Author Topic: Robot Theories and Strategies  (Read 295 times)

Offline sansander97

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Robot Theories and Strategies
« on: November 20, 2010, 12:11 am »
....................Robot Theories and Strategies....................


Some ideas and concepts found in this guide came from 7grant2's Platformer Theory Guide.
Welcome! Before we begin, ask your self, "Do I want to start making Robot Shooter games that I find in the featured games list?" If your answer is yes, it would be to your best interest to read on. This guide is never complete, as many of the concepts and theories will come from you. Let's begin this guide by viewing the outline below:

____________________Outline____________________
**0. Vocabulary
|Basic Game Making Guide|
1. Introduction to Robot Game Making
2. Game Styles
___a. Puzzle
___b. Rush
___c. Action
___d. Other
3. Enemies & Allies
___a. Easy Enemies
___b. Normal Enemies
___c. Difficult Enemies
___d. Weak Allies
___e. Strong Allies
4. Power Ups & When to Use Them
___a. Available Power Ups
___b. When to Place Them
5. Artwork/Scenery
___a. Why is it Needed?
___b. Creating Artwork
|Advanced Game Making Guide|
1. Robot Theories
___a. Planets
___b. Mini Game
___c. Mix Up
___d. Bosses
2. Naming Your Game
___a. Game Theme
___b. Name Length
3. Boss Stages
___a. Hazard and Enemy
___b. Surround-the-Enemy
4. Creating a Series
___a. Name Choosing
___b. Game Making
5. Robot Item List
___a. Blocks & Tiles
___b. Puzzles, Al & Goals
___c. Helpers & Powerups
___d. Enemies & Hazards
6. Conclusion

____________________Vocabulary (Defined in own words)____________________
Variable: something that will effect the overall results of an action
Game Play: your in-game experience; playing the game
Map: the playfield of the game; the boundary lines
« Last Edit: November 20, 2010, 08:08 am by sansander97 »
 

Offline sansander97

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Robot Theories and Strategies
« Reply #1 on: November 20, 2010, 12:11 am »
....................Basic Game Making Guide....................


This guide will cover all of the basic yet essential and important variables that are involved in Robot game creation.

1.____________________Introduction to Robot Game Making____________________
This guide will cover all of the basic and advanced information about making Robot games worth featuring. I will not tell you specifically how to create a 10/10 featured Robot game but I will provide the essential information needed to create any custom game you wish to. There arn't a lot of Robot games made on Sploder... yet. Ship Shooter games usually get made because the default game type is the Ship Shooter. You have to manually hit "New" and click on the picture of the Robot creator. Many new members don't know that there is an increadible game maker lurking behind one button.

This guide will cover theories about Robot games. In this case, theories are basically ideas that revolve around information given. My goal is to supply some basic and advanced information to help you either create theories or create new games. I will also be supplying theories for your Robot game creation.

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« Last Edit: November 20, 2010, 05:21 pm by sansander97 »
 

Offline sansander97

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« Reply #2 on: November 20, 2010, 12:11 am »
2.____________________Game Styles____________________
You are going to need to choose what type of game style you want your 3D game to be mostly revolved around. If you would like your game to be fast-paced and action at every turn, you should probably learn the best way to go about constructing that game type.
 
Puzzle: In the Puzzle game style, you better be prepared to whip up a challenge for your future game players. Thinking is what the whole game revolves around. There are many tricks to use when creating puzzles. Some puzzles are provided in the Robot creator such as the SwitchPoly and the Teleporter. But some puzzles you have to discover and construct on your own. A great example of this game style is Liv33vil's game; Flicker. It uses a whole new concept of making the map flicker when you play it. Although this is a Ship Shooter game, it could have easily been swapped for a Robot game.

Rush: In a Rush game, you usually have to travel upwards or downwards on a narrow map. This game type gets the name "Rush" because the game usually goes fairly quickly with no time to stop and go into a different room of some sort. There is just one main path to follow. These games may have time limits to really make you move. The only thing that I suggest with these 'Rush' games is to not make them have as long as a track as you would with the Ship Shooter creator. The reason for this is that the Ships in the Ship creator travel faster and the game players may get bored with a slow moving Robot in a large track. Turrents and other obstacles can be added through out this game type to add more of a challenge.

Action: Action games usually include many enemies, power ups and any other items that show action. These game types usually have different kinds of "boss battles" through out them. These intense mini battles are mostly short but hard. The main attribute of Action games are their addictiveness. You may just find yourself playing the same game multiple times in a row because of special parts in the game that portray amazing difficulty and action. Frustration usually isn't a big issue in Robot game types but you don't want to make the game impossible!

Other: If you are a member of the Sploder Community Forums, chances are that you make some pretty cool Adventure games. Adventure game styles are mostly used by members of the Forums but may also be used by many other members. These games should feature several locations with different artwork that appeal to you and that knowone has ever created before. You could also create "Story games." These games include a story line to them (usually found in the description or in game play via messages).

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« Last Edit: November 20, 2010, 12:17 am by sansander97 »
 

Offline sansander97

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« Reply #3 on: November 20, 2010, 12:12 am »
3.____________________Enemies & Allies____________________
Having the correct amount of enemies and allies in your game is one of the most important aspects when making your Robot game. If you don't know how many of them to place, you will end up with a very poor game experience (see Statistics & Information).

___ENEMIES___
Easy Enemies: Easy enemies are fast and furious but are easy to defeat and arn't especially damaging either. The Speeders are considered easy enemies and they can get annoying because of their increadible speed and avoidance skills. Small Bots are also easy enemies lacking the speed trait. A few seconds of continuous fire power will defeat them so you don't want to use them for the "boss battles."

Normal Enemies: Normal enemies are moderately difficult to beat and they have a pretty strong attacking force. These enemies should be considered "space fillers" for spots in your game where you don't have anything to place there. An Enemy Bot is considered a normal enemy. These enemies switch from the basic pellet guns to chain saws when you get near them inflicting a lot of damage to your character.

Difficult Enemies: Difficult enemies are among the strongest of all the enemies in the Robot creator. These enemies are increadibly difficult and should only be used in stages with high health. The Heavy Cuisers and Enemy Guards are both considered difficult enemies. These enemies have deadly weapons and are very diffucult to get passed with low health. Your game should not have more than one or two of these difficult enemies together. Go easy on these enemies because they can lead to frustration with game players.

___ALIES___
Weak Allies: There are many allies and helpers found in the Robot creator. Among these are robots, turrents and launchers. The 'weakest' Allies in the Robot creator are not the Small Allies, but the Turrents. The turrents that are fighting for you have a purple ring on the inside of them which helps identify them as allies. These turrents provide minimum damage and little resistance towards other enemies. But I would have to say that the Ally Robot is a close second.

Strong Allies: Some strong allies available in the Robot creator include the Heavy Ally, Ally Robot and the Launcher. Unless you want your game players to dominate your game, don't get carried away with these. They are all extremely effective yet slow. You would think that a Heavy Ally would defeat a Speeder like it was a piece of cake. This is an incorrect assumption because of the Speeder's speed. It can escape the firepower of the Heavy Ally and still go on to fight you once more later on in life.

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« Last Edit: November 20, 2010, 12:17 am by sansander97 »
 

Offline sansander97

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« Reply #4 on: November 20, 2010, 12:12 am »
4.____________________Power Ups & When to Use Them____________________

Available Power Ups: There are many power ups that you should take advantage of in the Robot creator because these can eliminate some extra difficulties such as difficult enemies or hazards like the disruptor. No game is fun if it is too easy or impossible so be sure to experiment with the power ups.

When to Place Them: Try to place power ups when a difficult challenge is approaching. These power ups can help with these challenges by giving you health, invincibility and more. When you are placing power ups, remember to limit the amount of them that are used because you don't want your game being too easy to beat. Being too easy or too hard is likely to occur when making games. This is why it is important to test your game by hitting the "Test" button on the command bar.  Experiment with what power ups you should use for different situations.

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« Last Edit: November 20, 2010, 12:18 am by sansander97 »
 

Offline sansander97

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« Reply #5 on: November 20, 2010, 12:13 am »
5.____________________Artwork/Scenery____________________

Why is it Needed?: If you don't add artwork to your game, it's almost like you didn't even make it because people will start to play it and end it right away. Most game players (like me) love artwork. Your game may be a very awesome game but knowone will know because the first thing that they pay attention to is the artwork. Game players look for unique never-before-seen game designs and scenes of artwork. Keep in mind that artwork isn't the only thing needed for great game creating. Other objects and challenges should be added even if the game is supposed to be only art.

Creating Artwork: Usually artwork starts with an idea and a few polygons. As you know, there are many polygon designs to choose from and many of them have different special properties such as bouncing, sliding and sticking. You can use these polygons to your advantage to help your art ideas become reality. First, click a side of the polygon/map. Then, you can take the knob that appeared and drag it where ever you want it. That is all there is too it. I recommend you check out other Shooter games to see some increadible artwork and gain some game ideas.

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« Last Edit: November 20, 2010, 12:18 am by sansander97 »
 

Offline sansander97

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« Reply #6 on: November 20, 2010, 12:13 am »
....................Advanced Game Making Guide....................


You are now exiting the basic game making guide and entering the advanced guide. This guide will cover theories and some in-game strategies that can only improve your game creation skills.

1.____________________Robot Theories____________________

Planets: In the planet theory, you start at a beginning planet and work your way to other planets via the Teleporters. These planets become increasingly difficult as you progress through the solar system. Each planet should have a different background or different characteristics than the rest of the planets. For example; you may use the ice polygon as the background polygon for a planet because it is very cold and frozen.

Mini Game: In the mini game theory, there is just one huge map and many obstacles, walls and pretty much any thing that you can think of that could be in a game. These games have really no boundaries and can be completely original. So if you want to create your own masterpiece that is completely original to you and you only, make a mini game. My game; "Gain Gone" is a good example of a mini game. Although this mini game is created with a Ship game type, you still get the basic idea of a mini game.

Mix Up: This theory is basically a mix of multiple Robot game styles. This creates intense scenes of action and tricky puzzles all in one game. Mix up is very useful when the game players are getting bored over all of the puzzles or hallways. You could then add some areas of action and thrill to liven the game up.

Bosses: In the bosses game theory, you travel through rooms (stages) and have to fight and beat a better boss every progressing stage. This theory is an experimental one and I have yet to find a game with this concept in it.

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« Last Edit: November 20, 2010, 12:18 am by sansander97 »
 

Offline sansander97

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« Reply #7 on: November 20, 2010, 12:13 am »
2.____________________Naming Your Game____________________
Having the right game name is key. If knowone clicks on your game because of a bad game name, they wont realize the game that they are missing. You try to choose a game name that someone would view when on the Recent Activity column when in the middle of playing a different game. Here are some steps to create a great game name:

1. Game Theme: Consider your game theme. What are you basing your game on? It wouldn't make sence to name a game "The Firey Fortress" if your Robot game has nothing to do with fire or fortresses.

2. Name Length: Do not name your game "easiest game ever" or something along those lines. Knowone wants to play a game that sounds un-professional. Some people (I am included) don't play games that arn't capitolized or punctuated correctly because we think that the game will be un-professional becase of merely just the title. This may be wrong in several cases but people who think that your game is un-professional by the name or thumbnail image just don't view them. You may have even created a great game! That is why you must remember to capitolize the title of your game.

Games with one or two words as the title of the game are usually looked at as being some of the best games. Some examples of these games are "Duck", "Tree" and many more. Before you decide to always make your games with one or two words, ask yourself if it really deserves such a name.

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« Last Edit: November 20, 2010, 12:18 am by sansander97 »
 

Offline sansander97

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« Reply #8 on: November 20, 2010, 12:14 am »
3.____________________Boss Stages____________________
The popularity of boss stages in the Robot creator is very high now and you should know the basics of creating these stages. It can be a great concluding point of your game. Either you pass the boss and retrieve the crystal, or you fail miserably right at the end of the game. Both outcomes could cause addiction. These are some of the most popular boss stage choices:

Hazard and Enemy: These are the hardest boss stages to get passed. You may need to give your player some health power ups before entering this final boss stage. These stages consist of both hazards and enemies combined in a neat way.
Example:
------------------
------00O00-----
----0----P----0--
------00O00-----
------------------
(P=You|0=Repellers|O=Normal Enemies):

Surround-the-Enemy: "The Enemy" in this case means you. Using this stage example, you will realize what 'lag' is. This boss stage consists of many light enemies (such as Small Enemies) that are released from a Switch Poly by the player hitting the Poly's switch.
Example:
------------------
--iii---------iii--
--iii---------iii--
--------O--------
--------P---------
(P=You|O=Switch to Deactivate SwitchPoly|i=Enemy Hidden Behind SwitchPoly):


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« Last Edit: November 20, 2010, 12:18 am by sansander97 »
 

Offline sansander97

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« Reply #9 on: November 20, 2010, 12:14 am »
4.____________________Creating a Series____________________
You may notice that one of your game gets five times as many views as the rest of your games. This is because your game is either featured or your game name is catchy. You may want to make a second version of that game and try to get more views on that game. Below are some tips for creating a game series:

Name Choosing: Let's say that your game is called "Death Train" and it gets loads of views. You want some more so you decide to make a new game but you don't know if you should name your game "Death Train 2", "Death Train: Smoke Stack" or "The Revenge of Death Train." I think either "Death Train 2" or "Death Train: Smoke Stack" would be the best choices simply because they don't mix up the title and people can easily reconize which game is the original game. You could even make a combonation of the two names; "Death Train 2: Smoke Stack." Try to remain from adding separation words such as "The" seen in "The Revenge of Death Train."

Game Making: You can either load your first game in the series and save-as the game just changing it's title and it's ending, or you can start from scratch on a whole new game. Both ways work just fine.  If you choose to keep the whole beginning of the game and just change it's ending, make sure you add a whole lot to the end of the game so that people atleast think that that the game is different from the first game. When I start from scratch on a series, I make sure to keep the same background color thoughout the series. It is just something that I do to indicate that the game is the sequal to the first game other than the title of the game.

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« Last Edit: November 20, 2010, 12:19 am by sansander97 »
 

Offline sansander97

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« Reply #10 on: November 20, 2010, 12:15 am »
5.____________________Robot Item List____________________
Below are all of the items and objects available in the Robot creator. Take a second to realize all of the possibilities.

Blocks & Tiles: Obstacle (Small/Big/Pink), Wall, Polygon, IcePoly, MudPoly, BouncePoly, Weak Wall, Pusher, EnemyFence, AllyFence, Message, Tree and Rock.

Puzzles, Al & Goals: Crystal, Allied Base, Convoy Unit, Convoy Exit, Supply Drop, Survival, Flag, Flag Home, Time Limit, Teleporter (Purple/Orange/Green), Blue Door, Red Door, Yellow Door, Blue Key, Red Key, Yellow Key, Al Path, Al Track and Al Network.

Helpers & Powerups: Ally Robot, New Ally, Heavy Ally, Health, Missiles, MegaHealth, Atomic!, Bombs, Mines, Invisible, Shield Up 1, Shield Up 2, Shield Up 3, Invincible, Mojo, MegaMissiles, MegaMines, Turrent and Launcher.

Enemies & Hazards: Enemy Bot, Small Enemy, Enemy Guard, HeavyCruiser, Turrent, Launcher, Mortar, Reverser, Drone Turrent, Disruptor, Tank, Spawner, Door, Acid, Nitro, Magnet, Repeller, HotPoly, Centipede, Electropede, BugMeister, Mogura and KOPTR.


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« Last Edit: November 20, 2010, 12:19 am by sansander97 »
 

Offline sansander97

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« Reply #11 on: November 20, 2010, 12:16 am »
6.____________________Conclusion____________________
You have just learned the basic and advanced Robot game tips and theories that I know. There are most likely many more theories, tips and strategies for the Robot creator still out there waiting for someone to discover them and tell Sploder. This guide will never end with the hopes of you adding and contributing information to this guide. I will continue to update and add theories and many other discoveries to this guide as soon as I come across them. Please post your discoveries below to share them with Sploder.

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« Last Edit: November 20, 2010, 12:19 am by sansander97 »
 

Offline moviesworthwatching

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« Reply #12 on: November 20, 2010, 01:13 am »
Pappa wike it!
 

Offline chowder119

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« Reply #13 on: November 20, 2010, 03:21 am »
Another great job Sansander!
 

Offline sansander97

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« Reply #14 on: November 20, 2010, 08:02 am »
Posted By: moviesworthwatchingPappa wike it!


Posted By: chowder119Another great job Sansander!

Thank you guys.
 

Offline Bimps1002

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« Reply #15 on: November 20, 2010, 08:03 am »
I NEVER read these (no offence) but, looks like you have done good :)
splode YOU ALL :D
 

Offline sansander97

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« Reply #16 on: November 20, 2010, 08:06 am »
Posted By: Bimps1002I NEVER read these (no offence) but, looks like you have done good :)

Thank you bimps. I supply these guides for Sploder members who want to take their game creation skills to the next level.
 

Offline Neutralization

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« Reply #17 on: November 20, 2010, 08:20 am »
Good work once again.

Mainsite: | Forums: Send a PM to me!
 

Offline RobotGuy

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« Reply #18 on: November 20, 2010, 08:41 am »
Woot!
"That's why my tombstone gon' say: "He ain't die, he multiplied" -100, Sho Baraka
 

Offline sansander97

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« Reply #19 on: November 20, 2010, 08:56 am »
Posted By: NeutralizationGood work once again.


Posted By: RobotGuyWoot!

Thank you both.
 

Offline mastam

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« Reply #20 on: November 20, 2010, 02:17 pm »
I started making a ship theory guide, guess you can have it, I'll PM you all of it if you'd like.
 

Offline sansander97

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« Reply #21 on: November 20, 2010, 02:29 pm »
Posted By: mastamI started making a ship theory guide, guess you can have it, I'll PM you all of it if you'd like.

I would really appreciate it if you did that. I will say that the portion that you created came from you.
 

Offline benisaewsome

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« Reply #22 on: November 20, 2010, 05:01 pm »
Call me nitpicky, but for future reference,

Posted By: sansander97Sploder; yet
...is improper use of the semicolon. Yes, it is used to combine similar sentences that express two parts of the same thought, but each side on either side of the semicolon must be able to stand alone as a sentence. Great job on the guide, though!
Most people stop for signs, but I've driven through it
If it don't touch my soul, then I can't listen to it
The radio don't play the splode I used to love
Or maybe I'm just growing up
I never seen a star on a red rug
If I wanna see a stars I just look above

To the heavens
 

Offline sansander97

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« Reply #23 on: November 20, 2010, 05:20 pm »
Posted By: benisaewsomeCall me nitpicky, but for future reference,

Posted By: sansander97Sploder; yet
...is improper use of the semicolon. Yes, it is used to combine similar sentences that express two parts of the same thought, but each side on either side of the semicolon must be able to stand alone as a sentence. Great job on the guide, though!

Thank you. And I appreciate you catching my grammatical error. Correcting...
 

Offline mastam

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« Reply #24 on: November 20, 2010, 06:19 pm »
I PM'd you what I had done.
 

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« Reply #25 on: November 20, 2010, 09:25 pm »
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Just be gentle, I'm delicate like a flower

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all I wan't is your big fat seed
give it to me if you please
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give it to me if you please
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I said: "What what, in the butt"

You wanna do it in my butt, in my butt?
You wanna do it in my butt, in my butt?
You wanna do it in my butt, in my butt?
Let's do it in the butt,
OKAY!

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(I will give you what you need)
I said: "What what, in the butt"
(all I wan't is your big fat seed)
I said: "What what, in the butt"
(give it to me if you please)
I said: "What what, in the butt"
(give it to me if you please)

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(I will give you what you need)
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(all I wan't is your big fat seed)
You wanna do it in my butt, in my butt?
(give it to me if you please)
Let's do it in the butt,
(give it to me if you please)
OKAY!

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I said: "What what, in the butt"
I said: "What what, in the butt"
I said: "What what, in the butt"

You wanna do it in my butt, in my butt?
You wanna do it in my butt, in my butt?
You wanna do it in my butt, in my butt?
Let's do it in the butt,
OKAY!

I feel you watching me, over there
Come to me, if you care
Don't sit and stare, it's just not fair
Make your move, if you dare

What what

I said: "What what, in the butt"
I said: "What what, in the butt"
I said: "What what, in the butt"
I said: "What what, in the butt"

You wanna do it in my butt, in my butt?
You wanna do it in my butt, in my butt?
You wanna do it in my butt, in my butt?
Let's do it in the butt,
OKAY!

It's okay, if you have a little fright
Don't you worry, I won't bite (not that hard)
If you wan't it, I'll give you power
Just be gentle, I'm delicate like a flower

I said: "What what, in the butt"
I said: "What what, in the butt"
I said: "What what, in the butt"
I said: "What what, in the butt"

I will give you what you need
all I wan't is your big fat seed
give it to me if you please
give it to me if you please

I will give you what you need
all I wan't is your big fat seed
give it to me if you please
give it to me if you please

I said: "What what, in the butt"
I said: "What what, in the butt"
I said: "What what, in the butt"
I said: "What what, in the butt"

You wanna do it in my butt, in my butt?
You wanna do it in my butt, in my butt?
You wanna do it in my butt, in my butt?
Let's do it in the butt,
OKAY!

I said: "What what, in the butt"
(I will give you what you need)
I said: "What what, in the butt"
(all I wan't is your big fat seed)
I said: "What what, in the butt"
(give it to me if you please)
I said: "What what, in the butt"
(give it to me if you please)

You wanna do it in my butt, in my butt?
(I will give you what you need)
You wanna do it in my butt, in my butt?
(all I wan't is your big fat seed)
You wanna do it in my butt, in my butt?
(give it to me if you please)
Let's do it in the butt,
(give it to me if you please)
OKAY!

I said: "what what" okay.
 

Offline 559369

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« Reply #26 on: November 21, 2010, 01:13 am »
Posted By: mastamI PM'd you what I had done.

me too? :D?
 

Offline venus

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« Reply #27 on: November 21, 2010, 07:04 am »
PFFF, THIS IS AWFUL.
























































































































































MAN, I COULD DO THIS MUCH BETTER...




























































































































































































































































































































Aww, ok, I'm just jealous.
 

Offline sansander97

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« Reply #28 on: November 21, 2010, 09:43 am »
@Venus: Lol. But could you remove your long comment due to blank space being taken up?
 

Offline hkassrulz

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« Reply #29 on: November 21, 2010, 11:00 am »
Posted By: sansander97@Venus: Lol. But could you remove your long comment due to blank space being taken up?


...

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