Naj0r1
Naj0r1
  • Видео 21
  • Просмотров 30 302
playing peek-a-boo with Venom in Marvel Rivals
Rocket Raccoon survival fails in Marvel Rivals.
Link to the Discord
www.discord.gg/3qbpwyWfMw
--Affilate Links--
Parts to my current PC build listed below. It's not crazy powerful so it's a good baseline and a performance reference for the game.. but also affiliate links.
AMD Ryzen 9 3950x
amzn.to/464HX2i
Nvidia GeForce RTX 2080ti (used)
amzn.to/3S7gS8S
ASUS X570-P
amzn.to/3y5U96g
Phanteks NV5
amzn.to/4cGK5zS
Cooler Master 850W PSU
amzn.to/4cGUKKG
Просмотров: 230

Видео

MASTERING Custom Character Controllers in Unreal | UE5 Tutorial
Просмотров 1,2 тыс.Месяц назад
Learn how to master custom character controllers in Unreal Engine 5 with this UE5 tutorial. Perfect for game development starters wanting to learn about Unreal Engine C ! Link to the Discord www.discord.gg/3qbpwyWfMw
Creating a Custom Character Controller Turns Link into a MIGHTY BEAN? | Wind Waker Unreal
Просмотров 5504 месяца назад
In this video, I showcase progress on my game development journey with a custom character controller built in C . As an indie game dev working with unreal engine 5, I've learned a lot while creating this system from scratch. Being a game developer means constant learning, and I'm excited to share these improvements despite the challenges! 🎮 Collide And Slide - *Actually Decent* Character Collis...
Building CUSTOM Character Controllers in Unreal Engine 5! | Zelda Wind Waker Unreal Remake
Просмотров 3,1 тыс.6 месяцев назад
In this video we go over the new visual updates in Unreal Engine to mostly every aspect of Link and the environments and then dive into the new Custom Character Controller the I am making from scratch and go over the benefits of doing so. I am trying to plan ahead for when its time to do the combat. 00:00 Lighting and Camera Updates 02:06 Ground Collision Detection 04:20 Wall Collision Detectio...
Zelda Wind Waker REMAKE Gets INSANE Door Update in Unreal Engine 5!
Просмотров 6317 месяцев назад
In this update, I showcase new developments with the door tool implemented in Unreal Engine 5 and Blender, focusing on the animation aspects of the project. The "cinematography" in the beginning of the video has been significantly improved to capture the Wind Waker aesthetic, bringing us closer to the final vision. 🎮 www.patreon.com/EtanSolrac 00:00 Nintendoom 00:18 Worried about Ninjas? 00:38 ...
Upgrading the Forsaken Fortress! Lumen vs. SSGI Comparison! | Wind Waker Unreal Engine 5 Remake
Просмотров 8 тыс.7 месяцев назад
In this update, we are going to see the differences between Lumen and Screen Space Global Illumination (SSGI) in our Forsake Fortress! TBH, its not that crazy of a difference right now but it is cool seeing how close the SSGI can get to Lumen. We will be doing more of these comparisons when we have more levels/models to test with Feel free to check out the Patreon for upcoming screenshots! patr...
Remaking Links Face Animations and Adding Sounds! | Zelda: Wind Waker Unreal Engine 5 Remake [4K]
Просмотров 2,4 тыс.8 месяцев назад
In this update, Link gets some new face animations in and he got some more work done on mobility wise. He can now leap from ledges and climb up to high ones. We also got sound effects in that brings it a bit closer to feeling like Wind Waker. Feel free to check out the Patreon for upcoming screenshots! patreon.com/EtanSolrac 00:00 Introduction 00:17 Sound Effects 00:48 Auto-Leaps 01:07 Known Au...
Fixing Glitchy Animations in Blender! Tips and Tricks | Zelda: Wind Waker Unreal Engine Remake [4K]
Просмотров 3338 месяцев назад
In this part, I speed run my process of how I fix up and edit the broken animations and import them into Unreal Engine. I plan on doing more on this topic so don't worry, more info to come! P.S. Sorry for the mic problems Feel free to check out the Patreon for upcoming screenshots! patreon.com/EtanSolrac Parts to my current PC build listed below. It's not crazy powerful so it's a good baseline ...
Making a Torch Tool to LIGHT UP the Forsaken Fortress | Zelda: Wind Waker Unreal Remake
Просмотров 4119 месяцев назад
Making a Torch Tool to LIGHT UP the Forsaken Fortress | Zelda: Wind Waker Unreal Remake
3 Awesome Zelda Features that NEED to be in Tears of the Kingdom!
Просмотров 565Год назад
3 Awesome Zelda Features that NEED to be in Tears of the Kingdom!
5 EPIC Sequel Ideas For The Super Mario Bros Movie!
Просмотров 1,1 тыс.Год назад
5 EPIC Sequel Ideas For The Super Mario Bros Movie!

Комментарии

  • @AmateurAstronomer09
    @AmateurAstronomer09 2 дня назад

    They should’ve added Dark Link

    • @naj0r1
      @naj0r1 День назад

      Oh yeah! That would've been so cool! Especially after seeing ho the ganondorf fight went, they could've went really heavy on Dark Link dodging and doing his own flurry rush and also parrying you would've made for an awesome encounter

  • @lucidroars
    @lucidroars 5 дней назад

    have you looked into the way botw totk do their cell shading, how they allow multiple bands of color and they always have a subtle rim light to keep link emphasized. It's already a good looking game so i feel like the thing that would do well to be emphasized is the particles and lighting maybe. I know you already have done a bunch of lighting stuff. It sounds like your bogged down with the seamless idea. I mean how far can seamless wind waker go even? It just straight up can't work for some areas, even so you've done amazing so far. I still am modeling for my fan game. I need to learn how all this is done at some point for my own project, but i just wanna do the art and textures and models ugh. There are people with related projects but yours honestly is way more intriguing than the random animations that pop up on yt or blender shiz or unflooded. Unflooded is cool but its more like an experiment.

    • @naj0r1
      @naj0r1 День назад

      Oh yeah I have been looking at botw for how the light their environments a little. I haven't really applied all of the stuff in my project just yet but it's on my radar. Also thanks for the feedback and tbh most of what's consumed me and my time has been the custom character movement. I wanted to challenge myself and make one from scratch and it's taken everything lol. But, after reading this comment I settled on simplifying my code and get the basics in so I can resume working on the rest of the game. So once again, thank you for getting rid of my tunnel vision lmao

    • @lucidroars
      @lucidroars 23 часа назад

      @@naj0r1 Hell yeah! I mean yeah the movement looks good atleast. I notice with fan remakes of other old games and even with some wind waker projects the movement can look more like someones driving a car rather than controlling link, and I don't get that sense from your vids showing off movement at all.

  • @Bosskanine
    @Bosskanine 25 дней назад

    What rank are you

    • @naj0r1
      @naj0r1 25 дней назад

      Garbagio (Gold)

  • @arthuranderson4218
    @arthuranderson4218 26 дней назад

    Thats evil man

    • @naj0r1
      @naj0r1 25 дней назад

      Muahahahahaaa

  • @daly8510
    @daly8510 28 дней назад

    Like and bescribe

  • @isaacbunsen5833
    @isaacbunsen5833 Месяц назад

    the torch light looked better on gamecube.

    • @naj0r1
      @naj0r1 День назад

      I agree. I have been trying to experiment with the cell shaded torch light and a diffuse lighting but I couldn't get that to work. I do think there could be a happy medium for the torches if I can get the technique right so I'll keep trying

  • @jjrivera5081
    @jjrivera5081 Месяц назад

    There it is

    • @naj0r1
      @naj0r1 27 дней назад

      Where?

  • @TimothyBell90
    @TimothyBell90 Месяц назад

    Genuinely curious as to why you're doing all this extra work when the Character Movement Component handles all of this for you? Could of just tweaked a few things to achieve this in about 5 minutes.

    • @naj0r1
      @naj0r1 27 дней назад

      Cause I wanna lol jk. I started out using the default character that implements that component out the box but I wanted to make my own. Saw it as a good excersise for learning some more C++ too

  • @NazeMayo427
    @NazeMayo427 Месяц назад

    Once this controller character is created, is it as simple as adding a rigged character and assigning animations to each direction/input, or is there more coding that goes into that?

    • @naj0r1
      @naj0r1 27 дней назад

      It's really as simple as that. I can make it even easier by just duplicating the animation controller from the Unreal templates and replace all the animations with my own rips/custom animations!

  • @daly8510
    @daly8510 Месяц назад

    👍🏻

    • @naj0r1
      @naj0r1 27 дней назад

      👎🏻

  • @Dudebat923
    @Dudebat923 Месяц назад

    Good stuff, man!

    • @naj0r1
      @naj0r1 27 дней назад

      Thank you dude!

  • @vinvin5592
    @vinvin5592 2 месяца назад

    It may not happen, but it would be cool to have a part of the movie happen on Earth, and not just being in Brooklyn. Perhaps the plot with Wario you made up could work with this. Imagine a scene where some of the protagonists are packed in an SUV or the plumbing van, and Mario and Luigi are at the front, pointing out stuff to the protagonists from the Mushroom Kingdom.

  • @Helgrind44
    @Helgrind44 2 месяца назад

    Stumbled upon your work because I'm working on similar facial animations for a character. I love Wind Waker, your work is amazing! How did you make the iris movement if I may ask? I've done the change of expression by animating the UV with an atlas texture, nothing too complicated. But I'm not sure how to approach the anim of the Irises. So I'm curious of the way you did it!

    • @naj0r1
      @naj0r1 2 месяца назад

      Oh yeah! I will try my best here since I'm a tad bit late on my RUclips posting by a wide margin ha. So this is all done in the material, the base eye texture has an alpha map that includes the eyelash. I get the iris texture that has its own alpha and UV offsets, put it on top of the base eye texture, then I get a separate texture mask thats just the white part of the eyes, and combine it with the alpha of the iris. So 3 masks in total 😬 How'd I do? Lol

    • @Helgrind44
      @Helgrind44 2 месяца назад

      @@naj0r1 Oh I see, that's smart! I'm probably going to do something similar. Thank you so much!

  • @NazeMayo427
    @NazeMayo427 3 месяца назад

    How did you get these animations?

  • @NazeMayo427
    @NazeMayo427 3 месяца назад

    Hey man! I'm currently working on a similar project. Basically trying to remake the map from the ground up. Maybe we could work together? Do you have discord? I love your work. I'm not too good at programming and rigging and all that, but I love the art and world building side of it. Looking forward to more updates.

  • @CrescentPlayZone
    @CrescentPlayZone 3 месяца назад

    everything will probably be polished in the end and good job

    • @naj0r1
      @naj0r1 2 месяца назад

      Maybe it will be. You'll have to tell me when it gets there 😁

  • @CrescentPlayZone
    @CrescentPlayZone 3 месяца назад

    Let hope Nintendo dont issue CND since CND is now common nowdays because this is a pretty good passion project will we be able to get to check it out and by the way did you extract link animation and models from game just to save time and how realistic are you planning to go with this project

    • @naj0r1
      @naj0r1 2 месяца назад

      Me hope that they don't see me for a while. I'd like to at least release a version one before they come for my head lol

  • @sdailey
    @sdailey 4 месяца назад

    lol Pill Link is wonderful. I have been attempting to create something similar in blueprints, because of your first custom collision prototype, since I can't push myself to learn C++ I can't stand the forced built in floor offset they have on the character blueprint (most likely due to Fortnite's building system to prevent issues when building), as well as minor ground and wall issues especially in 2D movement. This will be great base template for other projects you create as well!

    • @naj0r1
      @naj0r1 2 месяца назад

      Well I gotta be honest with you the state of the controller right now is a bit of a hybrid of unreals built it collision responses now. My previous version worked ok for not simplified scenarios and things would have to be built around it (which works in some cases). I also can't stand the things the default character controller forced on you but that doesn't mean all of it is bad. My approach on my current version of the controller is built off of the base component the character controller. Things like detection and response are kinda handled in unreals sorta way but everything still needs to be worked from the ground up. So not exactly square one, but it reacts and fits in unreals ecosystem really nicely and things like navmesh and the sort work too. I'm still new to c++ so I needed an assist 😭

    • @naj0r1
      @naj0r1 2 месяца назад

      Whew sorry for the long response haha but as for the blue print version you're referring to I'll kindly follow up with you on discord or something. It's a neat trick I learned that I intend on expanding on for my current controller since I still have to do ground detection for slopes and falling and stuff.

  • @Dudebat923
    @Dudebat923 4 месяца назад

    The Link pill is adorable. Please make it a usable skin in the real game.

    • @rybread69
      @rybread69 4 месяца назад

      @@Dudebat923 who dafuq are you

    • @naj0r1
      @naj0r1 2 месяца назад

      Idk who dat is

    • @Dudebat923
      @Dudebat923 2 месяца назад

      @rybread69 I'm one of your loyal subscribers, SIR!

  • @rybread69
    @rybread69 4 месяца назад

    Mighty Bean Link isn't real, he cant hurt you...

    • @daly8510
      @daly8510 4 месяца назад

      He’s the sleep paralysis demon at the side of your bed at night.

    • @naj0r1
      @naj0r1 2 месяца назад

      Oh.. he's real.. he almost got me

    • @naj0r1
      @naj0r1 2 месяца назад

      You have weird dreams

  • @SimpleDeveloperOfficial
    @SimpleDeveloperOfficial 4 месяца назад

    lol, that looks quite interesting, I could never learn C++, great job, I would love to see some of the in depth stuff you're doin with this project, would also like to see how you get some of the assets like models and stuff, i myself am working on something similar to this but its more of a personal project, i dont have the courage to try and upload it, but if i could see how you go about getting the assets and stuff, that would be great and interesting. keep up the great work, and I cant wait to see how this project goes 👍

    • @naj0r1
      @naj0r1 2 месяца назад

      I can try but I'm afraid if I reveal my methods, it'll only make the ninty ninjas come at me harder/faster. Once I wrap up this custom controller, I can maybe do some write ups on my discord channel?**cough cough** that way asking questions doesn't have to wait for my next RUclips upload tee hee

  • @daly8510
    @daly8510 4 месяца назад

    Mighty beanz vibes

    • @naj0r1
      @naj0r1 2 месяца назад

      Thanks for the title and thumbnail idea lol

  • @micah64
    @micah64 5 месяцев назад

    really talented work, you are killing it with the progress -- the character controller looks solid :)

    • @naj0r1
      @naj0r1 5 месяцев назад

      Thank you! Its a fun side challenge to keep things moving along. I'm excited and scared to start working on the combat system.

  • @doublekey8931
    @doublekey8931 5 месяцев назад

    Looks impressive!

    • @naj0r1
      @naj0r1 5 месяцев назад

      I appreciate it!

  • @darvida719
    @darvida719 5 месяцев назад

    Wow

    • @naj0r1
      @naj0r1 5 месяцев назад

      woW

  • @bensweeney5878
    @bensweeney5878 5 месяцев назад

    I'm surprised that there aren't more Zelda controllers out there. It's only a BASIC action adventure game system with a lock-on!

    • @naj0r1
      @naj0r1 5 месяцев назад

      Lol I mean it's basic on paper but maybe it's cause of all the nuance and intricate details in the movement itself? Idk. I was just getting tired of fighting the stock character controller just to get him to roll

    • @bensweeney5878
      @bensweeney5878 5 месяцев назад

      @@naj0r1 I wasnt talking crap about it. I obviously realize how much complexity goes into it. I'm glad to see it be done in unreal, and don't get why most developers in it DON'T go with a zelda controller

    • @naj0r1
      @naj0r1 5 месяцев назад

      No no, my bad. I am agreeing with you! I was actually asking that question cause I wondered the same thing myself going in lol. Apologies for the confusion

    • @bensweeney5878
      @bensweeney5878 5 месяцев назад

      @@naj0r1 its all good! However, there are PLENTY of ideas that would compliment such a controller very well in many third person games!

  • @SimpleDeveloperOfficial
    @SimpleDeveloperOfficial 5 месяцев назад

    ayo how did you get all those models, they look like they were taken directly from the game

    • @naj0r1
      @naj0r1 5 месяцев назад

      ¯\_(ツ)_/¯

    • @SimpleDeveloperOfficial
      @SimpleDeveloperOfficial 5 месяцев назад

      @@naj0r1 im trying to remake wind waker in vr as a personal project and i need to know please

  • @irregulargamer1352
    @irregulargamer1352 5 месяцев назад

    props to actually doing something legit and not just throwing a model in some over bloomed 4k stock environment

    • @naj0r1
      @naj0r1 5 месяцев назад

      Thank you. I wanna honor the game as much as I can but honestly it's kinda hard. I'm in a constant fight with Unreal since it wants to make everything photoreal, so there's so much fine comb tuning lol. Lumen is nice but Unreal doesn't cel shade very easily

  • @MasterLYT
    @MasterLYT 6 месяцев назад

    Very nice, just a few concerns: 1. the fan for wall detection; This implies no plan for the different movement with L targeting, unless you still update the fan orientation but not player orientation 2. Jumping; I can understand the appeal for manual over auto jump, but if this ever gets a public release please let there be an option for auto jump at ledges

    • @naj0r1
      @naj0r1 5 месяцев назад

      So my plans for jumping are to combine auto with manual. You can jump if you want but link will do a better job at detecting jumps so it's not as clunky. And yes the fan points towards the desired movement direction. I do think I will need a couple more to check behind him but so far it works.

  • @sachahjkl
    @sachahjkl 6 месяцев назад

    So I excited this shit will run at 5fps yaaay

    • @naj0r1
      @naj0r1 5 месяцев назад

      Make it 3fps just for good measure

  • @Krissspy-_-
    @Krissspy-_- 6 месяцев назад

    Link looks great man and the lighting is on point only thing that looks weird is the motion blur other than that fantastic work dude

    • @naj0r1
      @naj0r1 5 месяцев назад

      Hey thank you! I forgot to disable motion blur fully actually. I thought turning it off in the project settings turned it off for good so I became blind to it. Lol

  • @ZeldaFan_1828
    @ZeldaFan_1828 6 месяцев назад

    VERY Cool stuff!

    • @naj0r1
      @naj0r1 5 месяцев назад

      Thanks!

  • @ancienthero2876
    @ancienthero2876 6 месяцев назад

    personally like manual jumps more. to me it always feels a little jarring when the game takes control of link for a brief moment, as if my brain gets ejected from the game every time link hops off a ledge. there's probably a lot of little considerations you'd have to make to accommodate them since the game was designed with automatic jumps in mind, but there's also some potential in adding more nuanced jump attacks and stuff like that

    • @naj0r1
      @naj0r1 6 месяцев назад

      I agree! It was always too wonky and there were those odd cases where youd have to wait for the A button to say climb to climb up specific things. The jump attacks from breath of the wild were a very cool way of mixing up combat but it bothered me so much that it would waste your weapons away. Being able to mix up how you fight an enemy could be very satisfying

  • @justamicrowave5297
    @justamicrowave5297 6 месяцев назад

    Hopefully it doesn’t end up being as broken as the ocarina of time remake, because it is absolutely beautiful but it would be a miracle to get through it without running into any glitches.

    • @naj0r1
      @naj0r1 6 месяцев назад

      That's what play testers are for...hopefully lol

  • @McJawry
    @McJawry 6 месяцев назад

    I swear every fan made remake has something in common: motion blur. This project looks cool, but my brain won't stop saying FAN MADE until you turn off motion blur, especially if the original game doesn't have it xd

    • @naj0r1
      @naj0r1 6 месяцев назад

      Fan made? 😭😭 Lol I knew about the motion blur it wasn't on my priority list tbh but you are absolutely right, it muddies up the cel shading too much anyways

    • @McJawry
      @McJawry 6 месяцев назад

      ​@@naj0r1 I didn't mean fan made in an insulting way xD Some of the OoT Unreal remake stuff really suffer from heavy motion blur.

    • @naj0r1
      @naj0r1 6 месяцев назад

      Haha I'm just messing. I agree with you it's just so easy for me to miss it cause I'm so used to it 😂

    • @furosukki1301
      @furosukki1301 5 месяцев назад

      @@naj0r1 please leave it as an option, not everyone hates motion blur

  • @Nico-kw8jr
    @Nico-kw8jr 6 месяцев назад

    hello have you some tutorial fr create a similar character controler ?

    • @naj0r1
      @naj0r1 6 месяцев назад

      Hey! To be fair I am still working on this stuff but the plan is to have write ups and logs on my discord where you can also ask for specific stuff: discord.com/invite/mRB9u63y9g and the actual video walkthroughs on my Patreon and RUclips.

  • @xFODDo
    @xFODDo 6 месяцев назад

    Toon Link jumping isn't something I thought I'd see today

    • @naj0r1
      @naj0r1 6 месяцев назад

      And yet you barely did cause I don't have an animation for it 😭

    • @xFODDo
      @xFODDo 6 месяцев назад

      @@naj0r1 Well he does jump in smash bros, you can copy some elements from there

    • @naj0r1
      @naj0r1 6 месяцев назад

      Funny I was thinking of using the toon link model from smash ultimate too.

  • @arachnidplays6162
    @arachnidplays6162 6 месяцев назад

    an unreal engine zelda remake that doesnt go ultra realistic and ruin the style

    • @naj0r1
      @naj0r1 6 месяцев назад

      There's art in simplicity and tbh, i find it fun stripping down Unreals features. Trying to strike a balance between the original games limitations and modern lighting techniques makes things interesting

  • @theperidotboss9209
    @theperidotboss9209 6 месяцев назад

    This is actually awesome, I wish more people did this, but I understand (even as a non-programmer) this stuff is really hard.

    • @naj0r1
      @naj0r1 6 месяцев назад

      Thanks!

  • @traewhite7901
    @traewhite7901 6 месяцев назад

    Very fun project! I have game design experience in Unity, and while I have some suggestions, I'm not sure how they translate to Unreal. One thing that seems to be muddying up the visuals is the motion blur on the camera. While I would recommend turning it off, it's really an issue of preference. Also, I like your work on wall collision detection, and it has me curious about the difference between Unity and Unreal. In Unity, collisions are usually handled through a capsule collider that you size around the play model, and it generally covers all types of collisions between objects. Hopefully, Unreal has something similar so that you don't have to worry about tweaking your own system and make the process simpler to handle. The work you've done with the lighting is very nice, and the animations are looking great. Have a great day!

    • @naj0r1
      @naj0r1 6 месяцев назад

      Hey thanks for the feedback! I honestly forgot about the motion blur. It'll be turned off for the next video cause I don't care for it and it does help it some. And as far as the controller, unreal does have its own character controller blueprint that does most of the work for you. But I found that it kept getting in my way there was honestly too many settings to adjust. It's more than enough for most needs but I want full control over what's going on and what needs to be adjusted. If that makes sense.

    • @traewhite7901
      @traewhite7901 6 месяцев назад

      ​@@naj0r1 That's totally understandable. I hope things go well with development!

  • @Midrule
    @Midrule 6 месяцев назад

    The hat shadow weirdness is probably not a poly issue but probably an issue with the normals. No idea how much you're able to modify it since it's just from the original game but might be worth popping it into blender to check

    • @naj0r1
      @naj0r1 6 месяцев назад

      I checked and its not a normal issues from what i see.

  • @archiezervos1939
    @archiezervos1939 6 месяцев назад

    been wanting a remake like this for ages. Looks great. I was wandering if you were going to remake the whole game in unreal engine 5 (if you are could you consider adding back the cut content)

    • @naj0r1
      @naj0r1 6 месяцев назад

      i'm just focusing on specific sections of the game right now, but i think cut content would be very interesting. i'd need to deep dive into some more concept art

  • @Only_Some
    @Only_Some 6 месяцев назад

    this is great for learning. nice job. just dont try and let people dl it or you will get a takedown from Nintendo

    • @naj0r1
      @naj0r1 6 месяцев назад

      oh mannnnn but wheres the fun in that? lol

    • @Only_Some
      @Only_Some 6 месяцев назад

      @@naj0r1 it would be a lot of fun for a lot of people that's for sure I just don't want to see anyone with such talent get in trouble

  • @fabiocetrulo4462
    @fabiocetrulo4462 6 месяцев назад

    very cool stuff

  • @DinoBite2000
    @DinoBite2000 6 месяцев назад

    Just subbed!

    • @naj0r1
      @naj0r1 6 месяцев назад

      thanks! 💪

  • @junxyoutube
    @junxyoutube 6 месяцев назад

    this is amazing!!

    • @naj0r1
      @naj0r1 6 месяцев назад

      thanks you! nice pfp btw, gohan is one of my favorites

  • @cri_cri789
    @cri_cri789 6 месяцев назад

    Re deads 🙏

    • @naj0r1
      @naj0r1 6 месяцев назад

      honestly would've been soooo cool having a traditional zombie monster that isn't a bug thing

  • @animarch3D
    @animarch3D 6 месяцев назад

    man I'm super into this! i have so many questions haha. I couldn't find any insta or discord, but hit me up, my deets are in my Bio

    • @naj0r1
      @naj0r1 6 месяцев назад

      Awesome! I'll hit you up but I'll drop a link to my discord that magically came into existence after reading this comment so you can ask away! discord.gg/3qbpwyWfMw