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SteelGolem's JournalBy SteelGolem      
SG's FFA Playthroughs
44 episodes, 1 tips&tricks
last updated 2007-11-05
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Wednesday, August 29, 2007
after doing some ranting in #GameDevelopers last night, i followed it up with a lay-in-bed-and-ponder session. the topic: video blogs. i've wanted to do a few after i got it in my head that i could (viridian can take the fall for that), i started thinking up wild and crazy things to vblog about. well, there weren't many wild or crazy things.

so what did i conclude? well, after the irc rant, i didn't know what i wanted to accomplish. my gf and i talked about it for a couple of hours and we figured out exactly what i wanted to do: i want to arrange captured clips from games with a monologue to compare and contrast different methods of accomplishing something i want to do in actionRPG.

one of the points i made in chan last night was that viridian's vblogs are generally "here's a game and some interesting stuff about it" and that they don't really have any kind of conclusion. i'm certainly not complaining about them, they're great; its just not the angle i want to take. to illustrate perfectly what i want to do -- i was trying to describe different methods of sword-fighting in games i knew to my gf during our discussion last night, but she hadn't played most of them. i needed to show her the games in action to make my point. i've tried doing this before, but by the time i've dug out the second game and gotten through its titlescreen and load somthing up (if i even have a save for it), interest has waned and the discussion turned so far away from the topic that i can't remember what it was and have to give up in frustration.

so yeah. i want to vblog about stuff i want to do in actionrpg, so that i can show what i'm trying to say more effectively. also, watching compiled clips is awesome.

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Tuesday, August 28, 2007
so i'm working thursday afternoons for an extra $300/mo to put towards a new computer. i hit up thewebbeach.com and threw together:

Intel or AMD 2.8ghz, 160GB HDD, 512MB Memory, DVD+-RW $369.99
2746 Easy TV MPEG (Watch & Record TV on your PC) Super Digital Video Capture Card $38.99
2889 LG 17" LCD Monitor, 8ms, 700:1, Black, 3Yr Swap Warranty, Model : L1718S $194.99
2880 Encore Wireless G 54MBPS PCI Adapter $29.99
Grand Total: $633.96

two months and i can get a "decent" rig with some useful appendages. i'm not aiming for a high-perf gaming machine - hell i'm using a barely-upgraded acer aspire and i'm not complaining about performance:

amd athon64 3500+ 2.20ghz, 2048mb ram, etc etc
geforce6200LE 617mb (?!)
no vid cap card
no wireless ethernet card
17" lcd mon

so yeah. the office will soon be my haven ^_^

after the compy i'll be able to start saving for other stuff too. who knows what sorta hijinks i'll get in with an extra $300/mo!

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well, shit.

i was just reading an faq for Final Fantasy Adventure. they've got gameshark/gamegenie codes that pretty much do everything i figured out in the savefiles, but work immediately after inputting. sigh.. next i'm going to find out that someone has a save files archive for every major event in the game too. [ed: checked - not on a first-pass google search of /"final fantasy adventure" savefile archive/] if not, i suppose sometime i could clear the whole thing and do that up.

on a similar note, i was thinking about compiling/archiving a bunch of my capped data and dropping it somewhere so people could access it. most of the sprite resources i've looked up sucked bad. i got a good chunk of the map-sprites for ff2us/snes, and a bit of the sprite data from ffa and zla. i really aught to have them compiled better anyways. "we'll see what time brings."

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two quickies, more like personal reminders for another day..

i'm most certainly going to pick Space Fortress up again in c#/directx and i need to note somewhere that i might want to start with a crummy tile-based thinger instead of going whole-hog into destructable geometry. get the basis of the game down before trying to make an over-complicated physics thing.

one of the next weapons i want to build in ActionRPG is a Mace/Ball'n'Chain thing, something like the one in Zelda: Twilight Princess. i saw the ball'n'chain knight from Zelda: Link's Awakening and grabbed the graphics out, and just thought today that i could use them.

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Monday, August 27, 2007
wow, i've really come around on this game. first i loved it because it looked pretty, then i played it for the first time and was disappointed.. after i gave it a 2nd shot and played far enough in, i'm glad to say my $50 wasn't wasted after all.

i'm watching my gf play it, it looks like she likes it quite a bit. she's picked it up pretty quickly after watching me for a bit and going through all of the tutorials. some of the tutorials were a little frustrating, like the material0 + seed -> material1 one. having full bags at the time certainly didn't help things.

the last thing i did was open up the kitchen and cafe, and did a little grinding to get some items for recipes. i'm pretty far in the first character's story, shouldn't be long to beat her and open up the next. i'm fascinated about how the game will play with other characters, as well as how the story plays out from their points of view. that aspect reminds me of Seiken Dentetsu 3.

i guess that when i finish the valkyrie's story, i'll have "beaten the game" and i guess that means i don't really have any reason to continue playing with her. that's a little disappointing, but at least they distract you with what, 5?, other characters to play through. i'll know how i feel when i get there.

the action felt too fast-paced to me before, i complained, but i just wasn't used to that. now that i have, i wouldn't have it any other way. i think the fighting mechanics feel a little too simple, i'm hoping (but doubting) that there's more to the melee fighting than a simple combo and air attacks. you can use attacking potions, and the Napalm and Blizzard (or ice whatever) are very effective, but with the limited inventory space, you can't really stock up on them too much.

limited inventory space. you can buy extra bags to expand your space, but i still find myself getting lost in the item rings, even after i've sorted stuff with R2. i didn't like item rings in the Seiken Dentetsu series, and i don't like them here in Odin Sphere either.

growing stuff is cool. it sounds so dorky, but i think its great. i played harvest moon on snes - and enjoyed it - and this isn't quite the same, but it shows i'm not scared to farm in my vidja games. [ed's note: that harvest moon with fighting should be neat!] heading out to a field to hunt for seeds to grow plants that will bear the fruit (or sheep?! yes you can grow sheep from a plant ) for you to use in a recipe that will crank your HP Level up pretty quick.. thats novel to me. i enjoyed doing that for a half hour this afternoon.

the eat-food/hp-level-up thing is a good change from the classic rpg method, as well. i've always said that ff2 and seiken1-3 had the best idea for levelling up stats: use the damn skill to make it better! now you can't "use your hp" and i get that, but it makes more sense to me to eat good food to increase your health and stamina, than to beat up on monsters endlessly. an interesting spin i just thought of on the food thing is to have candy or burritoes which are obviously bad for your health but could boost you in other ways, like making you hyper or giving you bad gas (which you could light on fire for a nice limited-time area fire effect... )..

but yeah. ff2 was about taking damage to increase your maxhp. makes perfect sense to me. odin sphere is more akin to River City Ransom though - eat food to improve stats. [editor's note: RCR fekkin RULS~~!!~11] and i'm down with that. chicken's one of the best things i can use for HP exp right now. which is friggin' hilarious.

oh, and the game's right pretty. and the dubbing ain't too bad, but the japs do it better. head to the kitchen or cafe and tell me the jap sounds worse. i'll kick your ass if you do.

if you decide to take a chance on the game, make sure to play into the game at least a couple of hours. don't play through the first chapter and make a decision. you're missing out on a bunch of stuff they don't show you right up front. definitely rent this though.

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if the only real difference behind rpg games is how they limit access to abilities, why am i so obsessed with figuring out how to build diablo with ff tactics in mind? getting a set of abilities into the game seems to make more sense to me than anything else.

lessee. of all the things i need to add, i need to figure out which i want to add most.

i could add an item screen, but i'd need to have more items. no, i'll probably do an ff/dq item-list before i do an item screen. and even before that i'd still need more items than potions.

i could think about different kinds of items.. swords with different attack values, maybe a couple of different kinds of potions? since right now the focus of the game is on killing the monster and staying alive, that makes some sense.. that'll sit high up on my priority list.

adding in a ranged attack seems to make alot of sense to me right now. after playing ultima: quest of the avatar so much recently, i can't forget that. i do most of my battles with Bow and Sling and more or less finish off the monsters when they get close enough. (well, not counting when the monsters start off surrounding you) funny though, i'd rather go at a monster in ffxii with a good sword or katana before i'd take them on with bows, unless i'm just running through a wimp area. i guess ranged attacks' effectiveness depends on how many hits you can get in before the monster closes the distance.

another fun aspect to ranged attacks is making it reasonably easy to switch to a melee weapon. ultima:qota has it so you equip both melee and ranged and it decides which to use based on whether the monster is right next to you or not when you choose to attack it. in most other games, you have to go through the equip screen. at one point i was doing the equip-swap in ffxii because i'd get an extra bit of damage in, and i do it in diablo2 because i can swap with W and its not too bad. generally you only get the one extra hit in though, it doesn't really seem to matter much most of the time.

so when i get to ranged attacks, i have to make sure they don't make the game too easy. i've played games where you could literally get a monster caught on the map and just stand there and hit him until he dies, even if you're only doing tiny bits of damage. that isn't a good thing to be able to do, in my opinion.

a list of some things to add to actionrpg: damage variance (better equipment, levelling, poison/element-dmg), healing variance (better potions/spells, levelling, regen), status effects (poison, freeze, haste/slow, float), movement boundaries (maps), AI

i'm stuck on final fantasy, i know. its been an influence on me since i was but a wee child. alternatives like dragon quest and the tales series have burned their mark, and i'll surely be looking to them for things (30%/60% gumi, for instance - better than fixed value pots)

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Sunday, August 26, 2007
awrite! everyone's job level is mastered and i beat Omega. i was running low on battery and i was at the gf's parents' place, so i couldn't screw around too much - so i had to skip over Shinryuu. he whooped me twice and i gave up and took out Exdeath/X-Death/Exodus. i think to myself that the final battle would have been easiest with !Bladeblitz but !Rapidfire did the job for me. maybe two and two? [edit: there's only 4 targets, and !bladeblitz doesn't hit every target every time, like !rapidfire does] anyways, i didn't do the bonus cave yet.

i'm gonna talk about that for a moment. what's up with bonus caves, anyways? they've been putting them in since they started revamping the older final fantasy games. why do i need a reward for beating the game? i'm going to do that anyways. how about instead, when i'm near the end of the game, you open it up? when i get to the inner sections of the core of the moon in ff4, open it up and let me go outside! after you let me into the void in ff5, open it up! after i beat the game i don't want to go to a harder section of the game, beating it is supposed to end it! if its something like diablo, that's different - you can't really "beat" that one, its never-ending. the only "extra dungeon" i've gone through and beaten were the shrines in ff1 - and for the exact reason i describe above: they weren't a beat-the-game bonus. they did it wonderfully with ff1, and it was even encouraged to go through the new dungeons repeatedly. anyways..

i gotta stop it with the brain-dumps, and start actually planning out what i'm going to drop in here. but that seems like work! bleh..

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wow. another beautiful game that plays like crap. well sure, the controls are tight, and the alchemy isn't too bad. you're rewarded for doing well in a stage. all of these points are good aspects, but the flaws literally break the game for me.

- the game's difficulty is way over my head. i've seen more gameover screens in the first hour than i've seen in any game in forever. they've put in difficulty settings, i had to reset it to easy after the 3rd stage. they seem to have built the game around that fact; you restart the stage automagically when you die with your stats reset to when you came in. that's bad game design, to me.
- they allow the dizzy status effect much too early in the game, and allow it more often than i think is fair to. poison they introduce early on as well, and its not quite as bad.. but i've died enough times from not having antidote or materials to make them.
- the inventory system is broken. you're allowed to buy a bunch of neat-o items at the start and you really can't keep them all if you need to stock up on healing items and antidotes. finding items is difficult when you don't remember which bag they were in, and arranging them is even worse. you have to drop it on the ground and then switch to the bag you want it in, and pick it up again. i guess inv management is one of the gameplay mechanics expected to be performed. bad designers! [edit: oops, apparently if you press R2 after opening the item ring, you can get into something more complicated. i'll have to try that.] [edit 2: yeah, the R2 thing lets you move stuff around easily. i still think its kinda broken though.]
- the hp bar gets lost amongst the enemies' and i'm too busy concentrating on the battle to look up at the corner to see my numbers. i'm rarely aware of my hp status and so i often die before i realize i was supposed to get away and heal. this might just be that i haven't figured out what to glance at yet, there's an hp bar up there, its just buried.
- [edit: scratch this point. i just didn't play it quite long enough.] you can go back into stages but they don't respawn monsters. its hard to play with the systems and stock up if they don't give you chances to get more money and items. i'd plant alot more if i could spare the seeds, and even more difficult is getting the phozons to appear so the plant can grow and bear fruit. if there aren't any monsters to kill, there usually isn't any butterflies, and the only other way is that special plant that bears 12 phozons. and you can guess how often those drop..

i paid $50can for the thing, so i'm going to play it a bunch more. its interesting how they strung together side-scrolling stages and maps, it reminds me most of River City Ransom. but anyways.. i'm still glad i bought it. lots to learn from here.

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Friday, August 24, 2007
updates are coming at an agonizingly slow pace. not alot worth mentioning, but here's something more than nothing:



now you can use one of your potions to recover health, and the darknut will drop a potion when he's been killed so you can restock your potions. you can die now too - nothing too serious, you just gotta click a button that pops up to come back to life. darknuts are spawned in random places now, so you can see the potion dropped from the last darknut at the same time as a newly spawned darknut.

the code doesn't actually support more than one instance of any of the different objects. i can't have more than one potion sitting on the screen at any given time because of that. obviously that's pretty high up on the priority list. i don't really have any big reason at the moment to have more than one of anything else yet, so i can put that off until it becomes necessity.

of the many things i could do, i'm not sure which i should do next. i suppose it should either be something about the darknut AI, or add other actions to the hero's functionality. what will the hero be able to do next?

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Monday, August 20, 2007
checking out all of my ps1 games in ePSXe.

ff-tactics: i mentioned this game in my last post, forgot to mention that on the "stage select" screen the background is messed up and you don't get to look at it. but who cares, you can see everything else, and the rest works pretty nice. still looking for a way to speed it up, can't seem to find a setting that give anything decent.

dqvii: started a new game and i struggled through the opening movie. whatever's causing the pauses is making the movie sequence slow down to a crawl. doesn't matter what the vid settings are on either. i didn't have the patience to sit through that to get a savepoint. maybe another time.

cv-sotn: i didn't have any problem with pausing like i had with ff-tactics. in fact, the game might have been rendered unplayable if that had been an issue, so thankfully its not. the game works without any hitches as far as i played; i got through several voice-acting sections and saved at the first savepoint.

gt1: opening movie sucked out, but you can bypass it with start. for some reason the game wouldn't play right until i picked the 'nice' setting of "pete's psx d3d (dx7) renderer". the sound was all retarded. musta been sync problems. i probably won't be playing alot of this one though. nothing beats destruction derby 1.

ff7: where's my disc1?!?!?!?

ff9: opening movie seems to be working fine. maybe i had the settings up too high. i wish i could skip it the battle-transition effect is all messed up. slows wayyy down. i might have to turn off special effects like that for this game, put the vija settings to 'fast'. didn't make it to the first save, so i used a savestate.

thats all the games i have for the psx. not saying its all i'm ever going to have, i still gotta grab sf alpha3, destruction derby, and some others i can't think of right now. woohoo, i can screengrab from psx now!

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took some compy time, worked death into actionrpg. next up will be healing, as a necessary function for prevention of death. i'll probably go with a health potion as a means to acheive that end, because i can have enemies drop them eventually so you can replenish your stock.

also grabbed a playstation emulator (ePSXe) and tried out ff tactics on it. smooth, pretty sprites, at the price of occasional pausing. i don't mind the pausing since its a turn-based game. i tried using a savestate, and it got me back in fine, but the music breaks and sounds like loud white noise. if a battle is going particularly well and i have to get up for some reason, i'll make use of it and just turn down the volume. thanks again, viridian. the only thing i could whine about would be the lack of an easy way to skip frames between choosing actions. its the only way i get through rpgs in emulators, its too slow the regular way.

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Saturday, August 18, 2007
i finally got my copy of final fantasy tactics. pretty sweet. i've got a few things to say about THIS one.

i'm enjoying the challenge. the random encounters pit you against monsters at your level so you're not able to just walk in and beat the living crap out of them endlessly. it also makes it tough to grind unless you learn how to work the system. i think i've got it down, but i can't seem to manage 5 monsters, they're smart enough to take their time waiting for me to screw up. i don't mind hitting reset every once in a while, well i do.. but they were still figuring out how to make video games back then so i can cut them some slack.

i've mastered monk and learned all of the useful abilities out of it for my 5 main troops. i'm working on theif right now, and almost have it so everyone can steal every type of thing. as soon as everyone's theived up i'm going to try the next story segment and see if i can strip all of the enemy units of their stuff. should be interesting.

----

of all of the final fantasy systems, i feel fairly knowledgable about:
1, 2, 3?, 4, 5, 6, 7, 9?, 12, tactics, tactics advance?

i'm not sure about III because its so slow to grind out all the classes and i just haven't put the time in yet. i've played a good chunk of IX, but i'm thinking i didn't play quite enough of it yet to be a certified competent in it. i got the gist though. i think of tactics advance as soup with tactics and IX stirred in, and i haven't figured out how to get random encounters so i don't know how to play the thing.

i'm starting to get a good feel for how the core Final Fantasy system has evolved. first and foremost, they're building a game for profit. took me a while to get that. if you're building a game to sell, you gotta make sure that the end user feels like they've gotten their money's worth. ideally you don't want to make your system Perfect because you're going to wind up building sequels that are version improvements or copies that fall short.

to make a quick example, the dragon quest series shows this in spades. dq 2 was an obvious improvement over 1. painfully obvious, end of point. dq 3 had vast leaps over 2 as well. but thats where things sorta stop improving. from what i can remember dq 4 didn't have anything particularly new. they just used the engine from 3 and built a new story. dq 5 wasn't much different iirc. i haven't seen the 6th. dq 7 was dq 3 with a prettier 3d world. dq 8 was more of the same, but with an added alchemy pot.

with final fantasy, they didn't just improve the system until it did things "perfectly". it looks more to me like they're exploring different ways of looking at the same thing. many of the games look just different enough to people that they're willing to go through the same process again and again.

----

you've got your core abilities - fight, item, defend, flee. every game has that. every game has a way for characters to do other special abilities like magic, jump, steal, whatever. all that's really different is accessability. every game limits your access to the entire set of abilities in some way.

in ff1 you pick an ability at the start when you choose your job and you're stuck with it forever.

in ff2 each character has a set number of slots you can fill with spells - you're not allowed to have every kind on one person.

in ff3 you can only have a single job active at any given time, and each job comes with its limited set of abilities.

in ff4 each character is pre-jobbed and you can't change them. spellcasters can learn spells as they level up, but only spells of the job they've been set to.

in ff5 you need to pick a job and level it up to open up abilities. the job will come with a single ability, and you're able to set a 2nd ability for use as well. they started giving a little more leeway here.

in ff6 special abilities are once again hard-wired to individuals. spells are gained by levelling up espers, and everyone can get access to every spell. you need to get the espers first though. hard-wired abilities are built up mostly by levelling.

in ff7 abilities are gained by socketing equipment with gems containing the abilities. you're limited by the number of sockets your character has on his or her equipment. you also need to gain the gems before you can use the embedded abilities.

in ff9 abilities gained by equipping items with the abilities in them. a staff may have a spell in it, but equipment is limited by class so you can't equip it to a knight. instead, you need to find a sword or helmet with the spell in it and gain the necessary AP.

there aren't really any abilities in ff12. they instead have limited equipment and spell usage. you can buy something but you can't use it unless you've earned its license. you can likewise complete the license board and not be able to use most of it if you haven't found it or bought it.

in final fantasy tactics, if you're willing to put the work in, everyone has access to every ability at the very start of the game. you just gotta grind for the job points.

----

part of the big question seems to jump around whether or not things should be hard-wired or not. should every character eventually be able to use every ability? if you answer yes, you allow extreme amounts of customization and strategy. if you answer no, characters are specialized individuals and are unique from one another. no matter which path you decide to take there is plenty of opportunity for strategy and character development. i'm still not sure which is more important to me.

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Monday, August 13, 2007
the gf borrowed her friend's brand-new inu-yasha season 1 and 2 dvds and claimed King of the TV on me yesterday. to fill in some down-time (too much of THAT lately!) i booted up the nes emulator and started working my way down the list. played ff2 and 3, dw1, chronicles of the radia war, crystalis.. wasn't really feeling any of them though. but i WAS interested in starting a new game of Ultima: Quest of the Avatar.

i haven't ever beaten the game, much less played through very far, and when i booted it up this time i think i was more interested in ripping sprites.. but then i started getting into it. i got a peice of paper and a pen and i started mapping out where the moongates went. then i got another peice of paper and started writing things down that the random town NPCs were telling me. picked up a bunch of the PCs and started levelling a bunch. found the town with the telescope, looked at the map, took a screenshot and inverted the colors - and printed it out. now i've got pen marks all over it pointing out where some of the stuff is.

what's up with that? i don't remember the last time i played a game where i needed a pen and some paper to figure a bunch of the stuff out. and i'm enjoying it. i'm probably going to play it again after i get home from work. and i'm not using an faq.

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Saturday, August 11, 2007
know what i hate? stuff you can't go back and do in games. there are times when you get stuck in an area for a while, and they tell you to save a new game cuz you won't be able to get out right away. that's cool. they progress the story in a way that lets you go back to most of the areas. i understand they can't let you back in some tower once it's crumbled to dust. some games aren't as nice as ffxii, i know.

but i mean stuff like selling items you were supposed to keep for miniquests, or putting items on monsters you only get that one chance to steal them off. if i didn't "look ahead" in an faq, i would never have known that i could keep stealing from this one guy, and the stuff i eventually got off him i could easily have missed and never found. turns out the stuff was mostly junk compared to the stuff i had, but the point is still valid imo.

another thing that pisses me off is the non-mark hunting stuff. you won't see it till near the end of the game, but i'm not spoiling anything by talking about it. i caught a couple of rare monsters by fluke. i was actually looking for them at the start, but after a while i just gave up and it seemed like they were randomly appearing. the clan primer tells me otherwise, but i'm gonna have to rely on an faq to get me a bunch of them. that sucks. if a game needs an faq, the designers didn't finish the job right.

i don't want to play games where i'm expected to play around with too little information about what i'm trying to do. i understand its sometimes difficult to give hints without being obvious, but if you work the learning curve right, trying different things out will come naturally when you take the training wheels off. i pretty much rely on the same thing to get me through most of the game, and there really wasn't much reason to change alot of it. about midway through the game, when you haven't got quite enough to walk the rest of the way through, you have to juggle a bit. but once you've got most of it, there isn't much thinking really needed. only the strongest marks need any real thinking.

had to get that out.

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Thursday, August 9, 2007
hardly worth updating about, but i'm very slowly getting work done. i've got about the crappiest version of this thing i've ever made going, but its got some stuff in it i've never done before.



no demos yet, this ain't worth sharing out. anyways you can slide around the hero (no animation) and have him "stab" his sword in front of him. i didn't even bother to have the sword move, i just set it in front of him for a fixed amount of time. the darknut on the left "stabs" at a fixed interval, but basically just sits there attacking repeatedly. if you stand where he "stabs" and you're hit with the sword, you take 15 damage every attack. if you hit the darknut, you deal 16 damage every attack. i had to fix it so that you wouldn't do damage every frame - rather you only do damage once per "stab". same for the darknut.

when the darknut dies he enters a dead state and disappears. when the hero gets to 0hp nothing happens. i don't wanna deal with player death when there's no game world yet. i guess i could put that in for a laugh though, and actually use the dead sprite frame i grabbed for once.. i'm guessing that the next thing i'm going to do is add a healing item the hero can use to heal with, and that the darknut will drop when it's killed. i should probably give the poor darknut a better AI but thats not really as important as player recovery at this point.

more updates as i do stuff.

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