Promising character updates
Friday, May 15, 2009
As I mentioned earlier today, there have been some pretty cool things happening with my in-progress characters in the past few weeks. Here are a few of them:
New Thing 1
* I recently received an email from Jet the Phoenix with a very generous gift, and a great idea. The gift was a large subset of Parasite's sprites, edited to include the white stripes that his modern incarnation usually sports:
The idea was for a very sophisticated "smart palette" for Parasite, which would enable me to not only have the green shorts and white stripes versions, but a ton of other character-inspired variations as well:
Shortly after JtP sent me this stuff, I shared it with my friend and talented sprite artist Sei, and completely unsolicited, she generously sent me a new, more aggressive stance for Parasite, using the smart palette JtP had designed!
New Thing 2
* In another unsolicited and generous offer, Sei sent me this new stance animation for Lobo, which I will be adapting to the character soon:
New Thing 3
* Lots of people have been sending me their ideas for Sinestro moves. Some have been really good, and I'm looking for ways to incorporate them into the character. No screenshot this time, but trust me when I say he's looking pretty promising.
The 5th Day of Christmas
Saturday, December 29, 2007

Sorry this one's coming late in the day; Saturday tends to be a pretty busy day around my house. I was also struggling with the new "pope lobo" animation, until BobStarsky bailed me out last minute. That guy's a terrific pinch-hitter! :D
Anyway, here's day 5's gift: an update to Lobo that I've been cooking up for a while now. Here's what it's got:
- fixed the AI bug that caused him to spam the MM Airlines move
- improved AI for Main Men clones (they're pretty vicious now)
- tweaked AI on a few other small particulars
- fixed the winKO flash so that it doesn't (shouldn't anyway) ever get triggered twice on a win
- minor cosmetic fixes to a bunch of sprites (thanks to Jeff for most of these!)
- replaced the gun-reload animation with a better one created by the ever-talented BobStarsky
- added "Pope Lobo" intro w/ space dolphin (thanks to BobStarsky for help with the anim!)
- added damage dampener to BFG hyper
Go get Lobo here.
As with all the other chars I've released in this 12-days blitz, please feel free to post any feedback you have at the ScruffyDragon forums. His release thread is here.
Labels: 12 Days of Christmas, Lobo
Rhymes with "Croprastinate"
Tuesday, November 14, 2006
Okay, so I'm procrastinating a paper that's due tomorrow in my Semantics class. Sue me. =PAnyway, I've revamped the Characters section of the site, and there's a few cool things in there some of you may not have seen before.
Likewise, I've uploaded a slightly-improved version of Lobo, due to a couple small issues in last week's release:
1. the small face pic on the select screen had a screwed-up palette (I was testing on a different screenpack, so I didn't notice until someone pointed it out to me :$)
2. Mr. Hook special had minor issues if it connected in the same split-second as an opponent's projectile (e.g. Thor's Thunderstrike) hit him.
3. tweaked the AI that makes him a bit smarter when facing enemies he can't hit with his projectiles due to super-armor or the like.
Labels: Lobo
Lobo's done!
Sunday, November 12, 2006
Okay folks, after some pretty extensive beta testing and ShinGouken showing me how to do AI, here at (long) last is the first official 100% release for Lobo!



New stuff since the previous version:
- Added Fraggaboom! grenade special move
- Added Main Man Airlines hyper move
- Added BFG (Big Friggin' Gun) hyper move
- Added 2 new RotGut effects: Super Armor & Super-Speed
- added custom anims for burned (Batman/Dhalsim), frozen (Ice), and Midnight Bliss (Dmitri)
- pretty decent AI (thanks to ShinGouken for starting it and showing me how it's done)
I have a few more things to add, but he's basically done at this point. Enjoy! >:)
What are you waiting for? Go & get him here:
Lobo page
Labels: Lobo
Friday, November 03, 2006
Do YouTube?Here's my first ever YouTube video... a preview of all of Lobo's new stuff. In related news, the beta is going well and I'm implementing my testers' feedback to make the upcoming public release even tighter. Stay tuned...
Halloween
Tuesday, October 31, 2006
Well, if you're reading this you've probably already noticed that I've redecorated the site for Halloween... and if you've been paying attention to the DCvsMarvel forums, you also know there's another reason for the change in color scheme. Yes, Lobo's due out for another MAJOR update... most likely the last public release he'll see before the DCvsM game is released. It's in the hands of my beta testers now, and I'm doing some final tweaks based on their feedback. I've also asked my teammate ShinGouken to craft him a killer AI to match the one he did for Ice a few months ago, so time permitting that'll be part of the release as well. I'm not going to commit to a release date, but I can say it'll be some time in the next week or two.Until then, some teases to whet your appetite:

Another Lobo update
Wednesday, September 20, 2006
I've just updated Lobo again... it was a code-only change (only 2 small new sprites), so was something I could do easily in my "down time" at school.
Beta 3c, now available on Lobo's page, has the following updates from the March version of Beta3:
- fixed the fall-off-the-screen bug (was fixed last week in beta3b, but meh)
- tweaked the behavior of the air frag special when out of ammo
- re-added the "dizzy reapers"... somewhere along the way they got commented out... :|
- re-implemented the clone timeout for Main Men (again, this was disabled in the last release)
- reduced power requirements for Lights Out & Main Men to 1000 (was 3000 =P)
- implemented a new RotGut effect: 2x attack power for a short time!
Those last 2 items should change his playing dynamic quite a bit. >:D
Labels: Lobo
Lobo - bugfix update
Wednesday, September 13, 2006
I just uploaded a minor bugfix for Lobo... a lot of people have written & told me about the "falling off the screen" bug, and I've finally figured out why it was happening, and fixed it. Go get it here: Lobo WIP pageFixed in this release:
- air recover, recovery roll, and safe-fall were all only halfway implemented, leading to the occasional "falling off the screen" bug. This has now been fixed.
Still a few things left to add before he's done... see todo.txt for the list.
Labels: Lobo
Lobo update
Thursday, March 23, 2006



I've updated Lobo to Beta 3... he's nearly done, and I'm more and more satisfied with how he's turning out. :)
New in this release:
- added an air throw, and fixed bugs in the ground throw
- revamped the Frag special:
- added an ammo counter & reload command (taunt)
- made the shot count vary with the strength of the punch button used
- added an air version
- new hyper: Lights Out, Clyde!
- new sparks throughout
- several minor bugfixes & tweaks
(you can get all the gory details in the readme)
Get him here.
Labels: Lobo
Minor character updates
Friday, January 06, 2006
Ice & Lobo both have minor updates coming soon, maybe by the end of the month. I've also started working in earnest on Parasite.Loganir has decided that he wants to program John Stewart, and since he & McCready are the ones doing the sprite edits, that's their prerogative. Anyway, it means one less WIP for me, which I suppose is a good thing. On the other hand, I've picked up a new WIP for the Marvel 2099 project. No character page yet, but I'm doing the initial coding for Medrop's Spider-Man 2099. So I guess it all balances out, somehow. ;)
Lobo Beta 2 Released!
Tuesday, June 14, 2005



I've released a new public beta of Lobo, finally. 3 specials (one incomplete), and 1 hyper so far... with more to come. I'm in the process of updating the Characters section of my site, so if you get lost and can't find the Lobo page, here is a direct link.
Labels: Lobo
Real Life gets in the way sometimes... =P
Monday, May 09, 2005
Okayokayokay, 2 months with no update = teh suck. I know.I'm also WAAAAAY overdue for a site update. That'll happen with my next character releases...
Ice & Lobo are in their final finishing touches now before release. I'm not gonna give a date, because I'll probably blow it, but I can say that they're both really close.
After that will most likely be Marrow. Then GL (Enzo is working fast on his share of the edits, which is turning out to be most of them! :))
Labels: Green Lantern, Ice, Lobo
Guess I owe everyone an update...
Friday, March 04, 2005
I've been busy with a bunch of stuff, some MUGEN related and a lot of them not. But so you know that there IS progress in my WIPs, I wanted to give you all a "State of the WIPs" update.

Lobo
Basics are all re-done with shinguards, thanks to Magus's help.
Voice is more or less done.
I'm re-editing the sprites for his Hook and Frag specials; they weren't very good. :|
Ice
I feel like she's so close to being finished that it's hard not to just release her now as-is... but there are still a few things she needs added. Magus just sent me a load of new sprites for her (things like a recovery roll and alpha counter), and she still needs a few sprites to finish her Amalgam attack, but she's most likely going to be my next release.
Her voice is also more or less done, thanks to some donated stuff from Loganir. :)
Green Lantern
If you've been visiting my site for very long at all you know that this guy's been on my "TO DO" list for pretty much my entire public MUGEN career. Well, thanks to my friend Enzo, he may someday soon become a reality... Enzo's sprite editing skills have increased TREMENDOUSLY over the past few months, and he has volunteered to help sprite a bunch (most?) of GL's stuff, so that the char actually gets done (what an amazing concept :-p). He's done a great job so far in making the new sprites fit the style that PrimeOp did so well in the sprites that HE finished, it should be seamless. I hope to post more here soon.
Marrow
Somebody has finally figured out the ArtMoney tables for Marvel vs Capcom 2, so a full sprite sheet of Marrow has finally been released. With that, I'll finally be able to go back and add in the stuff that my old WIP was missing... but there are still some pretty major programming bugs that I need to find and correct before she sees release... and somebody out there just might beat me to it, if I don't hurry. :-P
Silver Surfer
X-Boy recently sent me some new stuff he's working on, but it's not ready for me to add yet. Maybe I'll update this soon.
So I guess the theme of this update is, "I get by with a little help from my friends." Every single WIP I'm actively working on has had other people involved as well. Guess I just work better in groups. ;)
Labels: Green Lantern, Ice, Lobo, Marrow, Silver Surfer
One more teaser shot...
Sunday, December 05, 2004
DCvM teammate Magus is helping me finish the shinguards/kneepads in Lobo's sprites (big thank-you to him for that!), and I'm adding some more moves and stuff. He & Wolvie here are going to be part of this thing we've got coming up. ;)
Labels: Lobo
Time for an update...
Tuesday, August 03, 2004
Gee whiz, time goes by more quickly than you'd expect it to. Lots of stuff has happened since last post here (remember, Warmachine Madness forums are much more active when it comes to finding out what I'm doing ;)).Lobo: Main Men and Mr. Hook are done. Working on his Frag! special, but it still needs to be balanced. When the air version if done, I'll be releasing Beta 1. Not long now. Also, this Lobo the Duck sprite was done for a sprite contest over at Warmachine Madness, but it's the basis for the Amalgam hyper Lobo's going to eventually have (except it might not be a proton cannon by that point)

Ice, Parasite, & Green Lantern: Actually I haven't worked on them since last update, but they're coming to the top in the pile of WIPs that I have on my plate now... I'm afraid I've taken on a bit more than I should have at once. :-
Marrow's nearly done. Just have to clean up the nasty sprites from the Bone Buster & Stinger Bones hypers, and fix the programming of the Ricochet Slash and Ride & Slash specials (both are off a bit). She'll very likely be my next release.
Guido: He's coming along rather nicely. Has a few specials & hypers now, McCready's working on a few more and he'll be done. Maybe in a few months...

Silver Surfer: X-Boy, the guy who's Human Torch WIP I'm programming for the Fantastic Four Project, has sent me a slew of cool Silver Surfer sprites, so I've started putting him together too (Torch is on hold, by the way, until Surfer is done). I've got his standing basics done, and have sprites for most of his gethits, crouching & air basics, so they'll be coming up soon too.


Labels: Green Lantern, Human Torch, Ice, Lobo, Marrow, Parasite, Silver Surfer, Strong Guy
20 lashings with a wet noodle...
Thursday, May 20, 2004
Okay, okay, so you people probably want an update, since it's been almost 2 months since I've done one. =P (I shouldn't have to remind you, that the forum is the place that news usually hits first)Anyway, what to tell you?
First, Lobo. Beta 1 (remember, the last version was an Alpha) should be coming pretty soon. I just have a few more things in his "Mister Hook" special and "Main Men" hyper that need tweaking. Previews...

Ice. She's nearly beta-quality now, but Smogon & I have agreed to continue working on her until she's 100% complete... which shouldn't be TOO much longer, I hope. As of now she's got the Iceball special and Hyper Iceball super, as well as a Blizzard super that gives her an advantage over her opponent (unless it's Iceman, Sasquatch, or another Ice!). Some pics:


Parasite. I've had a heck of a time with this guy, but I've got a frankensprited stance nearly complete, it just needs a little upper-body animation, and the costume detailing:
Human Torch. Actually, nothing new to report here. :-.
Think that covers it for now. ;)
Stuff is happening...
Monday, February 23, 2004
Believe it or not, I've been quite active working on my chars and other DCvM project-related items recently... I just haven't posted about it too much. For one small tease of Lobo's first Hyper move, check his WIP page.Labels: Lobo
Definitions...
Thursday, January 15, 2004
Okay, for those of you coming in from MBGR, MugenFury, MugenGuild, and so on, this is for you:Lobo ALPHA does not refer to "Street Fighter ALPHA", even though that's where the majority of the base sprites came from. "ALPHA" is a software term that means "not yet beta quality." So the "Lobo alpha" is a PREVIEW release. Don't expect complete sprites, or a complete moveset... because they're not done yet. ;)
Labels: Lobo
Two things
Wednesday, January 14, 2004
Thing 1: I added an overflow location for when this site gets shut down due to overused bandwidth (like it did yesterday :p) The response to Lobo was more than my server could handle, with my bandwidth limitations... so if you want to download him and can't, try here:http://www.geocities.com/buyog2099/
Thing 2: Superboy has some new anims on his WIP page.
He's HERE!
Tuesday, January 13, 2004


Lobo preview release Alpha 2 (Alpha 1 was a private release) is now available! Get it here!
Also, a note about this release: DON'T EXPECT PERFECTION! It's NOT complete, many of the sprites aren't fully shaded and most don't even have the shin guards/knee pads yet! This is just a taste of what's to come.
You can read the full readme for this release here (and I highly encourage you to do so).
Have fun, and feel free to email me any bugs you find in this version, or any requests you have for the next version.
Labels: Lobo
The Alpha Male
Saturday, January 10, 2004
It's official. Lobo's now in private-release alpha to the DC vs Marvel core team. After I get & apply their feedback to make him an even BETTER char, I'll post him here in public. :)Labels: Lobo
GetHits and Falls
Thursday, January 08, 2004
Make that *6* gethit sprites left to go. ;)Labels: Lobo
Still to do:
- gethits (10 of 22 sprites)
Labels: Lobo
Wednesday, January 07, 2004
Also finished the major programming work for the first release... now I just need to finish the last gethit sprites and add them to the SFF, and he should be good to go! Maybe by the weekend, it'll be to my beta (alpha?) testers. :)Labels: Lobo
Also did a few more gethits, bringing the total work remaining to:
- gethits (12 of 22 sprites)
Labels: Lobo
Tuesday, January 06, 2004
Re-ripped the gethits and re-edited a couple of them last night.Still to do:
- walk (6 of 8 walk sprites)
- gethits (15 of 22 sprites)
To whet your appetites a bit, here's the standing guard anim:
Oh! And I'm starting to go back and fill in kneepads, though still not going to do them for every sprite at this point... I want to get this alpha out before the end of the week!
Labels: Lobo
Monday, January 05, 2004
Finished the blocking sprites in a fit of boredom (yeah, I should have been working, but it's a Monday... :-P). So just the walk & gethits left. :)Labels: Lobo
* knocked out 3 of the 6 blocking sprites I'm going to include (in the previous update I'd only actually finished 1 of the 6)
* updated several of the standing punch sprites (light and medium) due to palette issues
* added another palette (bringing the total to 8)
So, pretty much just gethits and walks left to go. I think for the sake on my sanity I may just include Birdie's ultra-goofy walk anim for the Alpha, and fix it later. :-P
Labels: Lobo
Sunday, January 04, 2004
Still todo for Lobo's Alpha release:- walk forwards (AAARRRRRRGGGGHHH!!! I HATE this anim!!!!)
- walk backwards
- still more gethit/falling sprites (there are way more than I have the patience to do all at once :-P)
- intro/taunt/winpose (maybe for this release, maybe not)
Done since last update:
- guard/blocking frames
- jump attacks
- figured out how to program multi-hit moves (e.g. the headbutt)
Labels: Lobo
Fraggin' Countdown
Monday, December 29, 2003
Here's a slightly revised "TODO" list of what I've got left to do for the Lobo alpha:- walk
- backup
- several more gethit/falling frames
- a couple more jump attacks
- possibly an intro & winpose...
Knocked these things out this morning:
x headbutt
x jump (and superjump)
Labels: Lobo
Look, ma!
Sunday, December 28, 2003
He can jump!
Here's what's left to do for the Lobo alpha release:
- walk
- backup
- a couple more jump attacks
- possibly an intro & winpose...
Labels: Lobo
Lobo's almost here...
Tuesday, December 23, 2003
Okay, I'm most likely going to miss my Christmas goal (sprites are almost all done, but I've still got to PROGRAM the new moves =P), but New Year's seems likely at this point. Just remember, I'll release it privately before I release it here, so don't get too upset if you don't see it here by 1/1/04. ;)Labels: Lobo
It's nearly Christmas...
Monday, December 22, 2003
...and I've got a minor update in my Lobo WIP page. Expect to see more, soon!Labels: Lobo
Friday, November 28, 2003
Lots of stuff going on... holidays (Thanksgiving here in the US) always afford me extra work time.Mostly involving Lobo... I've ripped and am editing crouching & jumping anims, as well as crouching & air attacks. Keep checking the Lobo WIP page over the next week or so,and you'll see some of what I've been doing.
Also, I'm working with Viktor Fries and ss5ace on the official DCvsMarvel game screenpack. We've been kicking around some ideas for a new select screen, as well as the lifebars I told you about in my last post. I've gotten some feedback on the ones I posted here, and (someone who had better remain nameless) has graciously volunteered to apply some tweaks of their own.
Labels: DC vs Marvel, Lobo
Minor tweaks all over
Monday, September 15, 2003
Okay, lesse...- PrimeOp sent me a bunch of prototype stuff for Green Lantern, and I'm actually doing some of my own stuff for him as well. I'm keeping some of it to myself for the moment (hehehe), but have put together a couple of things for his wip page.
- Added a preview of some sprites I'll be using in Lobo's Amalgam attack. Rough at the moment, but it may give you some idea of what's in the works right now... ;)
- Parasite is desperately in need of an update. Hopefully I'll get to him soon.
Oh, and we're about to get clobbered by a Hurricane, so don't expect to hear from me for a while. Check my personal blog for more details.
Labels: Green Lantern, Lobo, Parasite
Sounds good ta me!
Friday, August 15, 2003
I actually haven't done much character work this past month, but I HAVE done a few more of the MUGEN-required gethit sprites for Lobo... and most recently I've recorded all of his sound effects. I just need to clean them up and optimize them now, and we'll all be one step closer to his eventual release!Also re-working his sprites' palette setup so making new palettes will be easier & more organized, not to mention so I can have room for the colors needed by his supers.
Labels: Lobo
Still kickin'!
Friday, July 18, 2003
Haven't posted in a while... strange how real life can get away from you (check my other blogs to see why).I HAVE been doing stuff in my spare cracks of time. I spent a good 2 hours yesterday ripping Birdie's gethit sprites from SFA3... took some time, but I think I've got most of them now. I'll start editing them into Lobo next, then just have jump, crouch, and walk frames to do before the Alpha release (it's taking much longer than I had originally expected, but I'm a stickler for getting things right the first time!)
I've also started building all three of my current char WIPs from scratch using MEE and Kitsune's templates... much better IMHO than using KungFuMan and having all kinds of weird moves & anims in there that don't match up. PLUS, MEE's palette editor makes it much easier to create custom palettes... so finally Lobo has more than one! ;) Here's a preview, though you can expect more upon his first release:
Labels: Lobo
Monday, June 09, 2003
Upgraded the WIP pages for Lobo, GL, and Parasite so that they should work in Mozilla/Netscape. (And I must say, if you haven't tried Mozilla Firebird yet, go do it right now!!! I love it! The Parasite page still isn't working right on Moz because of the little palette thing I'm doing with the image-swapper, but you IE people (in other words, 99% of you reading this page) should have no problems.Other slightly cool news: I've got CJB domain forwarding turned on now, so if you want to shoot straight to your fave WIP page, you can bypass the news page entirely! (not that I'm suggesting this is a good idea, mind you, as news often hits the main page before it trickles down to the others) Anyway, give it a try here:
lobo.buyogslair.cjb.net
gl.buyogslair.cjb.net
parasite.buyogslair.cjb.net
Labels: _meta_, Green Lantern, Lobo, Parasite
Monday, April 28, 2003
Oh, and one other thing -- I've changed Lobo's hair in all of the preview anims. Still not perfect, but better than before.Labels: Lobo
Saturday, April 26, 2003
Wow, where to begin? I'm here at our new home in North Carolina now, settling in a bit. Three rooms of the house are still full of boxes and such, but we made it. :)I've done quite a bit with this site. I'll list the changes, going from minor to major:
- Tweaked various text around various pages, to make things a bit clearer where necessary.
- Changed the color schemes on the stages, add-ons, & Lobo WIP pages.
- Finally got around to doing a nicer logo for the add-ons page.
- Made the logo & background on the WIP page slightly cooler (see if you can figure out where the logo ends and the background begins! Whee!
- Moved the site to a different server (again)-- when we moved, we had to change ISPs. I may have one final move to make in a few days, if I decide it's necessary.
- Tweaked the layout of Lobo's WIP page a bit
- New animations for Lobo: he's got all 6 basic punches & kicks now! Just a few more frames & he'll be ready for an Alpha release!
- New WIP pages up for Green Lantern & Parasite! Check'em out!
Labels: _meta_, Green Lantern, Lobo, Parasite
Monday, March 17, 2003
Hey folks, long time no update. But don't think that means I haven't been working! ;)I've grown more & more unsatisfied with the way I've been doing Lobo's hair, so lately I've been working on better ways to do it so:
a) it doesn't take as long
b) it's not as much of a pain to do
c) it looks better & truer to the char, while remaining Capcom-ish
When I get it the way I like it, I'll redo all the existing anims on his WIP page, and add a few more.
Thanks and greets go out to the crew over at the DC vs Marvel forum, Warmachine Madness (see the link over here --->). WarmachineX and Bugsy suggested a few alternate Capcom bases that should be compatible with Birdie, so I can roll up my sleeves and do a little Frankenspriting, and get some more flexibility in the Main Man's attacks. I'm workin on his forward walk anim at the moment, and am almost to the point where I think an Alpha release may happen!
An Alpha, for those of you who don't know, is like a VERY early preview release, limited in its circulation. IN this case I'll be releasing it only to DCvsMarvel project members, mainly for feedback and such on smoothness of anims, sounds, etc. It'll include:
* Stance / Forward walk / Backward walk / crouch / turn
* 3 basic punches
* 3 basic kicks
* Some jump frames (but most likely not all the jump attacks)
If all goes well, you project members can look for this release around the end of the month (but *which* month? I'm not telling. >:) ).
So anyway, look for animation updates soonly, and until then, be excellent to each other!
Labels: Lobo
Thursday, December 26, 2002
Merry Christmas, Happy Hannakah (or however you spell it, I don't do Hebrew, so sue me), Cool Kwanzaa, or joyous greetings for your alternate winter holiday of choice.Quite a minor update. I've added a "turning" animation to the Lobo WIP page, and have decided to forego Birdie's kicks in favor of armament-related attacks. So light kick is now grenade, medium kick is pistols, and hard kick is machine gun. All of which, of course, have amped-up super versions. (Frag, Maim, and Obliterate are the working titles >:))
At the moment I'm trying to "frankensprite" a decent walking animation for the Lobester. Birdie's is just too goofy, but MAN! Frankenspriting isn't as easy as the pros make it look!
Anyway, as always, more to come soon!
Labels: Lobo
Wednesday, October 09, 2002
Put up a full WIP page for Lobo. Please report any bugs to mehere; it may not work too well on all browsers, or if you've for caching turned off, or have a slow 'net conection, or are accessing my page via my CJB virtual host.
Labels: Lobo
Friday, September 27, 2002
Fixed Lobo's stance to eliminate the toe-tapping. See it in WIP.Teaser -- light punch:

Labels: Lobo
Thursday, September 26, 2002
I really am working on something... you just can't tell 'cuz I'm not updating my website! ;)Been playing a bit with my Lobo pre-beta (don't get your hopes up yet, kiddies... he's still a ways off from being released), trying to get better playability in him. Strange, he doesn't have the ability to attack while dashing forward/back... that's quite a dumb mistake. :( I'll have to see about that; but it may take a few custom frames of animation if Birdie doesn't have it (though I suspect he does and I just forgot to rip it). So that's the news for the day.
And I just gotta say, playing him against Hannibal's awesome Superman beta is a KICK! Just you wait...
Labels: Lobo