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WOC Update Log

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  • SirBotsS Offline
    SirBotsS Offline
    SirBots
    wrote on last edited by
    #49

    Update 2.23 Sudden additions notes and Release!

    So, we’re back with another update! Our team forgot to mention these few things when this was at work at our home base:

    • 4 additional battle songs have been added
    • Reduced the intensity of the red screen when the player is below 30 health by approx. 45%

    We are proud to announce a new and improved system for telling if your team is winning or not in Realistic Battles! Even better, by holding the ‘E’ key, you can see which class that any currently alive bot is using. This counter updates for eliminated players. Lastly with this new technology, we can more accurately determine how many enemies are left in a match, but this also means you might have to hunt down that last, sneaky player.

    We’ve also improved the Main Menu UI, did some rearranging, and added a background changer to give the Main Menu a more, cleaner, fresher look!

    In terms of bug fixes, it was found during the development of the counter system that, if you entered a match after intermission instead of returning to the Main Menu, you could break the game by just pressing the “e” key. This has been fixed. Problems were also found with the gamemode display while the map was loading, not being able to respawn in non-realistic battles, and Sandbags and Medbubbles freezing on screen when the Results screen appeared, given that both is/was deployed when the screen appeared.

    Happy fighting!

    Your local coder who is working around the clock to make sure great games are made

    TheNicknameGovT JaecadeJnightJ 2 Replies Last reply
    0
    • SirBotsS SirBots

      Update 2.23 Sudden additions notes and Release!

      So, we’re back with another update! Our team forgot to mention these few things when this was at work at our home base:

      • 4 additional battle songs have been added
      • Reduced the intensity of the red screen when the player is below 30 health by approx. 45%

      We are proud to announce a new and improved system for telling if your team is winning or not in Realistic Battles! Even better, by holding the ‘E’ key, you can see which class that any currently alive bot is using. This counter updates for eliminated players. Lastly with this new technology, we can more accurately determine how many enemies are left in a match, but this also means you might have to hunt down that last, sneaky player.

      We’ve also improved the Main Menu UI, did some rearranging, and added a background changer to give the Main Menu a more, cleaner, fresher look!

      In terms of bug fixes, it was found during the development of the counter system that, if you entered a match after intermission instead of returning to the Main Menu, you could break the game by just pressing the “e” key. This has been fixed. Problems were also found with the gamemode display while the map was loading, not being able to respawn in non-realistic battles, and Sandbags and Medbubbles freezing on screen when the Results screen appeared, given that both is/was deployed when the screen appeared.

      Happy fighting!

      TheNicknameGovT Offline
      TheNicknameGovT Offline
      TheNicknameGov
      trusted helpers
      wrote on last edited by TAO
      #50

      @sirbots hey if you have multiplayer can you tell me how you managed to do that?

      Please help all my projects are 3000+ blocks

      SirBotsS 1 Reply Last reply
      0
      • TheNicknameGovT TheNicknameGov

        @sirbots hey if you have multiplayer can you tell me how you managed to do that?

        SirBotsS Offline
        SirBotsS Offline
        SirBots
        wrote on last edited by
        #51

        @011830-0a42ef84 I don’t have multiplayer integrated, and I don’t plan on adding it.

        Your local coder who is working around the clock to make sure great games are made

        TheNicknameGovT 1 Reply Last reply
        0
        • SirBotsS SirBots

          @011830-0a42ef84 I don’t have multiplayer integrated, and I don’t plan on adding it.

          TheNicknameGovT Offline
          TheNicknameGovT Offline
          TheNicknameGov
          trusted helpers
          wrote on last edited by
          #52

          @sirbots Okay 👍

          Please help all my projects are 3000+ blocks

          1 Reply Last reply
          0
          • SirBotsS Offline
            SirBotsS Offline
            SirBots
            wrote on last edited by
            #53

            Update 3.5 - A Very Special Specialty Update Pt.1 Patch Notes

            Update type - Content Update
            Release Date - When finished

            What’s new:

            AI

            • Implemented the same player count system from the previous update to the Freinds AI.
              • This is to fix an issue where Realistc Battle matches would not end if the player and his entire team was eliminated.

            Bug fixes

            • Fixed a bug where Interceptors would not move at their correct speed while they were not moving to position themselves before firing. They would move at the speed of their teammates rather than being faster than them, and vice versa with non-interceptor classes as well.

            Gamemdes

            Realistic Battles

            • The border around the screen is now slightly transparent so while spectating, the player is able to see the locations of all players during a match.

            Weapon Classes

            • Added a new class: Combat Medic

            Ever wanted to be able to heal your teammate, yet can’t contribute much to fighting? Well this class is for you! Paired with a BAR M1911, and that same familiar MedBubble, you can more conveniently place that MedBubble in more places with a more reliable weapon. Furthermore, its paired with the Punchdown special if they come rushing in!

            Class Armament:

            • BAR M1911 Multipurpose Automatic DMR
            • MedBubble Sub-Weapon
            • Punchdown Special (Coming soon)

            UI

            • Changed the text for the Scout Class button in the Class selection screen from Recon to Scout
            • Fixed the appearance of Gamemode information when the map is revealed, and added a slight background to fix the conflicting of colors with the text and background.

            Maps

            • Added a new map: Iberian Castle

            General Bug Fixes
            *Fixed a bug where Sub-weapons could still be used while not in a match.

            The next update will focus on adding specials, and spawn protection mechanisms

            Your local coder who is working around the clock to make sure great games are made

            TheNicknameGovT 1 Reply Last reply
            0
            • SirBotsS SirBots

              Update 3.5 - A Very Special Specialty Update Pt.1 Patch Notes

              Update type - Content Update
              Release Date - When finished

              What’s new:

              AI

              • Implemented the same player count system from the previous update to the Freinds AI.
                • This is to fix an issue where Realistc Battle matches would not end if the player and his entire team was eliminated.

              Bug fixes

              • Fixed a bug where Interceptors would not move at their correct speed while they were not moving to position themselves before firing. They would move at the speed of their teammates rather than being faster than them, and vice versa with non-interceptor classes as well.

              Gamemdes

              Realistic Battles

              • The border around the screen is now slightly transparent so while spectating, the player is able to see the locations of all players during a match.

              Weapon Classes

              • Added a new class: Combat Medic

              Ever wanted to be able to heal your teammate, yet can’t contribute much to fighting? Well this class is for you! Paired with a BAR M1911, and that same familiar MedBubble, you can more conveniently place that MedBubble in more places with a more reliable weapon. Furthermore, its paired with the Punchdown special if they come rushing in!

              Class Armament:

              • BAR M1911 Multipurpose Automatic DMR
              • MedBubble Sub-Weapon
              • Punchdown Special (Coming soon)

              UI

              • Changed the text for the Scout Class button in the Class selection screen from Recon to Scout
              • Fixed the appearance of Gamemode information when the map is revealed, and added a slight background to fix the conflicting of colors with the text and background.

              Maps

              • Added a new map: Iberian Castle

              General Bug Fixes
              *Fixed a bug where Sub-weapons could still be used while not in a match.

              The next update will focus on adding specials, and spawn protection mechanisms

              TheNicknameGovT Offline
              TheNicknameGovT Offline
              TheNicknameGov
              trusted helpers
              wrote on last edited by
              #54

              @sirbots Hey do you have any suggestions that I could implement for my game: Bot Test? I would appreciate it and I think you would have good suggestions (since you and I are making similar games).

              Please help all my projects are 3000+ blocks

              SirBotsS 1 Reply Last reply
              0
              • TheNicknameGovT TheNicknameGov

                @sirbots Hey do you have any suggestions that I could implement for my game: Bot Test? I would appreciate it and I think you would have good suggestions (since you and I are making similar games).

                SirBotsS Offline
                SirBotsS Offline
                SirBots
                wrote on last edited by
                #55

                @011830-0a42ef84 Add an option where your mouse doesn’t really determine the movement of your player.

                Your local coder who is working around the clock to make sure great games are made

                TheNicknameGovT 1 Reply Last reply
                0
                • SirBotsS SirBots

                  @011830-0a42ef84 Add an option where your mouse doesn’t really determine the movement of your player.

                  TheNicknameGovT Offline
                  TheNicknameGovT Offline
                  TheNicknameGov
                  trusted helpers
                  wrote on last edited by TAO
                  #56

                  @sirbots Already did, check options

                  Unless you mean rotation-wise

                  Please help all my projects are 3000+ blocks

                  SirBotsS 2 Replies Last reply
                  0
                  • TheNicknameGovT TheNicknameGov

                    @sirbots Already did, check options

                    Unless you mean rotation-wise

                    SirBotsS Offline
                    SirBotsS Offline
                    SirBots
                    wrote on last edited by
                    #57

                    @011830-0a42ef84 K, well, I don’t really know then.

                    Your local coder who is working around the clock to make sure great games are made

                    TheNicknameGovT 1 Reply Last reply
                    0
                    • TheNicknameGovT TheNicknameGov

                      @sirbots Already did, check options

                      Unless you mean rotation-wise

                      SirBotsS Offline
                      SirBotsS Offline
                      SirBots
                      wrote on last edited by
                      #58

                      @011830-0a42ef84 Yeah, rotation wise.

                      Your local coder who is working around the clock to make sure great games are made

                      1 Reply Last reply
                      0
                      • SirBotsS SirBots

                        @011830-0a42ef84 K, well, I don’t really know then.

                        TheNicknameGovT Offline
                        TheNicknameGovT Offline
                        TheNicknameGov
                        trusted helpers
                        wrote on last edited by
                        #59

                        @sirbots Do you mean rotation or movement

                        Please help all my projects are 3000+ blocks

                        SirBotsS 1 Reply Last reply
                        0
                        • TheNicknameGovT TheNicknameGov

                          @sirbots Do you mean rotation or movement

                          SirBotsS Offline
                          SirBotsS Offline
                          SirBots
                          wrote on last edited by
                          #60

                          @011830-0a42ef84 Its how your person moves based on the mouse and key movement. It’s funky.

                          Your local coder who is working around the clock to make sure great games are made

                          TheNicknameGovT 1 Reply Last reply
                          0
                          • SirBotsS SirBots

                            @011830-0a42ef84 Its how your person moves based on the mouse and key movement. It’s funky.

                            TheNicknameGovT Offline
                            TheNicknameGovT Offline
                            TheNicknameGov
                            trusted helpers
                            wrote on last edited by
                            #61

                            @sirbots Yes, there are 2 options for that. You can either choose “move with mouse,” which means the W key moves the player toward the mouse pointer, or “move without mouse,” which means the W key moves the player up.

                            Please help all my projects are 3000+ blocks

                            1 Reply Last reply
                            1
                            • SirBotsS SirBots

                              Update 2.23 Sudden additions notes and Release!

                              So, we’re back with another update! Our team forgot to mention these few things when this was at work at our home base:

                              • 4 additional battle songs have been added
                              • Reduced the intensity of the red screen when the player is below 30 health by approx. 45%

                              We are proud to announce a new and improved system for telling if your team is winning or not in Realistic Battles! Even better, by holding the ‘E’ key, you can see which class that any currently alive bot is using. This counter updates for eliminated players. Lastly with this new technology, we can more accurately determine how many enemies are left in a match, but this also means you might have to hunt down that last, sneaky player.

                              We’ve also improved the Main Menu UI, did some rearranging, and added a background changer to give the Main Menu a more, cleaner, fresher look!

                              In terms of bug fixes, it was found during the development of the counter system that, if you entered a match after intermission instead of returning to the Main Menu, you could break the game by just pressing the “e” key. This has been fixed. Problems were also found with the gamemode display while the map was loading, not being able to respawn in non-realistic battles, and Sandbags and Medbubbles freezing on screen when the Results screen appeared, given that both is/was deployed when the screen appeared.

                              Happy fighting!

                              JaecadeJnightJ Offline
                              JaecadeJnightJ Offline
                              JaecadeJnight
                              Mod Helper
                              wrote on last edited by
                              #62

                              @sirbots said in WOC Update Log:

                              Reduced the intensity of the red screen when the player is below 30 health by approx. 45%

                              This is good, and this makes the game a bit more accessible to those with seizures or other conditions. I recommend reading https://developer.mozilla.org/en-US/docs/Web/Accessibility/Seizure_disorders for more info. It talks about accessibility mainly for websites, but this also can apply to web games. This part: https://developer.mozilla.org/en-US/docs/Web/Accessibility/Seizure_disorders#flashing_flashing_red tells you about how flashing red affects people with those conditions. I’m also not saying you have to make your game 100% epilepsy-friendly, but I am saying that it’s a good idea you thought of that. I do recommend adding options for reduced flashing or other fast screen effects so that the user can enable/disable them or even use a slider to control just how much flashing is there.

                              #LLJW
                              <span style="color:white;background-image:linear-gradient(to right, lightblue, navy)">My name is Jeff</span>

                              1 Reply Last reply
                              0
                              • SirBotsS Offline
                                SirBotsS Offline
                                SirBots
                                wrote on last edited by
                                #63

                                Some issues with development has resulted in a pushback of the update release. I planned on releasing it today, but this is not going to happen. At the quickest, tomorrow. But likely this weekend.

                                Here is a detailed overview of the changes to the game for the pt.1 update:

                                The allied player’s AI was not given the new player counting system that the enemies received in the 2.23 update, as it appeared to work just fine. But there would be times where Realistic Battle matches would not end if the Player and their entire team was still dead. Thus, the counting system was added to their AI to fix this issue.

                                Furthermore, AI Interceptors on both teams would move slower than intended if they were not positioning to shoot (Moving in a loop at a slow speed before shooting), non-interceptor classes moving at interceptor speeds when not positioning, and vice versa. This issue has been fixed.

                                Continuing with Realistic battle changes, a quality of life change was made to the spectating screen. The border was made transparent so the player can roughly see where other players are located on the map.

                                After some battle trials, an 8th and final class was drawn up and made. The Medic class is a highly supportive class with some modest, or in some cases, great sniping capabilities with its high damage output of 60 damage a shot. But lacks any proper fighting capabilities when dealing with close-quarter combat overall, mostly noticeable when fighting with multiple enemies at once. As a result, for those who want to be able to quickly heal their team, and be able to fight on the frontlines, the Combat Medic class was added. This class combines the fighting capabilities of the Assault class and the Medic class. The trade offs are poor damage-per-bullet output, lack of an offensive sub-weapon for Frontline combat, and when Specials are released, lack of a supportive Special.

                                For UI changes, fixed the Scout’s name in the class selection to make the internal name in the code match the actual UI.

                                For when the Map and Gamemode information is revealed, a transparent background was added behind the text to fix color conflicts with the map and text color. Furthermore, fixed positioning of the text of the gamemode information to give it a more polished appearance.

                                For the game’s final map for a while, a new, almost fully indoor map was added: Iberian Castle. This map was built around sniping along the A and C objective point locations, and an open, outdoor center for Assault and other frontline fighting classes.

                                In terms of bug fixes, not much was done other than fixing the use of sub-weapons when not in a match.

                                Patch notes of the Pt.2 update will be released around the same time the Pt.1 update rolls out.

                                Your local coder who is working around the clock to make sure great games are made

                                1 Reply Last reply
                                0
                                • SirBotsS Offline
                                  SirBotsS Offline
                                  SirBots
                                  wrote on last edited by
                                  #64

                                  Well, good news, I got the issues fixed faster than expected. So, the update is out! Patch notes for Pt.2 will be ready soon!

                                  Your local coder who is working around the clock to make sure great games are made

                                  1 Reply Last reply
                                  0
                                  • SirBotsS Offline
                                    SirBotsS Offline
                                    SirBots
                                    wrote on last edited by SirBots
                                    #65

                                    Update 4.0 - A Very Special Specialty Pt.2 - Content Update and Bug fixes

                                    Release: When finished

                                    What’s new:

                                    Weapon Classes

                                    Specials
                                    Added 4 Special weapons:

                                    Punchdown
                                    When used, you become flooded with a sudden burst of energy, it is then expelled by explosion, dealing significant damage to enemies in the radius
                                    Statistics:

                                    • Special cooldown: 55 Seconds
                                    • Damage: 15 to 45 per 0.5 seconds
                                    • Duration: 1 second

                                    Reload Booster
                                    Instantly reloads the magazine and reduces weapon reload time by 45% for a short duration afterwards

                                    • Reloads the weapon magazine if it’s not full
                                    • Reduces weapon reload time for the duration
                                    • Duration: 25 seconds
                                    • Cooldown: 65 seconds

                                    General’s Vitamins
                                    Greatly increases passive health regeneration for the entire team. ( Can be used by AI)

                                    • Effect: Increases passive health regeneration by 45%
                                    • Duration: 20 seconds
                                    • Cooldown: 45%

                                    Big Bubbler
                                    A toolbox sized device filled with advanced technologies which employs a large, spherical shield that prevents foreign made ammunition from ever existing inside of the shield. Can’t stop adversaries from going inside, however. (Can be used by AI)

                                    • Effect: A shield that stops enemy gunfire from going inside and prevents enemies from shooting inside the shield. Does not prevent enemies themselves from entering. The Special can end early if the shield sustains too much damage, or enemies remain inside of it for long enough.
                                    • Health: 700
                                    • Duration: 15 seconds
                                    • Cooldown: 35 seconds

                                    The following weapon classes have received changes to their armament:

                                    Scout

                                    • Can now use the Big Bubble Special
                                    • Now has a reload time of 2.5 seconds

                                    Assault

                                    • Can now use the Punchdown Special
                                    • Now has a reload time of 1.7 seconds

                                    Medic

                                    • Can now use the General’s Vitamins Special
                                    • Now has a reload time of 3.1 seconds

                                    Combat Medic

                                    • Can now use the Punchdown Special
                                    • Now has a reload time of 2.3 seconds
                                    • Lowered firing sound volume

                                    Support

                                    • Can now use the Big Bubbler Special
                                    • Now has a reload time of 3.5 seconds

                                    Interceptor

                                    • Can now use the PunchDown Special
                                    • Now has a reload time of 1.4 seconds

                                    Marksman

                                    • Can Now use the Reload Booster
                                    • Has a reload time of 6 seconds

                                    Anchor

                                    • Can now use the Reload Booster
                                    • Now has a reload time of 4.5 seconds

                                    Game Mechanics

                                    • Added a new mechanic: Reload Time

                                    Maps

                                    • Added some rocks and trees to the center of the map in Iberian Castle

                                    Bug Fixes
                                    Bugs caused by previous update

                                    • Fixed a bug causing incorrect counting of each class the enemies are using
                                    • Fixed a bug causing the incorrect count to cause players to be remaining when a match ends after an elimination victory
                                    • Fixed a bug where not all of the UI for viewing enemy player class numbers would disappear if the menu was on screen when the match ended.

                                    Your local coder who is working around the clock to make sure great games are made

                                    TheNicknameGovT 1 Reply Last reply
                                    0
                                    • SirBotsS SirBots

                                      Update 4.0 - A Very Special Specialty Pt.2 - Content Update and Bug fixes

                                      Release: When finished

                                      What’s new:

                                      Weapon Classes

                                      Specials
                                      Added 4 Special weapons:

                                      Punchdown
                                      When used, you become flooded with a sudden burst of energy, it is then expelled by explosion, dealing significant damage to enemies in the radius
                                      Statistics:

                                      • Special cooldown: 55 Seconds
                                      • Damage: 15 to 45 per 0.5 seconds
                                      • Duration: 1 second

                                      Reload Booster
                                      Instantly reloads the magazine and reduces weapon reload time by 45% for a short duration afterwards

                                      • Reloads the weapon magazine if it’s not full
                                      • Reduces weapon reload time for the duration
                                      • Duration: 25 seconds
                                      • Cooldown: 65 seconds

                                      General’s Vitamins
                                      Greatly increases passive health regeneration for the entire team. ( Can be used by AI)

                                      • Effect: Increases passive health regeneration by 45%
                                      • Duration: 20 seconds
                                      • Cooldown: 45%

                                      Big Bubbler
                                      A toolbox sized device filled with advanced technologies which employs a large, spherical shield that prevents foreign made ammunition from ever existing inside of the shield. Can’t stop adversaries from going inside, however. (Can be used by AI)

                                      • Effect: A shield that stops enemy gunfire from going inside and prevents enemies from shooting inside the shield. Does not prevent enemies themselves from entering. The Special can end early if the shield sustains too much damage, or enemies remain inside of it for long enough.
                                      • Health: 700
                                      • Duration: 15 seconds
                                      • Cooldown: 35 seconds

                                      The following weapon classes have received changes to their armament:

                                      Scout

                                      • Can now use the Big Bubble Special
                                      • Now has a reload time of 2.5 seconds

                                      Assault

                                      • Can now use the Punchdown Special
                                      • Now has a reload time of 1.7 seconds

                                      Medic

                                      • Can now use the General’s Vitamins Special
                                      • Now has a reload time of 3.1 seconds

                                      Combat Medic

                                      • Can now use the Punchdown Special
                                      • Now has a reload time of 2.3 seconds
                                      • Lowered firing sound volume

                                      Support

                                      • Can now use the Big Bubbler Special
                                      • Now has a reload time of 3.5 seconds

                                      Interceptor

                                      • Can now use the PunchDown Special
                                      • Now has a reload time of 1.4 seconds

                                      Marksman

                                      • Can Now use the Reload Booster
                                      • Has a reload time of 6 seconds

                                      Anchor

                                      • Can now use the Reload Booster
                                      • Now has a reload time of 4.5 seconds

                                      Game Mechanics

                                      • Added a new mechanic: Reload Time

                                      Maps

                                      • Added some rocks and trees to the center of the map in Iberian Castle

                                      Bug Fixes
                                      Bugs caused by previous update

                                      • Fixed a bug causing incorrect counting of each class the enemies are using
                                      • Fixed a bug causing the incorrect count to cause players to be remaining when a match ends after an elimination victory
                                      • Fixed a bug where not all of the UI for viewing enemy player class numbers would disappear if the menu was on screen when the match ended.
                                      TheNicknameGovT Offline
                                      TheNicknameGovT Offline
                                      TheNicknameGov
                                      trusted helpers
                                      wrote on last edited by
                                      #66

                                      @sirbots You could add like a realistic mode, along with (in match settings) changing health, damage, bot weapon layouts, maps, round timer, gamemode, # of bots, killstreak/scorestreak, multiplayer, missions, zombies, etc. (I’ll try to think of more later)

                                      Please help all my projects are 3000+ blocks

                                      SirBotsS 1 Reply Last reply
                                      0
                                      • TheNicknameGovT TheNicknameGov

                                        @sirbots You could add like a realistic mode, along with (in match settings) changing health, damage, bot weapon layouts, maps, round timer, gamemode, # of bots, killstreak/scorestreak, multiplayer, missions, zombies, etc. (I’ll try to think of more later)

                                        SirBotsS Offline
                                        SirBotsS Offline
                                        SirBots
                                        wrote on last edited by SirBots
                                        #67

                                        @the_true_odst Realistic Battles already exists, and choosing the # of bots on both teams also exists in the Main Menu. Just look in the bottom right corner. Also most of everything you’ve said is already added. A story mode might be made on a separate project.

                                        Your local coder who is working around the clock to make sure great games are made

                                        TheNicknameGovT 1 Reply Last reply
                                        0
                                        • SirBotsS SirBots

                                          @the_true_odst Realistic Battles already exists, and choosing the # of bots on both teams also exists in the Main Menu. Just look in the bottom right corner. Also most of everything you’ve said is already added. A story mode might be made on a separate project.

                                          TheNicknameGovT Offline
                                          TheNicknameGovT Offline
                                          TheNicknameGov
                                          trusted helpers
                                          wrote on last edited by
                                          #68

                                          @sirbots I tried playing it and then my entire computer just froze.

                                          Please help all my projects are 3000+ blocks

                                          SirBotsS 1 Reply Last reply
                                          0

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