hope you'll are doing fine. I'm a beginner programmer and recently I've been working on a 2d physics game engine in JavaScript. Everything seemed to be working fine until I have come across an annoying bug in my push mechanic. I have created a 2d collision system where object A will be pushed away b object B, etc. In addition, I have created a push mechanic meaning, object A can push object b (if it’s not solid). However, I have come upon a problem where e.g. object A (Player), object B (box which the player can push) and object C (Solid wall), he problem occurs when object a pushes object b against object, what happens is object B gets pushed away by object A, but object A doesn’t get pushed away by B meaning, object A will get inside of object B and it will push the object to the top instead of pushing it to the left by activating the wrong collision detection. (as seen in the video). Video which shows the problem: https://www.youtube.com/watch?v=8DHKJNOrO54 (Project files below) I've been trying to solve this problem for awhile now and I just can't find the perfect solution. If anyone would be able to help it'd be great. Thank you game_v1.zip
  22. I have water shader script which was developed using Three.js and I want to convert shader as Babylon.js Who can help me, Please let me know water-material.js
  23. Hi everyone, I have a picture that I draw pixel by pixel on the canvas. Size of the image: 512 * 256. When I make this picture 1536 * 768, the image looks very bad. I think I can use interpolation to fix this. But I couldn't find a good javascript library. It didn't work in the libraries I found. Is there anyone who can help me with this?
  24. If you search for how to detect mobile devices by JavaScript you will find confusing information such as looking for the string "Mobi" in the browser identifier, and other unreliable stuff. In the past people checked screen size but that no longer works because some mobile devices have huge numbers of pixels. Even the usually reliable Mozilla Developer Network pages are contradictory on trying to detect touch screens. They have an article from 2011 which says to check whether the global window object has a property called ontouchstart (except that for Internet Explorer look at navigator.msMaxTouchPoints) but a recently updated (2019) page about TouchEvent (link below) says ontouchstart is still only an experimental proposal, not in the official specification of TouchEvent. So we cannot rely on browsers using it. I came to realise that in searching for "how to detect mobile" I was really asking the wrong question (as are many others). What really matters for my programs is whether the user has a keyboard (and if not, perhaps check for mouse or touch screen). As HTML5/JavaScript programmers (what this site is about) we do not have access to the internal system of the device we are running on, to check its hardware, so how can we do this? Here is my scheme. If a keyboard event occurs we know there is a keyboard. Similarly a mouse or touch event will confirm that the user has other capabilities. So in the constructor of the main program object do the following. this.keyable = false; // Until proven otherwise this.mouseable = false; this.touchable = false; var canvas = document.getElementById ("canvasId"); // Or whatever the id is canvas.addEventListener ("keydown", handleKeydown, false); canvas.addEventListener ("mousedown", handleMousedown, false); canvas.addEventListener ("touchstart", handleTouchstart, false); Then if any of those handlers is ever invoked you can set the corresponding boolean to true. For example (if we assume the global program object is called main): function handleKeydown (ev) { if (!main.keyable) { main.keyable = true; // There is a keyboard main.adjustScreenLayout (); // As necessary } // ... Go on to handle the key supplied in ev } Note that we do not want to adjust the layout every time an event comes in, only when the boolean first changes state. There is a potential problem though. If the user of a mobile device manages to invoke the onscreen keyboard it will generate keyboard events, fooling us. Our HTML5 game will not normally provide any way for the user to do this because we do not have access to the system level. However, if our HTML includes text input fields they would spoil things, so there must not be any such fields in the page. I think there is no way to find out whether key events come from a real or virtual keyboard. I have verified that my Surface Book only fires touch events from the screen, not from the touch pad. The latter fires mouse events. So detecting touch events does seem to indicate a touch screen and maybe that is all I need. If I detect a touch event I will assume that touch is what the user wants to use, regardless of whether there is a physical keyboard, and I should present the appropriate user interface layout. See also https://developer.mozilla.org/en-US/docs/Web/API/TouchEvent (and linked pages) That page shows that InternetExplorer and Safari (desktop) have no support for TouchEvent. That does not break my proposal above. It says that Safari on mobile does fully support TouchEvent.
  25. I want to share a small PDF booklet with JavaScript coding challenges: https://codeguppy.com/site/download/50_coding_challenges.pdf These coding challenges are designed for beginners and intended to offer the foundation that they may need when developing mini-games on https://codeguppy.com or any other platform.
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