Unity PlayerPrefs is not updating my 'high score' - c#

I'm making a 2D game where you're in the middle of the screen and you move round an endless green (screen) world and white cubes spawn randomly around you, and I have finished the game mechanics and a main menu and game over screens. The one thing I'm trying to add now is a high score. I did a bit of research and found PlayerPrefs is probably the way to do it. I have a seperate scene for my main menu and my gameplay level (which includes the game over screen). I have no error messages. I have created a HSSetter (High Score Setter) script on the high score text in the main menu screen:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class HSSetter : MonoBehaviour
{
public Text highScoreText;
// Start is called before the first frame update
void Start()
{
highScoreText.text = "High Score: " + PlayerPrefs.GetInt("HighScore").ToString();
}
// Update is called once per frame
void Update()
{
highScoreText.text = "High Score: " + PlayerPrefs.GetInt("HighScore").ToString();
}
}
and in my score script which is in my actual game level, here's the bit where I try to create the high score:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class score : MonoBehaviour
{
public int scoreCount = 0;
public int highScoreIFA;
void Start()
{
highScoreIFA = PlayerPrefs.GetInt("HighScore");
}
void Update()
{
if (scoreCount >= highScoreIFA)
{
PlayerPrefs.SetInt("HighScore", scoreCount);
}
}
public void AddToScore()
{
if (isHit == true) // i know this if loop works
{
scoreCount += 1; // and this, I use it to change the score text in-game.
isHit = false;
}
}
}
In AddToScore(), I increment scoreCount.
Through some debugging, I have found that everything in the HSSetter script works - when I change the highScoreText.text, the text on screen changes, which led me to believe the issue might be with the change of scenes? Thanks!

Multiple things you should do here
The first you already updated in your question afterwards: You had the condition wrong and always updated only
if(highScoreIFA > scoreCount)
which would almost always be the case.
Now you have changed it to
if(scoreCount >= highScoreIFA)
which still is not good since if the score is equal there is no reason to update it, yet.
I would rather use
if(scoreCount > highScoreIFA)
so only really update it when needed.
Secondly in both scripts do not use Update at all! That is extremely inefficient.
I would rather use event driven approach and only change and set stuff in the one single moment it actually happens.
You should only one single class (e.g. the score) be responsible and allowed to read and write the PlayerPrefs for this. I know lot of people tent to use the PlayerPrefs for quick and dirty cross access to variables. But it is exactly this: Quick but very dirty and error prone.
If you change the keyname in the future you'll have to do it in multiple scripts.
Instead rather let only the score do it but then let other scripts reference it and retrieve the values directly from that script instead
And finally you should use
PlayerPrefs.Save();
to create checkpoints. It is automatically done in OnApplicationQuit, bit in case your app is force closed or crashes the User would lose progress ;)
Might look like
public class score : MonoBehaviour
{
public int scoreCount = 0;
// Use an event so every other script that is interested
// can just register callbacks to this
public event Action<int> onHighScoreChanged;
// Use a property that simply always invoked the event whenever
// the value of the backing field is changed
public int highScoreIFA
{
get => _highScoreIFA;
set
{
_highScoreIFA = value;
onHighScoreChanged?.Invoke(value);
}
}
// backing field for the public property
private int _highScoreIFA;
private void Start()
{
highScoreIFA = PlayerPrefs.GetInt("HighScore");
}
public void AddToScore()
{
if (isHit == true) // i know this if loop works
{
scoreCount += 1; // and this, I use it to change the score text in-game.
isHit = false;
// Only update the Highscore if it is greater
// not greater or equal
if (scoreCount > highScoreIFA)
{
PlayerPrefs.SetInt("HighScore", scoreCount);
// Save is called automatically in OnApplicationQuit
// On certain checkpoints you should call it anyway to avoid data loss
// in case the app is force closed or crashes for some reason
PlayerPrefs.Save();
}
}
}
}
Then your other script only listens to the event and updates its display accordingly. It is even questionable if both scripts should not rather simply be one ;)
public class HSSetter : MonoBehaviour
{
public Text highScoreText;
// Reference your Score script here
[SerializeField] private score _score;
private void Awake ()
{
// Find it on runtime as fallback
if(!_score) _score = FindObjectOfType<score>();
// Register a callback to be invoked everytime there is a new Highscore
// Including the loaded one from Start
_score.onHighScoreChanged += OnHighScoreChanged;
}
private void OnDestroy()
{
_score.onHighScoreChanged += OnHighScoreChanged;
}
private void OnHighScoreChanged(int newHighScore)
{
highScoreText.text = $"High Score: {newHighScore}";
}
}

Related

How to save and add a value obtained in the game?

I'm making a store for my game and I'm making a system where the score I get in the game is saved and every time you play it adds and saves too, but this last part isn't working I don't know why, I'm taking a variable from another script called score it receives the value I got and had to add it to the previous value but it doesn't happen.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class CoinsManager : MonoBehaviour
{
public GameObject YellowSquare;
private int totalScore;
void Start()
{
YellowSquare.GetComponent<Text>().text = GameController.score.ToString();
totalScore = PlayerPrefs.GetInt("lastScore", GameController.score);
}
void Update()
{
SaveMoney();
}
void SaveMoney()
{
totalScore = GameController.score++;
PlayerPrefs.SetInt("lastScore", totalScore);
}
}
Why is the GameController.score completely detached from this? I would expect you rather do
// actually load the previous score into GameController.score
GameController.score = PlayerPrefs.GetInt("lastScore", GameController.score);
// then AFTER this update the text
YellowSquare.GetComponent<Text>().text = GameController.score.ToString();
.. and then in Update rather do
// Btw do you really want your score to be a counter of how many FRAMES you have played? o.O
GameController.score++;
PlayerPrefs.SetInt("lastScore", GameController.score);
// also update the text after changing the value
YellowSquare.GetComponent<Text>().text = GameController.score.ToString();

How to do if something happened make number - 1

I am trying to do when i destroy all boxes something happen.
My code is;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class destroy : MonoBehaviour
{
private string BALL_TAG = "ball";
public AudioClip coin;
public AudioSource src;
public float numBox = 120f;
public bool isDestroyed;
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag(BALL_TAG))
{
src.clip = coin;
src.Play();
Destroy(gameObject);
isDestroyed = true;
}
}
private void Update()
{
boxes();
}
public void boxes()
{
if(isDestroyed == true)
numBox -= 1f;
if(numBox == 119)
SceneManager.LoadScene("mainManu");
}
private IEnumerator Two()
{
yield return new WaitForSeconds(1f);
Destroy(gameObject);
}
}
But it doesn't work.
It is suppose to do when I broke 1 box it sends me to menu.
I think its problem in "numBox -= 1f;" because I don't know hot to make this.
I don't understand your code completely. So, I need to make some assumptions.
I think the Script is attached to the box and every box has this Script. I also think, that your player Shoots Ball. Those Balls have a collider with an ball tag.
There are multiple problems with your code.
The first one is, that your count variable, numBox, is saved in your destroy Script, which is placed on each box.
this means, that every Box is counting for itself.
You have to centralize this. There are multiple ways for doing this.
One way is to declare this variable as static(https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/static)
This is not best practice, but works.
A Better way is to have a Script on Your Player, which holds this number and every Box searches for this Script and change this number if it is destroyed.
The second big Problem is, that your are doing some really weird thing in your Update and the collision handling
First of all, you are setting isDestroyed to true. Then in your boxes method, which is called in every Frame, you are decrementing your numBox variable by one, if this is Destroyed is true.
So if your Box gets hit, you are decrementing every frame.
After that you are checking every frame if your numBox is 119
If so, you change the Scene.
This is the reason, why you are getting to your MainMenu after only one boy
This behaviour is very weird, because it is totally unnecessary. You can reduce your variable directly in in your OnCollisionEnter2D Method.
There are some little things, which can be improved.
When you are trying to play a Sound, you don't have to specify the AudioClip in code. You can assign this directly in Unity on the AudioSource Component via drag and drop. This makes your code simpler.
You are not calling the Two Coroutine. You've specified this Coroutine but don't call it.
//Script on Player
public class PlayerBoxDestroyManager:MonoBehaviour
{
public int StartBoxes = 120;
private int Boxes;
private void Start()
{
Boxes = StartBoxes;
}
public void DestroyBox()
{
//Reduce our Boxes count
//This is equal to Boxes -= 1
// Boxes = Boxes -1
Boxes--;
// If we have less or zero Boxes left, we End call our EndGame methode
if(Boxes <= 0)
{
EndGame();
}
}
private void EndGame()
{
// We change the Scene to the mainMenu
SceneManager.LoadScene("mainManu");
}
}
```
//Script on all Boxes
public class Box : MonoBehaviour
{
public string Balltag = "ball";
//Audio Source the Audio Clip has to be assigned in the Unity editor
public AudioSource Coin;
private void OnCollisionEnter2D(Collision2D collision)
{
//Check it colliding Object has the right Tag
if(collision.transform.tag == Balltag)
{
//Get the reference to the Player Script
PlayerBoxDestroyManager PBDM = FindObjectOfType<PlayerBoxDestroyManager>();
//We can now access the Destroy Box Methode
PBDM.DestroyBox();
//Play the sound
Coin.Play();
//If we destroy our Object now, the Sound would also be deletet.
//We want to hear the sound, so we have to wait, till the sound is finished.
StartCoroutine(WaitTillAudioIsFinished());
}
}
IEnumerator WaitTillAudioIsFinished()
{
//we wait till the sound is finished
while (Coin.isPlaying)
{
yield return null;
}
//if finished, we destroy the Gameobject
Destroy(gameObject);
}
}
I hope I helped you. If you have questions, feel free to ask.
And sorry for my English:)

Trying to create an interruptible dialogue system, with subtitles, using coroutines

I am currently working on a game where to characters are having a conversation. There are a few dialogue options, but the conversation trees are quite simple. A key aspect is that the player is able to interrupt the other party mid-sentence and change the course of the conversation.
To preface, I have learned all I know from youtube and I've been getting by on increasingly complex if-statements, so I'm trying something new here.
So I did my first attempt using what I know: Invoke and if-statements.
public class SubtitleSystem : MonoBehaviour
{
public float subtitleTimeBuffer;
public string[] dialogue;
public string[] specialDialogue;
public float[] subTiming;
public float[] specialSubTiming;
public AudioClip[] diaClips;
public Text sub;
AudioSource player;
int subNum;
int specialSubNum;
// Start is called before the first frame update
void Start()
{
player = gameObject.GetComponent<AudioSource>();
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.E))
{
if (sub.enabled == false) {
SubSystem();
}
}
}
void SubSystem()
{
if(subNum < dialogue.Length)
{
if (subNum != 1)
{
player.clip = diaClips[subNum];
player.Play();
sub.text = dialogue[subNum];
sub.enabled = true;
Invoke("DisableText", subTiming[subNum] + subtitleTimeBuffer);
subNum++;
}
else if (subNum == 1)
{
player.clip = diaClips[subNum];
player.Play();
sub.text = specialDialogue[specialSubNum];
sub.enabled = true;
Invoke("DisableText", subTiming[subNum] + subtitleTimeBuffer);
Invoke("SpecialSub", specialSubTiming[specialSubNum]);
}
} else
{
Debug.Log("No more dialogue");
}
}
void DisableText()
{
sub.enabled = false;
}
void SpecialSub()
{
sub.text = dialogue[subNum];
subNum++;
}
This was functional, though clunky and very work intensive for the person that has to find the individual timing for each line of dialogue and manually break up a subtitle line if it was too long.
Another big problem was that it was impossible to fully interrupt dialogue, because Invoke was called and would run regardless of what I pressed. Maybe I could add some kind of bool condition to prevent that, but the project I'm working on will have a few hundred lines of dialogue, so I need to come up with something where I don't have to type in every line in the inspector and find the manual timing.
This is where it becomes murky for me as I am unfamiliar with a lot of these methods.
An obvious solution to the Invoke problem would be to use Coroutines. These can be interrupted and I could even have a check for input inside a loop to let a player interrupt.
IEnumerator SubtitleRoutine()
{
while (DialogueIsPlaying)
{
//Display Subtitles
if(Input.GetButton("Interrupt button"){
//interrupt
}
yield return null;
}
//Wait for next piece of dialogue
}
Something like that is what I'm imagining.
The next problem is tying dialogue to some kind of system so I can pull the correct piece of audio and display the correct subtitles. In my first attempt this was simple enough because the four pieces of test audio I created were short sentences, but if a character speaks for longer it would be tedious to break up the dialogue manually.
Alternatively I thought about breaking the audio files up into "subtitle-length" so every audio file had a subtitle string directly associated with it, but this seems inefficient and troublesome if dialogue needs to change down the line.
So I thought if I could somehow create a class, that contained all the information needed, then my coroutine could pull in the correct dialogue using it's id (perhaps an integer) and plug in all the information from the object into my coroutine.
So something like this:
public class dialogue
{
//Int ID number
//Audiofile
//Who is speaking
//Length
//Subtitle String 1
//Subtitle String 2
//Subtitle String 3
// etc
}
IEnumerator SubtitleRoutine(dialogue)
{
while (DialogueIsPlaying)
{
//Display Subtitles - divide number of subtitle string by Length and display each for result.
if (Input.GetButton("Interrupt button"){
//interrupt audio and subtitles - stop the coroutine
//set correct dialogue Int ID for next correct piece of dialogue and start coroutine with new dialogue playing.
}
yield return null;
}
//Wait for next piece of dialogue
}
Though this is all outside of what I know, from what I've been able to read and understand, this seems like it might work.
So my question is:
Is this approach going to work?
If so, where should I look for ressources and help to teach me how?
If not, what methods should I look at instead?
Thank you so much for your help!
So what I understand is that you want to make an interruptable dialog system. You chose the coroutine approach which is a great choice, but you're not using it to its full potential. When you use StartCoroutine(IEnumerator _enumerator); you'll get a coroutine class back. If you store it, you can later use StopCoroutine(Coroutine _routine); to stop it. So you won't have to use a while loop or if statements to check interrupting.
Hope this will help you. If it doesn't I'll send some code.
After receiving some help from a coding mentor I found a system that works using a custom class as a datatype and coroutines to display subtitles with correct timing.
The names of the variables are in Danish but the code works in Unity without issues.
using System.Collections.Generic;
using UnityEngine;
public class Undertekster
{
public int id;
public AudioClip audioFile;
public float length;
public string[] subtitles;
public bool isMonk;
public SubSystem subsys;
public Undertekster(int id, int dialogClipNummer, float length, string[] subtitles, bool isMonk, SubSystem subsys)
{
this.subsys = subsys;
this.id = id;
this.audioFile = subsys.dialogClip[dialogClipNummer];
this.length = length;
this.subtitles = subtitles;
this.isMonk = isMonk;
}
}
Notice that use another script when constructing the class to make use of Monobehavior. That way I can assign the correct audiofile to each line of dialogue using an array created in the inspector. The proper way would probably be to look for the file somehow, but that's beyond me.
Next is the subtitle system. For demonstration you hit space in-game to start dialogue and hit F to interrupt. The "subtitles" are Debug.log in the console, but you can easily tie them to a Text object in the UI.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class SubSystem : MonoBehaviour
{
[Header("DialogClip")]
public AudioClip[] dialogClip;
[Header("Indstillinger")]
public float subtitleBuffer;
public AudioSource munk;
public AudioSource salamander;
List<Undertekster> alleUndertekster = new List<Undertekster>();
int currentDialogueNumber;
Undertekster currentDia;
float timeDivided;
void Start()
{
currentDialogueNumber = 1;
LoadDialog();
}
public void LoadDialog()
{
alleUndertekster.Add(new Undertekster(1, 0, dialogClip[0].length, new string[] { "Kan du huske mig?" }, true, this));
alleUndertekster.Add(new Undertekster(2, 1, dialogClip[1].length, new string[] { "Øh...", "Lidt..." }, false, this));
alleUndertekster.Add(new Undertekster(3, 2, dialogClip[2].length, new string[] { "Jeg er din nabo din idiot!" }, true, this));
alleUndertekster.Add(new Undertekster(4, 3, dialogClip[3].length, new string[] { "Shit!" }, false, this));
}
IEnumerator PlayNextDialogue()
{
int count = 0;
while (munk.isPlaying || salamander.isPlaying)
{
ShowSubtitle(count);
yield return new WaitForSeconds(timeDivided + subtitleBuffer);
count++;
yield return null;
}
//yield return new WaitForSeconds(subtitleBuffer);
currentDialogueNumber++;
Debug.Log("Coroutine is stopped and the current dialogue num is " + currentDialogueNumber);
StopCoroutine(PlayNextDialogue());
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.F))
{
InterruptDialogue();
}
if (Input.GetKeyDown(KeyCode.Space))
{
StartDialogue();
}
}
public void StartDialogue()
{
currentDia = alleUndertekster.Find(x => x.id == currentDialogueNumber);
timeDivided = currentDia.length / currentDia.subtitles.Length;
if (currentDia.isMonk)
{
munk.clip = currentDia.audioFile;
munk.Play();
} else if (!currentDia.isMonk)
{
salamander.clip = currentDia.audioFile;
salamander.Play();
}
StartCoroutine(PlayNextDialogue());
}
public void InterruptDialogue() {
StopCoroutine(PlayNextDialogue());
munk.Stop();
salamander.Stop();
currentDialogueNumber++;
StartDialogue();
}
public void ShowSubtitle(int i)
{
if(i <= currentDia.subtitles.Length - 1)
{
Debug.Log(currentDia.subtitles[i]);
} else
{
return;
}
}
}
I chose to put all the dialogue classes into a list so it was easily searchable for the id-numbers. It might have been better to use a Dictionary, but this worked for me and that was good it enough for this project.
With this system, my manuscript writer can put in every line of dialogue with its associated audioclip in the LoadDialog() function and determine who is speaking and in how many pieces the subtitles should be broken into to fit on the screen. They are then displayed one after the other while the audio is playing.
This probably isn't the best solution in the world, but I hope it works for whoever might need it - plus I learned a ton.

Why does why C# code keep crashing Unity? (I'm a beginner to Unity and C#)

Whenever I run my game it freezes, but it doesn't without this C# script.
I've tried changing around my code, and it works outside of Unity, in .NET (with some tweaks to certain functions) but when it's in Unity it crashes.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Throw : MonoBehaviour
{
public Rigidbody rb;
string final = "final:";
public float force = 1;
public float accuracy = 0;
void incto(float amount)
{
while (force < amount)
{
Debug.Log(force);
force++;
}
}
void decto(float amount)
{
while (force > amount)
{
Debug.Log(force);
force--;
}
}
void fstart()
{
while (true)
{
force = 1;
incto(200);
decto(1);
if(Input.GetKey(KeyCode.E))
{
Debug.Log(final + force);
break;
}
}
}
// Start is called before the first frame update
void Start()
{
fstart();
}
// Update is called once per frame
void FixedUpdate()
{
Debug.Log(force);
}
}
It should decrease and increase the force value, then stop when you press E, but Unity just crashes.
Unity takes care of the while(true) for you. Unity's while(true) calls your FixedUpdate, you just need to fill it in.
Unity only captures keystrokes once per frame, so Input.GetKey(KeyCode.E) will always return the same value. Unity crashes because of your while(true) is an infinite loop.
More info: https://docs.unity3d.com/Manual/ExecutionOrder.html
i belive that unity starts catching key strokes after the first frame, not before, try moving fstart() behind a first run bool in the FixedUpdate function
oh and this will hang the entire program every time it executes a frame.....
The code crashes because you have an infinite loop here:
while (true)
{
}
It will never exit the loop so nothing more happens. Just put that code into Update() method, which gets called by the engine on every frame, it will do the trick

(Unity3D) in Block Breaker game I'm trying to load levels when all bricks destroyed

Good Morning Developers!
so here is what i'm trying to do: i created a block breaker game, and i wrote some code so that when all bricks in the scene are destroyed the next level is loaded.
It works fine, but there is a bug! when i lose before destroying all the bricks, and then i press "play again", the static variable who is responsible of counting bricks on scene does not reset to 0! it keeps the number of brick before i lost and add to it the number of bricks in the new scene!, so instead of returning 24 for ex (which is the correct number of bricks in scene) it returns 35 (11 + 24)
how can i fix that please?
here is the code i'm using: first the brick script :
public int maxHits;
public int timesHit;
public Sprite[] hitSprites;
public static int breakableCount = 0;
private bool isBreakable;
private LevelManager levelManager;
// Use this for initialization
void Start () {
isBreakable = (this.tag == "Breakable");
if(isBreakable){
breakableCount++;
}
print (breakableCount);
timesHit = 0;
levelManager = GameObject.FindObjectOfType<LevelManager> ();
}
void OnCollisionEnter2D(Collision2D collision) {
if (isBreakable) {
HandleHits ();
}
}
void HandleHits(){
//TODO remove the print!!
print ("collison");
timesHit++;
if (timesHit >= maxHits) {
breakableCount--;
print (breakableCount);
levelManager.BrickDestroyed ();
Destroy (gameObject);
} else {
LoadSprite ();
}
}
// Update is called once per frame
void Update () {
}
//TODO Remove this when player can WIN
void NextLevel(){
levelManager.LoadNextLevel ();
}
void LoadSprite(){
int spriteIndex = timesHit - 1;
this.GetComponent<SpriteRenderer> ().sprite = hitSprites [spriteIndex];
}
and here is the LevelManager script I'm using to manage levels :
public void LoadLevel (string name) {
Debug.Log ("level change requested for : " + name);
Application.LoadLevel (name);
}
public void ExitRequest() {
Debug.Log ("Exit game requested");
Application.Quit ();
}
public void LoadNextLevel () {
Application.LoadLevel (Application.loadedLevel + 1);
}
public void BrickDestroyed () {
if(Brick.breakableCount <= 0) {
LoadNextLevel ();
}
}
hope i explained correctly, and sorry if i made some English errors i'm not native speaker lol, Thank you have a nice day ^^
-Edited due to misunderstanding-
I didn't realize that was your BRICK script. The reset should be inside our LevelManager.
Your first line in your function to load a new level in LevelManager should be:
breakableCount = 0;
This will make it so that when the level is initialized that the counter is reset.
Also, you could reset the same way as soon as you've decided that a person has beat the current level.
Also, I recognize this from Ben Tristram's Unity Dev Course. You should try using the tools built into his class for questions, there is a lot of support there for these specific exercises!
Stack Overflow is great though, and it's a great source for when that stuff falls through. Another place to check is https://gamedev.stackexchange.com/
private static int breakableCount = 0;
public static int BreakableCount
{
get{ return breakableCount; }
set{
breakableCount = value;
if(breakableCount <= 0){ EndOfLevel() }
}
}
Turning your variable into property (or you can use a method if you prefer), you can now add some logic when it gets modified.
EndOfLevel is just a method you call to load the next level, save some data and reset some static values before leaving.
I Want to update this post because i find a solution and i have another question in the same subject!
First i'll tell you how i fixed it:
as #JorgeSantos suggested i created a ResetGame fonction in my loadlevel script :
void ResetGame(){
Brick.breakableCount = 0;
print ("breakableCount set to 0 ");
}
then i called that fontion in my LoadLevel fonction :
public void LoadLevel (string name) {
ResetGame ();
Debug.Log ("level change requested for : " + name);
Application.LoadLevel (name);
now the variable is resetting just fine
the only problem (it's not really a problem because the game runs fine, it's just that i want to know why it's happening) is that for ex let's say that i run the game, destroy 4 bricks, and then i lose, (keep in mind that there are 24 bricks in the scene) so i left 20 bricks non destroyed!
when i press play again, in the console, i notice that when i destroy a brick the breakableCount variable is not taking new values, then when i destroy 4 brick, (which means i'm in the same number of bricks left as i were before losing), then the breakableCount variable takes the value 20 (which is the right value) and continue decreasing when i destroy bricks normally!, You can see now the the game continue to work fine, but i dont understand why that variable is not reset to the right number of brick after i click on play again, and only takes effect when i reach the same number of destroyed brick as in my fist try?!
hope i made my point clear looking forward for your answers, and thank you all ^^

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