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lorcantips · 3 years ago
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SHINCHAN AND FRANKLIN TRIED 4 FIRE PRIZE MEGARAMP RACE JUMP CHALLENGE BY CARS BIKES & TRUCKS GTA 5
SHINCHAN AND FRANKLIN TRIED 4 FIRE PRIZE MEGARAMP RACE JUMP CHALLENGE BY CARS BIKES & TRUCKS GTA 5
SHINCHAN AND FRANKLIN TRIED 4 FIRE PRIZE MEGARAMP RACE JUMP CHALLENGE BY CARS BIKES & TRUCKS GTA 5 … source ✅ Altai Balance Official Website: https://lorcantips.com/promo/altaiblood
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askagamedev · 6 years ago
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I've read CDPR has 500 people working on Cyberpunk 2077. How much is that in comparison to other dev teams? Do you know how many people worked on GTA V or BF1?
500+ people is really big. Most AAA dev teams are around 100-300 people now, not including people like customer service, facilities, operations, sales, marketing, voice acting, etc. We’ve also moved into the era of what I’ve been calling AAAA games too - single game projects that are worked on by multiple game studio dev teams. Examples of such would be Battlefront and Battlefield, Call of Duty, Assassin’s Creed, Grand Theft Auto, Star Citizen, The Division, Destiny, etc. Most of these kind of titles require far too many developers for any single studio to field, so they have evolved into the product of multiple studio collaborations. 
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I think Battlefield 1 had ~500 people working on it, between the core game, frostbite development, co-development with the web and app stuff. That doesn’t include facilities, operations, management, etc. - just the immediate dev teams. However, Battlefield 1 was built by multiple teams - DICE, Uprise, Criterion, and even some help from Visceral. GTA 5 had a team that dwarfs most because of the sheer amount of content in it. I believe the team at Rockstar was over 1,000 people, contractors included. The Witcher 3 had a similar number, 300 core team members and ~1,200 contractors.
Those games have a lot larger teams than most. Just Cause 3 had a team of about 125. Rainbow Six Siege had a team of a little over 300. Horizon Zero Dawn was similarly sized, a little over 320. 
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tak4hir0 · 5 years ago
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CUSTOM GAME ENGINES: A Small Study A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article. Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because developing a custom AAA-level engine requires lots of resources, so, I decided to list here some of the most popular custom engines with the team-sizes and notable titles released with those engines. Most of the engines listed here have been developed along the years with multiple iterations and multiple videogames, those engines have gone through several versions or even complete (or semi-complete) rewrites from scratch, with a consequent engine name change. Also, important to note, most of those engines use numerous middleware for specific functionalities (Platform, Physics, Network, Vegetation, UI, Rendering, Audio...). *NOTE: I tried to be as much accurate as possible with the information about the employees count (I checked the companies websites, Wikipedia or company LinkedIn) but take it with a grain of salt (some employees numbers could not be up to date). The BIG Companies *From left to right: Assassin's Creed Odyssey, Final Fantasy XV, Red Dead Redemption 2 Below list is for very big corporations, sometimes with complex corporate structures with several divisions (not only focused on videogames) and various studios/subsidiaries developing games. Some of them work with multiple engines, not only custom ones but also licensed ones. Company Employees Studios Engine(s) Notable Games Activision/Blizzard ~9200 ~9 custom engine(s) Call of Duty series, Overwatch, Starcraft II Electronic Arts ~9300 ~36 Frostbite 3 Star Wars Battlefront II, Anthem, Battlefield 1/V, FIFA 20, Need for Speed series Ubisoft ~16000 ~54 AnvilNext 2.0 Assassin's Creed series Disrupt engine Watch Dogs series UbiArt Framework Rayman Legends, Child of Light, Valiant Hearts Snowdrop Tom Clancy's The Division 2, The Settlers Dunia (CryEngine-based) FarCry series Silex (Anvil-based) Ghost Recon Wildlands LEAD engine Tom Clancy's Splinter Cell series Dunia-based The Crew Capcom +2800 ~15 MT Framework Monster Hunter: World RE Engine Resident Evil 7, Devil May Cry 5, RE2:Remake, RE3:Remake Konami +10000 ~30 Fox Engine Pro Evolution Soccer series, Metal Gear Solid V Square Enix +4600 ~18 Luminous Studio Final Fantasy XV Nintendo +6100 ~8 custom engine(s) Zelda: BOTW, Mario Odyssey Riot Games ~2500 ~3 custom engine League of Legends Rockstar +2000 ~9 RAGE engine GTA V, Red Dead Redemption 2 CD Projekt +1100 ~4 REDEngine 3 The Witcher 3 Epic +1000 ~11 Unreal Engine 4 Fortnite Usually those companies invest in custom engines to have full control over the technology and also avoid the revenue cut imposed by the licensed engines. Despite that fact, there are some big companies that in the latest years have chosen Unreal Engine for their productions, the most notable cases are: Capcom is using Unreal for the new Street Fighter IV/V titles. Bandai Namco latest big hits are using Unreal: Jump Force, Dragon Ball Fighter Z, Dragon Ball Z: Kakarot, Tales of Arise. Square Enix also moved to Unreal for several new titles: Dragon Quest XI, Kingdom Hearts III, Final Fantasy VII Remake It's interesting to see that those big three are Japanesse companies, I wonder if that's maybe a market trend for Japan. Also to note, the chinesse holding Tencent owns 40% of Epic Games, I bet it has some influence in the Asian market. Middle-size Studios *From left to right: Rise of the Tomb Raider, Uncharted 4, A Plague Tale Here we have the medium-small companies that decided to create their custom technology for their titles. The number of employees could be a nice reference to consider because a custom game engine is usually developed in-house (I mean, not outsourced) but note that some of those companies could have a big number of people due to in-house artist/audio teams, while other companies out-source those parts of the development. It would be really nice to know how many engineers are working on the engine division for each company, I'm sure there would be some big surprises, probably by the low number of engineers working in the engine and tools! Also interesting to know more info about the tooling included with those engines, it's really difficult to have access to that kind of information. Engines tooling is usually a hidden-secret (beside some GDC presentations or some quick showcase videos). *From left to right: Horizon Zero Dawn, God of War, Death Stranding Company Employees Engine Notable Games Creative Assembly +650 Warscape Engine Total War series Bungie ~600 Tiger Engine Destiny series Infinity Ward +500 IW 7.0 Call of Duty: Infinite Warfare Eidos-Montréal ~500 Dawn Engine (Glacier2-based) Deus Ex: Mankind Divided Paradox Interactive +400 Clausewitz Engine Imperator: Rome Bethesda ~400 Creation Engine Skyrim, Fallout 4, Fallout 76 Valve Corp. ~360 Source 2 Dota 2, Half-Life: Alyx Crystal Dynamics ~350 Foundation Engine Rise/Shadow of the Tomb Raider Avalanche Studios ~320 Apex engine Just Cause series, Renegade Ops, Mad Max, RAGE 2 Naughty Dog +300 Naughty Dog Game Engine Uncharted series, Last of Us Rebellion Developments ~300 Asura engine Alien vs. Predator series, Sniper Elite series Techland ~300 Chrome Engine 6 Dying Light Crytek ~290 CryEngine V The Climb, Hunt:Showdown From Software +280 Dark Souls engine Bloodborne, Dark Souls III, Sekiro Remedy +250 Northlight Engine Quantum Break, Control Guerrilla Games +250 Decima Killzone Shadow Fall, Until Dawn, Horizon Zero Dawn Platinum Games ~250 Platinum Engine NieR Automata, Bayonetta, Vanquish Santa Monica Studio +200 custom engine God Of War series id Software +200 idTech 6/7 Doom, Doom Eternal, Wolfenstein series Sucker Punch +200 custom engine Infamous Second Son, Ghost of Tsushima? Insomniac Games ~180 Insomniac Engine Rachet&Clank series, Marvel's Spider-Man Quantic Dreams ~180 custom engine Detroit: Become Human IO Interactive ~170 Glacier2 Hitman series Asobo Studio +140 Zouna A Plague Tale Ready At Dawn ~120 custom engine The Order: 1886, Lone Echo Mercury Steam ~110 custom engine Spacelords, Castlevania:Lords of Shadow series Monolith Productions +100 LithTech F.E.A.R. series, Condemned series, Shadow of Mordor/War 11 Bit Studios ~100 Liquid Engine Frostpunk Frozenbyte ~100 Storm3D Trine series, Shadowgrounds Kylotonn ~100 KtEngine WRC series, TT Isle of Man series, V-Rally 4 TaleWorlds Entertainment ~100 custom engine Mount & Blade II: Bannerlord Daedalic Entertainment ~90 Visionaire Studio The Whispered World, Deponia series Media Molecule ~80 Bubblebath Engine Dreams Deck13 ~70 Fledge Lords of the Fallen, The Surge, The Surge 2 Nihon Falcom ~60 Yamaneko Engine Ys VII, Ys VIII, Ys IX Croteam +40 Serious Engine The Talos Principle, Serious Sam series Some observations from this list: Rise of the Tomb Raider lists only 10 programmers working on Foundation engine in the credits, probably a good reference number to get an idea of the people working on the core engine. Kojima Productions use Decima engine, developed by Guerrilla Games, for Death Stranding, previously they used Fox Engine for Metal Gear Solid V. Media Molecule latest game/engine (Dreams) seems to have been developed by only ~15 coders, amazing! Companies targeting one single platform, usually have less restrictions and can push the limits of that platform. Unfortunately, that's a luxury that most companies can not afford. Asobo Studio, the company that originated this market study is not that small... but, like other companies, they seem to work in multiple titles in parallel. Very nice to see that some of the engines have entries in the Wikipedia with some details and titles released, it should be a must. Small-size Studios (Indie Studios) *From left to right: The Witness, No Man's Sky, X-Morph Defense Here we have some really small studios that also choose to develop a custom engine for their games. Note that most of those engines rely on other libraries/frameworks for certain parts of the game, the common choices we find are SDL (cross-platform graphics/input), OGRE (rendering engine), MonoGame (cross-platform game framework, also relyes on SDL, SharpDX, OpenTK, OpenAL-Soft...). One question many people could ask is, what parts of the engine are actually coded by the developers? Well, it depends, but usually coders take care of the screen-manager, entities-manager and content-manager as well as the wrappers/interfaces to the external libraries. Second question, what parts of the engine usually rely on external libraries/middleware? It also depends on the company resources but usually audio-system, physics, rendering, networking, ui-system, terrain-system, vegetation-system and some other pieces. *From left to right: Factorio, Thimbleweed Park, Owlboy On the following list (and the next one below) I added the publishing date (only +2012) and the link to Steam for all the games... there are not many games with custom engine from small studios out there and I think they deserve to be recognized and supported. Company Employees Engine Notable Games Shiro Games ~30 Heaps.io Northgard (2018), Evoland (2013), Evoland II (2015) Hello Games ~25 No Man's Sky Engine No Man's Sky (2016) Frictional Games ~25 HPL engine SOMA (2015), Amnesia series DrinkBox Studios ~25 custom engine Guacamelee (2013), Guacamelee! 2 (2018), Severed (2016) Supergiant Games ~20 MonoGame-based Hades (2019), Pyre (2017), Transistor (2014) Wube Software ~20 Allegro/SDL-based Factorio (2019) Chucklefish ~20 Halley Engine Wargroove (2019), Starbound (2016) Ronimo Games ~17 RoniTech Engine (SDL) Awesomenauts (2017) Runic Games ~17 OGRE-based Hob (2017), Tochlight II (2012) Lab Zero Games ~17 Z-Engine Indivisible (2019), Skullgirls (2013) Introversion Software ~14 SystemIV (SDL) Prison Architect (2015) Exor Studios ~14 OGRE-based Schmetterling The Riftbreaker (2020), X-Morph: Defense (2017) Tribute Games ~11 MonoGame-based Flinthook (2017), Mercenary Kings (2014) Thekla Inc. (Jonathan Blow) ~10 custom engine The Witness (2016) Terrible Toybox (Ron Gilbert) 9 custom engine (SDL) Thimbleweed Park (2017) Matt Makes Games (Matt Thorson) ~7 MonoGame-based Celeste (2018), TowerFall Ascension (2014) Coilworks ~7 custom engine Super Cloudbuilt (2017), Cloudbuilt (2014) Lo-fi Games (Chris Hunt) 6 OGRE-based Kenshi (2018) D-Pad Studio 6 MonoGame-based Owlboy (2016) BitKid, Inc. 6 MonoGame-based CHASM (2020) Double Damage Games 5 OGRE-based Rebel Galaxy Outlaw (2019), Rebel Galaxy (2015) Almost Human Games 4 custom engine Legend of Grimrock (2012), Legend of Grimrock 2 (2014) Wolfire Games 4 Phoenix Engine Overgrowth (2017) Some observations from this list: Nicolas Cannasse, co-founder of Shiro Games, is the the developer of Haxe programming language and Heaps engine, used by Motion Twin for Dead Cells (2017). Hello Games is a very small studio considering the size of No Man's Sky and that they use a custom engine. Really impressive! Runic Games was dissolved in November 2017, the founders created Double Damage, now they are working on Echtra Games on Torchlight III. Rodrigo Braz Monteiro, Chucklefish CTO, is the person in charge of Halley engine, actually the engine is open-source! In most of those studios the people in charge of creating the game engine it's only 1-3 persons! Lo-fi Games was a one-man team (Chris Hunt) for more than 6 years! Some of the games in this list took +5 years of development! Not many games... a couple of hits per year... One-man custom engines *From left to right: Stardew Valley, ScourgeBringer, Eagle Island Finally, the list of the heroes. Games developed by 1-2 people with custom game engines, engines mostly coded by one person! Respect. Creating an engine and a game from scratch to the point of publishing it is an extraordinary accomplishment, not many people in the world is ready for that. Almost all of them are 2D games, usually with very small budgets and developed along multiple years. Congratulations to the developers! *From left to right: Axiom Verge, Ghost 1.0, Remnants of Naezith Some observations from this list: Some of those teams are formed by 1-2 people but probably grew at some point and/or outsourced some parts of the development (art, audio...). Usually the publisher also helps with some resources (localization, marketing...). Omar Cornut from Lizardcube is the main programmer for Wonder Boy: The Dragon's Trap engine and also the developer of Dear ImGui, a free and open-source immediate-mode gui library used by lots of AAA custom engines. Ben Fiquet from Lizardcube is also the main artist for Streets of Rage 4, the custom engine of Guard Crush Games is written by Cyrille Lagarigue. Marc Flury programmed Thumper game engine rejecting the OOP paradigm in favor of a procedural programming approach. Christian Whitehead is the creator of Star Engine used in Sonic Mania but Headcannon (Simon Thomley) and PagodaWest Games (Jared Kasl and Tom Fry) were also involved in the development of the game. Some of the games in this list took +5 years of development! Not many games... a couple of hits per year... There are some other remarkable games using custom engines (usually XNA/MonoGame) that worth mentioning: Minecraft (2011), Braid (2009), Super Meat Boy (2010), Terraria (2011), Dustforce (2012), Sword and Sorcery EP (2012), FEZ (2013), Dust: An Elysian Tail (2013), Rogue Legacy (2013), Dyad (2012), SpaceChem (2013). Conclusions I'll start saying I'm biased, I'm really passionate about videogames-making technologies and I admire custom engines and game-making tools. I also contributed to custom engines ecosystem with my grain of salt: raylib and several game-making tools. I prefer a custom engine over a licensed one, I consider that the extra amount of effort put into the product usually translates into some specific great mechanic or some amazing in-game details. Said that, I must admit that creating a custom engine is a big endeavour and not many people are ready for that. I recognize Unity (and Unreal to less extend) have really democratized videogames development, lots of small-medium size companies can use Unity today to develop games quicly and put them on the market, sometimes with very low budgets... But, still, lots of big companies prefer to rely on their own custom technologies. From my gamedev-teacher perspective, I think students must learn how engines work internally with as much detail as possible. Relying only on engines like Unity/Unreal for education to allow students develop eye-candy project in short-time is not the way to go. At the end of the day, someone has to write the engine and the tools! NOTE: Feedback and improvements are welcome! :)
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i-n-lakech-blog · 7 years ago
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Stadiony Mistrzostw Świata 2018 (Rosja)
FIFA 18 - oryginalne, oficjalne filmiki na jarmarkach E3 2017. Zakupy w Ole oczywiście jak najbardziej godne polecenia - szybka spedycja. W czerwcu 2016 reprezentacje Gibraltaru jak i również Kosowa zostały dołączone do dwóch grup 5-drużynowych (jako szóste drużyny). Ja zanim fifa 18 klucz aktywacyjny świętami złożyłem nową stacjonarkę w karenie i tym razem wybrałem opcję intel i5 4-gen + grafa nvidii gtx760 + dysk ssd, całość chodzi jak na przykład marzenie, zmiana z AMD FX i radka była dobrym wyborem: ) Bardzo płynniej chodzi sprzęt.
Na jego obszarze znajduje się wszystko, czego potrzeba do dobrej gry: pole do mini golfa, boisko do streetballu, ścianka wspinaczkowa, a także park linowy dla najmłodszych po fifa 18 klucz aktywacyjny formie małpiego gaju. Szczęśliwie wygląda na to, że EA Sport dobrze wywiązało się z konwersji rozrywki na nową konsolę Nintendo. Od razu pojawi się okno: „Wprowadź kod promocyjny”.
Jak i również uwaga…Europa otrzymała zaledwie trzy miejsca więcej, aniżeli miała przy mundialu 32-zespołowym. W czele długiej listy gwiazd piłki i nowych postaci stoi sam Cristiano Ronaldo. Wchodzę w sklep, wcześniej przeglądam rabaty i później jestem mile zaskoczony przy podliczeniu. Pojawiła się FIFA Street, czyli najprawdziwsza osiedlowa piłeczka, w której fifa 18 cena to zdobywaliśmy punkty robiąc triki i kiwając rywali.
Teraz to gracz ma pełną kontrolę nad zachowaniem piłkarza podczas batalii pozycję i piłkę, za pomocą możliwości skorzystania z nowej mechaniki (przycisku gry fizycznej). Ten sprzedawca zbył produkt lub usunął własną fifa 18 gdzie kupić ofertę. Pomocy udziela się uczniom pochodzącym z rodzin, gdzie dochód na osobę odrzucić przekracza kryterium dochodowego w osobę w rodzinie, jakim mowa w art.
Jednak czasem problemem jest koszt - owszem, gry posiadają najczęściej cenę sugerowaną, ale jeśli dobrze poszukać, możemy znaleźć też takie sklepiki, w których najlepsze gry można kupić jeszcze taniej. Technologia ruchu prawdziwych piłkarzy to fifa 18 klucz aktywacyjny nowy system animacji poprawiający precyzję sterowania i świetnie odwzorowujący osobowość zawodników - teraz Cristiano Ronaldo jak i również inni najlepsi piłkarze zachowują się i poruszają faktycznie, jak na prawdziwych boiskach.
Interfejs FIFA 15 Ultimate Team odzwierciedla wersję desktopową gry z nowoczesną stylistyką i świetną nawigacją po menu. Zdjęcie Waltera Rozitskiego w galerii wszystkich zawodników Realu Madryt w historii. Wykorzystująca napęd fifa 18 gdzie kupić Frostbite gra EA SPORTS FIFA 18 zaciera granicę między światem wirtualnym zaś prawdziwym i ożywia zawodników, zespoły i atmosferę tegoż wspaniałego sportu.
Kurwy odrzucić zmieniliście tego na multi pleyer jest koniec meczu ja I przeczywnik posiadamy po 2 gole wówczas gościu ma 4 jebane szmaty. Dzisiaj możemy nawet uderzać bezpośrednio w bramkę zewnętrzną stroną nogi fifa 18 gdzie kupić, aby sprytnie podkręcić piłkę wokół muru. Portugalska agencja po raz kolejny otrzymała zlecenie wykonania identyfikacji sporej sportowej imprezy.
Dostajesz wiele świeżych sposobów kontrolowania sposobu konstruowania akcji — skoordynowane wybieganie na pozycję kilku piłkarzy jednocześnie, markowanie rajdów, wymienianie się pozycjami i wzywanie kolegów do pomocy to fifa 18 gdzie kupić tylko niektóre z licznych możliwości. Drużyna podopiecznym Szkoły Podstawowej w Goszczu zajęła IV miejsce w Mistrzostwach Powiatu w Lekkoatletycznym Czwórboju Przyjaźni Chłopców.
Playa się pozbyłem, a Fife znalazłem tuż przy sprzątaniu pokoju w pudełku po GTA xD. Witryny wyrażasz zgodę na użycie cookies, zgodnie z bieżącymi ustawieniami przeglądarki. Pisząc umieraniu mam na mysli ciągły spadek cyfry fifa 18 cena graczy online. Poza naszym PS4 Slim uchodzi zbyt najładniejszą z obecnych gier telewizyjnych PS4. Ja od momentu dawna nie rozegrałem ani jednego meczu druzyna ktora chcialem grac.
Oferty przedsprzedażowe gry fifa 18 - edycje ikony, ronaldo i... Cristiano ronaldo gwiazdą okładki gry ea sports fifa 18 sport. Szczegóły Adrenalyn XL Road to 2018 FIFA World Cup Russia Limited Edition. Znamy również plan fifa 18 klucz aktywacyjny według, którego określane istnieją daty wydania FIFA Dzięki tej podstawie przewidywana data wydania FIFA 18 demo to 12 września 2018 roku.
Tżecia runda kwalifikacji rozgrywana będzie pomiędzy sześcioma najlepszymi zespołami Puharu Naroduw Oceanii 2016. Dalej podania są takie jakie gra sobie życzy i dodatkowo do kogo gra sobie życzy. Wcielamy się przy fifa 18 gdzie kupić niej w fikcyjnego zawodnika, Alexa Huntera i zabieramy udział w drugim sezonie futbolowych rozgrywek. Gra będzie oferowała lokalny komentarz Dariusza Szpakowskiego jak i również Jacka Laskowskiego Wśród lig pojawi się nasza Ekstraklasa.
Do gry potrafią być wymagane połączenie spośród Internetem, konto EA, tolerancja umowy użytkownika EA (/pl) oraz dokumentu ochrona danych osobowych i pliki cookie EA (/pl), jak i również realizacja rejestracji przy użyciu jednorazowego fifa 18 klucz aktywacyjny kodu produktu. Dodam jeszcze, ze PES wydaje się trochę bardziej wciągający i emocjonujący. Gdy wybiegają z budynku, zostają znowu zaatakowani za pośrednictwem ludzi Talbota i Marlowe.
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Wraz z wydaniem trybu Zombie jak Easter Egg w Call of Duty®: World at War, studio Treyarch zapoczątkowało podróż - chociaż bardziej, rozmowę - z fanami, i Revelations będzie kropką kończącą to wszystko. EnglishRecently we have been able to see sportsmen from North Korea playing at the FIFA World Cup. Przecież ciężko fifa 18 gdzie kupić zarabiali na te monety i karty, nie mogą znów zaczynać od paczki powitalnej.
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