In this Blender Video Game Engine Tutorial, I cover setting up gravity dynamics, boxes that can be pushed around with Eddie, a “pushing” pose that Eddie goes into while doing the pushing (a “near” sensor). We also go into multiple scenes, and going back and forth between them, as well as a scene reset, in case you fall into the oblivion.

View youtube teaser video on what this series will cover.

Game Engine<>

You must be logged in to upload images. Register

Discussion

89 Responses to “Game Engine: Simple Character – Part 2”
  1. Sync
    Posts: 1

    Thank you so much. I have been loving your helpful tutorials.
    They defifnitely helped me with the Game Engine.

    #
    1
    May 20, 2010 at 9:40 pm
    • Posts: 260

      you’re welcome :)

      #
      1.1
      May 21, 2010 at 10:56 am
  2. veQue
    Posts: 22

    Hey this is great. I never played much with the game engine but I will now. How do I make the game run from an exe file or something similar, instead of going through the blend file first?

    #
    2
    May 20, 2010 at 11:00 pm
    • Posts: 53

      I think this feature is not available yet in 2.5 but, in blender 2.49 you can have the .exe very easily. you just have to go in “file” (in the 3D view header) and choose save game as runtime.

      like this >> http://img294.imageshack.us/img294/5008/saveg.png

      #
      2.1
      May 21, 2010 at 9:11 am
      • A-Nony-Mus
        Posts: 6

        I don’t know if you’ve solved your problem yet, but if you haven’t, go to user preferences and under add-ons there is a save as runtime environment, enable that. When you want to save it as a runtime, press space and search runtime (it isn’t in the file menu anymore).

        #
        2.1.1
        Feb 24, 2011 at 4:26 am
  3. veQue
    Posts: 22

    Forgot to say thanks =).
    Game concepts if you wanted to take the tutorial further, Just in case you wanted ideas. =/

    dying,
    morphing,
    you did teleportation,
    springboard,
    growing/changing from touching object,
    picking up a box,
    throwing a box,
    getting hit (flashing invisible),

    Just ideas to choose or ignore, sometimes I just like looking over ideas instead of having to think of them. Maybe I saved you a step.

    Great stuff, Looks very fun.

    veQue

    #
    3
    May 20, 2010 at 11:15 pm
    • Posts: 260

      thanks for the ideas, i’ll look into some of these :)

      #
      3.1
      May 21, 2010 at 10:57 am
      • robert
        Posts: 1

        that will be awsome :) and thanks this really helped :)

        #
        3.1.1
        Oct 31, 2011 at 10:48 am
  4. pdsit
    Posts: 1

    Impressive, just impressive.
    Very warm thanks to you Daivd, and to BlenderCookie.com.
    I don’t think this has been explored in any other tutorial from anyone, at least not with such good presentation.

    #
    4
    May 20, 2010 at 11:26 pm
  5. Posts: 29

    Looking forward to the next one.

    #
    5
    May 21, 2010 at 12:43 am
  6. Martin Lindelöf
    Posts: 30

    This is awesome!! the GE or RT 3d engine is just so powerful. I am really excited. One thing I’m gonna try and do is a scene where all the objects are just menues.

    Can you consider to implement the Compositing Nodes with Game Logics ? I’ve seen it games such as Runia 2

    #
    6
    May 21, 2010 at 6:23 am
    • kram1032
      Posts: 71

      you mean something like a central world, where you can switch levels and such?

      #
      6.1
      May 21, 2010 at 7:28 am
  7. clecle
    Posts: 17

    “Oh no i’m too close to the edge. Oh no i’m falling”…..just hilarous.

    #
    7
    May 21, 2010 at 6:33 am
  8. n-pigeon
    Posts: 4

    Thx for tutorial.

    #
    8
    May 21, 2010 at 6:49 am
  9. kram1032
    Posts: 71

    Really nice tutorial :)

    However, you set the grail to touch, rather than collision, so, as you said, the boxes will be in scene 2 rather than 1, if you push them into the grail, I guess. Right?
    That’s probably not wanted in most cases, so… Maybe change it to collision and eddie’s property too?

    #
    9
    May 21, 2010 at 7:30 am
    • Posts: 260

      well, the grail doesn’t actually transport what touches it to the other scene, it just sort of does a “scene reset” type of thing, where the whole scene changes. so if a box did touch it, we’d be transported into scene 2. so yeah, collision might be the better idea, as we could set it to be the specific “eddie” property

      #
      9.1
      May 21, 2010 at 11:00 am
      • kram1032
        Posts: 71

        Haha, that would also be an interesting game:
        Transport ANYTHING to the grail to get to the next level. At the beginning it is very easy but more and more small puzzles could make it quite challenging :)

        #
        9.1.1
        May 24, 2010 at 2:56 am
  10. Ar
    Posts: 13

    U really know what u do. Keep going ! :)

    #
    10
    May 21, 2010 at 12:22 pm
    • Posts: 260

      either that, or i’m a really good actor ;)

      #
      10.1
      May 21, 2010 at 2:55 pm
  11. riftmaster
    Posts: 14

    IDEAS:
    split-screen
    unlockables
    score system
    cursor + other inputs

    hope this helps,
    riftmaster

    #
    11
    May 21, 2010 at 4:11 pm
  12. ibkanat
    Posts: 2

    Hey really enjoyed your tutorials on this some of the best tutorials that I have seen. Would be interesting to know a little why python is helpful for games. And why shaders are good and how to use them.

    #
    12
    May 21, 2010 at 8:03 pm
  13. John A.M.
    Posts: 8

    what if i wan’t to make like… a race game, and if i’m on the last lap and i fall of the cliff i don’t want to start the game over, i just what to go to a few seconds before i fell. how do i do that?

    #
    13
    May 21, 2010 at 11:23 pm
  14. Nixon
    Posts: 61

    I love this tutorial series!!!
    I’m really eager to make the lil guy do stuff like that..i could think of gazzilions of possibilities already with the techniques taught here alone!
    Never fail to impress me with those tutorials Mr. Ward. They’re a huge source of info and fun to watch!
    Great Explanations and Commentary, gotta love Eddie..he rules!

    #
    14
    May 22, 2010 at 12:11 am
  15. Posts: 10

    Just curious but why are you focussing on Blender’s game engine? If I had to select tools to build a game my first choice would be Unity at the moment. Learning how to use blender’s game engine seems a bit of a waste of time.

    #
    15
    May 22, 2010 at 4:05 am
    • veQue
      Posts: 22

      Hey thanks for the Unity tip, I just checked it out and I’ll do some research on it.
      I think “waste of time” is exaggerated however.
      But hey, I’m always willing to check out other software.

      veQue

      #
      15.1
      May 22, 2010 at 6:42 am
      • Posts: 10

        Aw well I didn’t mean waste of time as in ‘blender is bad’. It’s just that if I was going to sink a lot of time into doing 3d for a game project, I don’t think blender is the best choice.

        On top of that, my main goal for blender is learning how to create assets for unity from start to finish so I am obviously biased. I’d love to see some more blender to unity workflow and best practices tutorials.

        #
        15.1.1
        May 22, 2010 at 3:53 pm
    • Posts: 1

      The point of it is that Blender can be used to make simple, effective proof of concept games, with no real programming knowledge really necessary. It puts the power into the hands of users whom are more artistically inclined than engineer inclined. For some of us that “waste of time” is just easier. Basically, those of us who aren’t willing to invest the time to learn a language supported by most development tools when all we want to do is make a small logic brick created game. To each their own, I’m just defending the purpose of Blender’s GE, and why a site based on supporting Blender would cover a Blender tool. Unity in it’s own right is a very powerful tool so I definitely support you there.

      #
      15.2
      May 29, 2010 at 2:09 am
  16. Craigsnedeker
    Posts: 10

    You should make a tutorial on creating a low poly gun and FPS arms, to use in a FPS Game :)

    #
    16
    May 22, 2010 at 7:48 am
  17. Luz_y_Sombra
    Posts: 5

    Hey , that’s really bad snottlebocket :) .

    Blender can do great things :)

    #
    17
    May 22, 2010 at 1:20 pm
  18. AlexanderL
    Posts: 41

    Good tutorial as always.

    I’d really like to see some general high-poly to low-poly asset creation tutorials. For example, a tutorial on making a character, sculpting high res details, and then retopologizing and baking normals. I’m specifically interested in how accessories that would usually be separate objects, like clothing, helmets, and armor would be dealt with in the retopologizing and baking process.

    #
    18
    May 22, 2010 at 4:04 pm
  19. cgnewbie
    Posts: 3

    Hey i been wondering how to make enemys follow you when in range?

    #
    19
    May 22, 2010 at 5:03 pm
    • kram1032
      Posts: 71

      AI is probably one of the more difficult parts… That most likely also involves python ;)

      #
      19.1
      May 24, 2010 at 3:00 am
    • kram1032
      Posts: 71

      however, maybe that kind of thing works with a combi of the near-node and a couple of actions.
      But “Near” alone would not be sufficient. You need some way to track onto something…

      #
      19.2
      May 24, 2010 at 3:01 am
  20. Posts: 8

    I have been wan’t to know how to do this for a while and cant figure it out, could you have Eddie bend over and pick up a object and have him interact with it or maybe pull a heavy box around. I want to learn different ways to have him interact with the objects other then dynamically. Thanks

    #
    20
    May 22, 2010 at 7:03 pm
  21. Tobey
    Posts: 98

    Great tut, thanks David. Keep it up and above the reset plane, yay!

    #
    21
    May 23, 2010 at 7:51 am
  22. Posts: 61

    Great tut as always David. And I also would love a blender to Unity workflow series. Thanks. Bernard

    #
    22
    May 23, 2010 at 8:36 am
  23. Chris
    Posts: 7

    I guess I have a different type of build but my physics panel is different and I can’t figure out how to change the floor to dynamic. What am I supposed to do?

    #
    23
    May 23, 2010 at 12:12 pm
  24. Posts: 1

    hi, great tuts can’t you split the tutorials up in windows movie maker then put them on youtube as a like 20 part series

    #
    24
    May 23, 2010 at 2:09 pm
  25. Brandon Runyon
    Posts: 6

    For enemies that follow you, you should consider min-max AI algorithms and weighted graph theory. Is there scripting support for blender game engine (such that I can simply use python instead of the flow chart UI thingy)?

    #
    25
    May 23, 2010 at 2:52 pm
    • Rorkimaru
      Posts: 5

      There is Python support. I suggest you check the blender artist’s game engine section

      #
      25.1
      May 28, 2010 at 6:25 pm
  26. Chris
    Posts: 7

    I figured it out and I forgot to say thanks for the great tutorial, so thanks. :)

    #
    26
    May 23, 2010 at 8:35 pm
  27. Jahovagis
    Posts: 12

    can somebody help me. I really want to wtch these videos, but they haven’t been diplaying for like a month or two. If someone knows whaats going on please help me.

    #
    27
    May 25, 2010 at 8:50 am
  28. Noel
    Posts: 1

    great tut !!!!

    I have a grat idea too :D

    You can show us how to make the change between the sceens more softer. because when eddy touch the grail, the sceen comes very hard and directly …

    i hope you can understand my english:D

    nice greetings from Germany.

    #
    28
    May 25, 2010 at 12:58 pm
  29. coCoKNIght
    Posts: 4

    Superb tutorial Dave, it’s like Blender game engine demystified, helped me to better understand lots of things, not just the game engine related stuff. And after some struggling here and there I’ve managed to create a flying bird that can move right, left, up and down. Thanks! You can see it in action here if you like: http://cocoknight.com/wp-content/uploads/2010/05/gameBird.ogv

    Some things that were not so obvious to me:
    *The render engine needs to be set to Blender Game. This will change many settings in the various tabs of the properties window.
    *It seems the texture must be ‘opened’ in the UV editor in order for GLSL to display it. Just having the model unwrapped and the texture assigned to the material is not enough.
    **And that makes me wonder as to how normal maps, specular maps and alpha maps are applied…

    I would also like to maybe see in the next part how to make the transitions back to the static pose smooth. Until now we only have smooth transitions into special poses, but not back out of them.

    Cheers!

    #
    29
    May 26, 2010 at 5:49 am
    • coCoKNIght
      Posts: 4

      Ok, I found out how to add alpha textures:
      Aside from assigning an alpha texture as usual and enabling transparency in the material, it’s also necessary to go into edit mode, select a face of the mesh you want to be affected by the alpha texture. Then go to the Object Data tab in the properties window, and there under Texture Face, select a transparency method from the drop down menu labeled transparency.

      I think that this has to be done one by one for each face you want transparency on…

      Source: http://www.blender.org/development/release-logs/blender-247/game-engine-alpha-blending/

      #
      29.1
      May 27, 2010 at 1:10 pm
  30. ni-ko-o-kin
    Posts: 3

    hello!

    i have the same problem as chris has with the physics panel. i can’t change the floor to static because i can’t find the panel? *_* i’m using blender 2.52 build 29020.

    @chris: how do you solved it?

    niko
    .

    #
    30
    May 27, 2010 at 8:55 am
  31. ni-ko-o-kin
    Posts: 3

    just found out: you have to change the ‘engine to use for rendering’ (in the ‘editor type: info’-panel) to blender game!

    Thank you very much for this great Tutorial! Very useful!

    niko
    .

    #
    31
    May 27, 2010 at 9:17 am
  32. Rorkimaru
    Posts: 5

    I hate to post something negative on free education but I feel there are glaring issues with these tutorials.

    It’s pretty clear that you don’t have much experience with the game engine and you are making videos regarding things which you’ve just recently figured out. Unfortunately with the game engine this is only teaching bad practice. For instance your use of dloc for movement. This will present serious issues when you advance to any level design more complex than a flat horizontal plane. Also, your method of defining the bounds of the player object. Using the sphere is very basic. A convex hull is much better suited.

    Also, your activation of the push animation shows that you don’t fully understand the input of the near sensor. Firstly a Ray would be more appropriate as it is direction selective but also the reset should be larger than the dist value. The brick sends a pulse when the object is within the distance and stops sending it when it gets outside the distance in the reset box.

    I’m not trying to put you down, I just feel that you are being too hasty in making these tutorials. You would have a much better source of education if you familiarized yourself with the game engine first. That or if you went to the blender artists forums and asked the best methods of accomplishing what you want to do in the next video. People there will help you circumvent the beginners mistakes.

    #
    32
    May 28, 2010 at 6:37 pm
    • coCoKNIght
      Posts: 4

      Good to know that we’ll be seeing a very good tutorial from you soon, then ;-)
      There is very little documentation around for BGE and this tutorial series is by far the best I’ve found so far. A few days ago I knew almost nothing about creating Blender games. Now, after seeing this tutorials, reading some more documentation bits and studying the yofrankie files, I’m able to do my own games with Blender.

      #
      32.1
      May 28, 2010 at 7:47 pm
      • Rorkimaru
        Posts: 5

        Well if you want me to make BGE tutorials I will and I can tell you that as someone who days ago knew nothing about the game engine that you are not qualified to say that these are the best tutorials available. He is teaching you to do beginners mistakes, teaching bad practice. What about that is good?

        I don’t want to put someone down for making a free resource but the fact is that these videos are not that great.

        #
        32.1.1
        May 29, 2010 at 5:03 pm
    • Posts: 298

      Appreciate the feedback as always and you do bring up some valid points and I am happy you listed them here so David and the artists following can learn and improve upon as well. If anything these are a statement on what you can do with the BGE from picking it up off the ground.

      I understand there may be some unknown best practices and such like you mentioned above, so I just ask that you help us make these better or send me your information to wes@cgcookie.com if you are interested in authoring or contributing. Making mistakes is good, and improving from them is even better. So is spreading Blender, not disarming it.

      Working in the game industry for the past 7 years, I am happy to see the BGE this far and what a new artist to the engine can do so quickly. Very cool stuff and we/I hope to help add more education out there to you guys and the community.

      Definitely drop me a note via e-mail and looking forward to talking more.

      W

      #
      32.2
      May 29, 2010 at 6:51 pm
  33. James Collins
    Posts: 1

    hi what version of blender are you using because mine look nothing like that.

    #
    33
    May 31, 2010 at 10:15 am
  34. Jahovagis
    Posts: 12

    Thanks for the great tutorial! I would love to see another one on having the character pick up one of the boxes and carry it around, and put it down or throw it.

    #
    34
    Jun 3, 2010 at 9:02 pm
  35. Enrique
    Posts: 3

    Great tutorial, even when you go wrong, you go right!!!! :-) It would be great if you explain how to take the game out of blender.

    Thanks

    #
    35
    Jun 4, 2010 at 8:16 am
    • Posts: 260

      that part of the game engine is still under development :P

      #
      35.1
      Jun 9, 2010 at 11:17 am
      • Ivan
        Posts: 7

        Awww…

        #
        35.1.1
        Dec 5, 2011 at 6:01 pm
  36. manVS.machine
    Posts: 1

    Kudos. there that wasent so hard>>> :P

    #
    36
    Jun 9, 2010 at 6:48 pm
  37. David
    Posts: 2

    and i was wondering, is there any difference between what youre using and regualr old blender? im using blender 2.6.2?

    #
    37
    Jul 5, 2010 at 5:44 pm
  38. Will
    Posts: 1

    Hi, great tutorials, been following them from 1. I have this problem i can seem to fix.
    At first when i applied the physics to the box it bounced of the plane then came back down, but it hovered over the plane although it still fell off when you went over the edge.
    Then I deleted the box and put the settings directly on the mesh, it didn’t bounce off but gravity no longer works. If i add another object to the scene set to dynamic, the physics works normally.
    Another weird thing is if i delete the armature, the mesh sinks immediately into the “floor” till the middle without even starting the game.When i move the armature to another layer and and started game without it the other objects in the scene where present but not the character mesh. I am using blender 2.5 alpha 2. Thanks for any help possible.

    #
    38
    Jul 26, 2010 at 6:40 am
  39. boiteu
    Posts: 2

    The link for the third part is missing:
    http://www.blendercookie.com/2010/06/09/game-engine-simple-character-part-3/

    Can you add it on the top of the page near to the link for the first part?

    And is also missing on the page of the first part.

    Thank you for all you great tutorial and keep the good job ;-)

    #
    39
    Aug 9, 2010 at 11:24 am
  40. Fj
    Posts: 8

    need help can u tell me how to add dynamics in blender 2.53 beta i cant find it.

    #
    40
    Aug 19, 2010 at 12:55 am
  41. sidarderius
    Posts: 1

    dude, that is a great and a helpfull tutorial, but, just one litle thing, when you set an box bound, the size of the circle doesn’t matter
    sorry by poor inglish I’m from Brazil

    #
    41
    Sep 18, 2010 at 8:44 pm
  42. Jacob L Cooper
    Posts: 3

    I just wanted to say when you made the “Grail” change scenes you just have to make another actuator with scene 1 set and connect it to the same controller thats already there instead of copying the Grail not sure why it works but it dose. Thanks for the tutorial its taught me a lot and helped more than you can imagine again thanks.

    #
    42
    Nov 16, 2010 at 12:23 am
  43. Alex Ashton
    Posts: 1

    How would I set it so that the bounding box (parent) matches the exact shape and movements of the character? Cuz I want to create a really nice physics system… if I ever get around to creating a game of my own xD

    #
    43
    Nov 23, 2010 at 12:59 am
  44. Catherine
    Posts: 1

    thank you so musch for the tutorials. they’ve helped so much. thanks again

    #
    44
    Jan 12, 2011 at 9:29 pm
  45. Shen Black
    Posts: 4

    The only thing I don’t like about Blender is the fact it\nuses Python. They could’ve used one of the more popular languages\nlike Java. For making games, I import my models into a program\ncalled ’3D RAD’, which is almost code-free, but when there is code\nneeded, you write it in Java. Makes it easier for people like\nme.

    #
    45
    Feb 1, 2011 at 12:50 am
  46. Cristian Baletto
    Posts: 2

    Hello! Very interesting tutorial, but I like to know how do I get the camera movement with the mouse is but at the same time keep our character.

    #
    46
    Feb 23, 2011 at 5:12 pm
    • Posts: 1394

      Hi Cristian, you can use fly mode with the camera to move it around interactively. Activate it by going to camera view, selecting the camera and then press SHIFT + F.

      -Jonathan

      #
      46.1
      Feb 24, 2011 at 9:49 am
      • Cristian Baletto
        Posts: 2

        Thx a Lot! Awsome!

        #
        46.1.1
        Feb 24, 2011 at 9:24 pm
  47. Chris
    Posts: 3

    Thanks for these many great tutorials! What I find a bit unnerving though is the thing that one has to wait for the whole vid to be loaded until one can watch the end of it. I mean one can’t jump to end if the whole vid isn’t loaded yet…Can you change this?

    #
    47
    Mar 21, 2011 at 11:33 am
    • Posts: 1394

      Hi Chris,

      Unfortunately this is out of our control due to the way Vimeo handles video playback. If you are needing to jump around in the video a lot then I recommend signing up for a Citizen membership (if you haven’t already) so that you may download the source files and playback the video locally.

      -Jonathan

      #
      47.1
      Mar 21, 2011 at 1:27 pm
  48. EddieProblem
    Posts: 8

    Hi, after i set the push controls for Eddie, he would only push but not walk at the same time (every time I get near a box.) The up arrow and everything else still works…
    Can someone help me? thanx :)

    #
    48
    Sep 10, 2011 at 10:11 pm
  49. Posts: 10

    how do you publish a game?

    #
    49
    Oct 20, 2011 at 7:10 am
  50. Posts: 3

    Thanks so much for this! I’m having a weird problem though – when I start the game, my character stands on the floor. As soon as I move it forward, it jumps up to the height of the Origin of my surrounding box and stays there, waiting animation and all. It’s driving me crazy!
    The only way I can fix it is to move the origin to floor level, and make the bounding sphere tiny. My character then runs on the floor, but my collision is then screwed up. Can anyone help please??
    BTW the running was fine before I added the box

    #
    50
    Nov 12, 2011 at 4:15 am
    • Posts: 3

      Never mind – I had a random LocRotScale input on the first frame of the action that I didn’t put there – weird! Just in case anyone else has something like this :)
      Brilliant vid BTW, I’ve learnt so much. Kudos 8-)

      #
      50.1
      Nov 12, 2011 at 1:54 pm
  51. loeso
    Posts: 3

    hello, thanks for this great tutorial, a little issue though, using the 2.6 version when i walk and jump at the same time, it doesn’t fall back to the rest pose, it must have something to deal with the priority values but i can’t figure what …does anybody knows what’s wrong ?

    #
    51
    Nov 13, 2011 at 3:59 pm
    • loeso
      Posts: 3

      ok i figured it out, starting from 2.6 there’s this new layer feature for action actuators. Simultaneous actions should be on different layers using combination of priority, i had good result with
      static pose = priority 2 layer 0
      walk = priority 1 layer 0
      jump = priority 0 layer 1

      #
      51.1
      Nov 18, 2011 at 6:53 am
  52. Monica Jansen
    Posts: 6

    help me! the dynamics doenst show the menu of choises you have on this tutorial!

    #
    52
    Nov 14, 2011 at 10:58 am
    • Posts: 1394

      Before the dynamics will show you must set the Render Engine from the Viewport header to be “Blender Game”

      -Jonathan

      #
      52.1
      Nov 14, 2011 at 11:13 am
  53. Monica Jansen
    Posts: 6

    how do you play the game from camera view?

    #
    53
    Nov 14, 2011 at 1:45 pm
    • Posts: 1394

      Press Numpad 0 to go into Camera View and then press P.

      #
      53.1
      Nov 14, 2011 at 2:12 pm
  54. Monica Jansen
    Posts: 6

    when i choose loop stop in jump, it still doenst come out of the jump pose. what are im doing wrong?

    #
    54
    Nov 16, 2011 at 11:48 am
  55. Posts: 3

    help me I’m using blender 2.6 and whene i leave the priority to 0 in all the actions eddy doesn’t walk he just go forward and it’s the same in all the other actions Pleeeeeeeeeease HELP ME

    #
    55
    Nov 18, 2011 at 11:20 am
  56. Monica Jansen
    Posts: 6

    when i do the same with the push, he doesnt want to change to push pose.

    #
    56
    Nov 19, 2011 at 8:09 am
    • Ivan
      Posts: 7

      Same for me… He just freezes when he is near a box…

      #
      56.1
      Dec 4, 2011 at 6:10 pm
      • loeso
        Posts: 3

        Hello
        take a look to #51.1
        plus
        push = layer 1 priority 1
        and don’t forget to set distance and resetDistance in the near sensor (2.000 for both worked well)

        #
        56.1.1
        Dec 5, 2011 at 2:21 am
      • Ivan
        Posts: 7

        Wait… I understand priority but… layers for action actuators? How do you change them and what are they?

        #
        56.1.2
        Dec 5, 2011 at 6:00 pm
  57. Posts: 35

    David,

    Thank You for tutorial but i have problem on a action editor my actions not work.I watch and follow your video.But i can’t … :( Please Help Me …

    #
    57
    Feb 2, 2012 at 8:11 am

Leave a Comment