First plugin I try with the new MV1.5 features, and a good one, thank you. I was especially happy about the option to enable/disable the bilinear filtering (scale mode: nearest or linear) but I'm afraid it doesn't work, we still need that line in the "index.html" file: CANVAS{image-rendering: pixelated;}
Oh! I love the idea of adding some CSS/HTML parameters also. ~ I just updated the plugin to have the "image-rendering" parameter; you can now choose between "auto", "crisp-edges", and "pixelated". Download version 1.20 and try it now! :P ( _Also added Background Color parameter :3_ ) Anyway, addressing the PIXI option, it does work, but the option is a bit more subtle and doesn't apply to the scaling of the game screen itself. Instead, it applies to scaling sprites within the game using the PIXI engine. However, hopefully this new parameter can help add a bit more distinct results. Finally, as for making it an option... I'll consider making it as an extension plugin. ;) PS: If you have any other CSS properties you think should be customizable, please let me know! ~
Wow! First I changed the default in the file itself to WebGL by default (hey something to add to this plugin maybe?). Then, adding this plugin, tweaking the one option to Linear, and the Image Cache Limit to 40. My game runs a good 20%-25% faster than before! Does this plugin do other, secret stuff??
Well this is getting super interesting :) I tried the new version and it works, the only element of the game that is not affected by this “pixelated render” is video playback, do you think it might be possible to include videos as well? And yes indeed an option to toggle OFF/ON would be the real way to go, can’t wait for this. I don’t see it anymore but youtube gave me a notification about another message here from “Chaos17 Bloody” talking about pixel-rendering that doesn’t look good for him, well it has nothing to do with this plugin, it’s a “resolution thing”. For the sake of simplicity let’s say you have a resolution of 100x100 and want to properly (pixel perfect) upscale to a bigger one, you need a multiple of that resolution (x2/x3/x4…) to obtain a clean render, for example 200x200, 300x300 and so on… If you have something like 150x150 you will end up with a dirty render (1 pixel becomes 1,5 pixel) unless you activate the “linear filtering”, and this is why it’s turn ON by default, to smooth the render. Now let’s say you chose your game resolution wisely, it won’t be a problem for most screen to show your game in a “pixel perfect” way, but you still want to keep this as a player-option just to make sure it fits all situations (especially mobile devices with so many uncommon resolutions) and simply player preferences. And “SimProse Studios”, this is a great idea too. Let’s say a game rely on Terrax Lighting plugin to create puzzle with shadows or whatever, well this plugin is using WebGL shaders and someone forcing a software canvas render would be able to “cheat” (not even talking about how it would break the game graphical identity). This is why it’s a good idea to add an option to force WebGL and even make the game “not start” if not GL compatible (with a message like “please give this PC back to your granpa” :p).
This is not really a simple theory, well let me try to help you with that. You get a “dirty pixels” result because of your native game resolution, do NOT use the default MV one, it is a very bad resolution choice. I just tried my game on a 1080p TV in fullscreen and I have a pixel- perfect “x2” render (except for videos, they keep the linear upscalling filter no matter what, can you also deactivate it Sum?) But yeah, my wide-screen resolution for Koruldia has been wisely chosen to maximize compatibility with most screens on the market. (you want me to shoot a movie of my screen, with the camera doing a close up on the TV’s pixel to show you how clean it is or do you want to trust me with that and save me the trouble?^^?) RM MV full screen mode (without the filtering) is very close to the render you had with the VXACE fullscreen script from Zeus81 to be honest. I would not say it’s garbage, previous RM’s fullscreen-mode were worst tbh… But I agree this is far from perfect for pixel stuff when a screen is incompatible with the resolution you set for your game. (let’s say a 1440p screen in my case.) I agree we should have an option to “letterbox” the game in order for it to keep the pixel render as a “round number multiple” like x2 x3 x4 and so on. Would also be nice to be able to specify that for people who want to be in WINDOW-MODE, they’d go in the options and can chose a fixed size like x2/x3 etc. What happen in your screenshots is simple Chaos, you have something like x1,5, x1,6 or x2,5 I don’t know the exact number but this is why it’s not clean. You need a round number. Set you native resolution properly and you’ll have a round number at the end… let’s say your screen resolution is 100x100 (stupid example I know), you can put 50x50 in MV and when in fullscreen the game will be a clean 200% render with a pixel-perfect result. Trust me everything works as intended (except that video thing) and we just need some extra-options to make it perfect for all situations. (I don’t know your personal situation, can you give me your computer screen resolution, I’m just curious.)
"Chaos17 Bloody" Wowowow man guess what, the thing I was talking about in my previous message is already possible since a while. It's actually an option in the "Core Engine" plugin from Yanfly >> option number 9: Update Real Scale >> put "true" here instead of "false" and now your game (when fullscreen) will always have a proper pixel render with a round number (even when resizing the window manually with your mouse in win-mode!!). To easily see the impact of that, you’ll need a small resolution for your game or a big native ("hardware") screen resolution, now you will see the game only allows for 100% 200% 300% and so on automatically (100% was already possible by default in fullscreen by pressing F3). This way I finally get a proper 1080p (200%) render even on my 1440p monitor, there are black borders around but this is of course the ONLY WAY to keep a clean pixel render without any filter. Now, the real cool thing would be to have a way for the player to toggle things OFF/ON in the option menu directly :) And well... videos still keep the filtering no matter what, it's important to put it away from this too if we want a coherent game, can't wait to see the even brighter future of MV.
I set the Resolutions to 1080p and it looks beatiful, really it is the best resize plugin I have ever seen/used, but I have ONE problem The map is zoomed out to much and you can see almost everything... Is there a possibility to zoom in without changing the resolution?
You are a genius. This plugin alone solved 3 of my problems at once! You ROCK! Love your other plugins too! Keep up the good work. (Maybe I will send you 500 packs of OREOS...hmmm)
If it's doesn't, the window title parameter should totally allow JS code parsing, so you can do things like a randomly selected strings for the title each time you boot, or other things like that.
So I have noticed if you want to leave entries blank in the resolution settings after you have typed something in them. It wont let you leave it blank. I think this is more an issue with Rpgmaker than your plugin though. Just fyi.. Good Work. Keep em coming.
MV 1.6 has caused errors with this plugin. Any news on an update for fixing it, since this plugin is pretty essential for all your other plugins and all. It's something to do with the "Game Reconstruction" section of the plugin. It works if you turn that off, but your HUD maker will not load, not sure if that an issue with this or it's own script. I've tried to have a play with the code to fix it, but I'm no expert and thus far have had no luck!
Thanks SRD!! but how the heck can I get icons or anime icons displayed to rock back and forth or something like that next to each of my command system IGM buttons (In Game Menu)!??
He tried that once and it got outta hand lol had no real direction and was mostly randomness xP. But he did just start a "multiplayer" LMAG so we'll see if that one gets finished o.o would be cool if so lol He certainly has the skillset to finish a game project
Hey Sum! Great Work! I have a request, can you please make a Steamworks plugin? Because I want to integrate my game to Steam But i can't do it because greenworks isnt working with my current project. I have the steam works sdk, and I'm a official developer, but I can't integrate the functions like achievements, Steam Cloud, (...) Can u please help me with this ? :) the orange plugin isn't working
I got it to work, it's a real pain in the ass. But I agree there needs to be a better version, I sent a commission email request to SRDude but he never responded.
UnderMax Games you are going to have to find the rpg maker fourm and read the whole thread. Its impossible to tell you how to do it over UA-cam comments.
TheCommanderNZ I have tried using greenworks and reading the forum help but steam doesn't show the achievement. can u please send me an email to: maxinm@live.com with the help file? Thanks
I've been having some trouble. I installed both this and the Preloader Core plug in, since when play testing, it would get stuck in an endless loading screen. But now it keeps saying I need the Preloader Core plug in even though it's already installed. And when it does open, more endless loading.
Even though I'm using MV 1.5.0, yet I get a popup Game upgrade plugin requires Project made in 1.3.0 or higher. Is the plugin not able to recognize the version of MV I'm using?
This is actually very useful! :P Thanks a lot! Also, is there a way to write/read a file that's not in the game directory? I saw your video about how to write and read from a file, but I don't know how to change the directory to go to, for example, the desktop... Thanks :)
Hey, I have an issue with the plugin. Game doesn't go fullscreen even though I've set it to. I'm on 1.5.2 and yes, reconstruct game thingy is set to true. //edit: The plugin is also first in the stack, but its position doesn't matter as I've tried move it around to no effect.
Question about adding the commands like maximize windows and unmax etc do I have to put those in the js file? or how do I put those into this? I want my game to be able to max and min, and can this plugin do widescreen instead of the small box? there is a problem with the core engine plugin the site is gone and I can't find that to install it :( Anyone have another link for it or something?
Can you help me figure out whats going wrong? So everytime i try opening the file after downloading, it keeps saying Im getting a ''jscript'' error or something. and that it's ''expecting: ';' or whatever. its really annoying. Especially since I love your tutorials and want to be able to make my game the best it can be! So any help would be greatly appreciated.
Added this plugin (and Window Upgrade), tried to playtest... and got an error. "RangeError Maximum call stack size exceeded" Hitting F8 says that the problems are all related to "Function.DataManager.isDatabaseLoaded" and then lists the following places in some Yanfly plugins: YEP_X_Subclass.js:345 YEP_ExtraParamFormula.js:403 YEP_SpecialParamFormula.js:433 YEP_X_NewGamePlus.js:222 YEP_BuffsStatesCore.js:672 YEP_X_StateCategories.js:156 YEP_DamageCore.js:766 YEP_X_ArmorScaling.js:387 YEP_ElementCore.js:216 YEP_ExtraEnemyDrops.js:411 Tried turning off Window Upgrade and leaving Game Upgrade on, still got that error. Turned off Game Upgrade, error didn't pop up. Tried turning Game Upgrade back on but leaving Window Upgrade off, error came back. I'd really like to be able to use Window Upgrade, so hopefully whatever's making everything flip tables is easily worked out.
Hello there! If I understand correctly, you no longer support this plugin, but i'll write here anyway. I'm trying to use it with rpgmaker MV 1.6.1 and it does not work at all, it won't even let me start the game, is there a fix to that? I'm trying to find a download for 1.5.1 but no luck there either.
Hello SRDude, My name Gustavo and I am developing a RPG / Dungeon in RPG Maker MV, Well I'm going to put credits to you and other people in my game, I downloaded the Credits plugin, I'll put your name and the link your channel or your site, that's it, just to let you know that I'll credit it.
Thanks SRDude ... You plugin and tutorial so many help me ... i just buy RPGmaker MV and i dont know to create some game ... and you plugin and tutorial can give me the simple for me used that ... :3 I just newbie lol Can give me tutorial to use video on opening game?
First plugin I try with the new MV1.5 features, and a good one, thank you. I was especially happy about the option to enable/disable the bilinear filtering (scale mode: nearest or linear) but I'm afraid it doesn't work, we still need that line in the "index.html" file: CANVAS{image-rendering: pixelated;}
Oh! I love the idea of adding some CSS/HTML parameters also. ~
I just updated the plugin to have the "image-rendering" parameter; you can now choose between "auto", "crisp-edges", and "pixelated".
Download version 1.20 and try it now! :P
( _Also added Background Color parameter :3_ )
Anyway, addressing the PIXI option, it does work, but the option is a bit more subtle and doesn't apply to the scaling of the game screen itself. Instead, it applies to scaling sprites within the game using the PIXI engine. However, hopefully this new parameter can help add a bit more distinct results.
Finally, as for making it an option... I'll consider making it as an extension plugin. ;)
PS: If you have any other CSS properties you think should be customizable, please let me know! ~
Wow! First I changed the default in the file itself to WebGL by default (hey something to add to this plugin maybe?). Then, adding this plugin, tweaking the one option to Linear, and the Image Cache Limit to 40. My game runs a good 20%-25% faster than before! Does this plugin do other, secret stuff??
Well this is getting super interesting :) I tried the new version and it works, the only element of the game that is not affected by this “pixelated render” is video playback, do you think it might be possible to include videos as well? And yes indeed an option to toggle OFF/ON would be the real way to go, can’t wait for this.
I don’t see it anymore but youtube gave me a notification about another message here from “Chaos17 Bloody” talking about pixel-rendering that doesn’t look good for him, well it has nothing to do with this plugin, it’s a “resolution thing”.
For the sake of simplicity let’s say you have a resolution of 100x100 and want to properly (pixel perfect) upscale to a bigger one, you need a multiple of that resolution (x2/x3/x4…) to obtain a clean render, for example 200x200, 300x300 and so on… If you have something like 150x150 you will end up with a dirty render (1 pixel becomes 1,5 pixel) unless you activate the “linear filtering”, and this is why it’s turn ON by default, to smooth the render.
Now let’s say you chose your game resolution wisely, it won’t be a problem for most screen to show your game in a “pixel perfect” way, but you still want to keep this as a player-option just to make sure it fits all situations (especially mobile devices with so many uncommon resolutions) and simply player preferences.
And “SimProse Studios”, this is a great idea too. Let’s say a game rely on Terrax Lighting plugin to create puzzle with shadows or whatever, well this plugin is using WebGL shaders and someone forcing a software canvas render would be able to “cheat” (not even talking about how it would break the game graphical identity).
This is why it’s a good idea to add an option to force WebGL and even make the game “not start” if not GL compatible (with a message like “please give this PC back to your granpa” :p).
This is not really a simple theory, well let me try to help you with that.
You get a “dirty pixels” result because of your native game resolution, do NOT use the default MV one, it is a very bad resolution choice.
I just tried my game on a 1080p TV in fullscreen and I have a pixel- perfect “x2” render (except for videos, they keep the linear upscalling filter no matter what, can you also deactivate it Sum?)
But yeah, my wide-screen resolution for Koruldia has been wisely chosen to maximize compatibility with most screens on the market.
(you want me to shoot a movie of my screen, with the camera doing a close up on the TV’s pixel to show you how clean it is or do you want to trust me with that and save me the trouble?^^?)
RM MV full screen mode (without the filtering) is very close to the render you had with the VXACE fullscreen script from Zeus81 to be honest. I would not say it’s garbage, previous RM’s fullscreen-mode were worst tbh…
But I agree this is far from perfect for pixel stuff when a screen is incompatible with the resolution you set for your game. (let’s say a 1440p screen in my case.)
I agree we should have an option to “letterbox” the game in order for it to keep the pixel render as a “round number multiple” like x2 x3 x4 and so on. Would also be nice to be able to specify that for people who want to be in WINDOW-MODE, they’d go in the options and can chose a fixed size like x2/x3 etc.
What happen in your screenshots is simple Chaos, you have something like x1,5, x1,6 or x2,5 I don’t know the exact number but this is why it’s not clean. You need a round number.
Set you native resolution properly and you’ll have a round number at the end… let’s say your screen resolution is 100x100 (stupid example I know), you can put 50x50 in MV and when in fullscreen the game will be a clean 200% render with a pixel-perfect result.
Trust me everything works as intended (except that video thing) and we just need some extra-options to make it perfect for all situations. (I don’t know your personal situation, can you give me your computer screen resolution, I’m just curious.)
"Chaos17 Bloody" Wowowow man guess what, the thing I was talking about in my previous message is already possible since a while.
It's actually an option in the "Core Engine" plugin from Yanfly >> option number 9: Update Real Scale >> put "true" here instead of "false" and now your game (when fullscreen) will always have a proper pixel render with a round number (even when resizing the window manually with your mouse in win-mode!!).
To easily see the impact of that, you’ll need a small resolution for your game or a big native ("hardware") screen resolution, now you will see the game only allows for 100% 200% 300% and so on automatically (100% was already possible by default in fullscreen by pressing F3).
This way I finally get a proper 1080p (200%) render even on my 1440p monitor, there are black borders around but this is of course the ONLY WAY to keep a clean pixel render without any filter.
Now, the real cool thing would be to have a way for the player to toggle things OFF/ON in the option menu directly :) And well... videos still keep the filtering no matter what, it's important to put it away from this too if we want a coherent game, can't wait to see the even brighter future of MV.
Please guys purchase SRDude's patreon so he can afford the therapist he needs.
I have no idea.
But now you can customize it.
jojo approved wallpaper ^^
Thanks for 13k subs; here's a video where I waggle a cartoon man around for some parts of the video. (・ω・)b
Your randomness is always entertaining. Neat little plugin too xP
I set the Resolutions to 1080p and it looks beatiful, really it is the best resize plugin I have ever seen/used, but I have ONE problem
The map is zoomed out to much and you can see almost everything... Is there a possibility to zoom in without changing the resolution?
You are so entertaining and lighthearted. I love you, my brother!
What happened to you?
"Drunk by Oreos."
You are a genius. This plugin alone solved 3 of my problems at once! You ROCK! Love your other plugins too! Keep up the good work. (Maybe I will send you 500 packs of OREOS...hmmm)
This is actually really useful! I'll be using this one!
is this still update on 1.6?
on playtest it working normally. but after deployment the plugin seems not working.
this is useful for Horror Games... "HAHA YOU CAN'T ESCAPE! YOU CAN'T CLOSE THIS YOU MUST CONTINUE" or some shit.
DON or ForceMinimize at random moments or fake a game crash with ForceClose
If it's doesn't, the window title parameter should totally allow JS code parsing, so you can do things like a randomly selected strings for the title each time you boot, or other things like that.
Did we forget to feed SRD again?
No, he had too many oreos >.> reverse effect
Your videos are just great! Keep up the good work :D
AND THERE IT IS!
For some reason, when I use this plugin, I get an error.
*RangeError*
*Maximum call stack size exceeded*
I have no idea what that means.
Place it above all other SRD plugins!
It means it exceeded the maximum stack size, which is the biggest stack size it can have, and also it had an error with range.
Can We change the Small Icon along the Title.
if so please make a Video Tutorial
So I have noticed if you want to leave entries blank in the resolution settings after you have typed something in them. It wont let you leave it blank. I think this is more an issue with Rpgmaker than your plugin though. Just fyi.. Good Work. Keep em coming.
I was looking 4 a plugin that closes The game
Thank you so much!
MV 1.6 has caused errors with this plugin. Any news on an update for fixing it, since this plugin is pretty essential for all your other plugins and all. It's something to do with the "Game Reconstruction" section of the plugin. It works if you turn that off, but your HUD maker will not load, not sure if that an issue with this or it's own script. I've tried to have a play with the code to fix it, but I'm no expert and thus far have had no luck!
i didnt even know you could resize the window
well. this is FRIGGIN awesome
Thanks SRD!! but how the heck can I get icons or anime icons displayed to rock back and forth or something like that next to each of my command system IGM buttons (In Game Menu)!??
Aí sim hein. Bons vídeos.
Uma pergunta, pretende manter no ramo de Plugins e rpg maker ?
Saudações da Dakota do Sul!!
youre so funny dude! you made my day with this tutorial hahah. and also you put a nice work there! welldone
After I got this plugin and set it up, it started causing a window to popup whenever I press play for inspecting html. Any way to fix this?
How do I discard the changes? I deleted the plugin but the settings are still there, even it deleted my game icon.
I keep getting an error like maximum call stack size exceeded
Nice video! I see you make a ton on plugins but did you make a game for us to play? I would live to play it :)
He tried that once and it got outta hand lol had no real direction and was mostly randomness xP. But he did just start a "multiplayer" LMAG so we'll see if that one gets finished o.o would be cool if so lol He certainly has the skillset to finish a game project
Alexa, this is epic
try to make a one shot experience plugin!
Hey Sum! Great Work!
I have a request, can you please make a Steamworks plugin?
Because I want to integrate my game to Steam But i can't do it because greenworks isnt working with my current project.
I have the steam works sdk, and I'm a official developer, but I can't integrate the functions like achievements, Steam Cloud, (...)
Can u please help me with this ? :)
the orange plugin isn't working
I got it to work, it's a real pain in the ass.
But I agree there needs to be a better version, I sent a commission email request to SRDude but he never responded.
TheCommanderNZ
Great!
thanks.
Can u please give me one hand to integrate the achievements please?
UnderMax Games you are going to have to find the rpg maker fourm and read the whole thread.
Its impossible to tell you how to do it over UA-cam comments.
TheCommanderNZ
I have tried using greenworks and reading the forum help but steam doesn't show the achievement.
can u please send me an email to:
maxinm@live.com with the help file? Thanks
UnderMax Games if you couldn't follow the fourms and help guide then it will be impossible for me to help you sorry.
I've been having some trouble. I installed both this and the Preloader Core plug in, since when play testing, it would get stuck in an endless loading screen. But now it keeps saying I need the Preloader Core plug in even though it's already installed. And when it does open, more endless loading.
How can i disable the anti stretch function of it?
Okay but...... what does 'setprogressbar' even DO
and where its our quest plugin dude!? hahaha nice plugin by the way :-)
Hey, I used your plugin to make my game 1080p but the message box is stretched out, any ideas?
Even though I'm using MV 1.5.0, yet I get a popup Game upgrade plugin requires Project made in 1.3.0 or higher.
Is the plugin not able to recognize the version of MV I'm using?
This is actually very useful! :P
Thanks a lot!
Also, is there a way to write/read a file that's not in the game directory? I saw your video about how to write and read from a file, but I don't know how to change the directory to go to, for example, the desktop... Thanks :)
You may want to check out this tutorial:
forums.rpgmakerweb.com/index.php?threads/rpgmakermv-node-js-part-1-reading-and-writing-files.80140/
SRDude Thanks, I'll check it out
I have download this for my SRD Dynamic plugin. I still getting required to download help!@
Hey, I have an issue with the plugin. Game doesn't go fullscreen even though I've set it to. I'm on 1.5.2 and yes, reconstruct game thingy is set to true.
//edit: The plugin is also first in the stack, but its position doesn't matter as I've tried move it around to no effect.
Question about adding the commands like maximize windows and unmax etc do I have to put those in the js file? or how do I put those into this? I want my game to be able to max and min, and can this plugin do widescreen instead of the small box? there is a problem with the core engine plugin the site is gone and I can't find that to install it :( Anyone have another link for it or something?
how to install pluginsss???!!
Can you help me figure out whats going wrong? So everytime i try opening the file after downloading, it keeps saying Im getting a ''jscript'' error or something. and that it's ''expecting: ';' or whatever. its really annoying. Especially since I love your tutorials and want to be able to make my game the best it can be! So any help would be greatly appreciated.
Kiosk pronounced "Key ah SK", like a photo booth kiosk
Added this plugin (and Window Upgrade), tried to playtest... and got an error.
"RangeError
Maximum call stack size exceeded"
Hitting F8 says that the problems are all related to "Function.DataManager.isDatabaseLoaded" and then lists the following places in some Yanfly plugins:
YEP_X_Subclass.js:345
YEP_ExtraParamFormula.js:403
YEP_SpecialParamFormula.js:433
YEP_X_NewGamePlus.js:222
YEP_BuffsStatesCore.js:672
YEP_X_StateCategories.js:156
YEP_DamageCore.js:766
YEP_X_ArmorScaling.js:387
YEP_ElementCore.js:216
YEP_ExtraEnemyDrops.js:411
Tried turning off Window Upgrade and leaving Game Upgrade on, still got that error. Turned off Game Upgrade, error didn't pop up. Tried turning Game Upgrade back on but leaving Window Upgrade off, error came back.
I'd really like to be able to use Window Upgrade, so hopefully whatever's making everything flip tables is easily worked out.
+MajoraWolf29
Could you paste EXACTLY what it states?
It have to stay before the *Super Tools Engine* and may fix :p I had the same problem
Hello there!
If I understand correctly, you no longer support this plugin, but i'll write here anyway. I'm trying to use it with rpgmaker MV 1.6.1 and it does not work at all, it won't even let me start the game, is there a fix to that? I'm trying to find a download for 1.5.1 but no luck there either.
ok it all works i'm just dumb
@@jantemili how did you get it fixed lmao I'm having the same issues
@@christianchiakulas852 I don't remember at this point to be honest, sorry dude
@@jantemili switching the load order of the GameUpgrade and SuperTools Engine seems to fix it for some reason
no worries though mate
Did you seriously call kiosk, kwaski?
Windows not resizable... Why doesn't yanfly thought of this?
Great plugin :)
i ♥ u :D
Hello SRDude, My name Gustavo and I am developing a RPG / Dungeon in RPG Maker MV, Well I'm going to put credits to you and other people in my game, I downloaded the Credits plugin, I'll put your name and the link your channel or your site, that's it, just to let you know that I'll credit it.
AND ALSO please create this plugin without the resize section.
Kowalski mode haha!
Thanks SRDude ...
You plugin and tutorial so many help me ...
i just buy RPGmaker MV and i dont know to create some game ...
and you plugin and tutorial can give me the simple for me used that ... :3
I just newbie lol
Can give me tutorial to use video on opening game?
Kiosk, pronounced 'key-osk'
sugar rush
When you are out late with a girl
yare yare daze..
Is that a jojo reference?
life is a jojo reference
........lol
JoJokes :3