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February 2019 - 8chan Transparency Report
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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 7f1eba1e933e3cc⋯.png (272.29 KB, 560x560, 1:1, carlos.png)

bbe58b  No.27687[Reply]

Hello my fellow goyim,

Does anyone know the fastest way to render a texture on screen? I'm currently drawing a primitive using device->DrawPrimitive and device->SetTexture to render it.

bbe58b  No.27689

Not very familiar with c++ and directx. I've been dealing with simpler languages most of my time. Been learning C++ recently hence why I have no clue.


bbe58b  No.27698

>>27687

xyproblem.info

fucking faggot


bbe58b  No.27700

>>27698

No I'm asking a simple question.

What is the fastest way to render a texture in directx?

It's not x or y, it's as simple as that.


bbe58b  No.27709

>>27700

enjoy your failure




File: 8b232278e72a177⋯.jpg (289.19 KB, 1440x900, 8:5, fantasy_world_3-1440x900.jpg)

26fd09  No.27686[Reply]

This thread is for discussing worldbuilding, lore, naming characters/locations, and asking misc questions about how to implement something that fits with the setting of a game. All the lore/story of your game can be discussed in this thread.

26fd09  No.27704

File: 0cb4732cb883695⋯.png (12.64 KB, 528x404, 132:101, spurdo_face.png)

Gread thread :DDDD




YouTube embed. Click thumbnail to play.

d68f7f  No.26836[Reply]

I've got the basic mechanics of my boxing game working, and my artist/3d modelling/animator person will be free in a few weeks to work

looking for a writefag to write a story for this, since i wanted it to be sort of a yakuza-like rpg, while also having simple boxing combat

i've got a sort of working tree-based dialogue system

i should note, that you'd be working for free, since i'm as poor as a gypsy, and just want to make a game

6 posts and 2 image replies omitted. Click reply to view.

d68f7f  No.26865

File: 1464341610252-0.png (18.03 KB, 412x287, 412:287, 97c3be2ab108fa484fa5d69b78….png)

File: 1464341610253-1.mp4 (7.83 MB, 854x480, 427:240, poorlittlewhiteguy.compres….mp4)

well, i added the option for multiple enemies in a fight. haven't done allies since then i have to handle enemies choosing who to attack

dialogue/boxing AI now overwrites the old one when i save, before it was deleting it, and that cause me to constantly have to manually re-pick which ones the AI used

i would make an entire video of the thing, but my toaster shits itself midway because of fraps. when i turn fraps off it works fine again. and the game still somehow works better in the editor than the built version, regardless of resolutions. can't tell if i'm doing everything retardedly considering how bloated my scripts have become, i probably am or if it's just unity


d68f7f  No.26866


d68f7f  No.26902

File: 1464616922297.mp4 (7.39 MB, 854x480, 427:240, punchedoverride.mp4)

so i got the AI to use another tree when it gets hit

basicly, the AI gets hit, and then a bool is set to true

while it's true, the AI uses a different script, until that script reaches a StopOverride node

if the override script is null, the character just does the regular animations for getting hit

so for example, i put this on everyone except hitler - if they're less than 1.25 meters away from me, they dodge

the dodge function first checks if my punch is null. if not, the character dodges in the opposite direction of the punch. if it is null, they dodge backwards

and right now, since this happens after i've punched, my punch is null, so everytime the override tree activates, the AI almost definitely dodges backwards

now i've got finals this month so i probably won't have time to do anything. after i fail them and stop myself from killing myself, i'll start implementing rounds


d68f7f  No.27158

Contact Disloyal Heretic on Skype.

I've had consulting experience before (someone was making a comic and needed historically accurate advice) and used to write short stories (science fiction and historical non/fiction). I do /pol/ too which might help writing Hitlerian dialogue.


d68f7f  No.27537

YouTube embed. Click thumbnail to play.

wew, i didn't think the thread would stay alive for so long

update/rework #3




File: 1468312920365.jpg (211.06 KB, 1920x1080, 16:9, maxresdefault.jpg)

49909a  No.27241[Reply]

I really, REALLY want to hear your opinions on this.

8 posts omitted. Click reply to view.

49909a  No.27359

File: 1469194706129-0.jpg (85.45 KB, 619x386, 619:386, pokemongo-619-386.jpg)

File: 1469194706129-1.jpg (179.93 KB, 1080x1920, 9:16, CnDiBcDUEAIgJYA.jpg large.jpg)

Surveillance paid for by the masses themselves.


49909a  No.27434

>>27262

this tbh fam

install gentoo now.


49909a  No.27509

it's genius as a marketing platform. being able to directly pay for foot traffic instead of ad impressions is something we haven't seen before, at least on this scale.

the game itself needs a lot of work. niantic obviously didn't foresee the success and I have no idea how they're going to moderate such a large user base, especially with the apparent conflicts of interest. cheating is also an issue I don't see them solving, made worse by the game's semi competitive nature.

only just started playing but I'm already a bit skeptical about the mechanics. I'm guessing the success so far is mostly from the social aspect, which could keep it going indefinitely. not sure if just adding new pokemon is enough to keep people's interest once players enter the late game. they'll definitely come up against more competition now that they've proven the idea.


49909a  No.27510

I think it's not a game, it's fucking boring, it's a data tracking app, it's a real life meme.

I don't give a shit about it, I will continue to emulate old pokemon games as usual.


7c2b1d  No.29331

fix




File: 1470418880734.jpg (2.37 MB, 2800x4000, 7:10, 1439166406792.jpg)

f74983  No.27502[Reply]

Come watch/add some AGDQ/Speed runs/Vidya with like minded people - https://www.cytu.be/r/SpeedRunGeneral



File: 1468850388232.png (175.92 KB, 423x620, 423:620, special color.png)

e8dcb9  No.27297[Reply]

I have given up hope of there being another good Fallout game but I have a lot of ideas. So much so that I might as well make a new different game which is probably never going to happen. FO1's and FO2's skills were never designed to be "balanced" (Melee Weapon and Unarmed have an unnaturally high initial value to compensate for its general inferiority). While I don't completely agree on a lot of design choices of the good Fallout titles, I don't want to imply that I know Fallout better than the designers so I'll first stick to general ideas.

I would change how Intelligence work. Having a fixed number of skill points per level would make balancing a lot easier. Instead skills would have skill caps (not in increments; only enough to punish extreme lows and extreme highs would be rewarded with perks) based on the SPECIAL stats especially INT. Low INT would cap a lot of skills very low in the same way that Low INT in Fallout would give you very little skill points to spend per level. These skill caps could also buff some of the chems and nerf the skill magazines. I would divide the skills into 16 skills but I'll only post them if anyone is interested.

I was thinking of adding a fourth layer character customization (SPECIAL, Skills, Perks). I couldn't think of a fancy name for it so I'll call it Conditioning meaning the opposite of SPECIAL which intended to represent latent or potential ability. Conditioning increases every level like skills but it isn't part of stat checks. Conditioning usually serves the following purpose:

1) Decreasing the chances of negative outcomes happening such as critical failures or failures from not meeting the guaranteed success threshold.

2) Tie-breaking situations like turn order.

3) Small increases in minor attributes like how quickly one can recover from status effects.

Here are the general ideas:

>Composure

Reduces the chances of fucking up in battle like critical failures.

>Will

Reduces the chances of getting critially hit and getting status effecPost too long. Click here to view the full text.

5 posts and 1 image reply omitted. Click reply to view.

e8dcb9  No.27390

Trying to make a magical girl game where a guy who turns into a tentacle monster accidentally replaces the familiars of the group of magical girls and is forced to act as source of their mana. It would stay in their school dorm until magic for turning him back is found.

The gameplay would involve the monster making itself useful and gaining the affection of the girls, managing their stress, schooling and popularity. Basically dating sim w/ rpg elements .

Here are some ideas for stats

> Tentacle PC

> Money- hollah hollah lotta dollar-can buy gifts and set up dates. Gain more money through keeping the magical girl popular.

> Mana pool - your personal pool of magical energy, which can grow by consuming monsters magical girls defeat. Can buy certain stats and perks by temporarily reducing max mana for a period of time. Can recharge each girl through lewd acts such as kissing to debauchery of handholding. Recharging in public can run the risk of reducing the girl's popularity.

> stamina- how many stuff you can do per day.

> durability- body's durability used to do determine what type of errands the tentacles can do, and if it can tank hits for magical girls.

> body type- modify tentacle body, or make a exoskeleton- from shoddy human shell to magnificent Tentacle Rider suit. B

> tentacles- open up new functions and shapes for tentacles.

Magical Girl

> popularity- popularity of magical girl. High popularity will cause proportionately higher stress. Low popularity means you'll get less money.

> stress- high stress will cause the girls to get sick. If high stress is maintained for a long time the girl will die... No, but you will be kicked out of magical girl school for being a shitty familiar.

> mana- proportional to the relationship and inversely proportional to stress. Mana allows the mg to be more powerful in combat(spPost too long. Click here to view the full text.


e8dcb9  No.27391

File: 1469584038410-0.png (226.02 KB, 750x1091, 750:1091, 20111118-pissworld.png)

File: 1469584038410-1.png (574.18 KB, 640x480, 4:3, ClipboardImage.png)

>>27390

That sounds like a spin-off of iDOLM@STER with injecting your weird fetish. Admittedly, it sounds unique enough being Magical Girl Manager.

Please work on your excuse plot.

>>27297

Clarify what I meant. In Fallout, the V.A.T.S. percentages never goes higher than 95%. This is a carry over of the rule in DnD where at least one side of d20 has to be dedicated to a miss. The new stat system suppose to deal with that 5% as a baseline.

>>27374

>Give bonuses for having high composure instead, for example bonus damage/crit chance.

Luck already increases crit rate.


e8dcb9  No.27436

>>27297

Let me drop my analysis of the three portions of Fallout 1's RPG stat system.

SPECIAL/Attributes-

These serve the purpose of defining the strengths and weaknesses of a character that cannot be changed by leveling up. This is the GURPS component in that investing in a strength means creating a weakness.

Skills-

Whereas each attribute represents a fundamental portion of the game, skills represent specific abilities such as fighting with a particular weapon or picking locks. Though there is an opportunity cost for allocating skill points, the benefit of a jack-of-all trades is diminished by the TAG(that doubles the points allocated toward three chosen skills), skill checks in dialogue(wherein a dialogue option or action is only available with proficiency in a skill), and perks(which can rely on skills). As a result the player is forced to weigh the benefits of spreading their points out with funneling them into a couple stats to impact a crucial ability early in the game.

Perks-

Perks act to cement the archetypes a particular skill/SPECIAL combination is compatible with. Though the stat-based perks are very useful, it's primarily the ability o bend or break the game's rules that makes particular play styles possible, even if only at very high levels.


e8dcb9  No.27447

>>27297

you made dnd


e8dcb9  No.27490

File: 1470328272349-0.png (244.71 KB, 753x657, 251:219, FO1protag.png)

File: 1470328272349-1.png (10.87 KB, 148x65, 148:65, ClipboardImage.png)

>>27297

>>27436

Analysis of how the stat system was implemented:

1) SPECIAL

It was made as a replacement of GURPS. Bethesda clearly only likes it because it is a fancy acronym. All of the Bethesda SPECIAL videos are cancer. While I like to shit on Bethesda for making it easy to max out, they aren't the only ones the likes to increase its value. FO2 and FO:NV have a lot of ways to permanently increase a SPECIAL stat. Even devs that are not Bethesda, fell into temptation of giving out permanent SPECIAL stat increases due to the perceived sense of progress. That is why I wanted to add the stat system that I posted in OP. Also, Gifted is pretty OP; it might as well been called Easy Mode. There is also how little SPECIAL affects Skills (minus Intelligence but in the way that I meant). You can have 1 Charisma but have 100 Speech. FO:NV distinguished between base SPECIAL and altered SPECIAL which I think that is an improvement.

While I like the SPECIAL system, I find some of the ways that it is balanced questionable. Agility is very important in FO1/2 and not so much in FO:NV. Intelligence is a little too OP but dumbing it down to FO4 level was retarded. It was the only stat that needed to be high early on to reap the most benefit. Charisma is very OP in FO2 and kind of useless in FO:NV. Strength was the easiest to boost and Luck was the hardest to boost. While Obsidian showed the Skill requirement in order to make it more accessible, it hid the SPECIAL and Perk requirement unless you fulfill it which leads to some interesting surprises.

2) Skills

Unlike SPECIAL, Skills are intended to go up every level. In FO1/2, Skills were never designed around being balanced. There were shit skills. overpowered skills, and skills that seems pointlessly split. Skills like Melee Weapons and Unarmed were never really good choices for Tag Skills and they start out with a much higher base stat then something like Small Guns, Big Guns, or Energy Weapons. I have a feeling this was intended considering all the preset chaPost too long. Click here to view the full text.




File: 1469484424488.jpg (577.88 KB, 2256x1250, 1128:625, pic unrelated.jpg)

4b8675  No.27383[Reply]

Why don't group projects ever work, or even get started to begin with?

How can we fix this?

I want to contribute art and designs and maybe small bits of code to a game project where other people do most of the programming, because I'm not so good at it myself. I crave to design worlds for a game, but this kind of projects seem nearly nonexistent and you need to be crazy good (usually with many things at once) to be hired in a studio.

I've been waiting for so long for an interesting project to surface, but it never seems to happen. Or am I not looking in the right places?

23 posts and 3 image replies omitted. Click reply to view.

4b8675  No.27466

>>27461

Btw, yes, you are right, I sounded like an idea guy even if I tried to say the opposite. I should have stated first that my main occupation is programming which is 98% of the work , and then on top of that I would keep the git repo and the design documents clean.


4b8675  No.27471

File: 1470241854690.jpg (97.7 KB, 633x742, 633:742, 1469347515772-4.jpg)

How about this:

Ideaguy drops a design document for a very short and simple 2d game

Artists do their thing

Musician do theirs

Programmers gets all the assets and put it to work.

???

Profit.

Pro


4b8675  No.27472

>>27471

Hey, if that was the deal, I'm all in. I'd even manage code audits and pull requests for the central repo.

It would have to be GPL, though, so that no one faggot involved can try to hijack the thing somehow for themselves.


4b8675  No.27475

>>27472

Well, Just wait for our game designer, considering the immense amount of nodevs we have around here, someone might want to collaborate.


4b8675  No.27476

Well it's not like a designer will fell off from the sky. If a team group up and nobody has previous experience with pure game design the best solution is to implement one system foreach guy involved, so that each one has only to name sure his system is fun




File: 1469006275831-0.png (182.31 KB, 1024x786, 512:393, 1.png)

File: 1469006275831-1.png (135.72 KB, 1025x787, 1025:787, 2.png)

02919c  No.27320[Reply]

I was told to come here, maby you can help.

Im working on an isometric game in Gamemaker.

my problem is im stuck on depth.

my character will go under the tree the closer i am to the screen and above the tree when im farther at the top of the screen.

13 posts and 8 image replies omitted. Click reply to view.

02919c  No.27358

File: 1469177978401.gif (104.27 KB, 300x136, 75:34, 1357806460945.gif)

after spending $1.99 on this.

https://marketplace.yoyogames.com/assets/2422/top-down-depth-engine

all i had to do was change this code

{

depth=y*-2;

}

to

{

depth= -y

}

REEEEEEEEEEEEEEEEEEEEEEE!!!!!!!!!!!!!!!!


02919c  No.27387

File: 1469550311039-0.png (13.57 KB, 612x534, 102:89, 1.png)

File: 1469550311039-1.png (18.25 KB, 622x242, 311:121, 2.png)

ok, so im trying to get this A* engine working, but when i try to run the code I get this.

anyone know what the hell this is.


02919c  No.27392

>>27387

I'm not familiar with GameMaker script, but that seems pretty cut and dry.

>Variable obj_Astar.<unknown variable>(...) not set before reading it.

Either obj_Astar wasn't assigned a value before you attempted to access its fieldwidth variable, or its fieldwidth variable was never assigned when you're trying to subtract 1 from it. Not sure which, but either of those are almost definitely the issue.


02919c  No.27402

File: 1469625848043.png (1.01 MB, 1024x695, 1024:695, 64496261_zps17f8baee.png)

I don't have anything to add but you should know that the camera angle you're using is called Orthogonal, not Isometric. Iso is pic related.


02919c  No.27403

File: 1469638446919.png (28.35 KB, 1020x785, 204:157, path.png)

>>27392

I got it working.

>>27402

thanks




File: 1461688077594.png (7.58 KB, 200x72, 25:9, Godot_(game_engine)_logo.s….png)

6419cc  No.26553[Reply]

So I have actual experience with coding in multiple languages, but for games I mainly use Construct 2 for development due to simplicity, etc, etc. I have my own minor problems with it, but I'm gonna be taking on a larger project soon, so I'm wondering if learning godot would be a better choice.

Note that I took a quick look at the docs before, and it looked a little complicated, so I passed on learning it...

2 posts omitted. Click reply to view.

6419cc  No.26585

>>26578

>ablooablooabloo too many words spoonfeed me ;_;

>"coding experience" is most likely ruby and rpg maker

kill yourself my man


6419cc  No.26648

Godot's documentation is very incomplete but they're working on fixing it. The language itself (GDScript) is basically Python, which is about as simple as it can get.


6419cc  No.26649

>>26553

Tell us about Construct 2. Is it harder or easier than game maker?

Have you worked in game editors like Wwrcraft and Starcraft in order to compare the pseudocode? Sorry if I'm hijacking the thread.


6419cc  No.26660

>>26648

I might just wait until they have decent documentation then. I've heard its a powerful tool but I can't stand incomplete documentation. I think I'll just pass then, for now.

>>26649

>Tell us about Construct 2. Is it harder or easier than game maker?

It's really simple. Easier than game maker, no coding required. Pretty much drag and drop-tier. The main reason I got into it was because it's made to look similar to Visual Studio, which was what I used at the time before I knew /tech/ was a thing. I'd recommended it for short and small projects but not a whole lot above that.

>game editors like W[a]rcraft and Starcraft

Nope. I wasn't aware they had game editors...?


6419cc  No.27401

>>26660

The documentation has come far.

Is it possible to export construct in another language?




File: 1458935873016.jpg (83.63 KB, 800x597, 800:597, 800px-Screenshot_ctr.JPG)

691069  No.26173[Reply]

i just realized that my 2 favorite not strategy games share the same fundamental mechanics, so i decided to make a game around that.

the mechanic is crash team racing sprinting system and monster hunter bow system, it works this way.

>you keep a button down and a bar start charging.

>there is a critical point at which you must release the button(or press another one) to activate the effect you charged util now.

>if you do that too early it's inefficient.

>if you do that too late it's wasted/inefficient.

>your position and what you are aiming at is extremely relevant.

>while charging it's extremely important to move in the right way.

on top of that this mechanic is not something you do once in a while. it is the core feature of the game. in ctr half of the speed of the cart comes from this. in monster hunter 100% of the damage comes from this.

from start to finish of a quest you keep charging and releasing no matter what happens, and only after you can do this without thinking you can actually play the game properly, because the game throws at you hundred other things to take care and you must use this charging system to advance.

when i noticed this similar system in two completely different game i started thinking what other genre could use it.

does anyone knows other (good) game built all around this charging mechanics?

691069  No.26186

Worms uses this for multiple weapons.

- Let go too early, it'll curve back and hurt you, or send you flying off of the map to your death.

- Let go too late, and all of its curvature is lost. So it either moves in a straight line towards your intended target, or if you were relying on the curvature for it to hit a target, it'll hit somewhere else entirely.

- Position and angle are really important. You're limited to a certain degree of angle, so you want to position your worm in very specific spots.

Another example of it was an old atari game wher you have to charge up a spring to shoot ants over a wall to land in a jar.

I'm pretty sure quite a few sports games have used it too, especially for shooting hoops in basketball.


691069  No.26187

>>26173

I recently saw an LP of a Scarface tie-in vidya that used this mechanic for intimidation.

The bar has a failure zone at the start, and a success zone at the end, with a nothing-happens zone in between.

Charge too long, and the bar wraps around from the end to the start, which leads to failure.




File: 1456073210861.png (7.94 KB, 300x300, 1:1, b_horse.png)

86a3ea  No.25513[Reply]

I was wondering, why there is a relevant number of open source community developed project, while there are almost zero games done that way?

Clearly design and balancing can't be done by the community, but for every other aspect it's just like another program.

>pic Unrelated

10 posts omitted. Click reply to view.

86a3ea  No.25569

>>25566

>HeartBleed. The OpenSSL maintainers were so shit that they didn't even know how to fix anything and turned down patches

That's anecdotal evidence. The biggest-selling proprietary software project in the world, Windows, still handles scrollbars and fonts in the kernel.

One datapoint never ever proves anything. Statistically, free software is more secure by its very nature, and where security goes, it avoids the broken model of security through obscurity.

I agree with you that free software isn't necessarily more secure, but it's hard to argue for or against that point because there aren't a lot of alternatives to compare it to these days. What's the next leading proprietary SSL implementation that's used widely in the backbone of the internet? Because most of these projects are actually developed by professionals who are paid to work on them (including OpenSSL), free software is as insecure as proprietary at worst.

glibc has become its own monster.


86a3ea  No.25570

>>25519

There isn't a study, but look at the free software community vs proprietary software, and you see that free software is a huge thing.

Look at Creative Commons music, writing, and art compared to heavily copyrighted and controlled music, writing, and art, and you see the Creative Commons counterparts are nearly nonexistent. I can't think of another community outside of programming that has a gargantuan force composed of amateurs and professionals alike dedicated to putting millions of man-hours into giving something away to the community with only the requirement that they have to continue giving it away for free if they change it (or even charging money, but still giving the product without any restrictions on use other than not allowing additional restrictions).

Most game development things I've worked on had the experienced programmers usually wanting to use a free license, and everybody else shooting it down.


86a3ea  No.25571

>>25570

Aye. Tools and engine programmers, I've encountered for the most part, are all about MIT license.

Whereas I was practically among the only few in gamedev in a particular genre -- until Kickstarter and Patreon came about, then all of sudden you have all these LLCs.


86a3ea  No.25627

>>25570

Code has a lot of potential beyond originally intended usage. It can be improved on, learned from or reused.

Art assets, especially baked art assets, just don't benefit this much from being shared.


86a3ea  No.26184

>>25513

Have some reasons:

- Unlike for source code, where you get potentially increased security, portability and other devs who do it for ego, having their use case fullfilled and learning, there is nothing in it for providers of other assets, like models, images and sounds.

Making art for your own hobby project might be cool, but for other peoples project it's boring, unpaid commissional work. Chances are high you also can not use it for your portfolio.

- Like you implied, making a game needs a lot of dedication and an eye for details. Most smaller open source projects work around the idea of a rough, basic use case and removing the edges later on. That doesn't work that good for games. For games, you must deliver the core aspect why player would play it pretty much spot on.

- Most single player games live by their story. Open development is basically an instant spoiler. Worse, often "story devs" come up with ideas that work in movies or books but are cringeworthy for games, because the medium doesn't allow for the same things. For that reason you will see that competitive multiplayer games (e.g. Hedgewars or Warsow) and score-driven single player games (which are effectively the same) work out a little bit better.

That said, with network multiplayer games you easier get cheaters.

- Open Source or software projects in general attract a huge number of fucking sperglords that can't into humans. I wouldn't go as far as saying that's an imperative skill for every kind of game, but it really helps in a lot of ways.

- Big game studios have lawyers to keep a lot of bullshit from you. In one Open Source project I even witnessed team some team member becoming offensed for some worthless religious reason and for the game not being child friendly enough for his 5 or so year old.

That nearly destroyed the project and is the reason I ceased most work on most other peoples game projects.

Fuck children (in a figurPost too long. Click here to view the full text.




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