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		<title><![CDATA[RMVXP - All Forums]]></title>
		<link>http://rmvxp.com/</link>
		<description><![CDATA[RMVXP - http://rmvxp.com]]></description>
		<pubDate>Thu, 11 Mar 2010 19:24:53 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Creating a taunt type mechanic]]></title>
			<link>http://rmvxp.com/thread-2090.html</link>
			<pubDate>Thu, 11 Mar 2010 21:51:52 +0300</pubDate>
			<guid isPermaLink="false">http://rmvxp.com/thread-2090.html</guid>
			<description><![CDATA[I have been thinking of a way to do this and it just hasn't been coming to me and haven't found anything about it on the forums here so I thought I would ask and see if anyone else had any ideas. <br />
<br />
I am looking for a way to make an ability that when cast, makes all of the enemies focus their attacks on the person that cast it. Similar to that of the decoy spell from final fantasy 12. <br />
<br />
Thanks ahead of time for any help with this question <img src="http://rmvxp.com/images/smilies/ej/cheery.gif" style="vertical-align: middle;" border="0" alt="Cheery" title="Cheery" />]]></description>
			<content:encoded><![CDATA[I have been thinking of a way to do this and it just hasn't been coming to me and haven't found anything about it on the forums here so I thought I would ask and see if anyone else had any ideas. <br />
<br />
I am looking for a way to make an ability that when cast, makes all of the enemies focus their attacks on the person that cast it. Similar to that of the decoy spell from final fantasy 12. <br />
<br />
Thanks ahead of time for any help with this question <img src="http://rmvxp.com/images/smilies/ej/cheery.gif" style="vertical-align: middle;" border="0" alt="Cheery" title="Cheery" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[so.. yeah]]></title>
			<link>http://rmvxp.com/thread-2087.html</link>
			<pubDate>Wed, 10 Mar 2010 21:10:16 +0300</pubDate>
			<guid isPermaLink="false">http://rmvxp.com/thread-2087.html</guid>
			<description><![CDATA[Hey guys the names Fate... many of you know me on other forums as Fayte and/or Slayne. I've been RMing for too many years to count now and I've been working on my first serious project, Arcane Revenants, for 2.<br />
<br />
About me. I'm 20 years old and I enjoy working out and playing Magic The Gathering. I'm good at writing (although I'm grammatically retarded) and I enjoy playing all types of games including RPG's (although I've favored MAG recently).<br />
<br />
Umm what else... I recently quit smoking over the weekend. go me <img src="http://rmvxp.com/images/smilies/ej/laughingtongue.gif" style="vertical-align: middle;" border="0" alt="Laughingtongue" title="Laughingtongue" />]]></description>
			<content:encoded><![CDATA[Hey guys the names Fate... many of you know me on other forums as Fayte and/or Slayne. I've been RMing for too many years to count now and I've been working on my first serious project, Arcane Revenants, for 2.<br />
<br />
About me. I'm 20 years old and I enjoy working out and playing Magic The Gathering. I'm good at writing (although I'm grammatically retarded) and I enjoy playing all types of games including RPG's (although I've favored MAG recently).<br />
<br />
Umm what else... I recently quit smoking over the weekend. go me <img src="http://rmvxp.com/images/smilies/ej/laughingtongue.gif" style="vertical-align: middle;" border="0" alt="Laughingtongue" title="Laughingtongue" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[SCRIPT REQUEST: only 1 save file. auto-load]]></title>
			<link>http://rmvxp.com/thread-2086.html</link>
			<pubDate>Wed, 10 Mar 2010 19:21:35 +0300</pubDate>
			<guid isPermaLink="false">http://rmvxp.com/thread-2086.html</guid>
			<description><![CDATA[I need a script modification that makes "save" save to file1 automatically and "load" load file1 automatically. No file2, file3 or file4. I tried to do it myself, but i kept getting errors.]]></description>
			<content:encoded><![CDATA[I need a script modification that makes "save" save to file1 automatically and "load" load file1 automatically. No file2, file3 or file4. I tried to do it myself, but i kept getting errors.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Press 'P' Uses Potion?]]></title>
			<link>http://rmvxp.com/thread-2085.html</link>
			<pubDate>Wed, 10 Mar 2010 03:03:54 +0300</pubDate>
			<guid isPermaLink="false">http://rmvxp.com/thread-2085.html</guid>
			<description><![CDATA[How can i make when you press the 'P' Key it uses a potion so you don't have to go to the item screen? (Not talking about when in battle)]]></description>
			<content:encoded><![CDATA[How can i make when you press the 'P' Key it uses a potion so you don't have to go to the item screen? (Not talking about when in battle)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[2 or more drops from enemies(RMXP)]]></title>
			<link>http://rmvxp.com/thread-2084.html</link>
			<pubDate>Wed, 10 Mar 2010 02:48:26 +0300</pubDate>
			<guid isPermaLink="false">http://rmvxp.com/thread-2084.html</guid>
			<description><![CDATA[How do i make let's say a 50% chance of sword and 40% chance of shield as drops. I know how to add one in treasure in the database but how do i make more items be droppable?<br />
<br />
I am pretty new to RMXP and not good at finding stuff so make sure i can understand what you are saying, step-by-step or something would be nice.<br />
<br />
~Thanks~Luke~]]></description>
			<content:encoded><![CDATA[How do i make let's say a 50% chance of sword and 40% chance of shield as drops. I know how to add one in treasure in the database but how do i make more items be droppable?<br />
<br />
I am pretty new to RMXP and not good at finding stuff so make sure i can understand what you are saying, step-by-step or something would be nice.<br />
<br />
~Thanks~Luke~]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[My VERY FIRST Game With RMXP! Need Suggestions!]]></title>
			<link>http://rmvxp.com/thread-2083.html</link>
			<pubDate>Tue, 09 Mar 2010 22:59:03 +0300</pubDate>
			<guid isPermaLink="false">http://rmvxp.com/thread-2083.html</guid>
			<description><![CDATA[This is my first game with RMXP. I have not named it yet, if anyone has a good name i might use it. I think i did okay for my first game. Please feel free to criticize, complement, suggest, and question. Share what you liked, disliked, or just think needs work. Here it is: But please read the info below. <a href="http://host-a.net/LukesGMgames/~Project~.rar" target="_blank">http://host-a.net/LukesGMgames/~Project~.rar</a><br />
<br />
It DOES have an action battle system(Mr.Mo's)! Which to me is much more fun then side-view or whatever. Press 'A' when next to an enemy to attack them, and you can hold it down. It doesn't announce when you get drops so check your inventory (escape key). If you die it still lets you attack but you don't get exp. Just go to the shop in the town south of the mountain area and buy one if you have 150g. If not restart.<br />
<br />
-The main reason i'm posting this is for suggestions so please help with them!!!-<br />
<br />
It's just pretty much a basic rpg game. With LOTS of quests and more soon.<br />
<br />
THERE ARE MANY QUESTS SO TALK TO EVERYONE YOU SEE CHECK IN HOUSES TOO!! Quests bring many advantages! <br />
The first quest in the place where you start is kind of messed up. She asks you to find an item in the mountain. There should be a chest but for some reason it's invisible, but still works.<br />
Just press enter or space when facing this spot and go back to her.<br />
<img src="http://i42.tinypic.com/n1w743.jpg" border="0" alt="[Image: n1w743.jpg&#93;" /><br />
<br />
I still haven't credited all the pieces for my game but i will soon.<br />
PLEASE SUGGEST AND COMMENT!!!!!<br />
<br />
<img src="http://rmvxp.com/images/smilies/ej/verycheery.gif" style="vertical-align: middle;" border="0" alt="Verycheery" title="Verycheery" />~Thanks~Luke~<img src="http://rmvxp.com/images/smilies/ej/verycheery.gif" style="vertical-align: middle;" border="0" alt="Verycheery" title="Verycheery" /><br />
<br />
<br />
-If for some reason the link doesn't work or the download doesn't, please tell me.]]></description>
			<content:encoded><![CDATA[This is my first game with RMXP. I have not named it yet, if anyone has a good name i might use it. I think i did okay for my first game. Please feel free to criticize, complement, suggest, and question. Share what you liked, disliked, or just think needs work. Here it is: But please read the info below. <a href="http://host-a.net/LukesGMgames/~Project~.rar" target="_blank">http://host-a.net/LukesGMgames/~Project~.rar</a><br />
<br />
It DOES have an action battle system(Mr.Mo's)! Which to me is much more fun then side-view or whatever. Press 'A' when next to an enemy to attack them, and you can hold it down. It doesn't announce when you get drops so check your inventory (escape key). If you die it still lets you attack but you don't get exp. Just go to the shop in the town south of the mountain area and buy one if you have 150g. If not restart.<br />
<br />
-The main reason i'm posting this is for suggestions so please help with them!!!-<br />
<br />
It's just pretty much a basic rpg game. With LOTS of quests and more soon.<br />
<br />
THERE ARE MANY QUESTS SO TALK TO EVERYONE YOU SEE CHECK IN HOUSES TOO!! Quests bring many advantages! <br />
The first quest in the place where you start is kind of messed up. She asks you to find an item in the mountain. There should be a chest but for some reason it's invisible, but still works.<br />
Just press enter or space when facing this spot and go back to her.<br />
<img src="http://i42.tinypic.com/n1w743.jpg" border="0" alt="[Image: n1w743.jpg]" /><br />
<br />
I still haven't credited all the pieces for my game but i will soon.<br />
PLEASE SUGGEST AND COMMENT!!!!!<br />
<br />
<img src="http://rmvxp.com/images/smilies/ej/verycheery.gif" style="vertical-align: middle;" border="0" alt="Verycheery" title="Verycheery" />~Thanks~Luke~<img src="http://rmvxp.com/images/smilies/ej/verycheery.gif" style="vertical-align: middle;" border="0" alt="Verycheery" title="Verycheery" /><br />
<br />
<br />
-If for some reason the link doesn't work or the download doesn't, please tell me.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Traveltime]]></title>
			<link>http://rmvxp.com/thread-2081.html</link>
			<pubDate>Tue, 09 Mar 2010 21:55:23 +0300</pubDate>
			<guid isPermaLink="false">http://rmvxp.com/thread-2081.html</guid>
			<description><![CDATA[How long do you travel from home to work/school?<br />
<br />
If I want to travel to school (by train) it takes around 1 hour and 30 minutes. Way to long IMO<img src="http://rmvxp.com/images/smilies/ej/sarcasm.gif" style="vertical-align: middle;" border="0" alt="Sarcasm" title="Sarcasm" />]]></description>
			<content:encoded><![CDATA[How long do you travel from home to work/school?<br />
<br />
If I want to travel to school (by train) it takes around 1 hour and 30 minutes. Way to long IMO<img src="http://rmvxp.com/images/smilies/ej/sarcasm.gif" style="vertical-align: middle;" border="0" alt="Sarcasm" title="Sarcasm" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hey!]]></title>
			<link>http://rmvxp.com/thread-2079.html</link>
			<pubDate>Tue, 09 Mar 2010 18:06:39 +0300</pubDate>
			<guid isPermaLink="false">http://rmvxp.com/thread-2079.html</guid>
			<description><![CDATA[I'm Pixic, an amature RPGxp'er. I just started working on a game, and if all goes well, I shall become more expirienced in the fields of cut-scene-ing and scripting!]]></description>
			<content:encoded><![CDATA[I'm Pixic, an amature RPGxp'er. I just started working on a game, and if all goes well, I shall become more expirienced in the fields of cut-scene-ing and scripting!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[REQUEST&#93;sitting on log]]></title>
			<link>http://rmvxp.com/thread-2078.html</link>
			<pubDate>Tue, 09 Mar 2010 18:04:23 +0300</pubDate>
			<guid isPermaLink="false">http://rmvxp.com/thread-2078.html</guid>
			<description><![CDATA[I need a sprite of an older man/woman sitting on a log, and perhaps a few children sitting beside them on the ground as well. <br />
<br />
I have searched for a few days and can't find this anywhere. <br />
<br />
The person is going to be telling a story to the children.<br />
<br />
Thank you!]]></description>
			<content:encoded><![CDATA[I need a sprite of an older man/woman sitting on a log, and perhaps a few children sitting beside them on the ground as well. <br />
<br />
I have searched for a few days and can't find this anywhere. <br />
<br />
The person is going to be telling a story to the children.<br />
<br />
Thank you!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Using RMXP with Wine.]]></title>
			<link>http://rmvxp.com/thread-2076.html</link>
			<pubDate>Tue, 09 Mar 2010 03:37:27 +0300</pubDate>
			<guid isPermaLink="false">http://rmvxp.com/thread-2076.html</guid>
			<description><![CDATA[I've been using karmic koala and I tried to install rpgmaker xp with Wine. The install worked but i can't get it to run. Any Linux users know how to help?]]></description>
			<content:encoded><![CDATA[I've been using karmic koala and I tried to install rpgmaker xp with Wine. The install worked but i can't get it to run. Any Linux users know how to help?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The Weekly Gazette - 03-07-2010]]></title>
			<link>http://rmvxp.com/thread-2075.html</link>
			<pubDate>Mon, 08 Mar 2010 08:11:33 +0300</pubDate>
			<guid isPermaLink="false">http://rmvxp.com/thread-2075.html</guid>
			<description><![CDATA[<div align="center">
<font size="7"><span style="font-family: Impact;">The Universal<br />
Weekly Gazette</span></font><br />
</div>
<br />
<div align='right'>(March 1 to March 7, 2010)</div>
<br />
Welcome dear readers to the latest issue of the Universal Weekly Gazette!  Here in the Gazette, we give you the news in brief of what occurred in the past week as well as provide any news happening in RMVXP itself.<br />
<br />
<br />
<div class='tborder'><div class='thead' style="padding:4px"><font size="4"><span style="font-weight: bold;">Community Center</span></font></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">Announcements and Updates</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
If you remember, last week we big a big <a href="showthread.php?tid=1944"><span style="font-weight: bold;">welcome to RMXP.org</span></a> members.  During that time, we received a number of members and worked hard to archive the threads for safekeeping.  At the same time, discussion continued as to the closure of RMXP.Org and the malicious hack that forced its closure.<br />
<br />
As a special note, transfer of all threads from RMXP.Org have been completed and can be found within its new RMXP.Org forum at the bottom of the site.  Many thanks to the dilligence and hard work of PK8 and Guardian who pulled long stretches to complete the task.  The RMXP.Org forum (like our Universe Archives forum) has been locked to prevent accidental additions to these threads.<br />
<br />
If you are the owner of a thread in either Archive forum and wish to continue it, please let management know via a PM.  It can then be moved out so you may continue your topic.<br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">Feedback and Suggestions</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
It has been a couple weeks since PK8 asked how to <a href="showthread.php?tid=1900"><span style="font-weight: bold;">Bring back the "relaxed" atmosphere</span></a> and most of the dialog has wound down.  The last week discussed not to try and model RMVXP on any one forum as we are our own entity.  But one member mentioned that while our forum is stable and calm, the more we grow the more we can expect the necessity of guidelines for our members.  And during that week, nearly everyone who chimed in said 'the forum is cool.'<br />
<br />
In an effort to prevent PK8's 'Relaxed Atmosphere' to be only about rules, DerVVulfman posted a section of that discussion regarding a possible replacement to the <a href="showthread.php?tid=2022"><span style="font-weight: bold;">Main Forum Rules</span></a>.  During the 'relaxed' thread, Guardian proposed a set of condensed rules in which DerVVulfman modified to fill in what he believed were some gaps.  These are not set in stone rules, but are a set being proposed.  They are apparently open for debate as he asked if anyone has suggestions.  It looks like he doesn't want any of the rules dropped, but if anyone can phrase a rule better or condense it.  Heck, if someone knows a way to rewirte them to be even friendlier, someone may take notice.<br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">Introductions and Farewells</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
First off, <a href="showthread.php?tid=2001"><span style="font-weight: bold;">Roph</span></a> registered to RMVXP because he saw Trickster was here.<br />
<br />
Then a new member named <a href="showthread.php?tid=2020"><span style="font-weight: bold;">RyanC</span></a> showed up.  This RMXP-er is a Canadian resident, and a member of PhanXgames, in search of a large interior tileset to replace RMXP's inferior RTP set.<br />
<br />
<a href="showthread.php?tid=2028"><span style="font-weight: bold;">Gothxtreme</span></a> found his way through the RMXP.org site and is hoping that we're as good (if not better ) than RMXP.Org.<br />
<br />
And while she says that drawing is the only thing there is about herself, there is more about <a href="showthread.php?tid=2036"><span style="font-weight: bold;">aolist</span></a> than she first let on.  She is not new to the whole RPGMaker world (though new to us) as she's been familiar with the RPGMaker line for seven to eight years now.  She has not (as yet) finished an RPGMaker project and is thinking to use a less specialized engine, but still managed to find our RPGMaker site throught "the grave of RMXP.org."<br />
<br />
Returning from a long absense is <a href="showthread.php?tid=2049"><span style="font-weight: bold;">samusk</span></a>. Some time ago when HBGames.Org was RMXP.Org, this member was working on a project to simulate the Nintendo DS for RPGMaker XP.  Now he's returned and hoping to rekindle that drive of his.<br />
<br />
And <a href="showthread.php?tid=2066.html"><span style="font-weight: bold;">lyla2284</span></a> is a first time poster here at RMVXP, though she's been RPGMaker XP for the over a year.  Still, she considers herself fairly new to the program. She's a huge Phantasy Star fan, and just posted a fan game in our Upcoming Projects section this week.<br />
<br />
Finally, let's say hello to <a href="showthread.php?tid=2070"><span style="font-weight: bold;">SwiftDeathSK</span></a> who's been using the RPGMaker series of products for six to seven years.  He's taken yet another extended vacation from RPGMaker XP, but is back and getting the hang of RMXP all over again.  Make no mistake, he's been with RPGMaker since he found it for the PlayStation, and dabbled with RPGMaker 2003 and even the Postality Knights edition of RMXP... but dropped it once he found it was illegal and grabbed the official version the moment it came out.  He tried RPGMaker VX, but as a mapper and eventer, prefers to stick with RPGMaker XP because of the mapping system.<br />
<br />
Finally, we bid Happy Birthday (or happy burfday :3 ) greetings to <a href="showthread.php?tid=1324"><span style="font-weight: bold;">Chickendips, Lunarea 'and' ShockWave</span></a> who celebrated theirs this week.<br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">General Chat</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
As one topic falls, another rises.  And Captain Wow returns to bring up more thought on <a href="showthread.php?tid=2000"><span style="font-weight: bold;">Global Warming</span></a>.  His second venture considers how scientists who came up with global warming have lost funding over accusations of surpressing information and manipulating data.  He wants to ask our members how they feel if it turns out to be one of the biggest hoaxes ever.<br />
<br />
Cocoa brings up the notion of a <a href="showthread.php?tid=1722"><span style="font-weight: bold;">Really stupid Facebook fan page</span></a> as he plans to make a fanpage of his own entitled "Cocoa Will Devour Your Souls and Destroy Hell".  Stay tuned... he may very well do that.<br />
<br />
Curious as we are, we're nosy enough to find out <a href="showthread.php?tid=1655"><span style="font-weight: bold;">What's Your Phobia</span></a>.  And, of course, we wanna know <a href="showthread.php?tid=900"><span style="font-weight: bold;">What's on your mind</span></a><br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">Gaming and Entertainment</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
It is that time of the year, and the Academy Awards is about to start.  That being said, Khaosn95 asks <a href="showthread.php?tid=1987"><span style="font-weight: bold;">Who do you think is going to win Best Picture?</span></a>  The selection ranges from the popular features such as the highly favored <span style="font-style: italic;">Avatar</span> to the artistic ventures such as <span style="font-style: italic;">The Hurt Locker. </span><br />
<br />
And have you heard any good tunes recently?  If so, we are always interest in the <a href="showthread.php?tid=797"><span style="font-weight: bold;">Music you're listening to</span></a>.<br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">Fun and Games</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
<br />
It doesn't take a genius to know we're into games, that's what we're all about.  So it's no surprise that <a href="showthread.php?tid=1913"><span style="font-weight: bold;">Yo mama</span></a> and <a href="showthread.php?tid=1798"><span style="font-weight: bold;">Count to a million</span></a> are doing well.<br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">Design and Development</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
Baknik posted a thread to advertise <a href="showthread.php?tid=2009"><span style="font-weight: bold;">RPG Architect</span></a> which he heralded as the first RPG creation tool of its kind.  But other than giving us any details like anyone else, he posted a link to go to HIS forum.<br />
<br />
But Trickster updated his <a href="showthread.php?tid=1597"><span style="font-weight: bold;">Tilemap Editor</span></a> up to version 0.9.0, giving it new features like being able to dim the lower layers and set the grid size in tiles.  He's also fixed  feautres such as bugs with the Undo/Redo system.<br />
<br />
And Wyatt retooled <a href="showthread.php?tid=1901"><span style="font-weight: bold;">H4XX0R RPG</span></a> by replacing all the images with parodic counterparts. But the in-game texts haven't been changed.  Now while he's still learning php, Wyatt also set the system so all the passwords are non-case-sensitive.  Having to worry about capitalizing your password isn't an issue any more.<br />
<br />
<br />
</div></div></div>
<br />
<br />
<div class='tborder'><div class='thead' style="padding:4px"><font size="4"><span style="font-weight: bold;">RPG Maker</span></font></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">Upcoming Projects</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
First up, Mirby  updated his <a href="showthread.php?tid=1932"><span style="font-weight: bold;">Relics of Nature's Fury</span></a> with a flurry of screenshots and added a second demo.<br />
<br />
Charlie Fleed has converted his <a href="showthread.php?tid=1925"><span style="font-weight: bold;">Online Arena</span></a> topic into a recruitment page.  He's looking for artists who can provide animations for the first release of his game.  While the game will use preliminary resources such as RMXP portraits, Disgaea battlers, and so forth, he wants to have some character classes and needs animations for weapons such as swords, guns, axes and so forth.  In the meantime, he has already released a video and a tech demo of the system.<br />
<br />
Also, dpoteat has bumped <a href="showthread.php?tid=1078"><span style="font-weight: bold;">Shangri La</span></a> by adding a new demo which has faster levels, an extended storyline and more balanced battles.<br />
<br />
And lyla2284, just as she said in her introduction, posted her project <a href="showthread.php?tid=2068"><span style="font-weight: bold;">Phantasy Star IV: Beneath a New Light</span></a>.  This is an ambitious fantame for her since it began development roughly a year ago.  Made with RPGMaker XP, it is a parallel game to the original Phantasy Star 4 game released for the Sega Genesis.  It is set in the Algo solar system which consists of three planets: Motavia, the desert planet, Dezolis, the ice planet, and Parma, a planet very similar to Earth<br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">Development Discussion</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
Like normal, both the <a href="showthread.php?tid=205"><span style="font-weight: bold;">Maps and screenshots</span></a> and <a href="showthread.php?tid=836"><span style="font-weight: bold;">What's up</span></a> topics are very popular and won't disappear any time soon.<br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">Support</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
Sphacks managed to get plenty of help on his <a href="showthread.php?tid=1989"><span style="font-weight: bold;">Input</span></a> event system which allows a character to jump up and hit event blocks (ala Mario).  With assistance from both Jaberwocky and Zarox, he seems to have the problem solved.<br />
<br />
While spikestreak got some help on both <a href="showthread.php?tid=1990"><span style="font-weight: bold;">HUD and ABS</span></a> systems, he managed to get a working HUD thanks to Jaberwocky's assistance.  DerVVulfman suggested using Mr.Mo's ABS which he later provided a link.<br />
<br />
virus2099 asked if it is possible to get <a href="showthread.php?tid=2042"><span style="font-weight: bold;">8 Way Movement for Mr. Mo's ABS</span></a>.  DerVVulfman pointed out that it was CyberSam's keyboard script that has the keyboard input defined, so it wasn't the ABS itself.  But he also pointed out the ABS isn't designed to handle any diagonal attacks.<br />
<br />
And Xathia Vastar asked <a href="showthread.php?tid=2046"><span style="font-weight: bold;">How do you change the "Game.exe"</span></a>.  Fortunately, he only meant changing the name of the .exe file which was easy.  And DerVVulfman pointed out that it isn't just the .exe name that changes but the other files like Game.ini that needs to be changed to match as well.<br />
<br />
Eldur asked for a <a href="showthread.php?tid=2067"><span style="font-weight: bold;">Tutorial for RGSS</span></a>.   He hasn't much experience scripting and would later like to try and create a battlesystem.  In the meantime, he was given some advise and a link to an online manual for RUBY.<br />
<br />
Finally, baddog is having problems with <a href="showthread.php?tid=2069"><span style="font-weight: bold;">Mode7 having no 3D objects</span></a>.  He knows it has something to do with the terrain tag system to make objects appear 3-Dimensional, but it has been giving him headaches.  As such, he even included a demo if anyone was willing to help.  And almost immediately, PK8 dropped off advice on how to define the terrain tags for the system.<br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">User-Submitted Resources</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
What would the Gazette be without some input from Lunarea?  Well, this week, she added more resources to her <a href="showthread.php?tid=1564"><span style="font-weight: bold;">RTP Tileset Add-ons</span></a> with a selection of patio tables with sun umbrellas.  These would be perfect for for restaurants with an outside<br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">Resource Requests</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
Well first off, Bolt has another <a href="showthread.php?tid=1729"><span style="font-weight: bold;">Graphics Artists</span></a> as he can still use a few more pixel artists.<br />
<br />
And fgsfds has need for an RTP-like <a href="showthread.php?tid=2019"><span style="font-weight: bold;">Truck Sprite</span></a>  He is on the look out for a truck of van or something of that sort which he would like for DerVVulfman's vehicle script.  He has been searching for hours but hasn't been able to find any worthwhile sprites.<br />
<br />
Does anyone feel like cranking out some <a href="showthread.php?tid=2073"><span style="font-weight: bold;">Default Battle System Character Art</span></a>, because Xelrog T. Apocalypse is looking for an artist (be it pixel art or otherwise) to help him with some basic character art and provide battler images.  He's looking for battlers of the same basic size as those in the RTP but prefers not to reveal the details publically.  While he's flexible regarding the art style, he's looking for something a bit gruff or edgy.  If necessary, he is willing to pay for the work (though he's practically broke right now), but may also be willing to trade his musical talents for the work.   If you're interested, you can contact him through Private Messaging or via eMail.  <br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">User-Submitted Event Systems</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
It has been a while since an event system came into RMVXP, and a new one has just appeared courtesy of Kread-Ex.  The <a href="showthread.php?tid=2039"><span style="font-weight: bold;">Quest Board</span></a> uses only s smal degree of scripting and allows you to select quests from a form of 'bulletin board'.<br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">User-Submitted Script Systems</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
kyonides posted a script that can <a href="showthread.php?tid=2023"><span style="font-weight: bold;">Change or Zoom Character Graphic</span></a> that works for both RPGMaker XP and RPGMaker VX.  It allows you to change any hero's graphic and keep it saved in a variable so he or she can go back to normal.<br />
<br />
And Ramiro added a VX version of MAWS by Agckuu_Coceg.  So it's been split off into <a href="showthread.php?tid=2047"><span style="font-weight: bold;">MAWS VX</span></a> and includes (in the post) a correction how to call the weather system from a script call.<br />
<br />
Chronno posted the <a href="showthread.php?tid=2043"><span style="font-weight: bold;">AcidBird Ultimate System</span></a> which is a Work In Progress(slow progress to be honest) enviroment for RPG Maker VX that tries to replicate and make better some of the most known scripts.  It includes a Time and Day/Night system, Dynamic Light and Shadows and Water/Mirror effects.<br />
<br />
Ramiro posted a new <a href="showthread.php?tid=2074"><span style="font-weight: bold;">Font &amp; Bitmap Expansion</span></a> which adds new features to the bitmap and font classes for both RPGMaker XP and RPGMaker VX.<br />
<br />
And DerVVulfman bumped both his <a href="showthread.php?tid=568"><span style="font-weight: bold;">Animated Battlers VX</span></a> and <a href="showthread.php?tid=510"><span style="font-weight: bold;">Minkoff's Animated Battlers - Enhanced</span></a> after including enemies into the JUMPING system.<br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">Script Requests</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
If you remember, RuneMan13 asked for some <a href="showthread.php?tid=1974"><span style="font-weight: bold;"> VX to XP script translations</span></a>.  Well, he managed to get 1/3rd of the requests filled as he can now use two-handed and sword/shield styles in RPGMaker XP.  Now he still needs work on BattleMacros and Parallax Maps.<br />
<br />
And Eldur is keen on a <a href="showthread.php?tid=2040"><span style="font-weight: bold;">Full Motion Linear battlesystem</span></a> similar to the one for the psp game, Star Ocean:  First Departure.  Now he thinks the system looks pretty damn complicated, but if there is a system similar to that, he'd be pretty grateful.<br />
<br />
<br />
</div></div></div>
<br />
<br />
Well, that's it for this week.  And just remember:  "If you can't convince them, confuse them. ." - Harry S. Truman (1884 - 1972)<br />
<br />
<br />
<div style="background:#ccaaee;border:4px ridge purple;color: #222222;padding:2px;position:relative!important;"><span style="font-weight: bold;">SpecialNotice:</span><br />
<span style="font-style: italic;">If you are the creator of a thread in RMVXP, you have the option of sending/writing your own entry into the Gazette.  The Gazette is now accepting write-in announcements (which will be doublechecked).  Just PM DerVVulfman with the submissions.</span></div>]]></description>
			<content:encoded><![CDATA[<div align="center">
<font size="7"><span style="font-family: Impact;">The Universal<br />
Weekly Gazette</span></font><br />
</div>
<br />
<div align='right'>(March 1 to March 7, 2010)</div>
<br />
Welcome dear readers to the latest issue of the Universal Weekly Gazette!  Here in the Gazette, we give you the news in brief of what occurred in the past week as well as provide any news happening in RMVXP itself.<br />
<br />
<br />
<div class='tborder'><div class='thead' style="padding:4px"><font size="4"><span style="font-weight: bold;">Community Center</span></font></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">Announcements and Updates</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
If you remember, last week we big a big <a href="showthread.php?tid=1944"><span style="font-weight: bold;">welcome to RMXP.org</span></a> members.  During that time, we received a number of members and worked hard to archive the threads for safekeeping.  At the same time, discussion continued as to the closure of RMXP.Org and the malicious hack that forced its closure.<br />
<br />
As a special note, transfer of all threads from RMXP.Org have been completed and can be found within its new RMXP.Org forum at the bottom of the site.  Many thanks to the dilligence and hard work of PK8 and Guardian who pulled long stretches to complete the task.  The RMXP.Org forum (like our Universe Archives forum) has been locked to prevent accidental additions to these threads.<br />
<br />
If you are the owner of a thread in either Archive forum and wish to continue it, please let management know via a PM.  It can then be moved out so you may continue your topic.<br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">Feedback and Suggestions</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
It has been a couple weeks since PK8 asked how to <a href="showthread.php?tid=1900"><span style="font-weight: bold;">Bring back the "relaxed" atmosphere</span></a> and most of the dialog has wound down.  The last week discussed not to try and model RMVXP on any one forum as we are our own entity.  But one member mentioned that while our forum is stable and calm, the more we grow the more we can expect the necessity of guidelines for our members.  And during that week, nearly everyone who chimed in said 'the forum is cool.'<br />
<br />
In an effort to prevent PK8's 'Relaxed Atmosphere' to be only about rules, DerVVulfman posted a section of that discussion regarding a possible replacement to the <a href="showthread.php?tid=2022"><span style="font-weight: bold;">Main Forum Rules</span></a>.  During the 'relaxed' thread, Guardian proposed a set of condensed rules in which DerVVulfman modified to fill in what he believed were some gaps.  These are not set in stone rules, but are a set being proposed.  They are apparently open for debate as he asked if anyone has suggestions.  It looks like he doesn't want any of the rules dropped, but if anyone can phrase a rule better or condense it.  Heck, if someone knows a way to rewirte them to be even friendlier, someone may take notice.<br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">Introductions and Farewells</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
First off, <a href="showthread.php?tid=2001"><span style="font-weight: bold;">Roph</span></a> registered to RMVXP because he saw Trickster was here.<br />
<br />
Then a new member named <a href="showthread.php?tid=2020"><span style="font-weight: bold;">RyanC</span></a> showed up.  This RMXP-er is a Canadian resident, and a member of PhanXgames, in search of a large interior tileset to replace RMXP's inferior RTP set.<br />
<br />
<a href="showthread.php?tid=2028"><span style="font-weight: bold;">Gothxtreme</span></a> found his way through the RMXP.org site and is hoping that we're as good (if not better ) than RMXP.Org.<br />
<br />
And while she says that drawing is the only thing there is about herself, there is more about <a href="showthread.php?tid=2036"><span style="font-weight: bold;">aolist</span></a> than she first let on.  She is not new to the whole RPGMaker world (though new to us) as she's been familiar with the RPGMaker line for seven to eight years now.  She has not (as yet) finished an RPGMaker project and is thinking to use a less specialized engine, but still managed to find our RPGMaker site throught "the grave of RMXP.org."<br />
<br />
Returning from a long absense is <a href="showthread.php?tid=2049"><span style="font-weight: bold;">samusk</span></a>. Some time ago when HBGames.Org was RMXP.Org, this member was working on a project to simulate the Nintendo DS for RPGMaker XP.  Now he's returned and hoping to rekindle that drive of his.<br />
<br />
And <a href="showthread.php?tid=2066.html"><span style="font-weight: bold;">lyla2284</span></a> is a first time poster here at RMVXP, though she's been RPGMaker XP for the over a year.  Still, she considers herself fairly new to the program. She's a huge Phantasy Star fan, and just posted a fan game in our Upcoming Projects section this week.<br />
<br />
Finally, let's say hello to <a href="showthread.php?tid=2070"><span style="font-weight: bold;">SwiftDeathSK</span></a> who's been using the RPGMaker series of products for six to seven years.  He's taken yet another extended vacation from RPGMaker XP, but is back and getting the hang of RMXP all over again.  Make no mistake, he's been with RPGMaker since he found it for the PlayStation, and dabbled with RPGMaker 2003 and even the Postality Knights edition of RMXP... but dropped it once he found it was illegal and grabbed the official version the moment it came out.  He tried RPGMaker VX, but as a mapper and eventer, prefers to stick with RPGMaker XP because of the mapping system.<br />
<br />
Finally, we bid Happy Birthday (or happy burfday :3 ) greetings to <a href="showthread.php?tid=1324"><span style="font-weight: bold;">Chickendips, Lunarea 'and' ShockWave</span></a> who celebrated theirs this week.<br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">General Chat</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
As one topic falls, another rises.  And Captain Wow returns to bring up more thought on <a href="showthread.php?tid=2000"><span style="font-weight: bold;">Global Warming</span></a>.  His second venture considers how scientists who came up with global warming have lost funding over accusations of surpressing information and manipulating data.  He wants to ask our members how they feel if it turns out to be one of the biggest hoaxes ever.<br />
<br />
Cocoa brings up the notion of a <a href="showthread.php?tid=1722"><span style="font-weight: bold;">Really stupid Facebook fan page</span></a> as he plans to make a fanpage of his own entitled "Cocoa Will Devour Your Souls and Destroy Hell".  Stay tuned... he may very well do that.<br />
<br />
Curious as we are, we're nosy enough to find out <a href="showthread.php?tid=1655"><span style="font-weight: bold;">What's Your Phobia</span></a>.  And, of course, we wanna know <a href="showthread.php?tid=900"><span style="font-weight: bold;">What's on your mind</span></a><br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">Gaming and Entertainment</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
It is that time of the year, and the Academy Awards is about to start.  That being said, Khaosn95 asks <a href="showthread.php?tid=1987"><span style="font-weight: bold;">Who do you think is going to win Best Picture?</span></a>  The selection ranges from the popular features such as the highly favored <span style="font-style: italic;">Avatar</span> to the artistic ventures such as <span style="font-style: italic;">The Hurt Locker. </span><br />
<br />
And have you heard any good tunes recently?  If so, we are always interest in the <a href="showthread.php?tid=797"><span style="font-weight: bold;">Music you're listening to</span></a>.<br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">Fun and Games</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
<br />
It doesn't take a genius to know we're into games, that's what we're all about.  So it's no surprise that <a href="showthread.php?tid=1913"><span style="font-weight: bold;">Yo mama</span></a> and <a href="showthread.php?tid=1798"><span style="font-weight: bold;">Count to a million</span></a> are doing well.<br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">Design and Development</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
Baknik posted a thread to advertise <a href="showthread.php?tid=2009"><span style="font-weight: bold;">RPG Architect</span></a> which he heralded as the first RPG creation tool of its kind.  But other than giving us any details like anyone else, he posted a link to go to HIS forum.<br />
<br />
But Trickster updated his <a href="showthread.php?tid=1597"><span style="font-weight: bold;">Tilemap Editor</span></a> up to version 0.9.0, giving it new features like being able to dim the lower layers and set the grid size in tiles.  He's also fixed  feautres such as bugs with the Undo/Redo system.<br />
<br />
And Wyatt retooled <a href="showthread.php?tid=1901"><span style="font-weight: bold;">H4XX0R RPG</span></a> by replacing all the images with parodic counterparts. But the in-game texts haven't been changed.  Now while he's still learning php, Wyatt also set the system so all the passwords are non-case-sensitive.  Having to worry about capitalizing your password isn't an issue any more.<br />
<br />
<br />
</div></div></div>
<br />
<br />
<div class='tborder'><div class='thead' style="padding:4px"><font size="4"><span style="font-weight: bold;">RPG Maker</span></font></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">Upcoming Projects</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
First up, Mirby  updated his <a href="showthread.php?tid=1932"><span style="font-weight: bold;">Relics of Nature's Fury</span></a> with a flurry of screenshots and added a second demo.<br />
<br />
Charlie Fleed has converted his <a href="showthread.php?tid=1925"><span style="font-weight: bold;">Online Arena</span></a> topic into a recruitment page.  He's looking for artists who can provide animations for the first release of his game.  While the game will use preliminary resources such as RMXP portraits, Disgaea battlers, and so forth, he wants to have some character classes and needs animations for weapons such as swords, guns, axes and so forth.  In the meantime, he has already released a video and a tech demo of the system.<br />
<br />
Also, dpoteat has bumped <a href="showthread.php?tid=1078"><span style="font-weight: bold;">Shangri La</span></a> by adding a new demo which has faster levels, an extended storyline and more balanced battles.<br />
<br />
And lyla2284, just as she said in her introduction, posted her project <a href="showthread.php?tid=2068"><span style="font-weight: bold;">Phantasy Star IV: Beneath a New Light</span></a>.  This is an ambitious fantame for her since it began development roughly a year ago.  Made with RPGMaker XP, it is a parallel game to the original Phantasy Star 4 game released for the Sega Genesis.  It is set in the Algo solar system which consists of three planets: Motavia, the desert planet, Dezolis, the ice planet, and Parma, a planet very similar to Earth<br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">Development Discussion</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
Like normal, both the <a href="showthread.php?tid=205"><span style="font-weight: bold;">Maps and screenshots</span></a> and <a href="showthread.php?tid=836"><span style="font-weight: bold;">What's up</span></a> topics are very popular and won't disappear any time soon.<br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">Support</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
Sphacks managed to get plenty of help on his <a href="showthread.php?tid=1989"><span style="font-weight: bold;">Input</span></a> event system which allows a character to jump up and hit event blocks (ala Mario).  With assistance from both Jaberwocky and Zarox, he seems to have the problem solved.<br />
<br />
While spikestreak got some help on both <a href="showthread.php?tid=1990"><span style="font-weight: bold;">HUD and ABS</span></a> systems, he managed to get a working HUD thanks to Jaberwocky's assistance.  DerVVulfman suggested using Mr.Mo's ABS which he later provided a link.<br />
<br />
virus2099 asked if it is possible to get <a href="showthread.php?tid=2042"><span style="font-weight: bold;">8 Way Movement for Mr. Mo's ABS</span></a>.  DerVVulfman pointed out that it was CyberSam's keyboard script that has the keyboard input defined, so it wasn't the ABS itself.  But he also pointed out the ABS isn't designed to handle any diagonal attacks.<br />
<br />
And Xathia Vastar asked <a href="showthread.php?tid=2046"><span style="font-weight: bold;">How do you change the "Game.exe"</span></a>.  Fortunately, he only meant changing the name of the .exe file which was easy.  And DerVVulfman pointed out that it isn't just the .exe name that changes but the other files like Game.ini that needs to be changed to match as well.<br />
<br />
Eldur asked for a <a href="showthread.php?tid=2067"><span style="font-weight: bold;">Tutorial for RGSS</span></a>.   He hasn't much experience scripting and would later like to try and create a battlesystem.  In the meantime, he was given some advise and a link to an online manual for RUBY.<br />
<br />
Finally, baddog is having problems with <a href="showthread.php?tid=2069"><span style="font-weight: bold;">Mode7 having no 3D objects</span></a>.  He knows it has something to do with the terrain tag system to make objects appear 3-Dimensional, but it has been giving him headaches.  As such, he even included a demo if anyone was willing to help.  And almost immediately, PK8 dropped off advice on how to define the terrain tags for the system.<br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">User-Submitted Resources</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
What would the Gazette be without some input from Lunarea?  Well, this week, she added more resources to her <a href="showthread.php?tid=1564"><span style="font-weight: bold;">RTP Tileset Add-ons</span></a> with a selection of patio tables with sun umbrellas.  These would be perfect for for restaurants with an outside<br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">Resource Requests</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
Well first off, Bolt has another <a href="showthread.php?tid=1729"><span style="font-weight: bold;">Graphics Artists</span></a> as he can still use a few more pixel artists.<br />
<br />
And fgsfds has need for an RTP-like <a href="showthread.php?tid=2019"><span style="font-weight: bold;">Truck Sprite</span></a>  He is on the look out for a truck of van or something of that sort which he would like for DerVVulfman's vehicle script.  He has been searching for hours but hasn't been able to find any worthwhile sprites.<br />
<br />
Does anyone feel like cranking out some <a href="showthread.php?tid=2073"><span style="font-weight: bold;">Default Battle System Character Art</span></a>, because Xelrog T. Apocalypse is looking for an artist (be it pixel art or otherwise) to help him with some basic character art and provide battler images.  He's looking for battlers of the same basic size as those in the RTP but prefers not to reveal the details publically.  While he's flexible regarding the art style, he's looking for something a bit gruff or edgy.  If necessary, he is willing to pay for the work (though he's practically broke right now), but may also be willing to trade his musical talents for the work.   If you're interested, you can contact him through Private Messaging or via eMail.  <br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">User-Submitted Event Systems</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
It has been a while since an event system came into RMVXP, and a new one has just appeared courtesy of Kread-Ex.  The <a href="showthread.php?tid=2039"><span style="font-weight: bold;">Quest Board</span></a> uses only s smal degree of scripting and allows you to select quests from a form of 'bulletin board'.<br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">User-Submitted Script Systems</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
kyonides posted a script that can <a href="showthread.php?tid=2023"><span style="font-weight: bold;">Change or Zoom Character Graphic</span></a> that works for both RPGMaker XP and RPGMaker VX.  It allows you to change any hero's graphic and keep it saved in a variable so he or she can go back to normal.<br />
<br />
And Ramiro added a VX version of MAWS by Agckuu_Coceg.  So it's been split off into <a href="showthread.php?tid=2047"><span style="font-weight: bold;">MAWS VX</span></a> and includes (in the post) a correction how to call the weather system from a script call.<br />
<br />
Chronno posted the <a href="showthread.php?tid=2043"><span style="font-weight: bold;">AcidBird Ultimate System</span></a> which is a Work In Progress(slow progress to be honest) enviroment for RPG Maker VX that tries to replicate and make better some of the most known scripts.  It includes a Time and Day/Night system, Dynamic Light and Shadows and Water/Mirror effects.<br />
<br />
Ramiro posted a new <a href="showthread.php?tid=2074"><span style="font-weight: bold;">Font &amp; Bitmap Expansion</span></a> which adds new features to the bitmap and font classes for both RPGMaker XP and RPGMaker VX.<br />
<br />
And DerVVulfman bumped both his <a href="showthread.php?tid=568"><span style="font-weight: bold;">Animated Battlers VX</span></a> and <a href="showthread.php?tid=510"><span style="font-weight: bold;">Minkoff's Animated Battlers - Enhanced</span></a> after including enemies into the JUMPING system.<br />
<br />
<br />
</div></div><div class='tcat' style="padding:4px"><span style="font-weight: bold;">Script Requests</span></div><div style="margin-left: 35px;"><div style="background:#aaccee;border:1px solid #224466;color: #222222;padding:2px;position:relative!important;">
<br />
If you remember, RuneMan13 asked for some <a href="showthread.php?tid=1974"><span style="font-weight: bold;"> VX to XP script translations</span></a>.  Well, he managed to get 1/3rd of the requests filled as he can now use two-handed and sword/shield styles in RPGMaker XP.  Now he still needs work on BattleMacros and Parallax Maps.<br />
<br />
And Eldur is keen on a <a href="showthread.php?tid=2040"><span style="font-weight: bold;">Full Motion Linear battlesystem</span></a> similar to the one for the psp game, Star Ocean:  First Departure.  Now he thinks the system looks pretty damn complicated, but if there is a system similar to that, he'd be pretty grateful.<br />
<br />
<br />
</div></div></div>
<br />
<br />
Well, that's it for this week.  And just remember:  "If you can't convince them, confuse them. ." - Harry S. Truman (1884 - 1972)<br />
<br />
<br />
<div style="background:#ccaaee;border:4px ridge purple;color: #222222;padding:2px;position:relative!important;"><span style="font-weight: bold;">SpecialNotice:</span><br />
<span style="font-style: italic;">If you are the creator of a thread in RMVXP, you have the option of sending/writing your own entry into the Gazette.  The Gazette is now accepting write-in announcements (which will be doublechecked).  Just PM DerVVulfman with the submissions.</span></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Gradient Fonts &#x26; Font extend]]></title>
			<link>http://rmvxp.com/thread-2074.html</link>
			<pubDate>Mon, 08 Mar 2010 06:07:37 +0300</pubDate>
			<guid isPermaLink="false">http://rmvxp.com/thread-2074.html</guid>
			<description><![CDATA[<span style="font-size: x-large;"><div style="text-align: center;">Bitmap &amp; Font expansion.</div></span><br />
<br />
<span style="font-weight: bold;">Description</span>:<br />
Well this scripts it's a nice one, it can work with XP and VX without any change. It makes new adds to Bitmap and Font Classes.<br />
Its an scripter´s tool, not a 'plug &amp; play' Script<br />
<br />
<span style="font-weight: bold;">Script</span>:<br />
<div class="spborder"><div class="thead" onclick="if ( this.parentNode.getElementsByTagName('div')[1&#93;.style.display == 'none' ) { this.parentNode.getElementsByTagName('div')[1&#93;.style.display = ''; } else { this.parentNode.getElementsByTagName('div')[1&#93;.style.display = 'none'; }" >Content Hidden</div><div class='trow1' style='display:none;'>
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>#===========================================================================<br />
# ** Font &amp; Bitmap Expansion [RMVX/RMXP&#93;<br />
#---------------------------------------------------------------------------<br />
#&nbsp;&nbsp;by Ramiro<br />
#&nbsp;&nbsp;V 1.0<br />
#--------------------------------------------------------------------------<br />
# Notes:<br />
# may cause lag if you use it too mutch per scene<br />
#--------------------------------------------------------------------------<br />
# Sime tips:<br />
# bug in gradient_fill_rect fixed(VX)<br />
# new methods:<br />
#<br />
# Font<br />
# Font#outline=(boolean), draw outline text (auto font shadow killer in VX for better look)<br />
# Font#outline_color1=(Color) Internal outline color<br />
# Font#outline_color2=(Color)External outline color<br />
#<br />
# Bitmap<br />
# <br />
# Bitmap#gradient_fill_rect(*arguments) #[New in XP&#93;<br />
# Bitmap#gradient_draw_text(*arguments) Take a look in gradient_draw_text method here for more info<br />
#<br />
# NOT FOR COMERTIAL USAGE<br />
#===========================================================================<br />
<br />
<br />
class Font<br />
<br />
&nbsp;&nbsp;attr_accessor :outline<br />
&nbsp;&nbsp;attr_accessor :outline_color1<br />
&nbsp;&nbsp;attr_accessor :outline_color2<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;alias fond_expand_initialize initialize<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def initialize<br />
&nbsp;&nbsp;&nbsp;&nbsp;fond_expand_initialize<br />
&nbsp;&nbsp;&nbsp;&nbsp;@outline = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;@outline_color1 = Color.new(0,0,0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@outline_color2 = Color.new(0,0,0,0)<br />
&nbsp;&nbsp;end&nbsp;&nbsp;<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;<br />
end<br />
<br />
class Bitmap<br />
&nbsp;&nbsp;<br />
#--------------------------------------------------------------------------<br />
# Bitmap#draw_text<br />
# for an "outline" look<br />
#--------------------------------------------------------------------------<br />
<br />
&nbsp;&nbsp;alias org_draw_text draw_text if !method_defined?('org_draw_text') <br />
<br />
&nbsp;&nbsp;def draw_text(*args)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if args[0&#93;.is_a?(Rect)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = args[0&#93;.x<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = args[0&#93;.y<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;w = args[0&#93;.width<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;h = args[0&#93;.height<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;text = args[1&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;aling = args[2&#93; if args[2&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = args[0&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = args[1&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;w = args[2&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;h = args[3&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;text = args[4&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;aling = args[5&#93;&nbsp;&nbsp; if args[5&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;end&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;aling = 0 if !aling<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;if font.outline<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if font.respond_to?("shadow")<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;shval = font.shadow<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;font.shadow = false <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;color = font.color.clone<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;font.color = font.outline_color2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x-2,y-2,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x,y-2,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x-2,y,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x+2,y+2,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x-2,y+2,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x+2,y-2,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x+2,y,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x,y+2,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;font.color = font.outline_color1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x-1,y-1,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x,y-1,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x-1,y,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x+1,y+1,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x-1,y+1,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x+1,y-1,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x+1,y,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x,y+1,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;font.color = color.clone<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;font.shadow = shval if shval<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(*args)<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;<br />
#--------------------------------------------------------------------------<br />
# Bitmap#Gradient Fill Rect<br />
# Its the same method than RMVX,<br />
# if you need more info take a look at<br />
# the RMVX manual<br />
#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;def gradient_fill_rect(*args)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if args[0&#93;.is_a?(Rect)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x&nbsp;&nbsp;= args[0&#93;.x<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y&nbsp;&nbsp;= args[0&#93;.y<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;w&nbsp;&nbsp;= args[0&#93;.width<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;h&nbsp;&nbsp;= args[0&#93;.height<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;c1 = args[1&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;c2 = args[2&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;v&nbsp;&nbsp;= args[3&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x&nbsp;&nbsp;= args[0&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y&nbsp;&nbsp;= args[1&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;w&nbsp;&nbsp;= args[2&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;h&nbsp;&nbsp;= args[3&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;c1 = args[4&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;c2 = args[5&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;v&nbsp;&nbsp;= args[6&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;v = false if !v<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;color_tones = [&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if v<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...h<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;r = c1.red&nbsp;&nbsp; * (h - i) / h + c2.red&nbsp;&nbsp; * i / h<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;g = c1.green * (h - i) / h + c2.green * i / h<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;b = c1.blue&nbsp;&nbsp;* (h - i) / h + c2.blue&nbsp;&nbsp;* i / h<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;a = c1.alpha * (h - i) / h + c2.alpha * i / h&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;fill_rect(Rect.new(x,y+i,w,1),Color.new(r,g,b,a))<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...w<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;r = c1.red&nbsp;&nbsp; * (w - i) / w + c2.red&nbsp;&nbsp; * i / w<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;g = c1.green * (w - i) / w + c2.green * i / w<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;b = c1.blue&nbsp;&nbsp;* (w - i) / w + c2.blue&nbsp;&nbsp;* i / w<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;a = c1.alpha * (w - i) / w + c2.alpha * i / w&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;fill_rect(Rect.new(x+i,y,1,h),Color.new(r,g,b,a))<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# Bitmap#gradient_draw_text<br />
&nbsp;&nbsp;# <br />
&nbsp;&nbsp;# Arguments:<br />
&nbsp;&nbsp;#<br />
&nbsp;&nbsp;# Rect,name,color1,color2,aling,vertical<br />
&nbsp;&nbsp;# x,y,width.height,text,color1,color2,aling,vertical<br />
&nbsp;&nbsp;# Rect, x, y, width,height, text y aling wors exactly equal as the draw_text_method<br />
&nbsp;&nbsp;#<br />
&nbsp;&nbsp;# New Arguments:<br />
&nbsp;&nbsp;# color1 = Initial gradient color<br />
&nbsp;&nbsp;# color2 = End gradient color<br />
&nbsp;&nbsp;# vertical: put it true if you want the gradient vertical<br />
&nbsp;&nbsp;#<br />
&nbsp;&nbsp;# - Default arguments:<br />
&nbsp;&nbsp;#<br />
&nbsp;&nbsp;# aling = 0<br />
&nbsp;&nbsp;# vertical = false<br />
&nbsp;&nbsp;#<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# ¡Atentio!<br />
&nbsp;&nbsp;#<br />
&nbsp;&nbsp;# If you want to use this please read about draw_text method<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------&nbsp;&nbsp;<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def gradient_draw_text(*args)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if args[0&#93;.is_a?(Rect)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = args[0&#93;.x<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = args[0&#93;.y<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;w = args[0&#93;.width<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;h = args[0&#93;.height<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;text = args[1&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;color1 = args[2&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;color2 = args[3&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;aling = args[4&#93; if args[4&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;vertical = args[5&#93; if args[5&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = args[0&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = args[1&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;w = args[2&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;h = args[3&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;text = args[4&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;color1 = args[5&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;color2 = args[6&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;aling = args[7&#93;&nbsp;&nbsp; if args[7&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;vertical = args[8&#93; if args[8&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;end&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;aling = 0 if !aling<br />
&nbsp;&nbsp;&nbsp;&nbsp;vertical = false if !vertical<br />
&nbsp;&nbsp;&nbsp;&nbsp;text_bmp = Bitmap.new(w,h)<br />
&nbsp;&nbsp;&nbsp;&nbsp;text_bmp.font.name = font.name<br />
&nbsp;&nbsp;&nbsp;&nbsp;text_bmp.font.size = font.size<br />
&nbsp;&nbsp;&nbsp;&nbsp;text_bmp.font.shadow = false&nbsp;&nbsp;if text_bmp.font.respond_to?("shadow")<br />
&nbsp;&nbsp;&nbsp;&nbsp;text_bmp.font.outline = false if text_bmp.font.respond_to?("outline")<br />
&nbsp;&nbsp;&nbsp;&nbsp;text_bmp.font.border = false&nbsp;&nbsp;if text_bmp.font.respond_to?("border")<br />
&nbsp;&nbsp;&nbsp;&nbsp;text_bmp.font.bold = font.bold<br />
&nbsp;&nbsp;&nbsp;&nbsp;text_bmp.font.italic = font.italic<br />
&nbsp;&nbsp;&nbsp;&nbsp;text_bmp.draw_text(0,0,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;gradient_bmp = Bitmap.new(w,h)<br />
&nbsp;&nbsp;&nbsp;&nbsp;gradient_bmp.gradient_fill_rect(0, 0, w, h, color1, color2, vertical)<br />
&nbsp;&nbsp;&nbsp;&nbsp;for x2 in 0...w<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for y2 in 0...h<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;alpha_txt = text_bmp.get_pixel(x2,y2).alpha<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if alpha_txt &gt; 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;c = gradient_bmp.get_pixel(x2,y2)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;c.alpha = alpha_txt<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;text_bmp.set_pixel(x2,y2,c)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp;draw_text(x,y,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;blt(x,y,text_bmp,Rect.new(0,0,w,h))<br />
&nbsp;&nbsp;end&nbsp;&nbsp;<br />
end</code></div></div>
</div></div>
<br />
<span style="font-weight: bold;">Screens</span>:<br />
Here there is a preview of what you can make with this<br />
<img src="http://img535.imageshack.us/img535/6787/gradientee.png" border="0" alt="[Image: gradientee.png&#93;" /><br />
<br />
And the code for that:<br />
<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>class Window_Base<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Draw Name<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; actor : actor<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; x&nbsp;&nbsp;&nbsp;&nbsp; : draw spot x-coordinate<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; y&nbsp;&nbsp;&nbsp;&nbsp; : draw spot y-coordinate<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def draw_actor_name(actor, x, y)<br />
 contents.gradient_draw_text(x,y,108,WLH,actor.name,Color.new(255,0,0),Color.new(0,255,0),0,false)<br />
&nbsp;&nbsp;end<br />
end</code></div></div>
<br />
<span style="font-weight: bold;">crédits</span>:<br />
Me of course<br />
<br />
<span style="font-weight: bold;">FAQ</span><br />
- I don't have any.<br />
<br />
Ok I hope you'll like it, see ya!]]></description>
			<content:encoded><![CDATA[<span style="font-size: x-large;"><div style="text-align: center;">Bitmap &amp; Font expansion.</div></span><br />
<br />
<span style="font-weight: bold;">Description</span>:<br />
Well this scripts it's a nice one, it can work with XP and VX without any change. It makes new adds to Bitmap and Font Classes.<br />
Its an scripter´s tool, not a 'plug &amp; play' Script<br />
<br />
<span style="font-weight: bold;">Script</span>:<br />
<div class="spborder"><div class="thead" onclick="if ( this.parentNode.getElementsByTagName('div')[1].style.display == 'none' ) { this.parentNode.getElementsByTagName('div')[1].style.display = ''; } else { this.parentNode.getElementsByTagName('div')[1].style.display = 'none'; }" >Content Hidden</div><div class='trow1' style='display:none;'>
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>#===========================================================================<br />
# ** Font &amp; Bitmap Expansion [RMVX/RMXP]<br />
#---------------------------------------------------------------------------<br />
#&nbsp;&nbsp;by Ramiro<br />
#&nbsp;&nbsp;V 1.0<br />
#--------------------------------------------------------------------------<br />
# Notes:<br />
# may cause lag if you use it too mutch per scene<br />
#--------------------------------------------------------------------------<br />
# Sime tips:<br />
# bug in gradient_fill_rect fixed(VX)<br />
# new methods:<br />
#<br />
# Font<br />
# Font#outline=(boolean), draw outline text (auto font shadow killer in VX for better look)<br />
# Font#outline_color1=(Color) Internal outline color<br />
# Font#outline_color2=(Color)External outline color<br />
#<br />
# Bitmap<br />
# <br />
# Bitmap#gradient_fill_rect(*arguments) #[New in XP]<br />
# Bitmap#gradient_draw_text(*arguments) Take a look in gradient_draw_text method here for more info<br />
#<br />
# NOT FOR COMERTIAL USAGE<br />
#===========================================================================<br />
<br />
<br />
class Font<br />
<br />
&nbsp;&nbsp;attr_accessor :outline<br />
&nbsp;&nbsp;attr_accessor :outline_color1<br />
&nbsp;&nbsp;attr_accessor :outline_color2<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;alias fond_expand_initialize initialize<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def initialize<br />
&nbsp;&nbsp;&nbsp;&nbsp;fond_expand_initialize<br />
&nbsp;&nbsp;&nbsp;&nbsp;@outline = true<br />
&nbsp;&nbsp;&nbsp;&nbsp;@outline_color1 = Color.new(0,0,0)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@outline_color2 = Color.new(0,0,0,0)<br />
&nbsp;&nbsp;end&nbsp;&nbsp;<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;<br />
end<br />
<br />
class Bitmap<br />
&nbsp;&nbsp;<br />
#--------------------------------------------------------------------------<br />
# Bitmap#draw_text<br />
# for an "outline" look<br />
#--------------------------------------------------------------------------<br />
<br />
&nbsp;&nbsp;alias org_draw_text draw_text if !method_defined?('org_draw_text') <br />
<br />
&nbsp;&nbsp;def draw_text(*args)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if args[0].is_a?(Rect)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = args[0].x<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = args[0].y<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;w = args[0].width<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;h = args[0].height<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;text = args[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;aling = args[2] if args[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = args[0]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = args[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;w = args[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;h = args[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;text = args[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;aling = args[5]&nbsp;&nbsp; if args[5]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;aling = 0 if !aling<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;if font.outline<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if font.respond_to?("shadow")<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;shval = font.shadow<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;font.shadow = false <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;color = font.color.clone<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;font.color = font.outline_color2<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x-2,y-2,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x,y-2,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x-2,y,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x+2,y+2,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x-2,y+2,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x+2,y-2,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x+2,y,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x,y+2,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;font.color = font.outline_color1<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x-1,y-1,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x,y-1,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x-1,y,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x+1,y+1,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x-1,y+1,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x+1,y-1,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x+1,y,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(x,y+1,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;font.color = color.clone<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;font.shadow = shval if shval<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;org_draw_text(*args)<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;<br />
#--------------------------------------------------------------------------<br />
# Bitmap#Gradient Fill Rect<br />
# Its the same method than RMVX,<br />
# if you need more info take a look at<br />
# the RMVX manual<br />
#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;def gradient_fill_rect(*args)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if args[0].is_a?(Rect)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x&nbsp;&nbsp;= args[0].x<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y&nbsp;&nbsp;= args[0].y<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;w&nbsp;&nbsp;= args[0].width<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;h&nbsp;&nbsp;= args[0].height<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;c1 = args[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;c2 = args[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;v&nbsp;&nbsp;= args[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x&nbsp;&nbsp;= args[0]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y&nbsp;&nbsp;= args[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;w&nbsp;&nbsp;= args[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;h&nbsp;&nbsp;= args[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;c1 = args[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;c2 = args[5]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;v&nbsp;&nbsp;= args[6]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;v = false if !v<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;color_tones = []<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if v<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...h<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;r = c1.red&nbsp;&nbsp; * (h - i) / h + c2.red&nbsp;&nbsp; * i / h<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;g = c1.green * (h - i) / h + c2.green * i / h<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;b = c1.blue&nbsp;&nbsp;* (h - i) / h + c2.blue&nbsp;&nbsp;* i / h<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;a = c1.alpha * (h - i) / h + c2.alpha * i / h&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;fill_rect(Rect.new(x,y+i,w,1),Color.new(r,g,b,a))<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...w<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;r = c1.red&nbsp;&nbsp; * (w - i) / w + c2.red&nbsp;&nbsp; * i / w<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;g = c1.green * (w - i) / w + c2.green * i / w<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;b = c1.blue&nbsp;&nbsp;* (w - i) / w + c2.blue&nbsp;&nbsp;* i / w<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;a = c1.alpha * (w - i) / w + c2.alpha * i / w&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;fill_rect(Rect.new(x+i,y,1,h),Color.new(r,g,b,a))<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# Bitmap#gradient_draw_text<br />
&nbsp;&nbsp;# <br />
&nbsp;&nbsp;# Arguments:<br />
&nbsp;&nbsp;#<br />
&nbsp;&nbsp;# Rect,name,color1,color2,aling,vertical<br />
&nbsp;&nbsp;# x,y,width.height,text,color1,color2,aling,vertical<br />
&nbsp;&nbsp;# Rect, x, y, width,height, text y aling wors exactly equal as the draw_text_method<br />
&nbsp;&nbsp;#<br />
&nbsp;&nbsp;# New Arguments:<br />
&nbsp;&nbsp;# color1 = Initial gradient color<br />
&nbsp;&nbsp;# color2 = End gradient color<br />
&nbsp;&nbsp;# vertical: put it true if you want the gradient vertical<br />
&nbsp;&nbsp;#<br />
&nbsp;&nbsp;# - Default arguments:<br />
&nbsp;&nbsp;#<br />
&nbsp;&nbsp;# aling = 0<br />
&nbsp;&nbsp;# vertical = false<br />
&nbsp;&nbsp;#<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# ¡Atentio!<br />
&nbsp;&nbsp;#<br />
&nbsp;&nbsp;# If you want to use this please read about draw_text method<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------&nbsp;&nbsp;<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def gradient_draw_text(*args)<br />
&nbsp;&nbsp;&nbsp;&nbsp;if args[0].is_a?(Rect)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = args[0].x<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = args[0].y<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;w = args[0].width<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;h = args[0].height<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;text = args[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;color1 = args[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;color2 = args[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;aling = args[4] if args[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;vertical = args[5] if args[5]<br />
&nbsp;&nbsp;&nbsp;&nbsp;else<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;x = args[0]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;y = args[1]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;w = args[2]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;h = args[3]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;text = args[4]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;color1 = args[5]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;color2 = args[6]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;aling = args[7]&nbsp;&nbsp; if args[7]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;vertical = args[8] if args[8]<br />
&nbsp;&nbsp;&nbsp;&nbsp;end&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;aling = 0 if !aling<br />
&nbsp;&nbsp;&nbsp;&nbsp;vertical = false if !vertical<br />
&nbsp;&nbsp;&nbsp;&nbsp;text_bmp = Bitmap.new(w,h)<br />
&nbsp;&nbsp;&nbsp;&nbsp;text_bmp.font.name = font.name<br />
&nbsp;&nbsp;&nbsp;&nbsp;text_bmp.font.size = font.size<br />
&nbsp;&nbsp;&nbsp;&nbsp;text_bmp.font.shadow = false&nbsp;&nbsp;if text_bmp.font.respond_to?("shadow")<br />
&nbsp;&nbsp;&nbsp;&nbsp;text_bmp.font.outline = false if text_bmp.font.respond_to?("outline")<br />
&nbsp;&nbsp;&nbsp;&nbsp;text_bmp.font.border = false&nbsp;&nbsp;if text_bmp.font.respond_to?("border")<br />
&nbsp;&nbsp;&nbsp;&nbsp;text_bmp.font.bold = font.bold<br />
&nbsp;&nbsp;&nbsp;&nbsp;text_bmp.font.italic = font.italic<br />
&nbsp;&nbsp;&nbsp;&nbsp;text_bmp.draw_text(0,0,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;gradient_bmp = Bitmap.new(w,h)<br />
&nbsp;&nbsp;&nbsp;&nbsp;gradient_bmp.gradient_fill_rect(0, 0, w, h, color1, color2, vertical)<br />
&nbsp;&nbsp;&nbsp;&nbsp;for x2 in 0...w<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for y2 in 0...h<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;alpha_txt = text_bmp.get_pixel(x2,y2).alpha<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if alpha_txt &gt; 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;c = gradient_bmp.get_pixel(x2,y2)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;c.alpha = alpha_txt<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;text_bmp.set_pixel(x2,y2,c)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end <br />
&nbsp;&nbsp;&nbsp;&nbsp;draw_text(x,y,w,h,text,aling)<br />
&nbsp;&nbsp;&nbsp;&nbsp;blt(x,y,text_bmp,Rect.new(0,0,w,h))<br />
&nbsp;&nbsp;end&nbsp;&nbsp;<br />
end</code></div></div>
</div></div>
<br />
<span style="font-weight: bold;">Screens</span>:<br />
Here there is a preview of what you can make with this<br />
<img src="http://img535.imageshack.us/img535/6787/gradientee.png" border="0" alt="[Image: gradientee.png]" /><br />
<br />
And the code for that:<br />
<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>class Window_Base<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Draw Name<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; actor : actor<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; x&nbsp;&nbsp;&nbsp;&nbsp; : draw spot x-coordinate<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; y&nbsp;&nbsp;&nbsp;&nbsp; : draw spot y-coordinate<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def draw_actor_name(actor, x, y)<br />
 contents.gradient_draw_text(x,y,108,WLH,actor.name,Color.new(255,0,0),Color.new(0,255,0),0,false)<br />
&nbsp;&nbsp;end<br />
end</code></div></div>
<br />
<span style="font-weight: bold;">crédits</span>:<br />
Me of course<br />
<br />
<span style="font-weight: bold;">FAQ</span><br />
- I don't have any.<br />
<br />
Ok I hope you'll like it, see ya!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Default Battle System Character Art]]></title>
			<link>http://rmvxp.com/thread-2073.html</link>
			<pubDate>Mon, 08 Mar 2010 02:24:17 +0300</pubDate>
			<guid isPermaLink="false">http://rmvxp.com/thread-2073.html</guid>
			<description><![CDATA[After countless attempts to make an original and enthralling RMXP game, I've finally decided that it just plain isn't feasible skill-wise, socially, or financially, and decided to cut my losses and do what I can with the default RMXP options. See where I can go from there and maybe look to improve in the future. To do even this, however, I need battler graphics... in fact they're the only thing that I, sadly, can't handle myself. -_-<br />
<br />
And so I'm looking for an artist, pixel or otherwise, to help me with some basic character art to provide battler images. They should be similar in size and comparable in style to the RMXP defaults - I'd rather not get into character descriptions and the like publically, but feel free to PM or email me (or contact me via MSN) at <a href="http://mailto:xelrogtapocalypse@gmail.com" target="_blank">xelrogtapocalypse@gmail.com</a> and I'll be happy to give any and all details to those interested. There are 25 base characters, along with a couple alternate forms, and a negotiable number of enemies - I'm willing to subtract from the number or alter the appearance of enemies in order to make the artists' workload less overwhelming. Also note that I am reasonably skilled in editing and can take care of most of the work myself - I just need base models. If you have a scanner, even drawn images will do - I can trace and color the pixel art myself from there.<br />
<br />
While I'll graciously accept most any art style, ideally, I'm looking for something a bit gruff, "edgy" even... both literally and metaphorically. Something like <a href="http://img689.imageshack.us/img689/6589/apocalypsew.png" target="_blank">this</a>, or even <a href="http://img194.imageshack.us/img194/3176/mickeysvisorshot.png" target="_blank">this</a> would be perfect. I can pay you somewhat for your efforts if it's absolutely necessary, despite being virtually broke at the moment, but if there are any talented graphic artists out there who are looking for a custom soundtrack, I'm willing to trade my music for your drawings. Please feel free to either post in this thread or contact me via the information above if you're interested, and thank you in advance.]]></description>
			<content:encoded><![CDATA[After countless attempts to make an original and enthralling RMXP game, I've finally decided that it just plain isn't feasible skill-wise, socially, or financially, and decided to cut my losses and do what I can with the default RMXP options. See where I can go from there and maybe look to improve in the future. To do even this, however, I need battler graphics... in fact they're the only thing that I, sadly, can't handle myself. -_-<br />
<br />
And so I'm looking for an artist, pixel or otherwise, to help me with some basic character art to provide battler images. They should be similar in size and comparable in style to the RMXP defaults - I'd rather not get into character descriptions and the like publically, but feel free to PM or email me (or contact me via MSN) at <a href="http://mailto:xelrogtapocalypse@gmail.com" target="_blank">xelrogtapocalypse@gmail.com</a> and I'll be happy to give any and all details to those interested. There are 25 base characters, along with a couple alternate forms, and a negotiable number of enemies - I'm willing to subtract from the number or alter the appearance of enemies in order to make the artists' workload less overwhelming. Also note that I am reasonably skilled in editing and can take care of most of the work myself - I just need base models. If you have a scanner, even drawn images will do - I can trace and color the pixel art myself from there.<br />
<br />
While I'll graciously accept most any art style, ideally, I'm looking for something a bit gruff, "edgy" even... both literally and metaphorically. Something like <a href="http://img689.imageshack.us/img689/6589/apocalypsew.png" target="_blank">this</a>, or even <a href="http://img194.imageshack.us/img194/3176/mickeysvisorshot.png" target="_blank">this</a> would be perfect. I can pay you somewhat for your efforts if it's absolutely necessary, despite being virtually broke at the moment, but if there are any talented graphic artists out there who are looking for a custom soundtrack, I'm willing to trade my music for your drawings. Please feel free to either post in this thread or contact me via the information above if you're interested, and thank you in advance.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Addition members?]]></title>
			<link>http://rmvxp.com/thread-2071.html</link>
			<pubDate>Mon, 08 Mar 2010 00:10:51 +0300</pubDate>
			<guid isPermaLink="false">http://rmvxp.com/thread-2071.html</guid>
			<description><![CDATA[Hey, do forgive me if this isn't where I am to ask this question. But is there a way to increase a party size? From 4 to 5, 6 or even 10 if needed too? If not then is there a way to be able to switch out party members?<br />
<br />
Just curious if you can or can't. Once more thank you for your help and time.]]></description>
			<content:encoded><![CDATA[Hey, do forgive me if this isn't where I am to ask this question. But is there a way to increase a party size? From 4 to 5, 6 or even 10 if needed too? If not then is there a way to be able to switch out party members?<br />
<br />
Just curious if you can or can't. Once more thank you for your help and time.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Back in Action]]></title>
			<link>http://rmvxp.com/thread-2070.html</link>
			<pubDate>Sun, 07 Mar 2010 23:26:23 +0300</pubDate>
			<guid isPermaLink="false">http://rmvxp.com/thread-2070.html</guid>
			<description><![CDATA[Hello, all! My name is Justin, I'm 20 years old, and have been using RPG Maker programs for about 6-7 years now. I've taken several long-term breaks from the hobby, and just recently have once again gotten into it. So now I'm re-learning RMXP all over again.<br />
<br />
I first started game making with the original RPG Maker for the Playstation, then moved to RM2k3 shortly after. Once I discovered the Postality Knights version of RMXP, not knowing at the time that it was cracked and thus illegal, I have been a fan of RMXP since. And of course, I've bought the full, legal, version of RMXP. I've tried VX, but just couldn't get over the terrible mapping system in it, so I've stuck with XP.<br />
<br />
My strong point has always been mapping, along with eventing as a close second. I have absolutely no artistic or musical ability, so I'm usually stuck with RTP. I dabble with scripting now and then, so I know enough to edit a script to suite my needs, but lack the knowledge to make my own script from scratch.]]></description>
			<content:encoded><![CDATA[Hello, all! My name is Justin, I'm 20 years old, and have been using RPG Maker programs for about 6-7 years now. I've taken several long-term breaks from the hobby, and just recently have once again gotten into it. So now I'm re-learning RMXP all over again.<br />
<br />
I first started game making with the original RPG Maker for the Playstation, then moved to RM2k3 shortly after. Once I discovered the Postality Knights version of RMXP, not knowing at the time that it was cracked and thus illegal, I have been a fan of RMXP since. And of course, I've bought the full, legal, version of RMXP. I've tried VX, but just couldn't get over the terrible mapping system in it, so I've stuck with XP.<br />
<br />
My strong point has always been mapping, along with eventing as a close second. I have absolutely no artistic or musical ability, so I'm usually stuck with RTP. I dabble with scripting now and then, so I know enough to edit a script to suite my needs, but lack the knowledge to make my own script from scratch.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Mode7 No 3D objects (demo included)]]></title>
			<link>http://rmvxp.com/thread-2069.html</link>
			<pubDate>Sun, 07 Mar 2010 19:48:33 +0300</pubDate>
			<guid isPermaLink="false">http://rmvxp.com/thread-2069.html</guid>
			<description><![CDATA[Hit there, I have a script here which I've been modifying a while. I can't figure out how to get anything to appear in "3D" via the command lines:<br />
&#36;terrain_tags_vertical_tiles = [&#93; <br />
I'm sure I've just been looking at it too long. If anyone could help me out it'd save me another day of headaches /sob<br />
<br />
Basically, nothing appears in 3D on the world map and I'm new at this :)<br />
<br />
<span style="font-weight: bold;">I included the demo which is not showing objects properly</span><br />
<br />
Thank you!<br />
<br />
<a href="http://www.4shared.com/file/236216813/cc8e5c6b/Neo_Mode_7_Test.html" target="_blank">Demo</a>]]></description>
			<content:encoded><![CDATA[Hit there, I have a script here which I've been modifying a while. I can't figure out how to get anything to appear in "3D" via the command lines:<br />
&#36;terrain_tags_vertical_tiles = [] <br />
I'm sure I've just been looking at it too long. If anyone could help me out it'd save me another day of headaches /sob<br />
<br />
Basically, nothing appears in 3D on the world map and I'm new at this :)<br />
<br />
<span style="font-weight: bold;">I included the demo which is not showing objects properly</span><br />
<br />
Thank you!<br />
<br />
<a href="http://www.4shared.com/file/236216813/cc8e5c6b/Neo_Mode_7_Test.html" target="_blank">Demo</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Phantasy Star IV: Beneath a New Light]]></title>
			<link>http://rmvxp.com/thread-2068.html</link>
			<pubDate>Sun, 07 Mar 2010 15:28:36 +0300</pubDate>
			<guid isPermaLink="false">http://rmvxp.com/thread-2068.html</guid>
			<description><![CDATA[<div align="center"><img src="http://omploader.org/vM25pNA/title%202.png" border="0" alt="[Image: title%202.png&#93;" /></div>
<div align="center">It's time I started posting some information about my first (and most ambitious) fan-game made with RPGMaker XP. It's called Phantasy Star IV:Beneath a New Light, and is a parallel game to the original Phantasy Star 4 that was released on the Sega Genesis back in 1994. It is set in the Algo solar system which consists of three planets: Motavia, the desert planet, Dezolis, the ice planet, and Parma, a planet very similar to Earth, in the year AW 2284 (AD 4370-- AW 0 = AD 2086.)</div>
<br />
<br />
<div align="center"><span style="font-weight: bold;">STORY:</span></div>
<br />
<div align="center"><span style="font-style: italic;">'The Algo solar system...somewhere in space.<br />
Once, a brilliant civilisation flourished here.<br />
The citizens devoted themselves to the art and<br />
sciences, and life was prosperous and good.<br />
Then a series of disasters struck.<br />
The system-wide control system,Mother Brain,<br />
was destroyed.<br />
So was the first planet, Parma.<br />
Over 90% of the systems population died,<br />
and the advanced technological culture was lost.<br />
Society declined, spiralling downwards until only at<br />
last a few groups could remember there were better<br />
times.<br />
1000 years passed.<br />
At last, civilization is once more on the rise across the Algo solar<br />
system.<br />
People are once again turning to thoughts of an easier life.<br />
Old knowledge is being rediscovered.<br />
But just as things look brighter, beyond the threshold long<br />
thought closed, a dark and very ancient evil stirs...'<br />
</span><br />
Opening sequence of PSIV: BaNL. Extract taken from the original<br />
1994 release.<br />
</div>
<br />
<div align="center"><img src="http://omploader.org/vMmsxbQ/Cosmic_Belt,_Sci-Fi.jpg" border="0" alt="[Image: Cosmic_Belt,_Sci-Fi.jpg&#93;" /><br />
<span style="font-style: italic;">An image that shows during the intro sequence.</span></div>
<br />
<div align="center">Now, moving to the present day.<br />
A mysterious outbreak of unusually powerful bio-monsters has prompted the Dean of Motavia Academy to summon a professional female Hunter by the name of Alys Brangwin, along with her partner,Chaz Ashley, to exterminate a group of<br />
monsters that have appeared in the basement of the Academy. All very simple, one might think. But the Dean's overall unease about the whole situation arouses suspicion in Alys and her partner. According to Alys, monsters usually don't come into inhabited areas. So where did they come from?</div>
<br />
<div align="center">I can't reveal any further information for fear of ruining the plot. :)</div>
<br />
<div align="center"><img src="http://omploader.org/vM2c4dA/cutscene%201c.png" border="0" alt="[Image: cutscene%201c.png&#93;" /></div>
<div align="center"><span style="font-style: italic;">Major cutscenes in the game are shown via movie-like stills. I drew the images myself. :)</span></div>
<br />
<br />
<div align="center"><span style="font-weight: bold;">CHARACTERS:</span></div>
<br />
<div class="spborder"><div class="thead" onclick="if ( this.parentNode.getElementsByTagName('div')[1&#93;.style.display == 'none' ) { this.parentNode.getElementsByTagName('div')[1&#93;.style.display = ''; } else { this.parentNode.getElementsByTagName('div')[1&#93;.style.display = 'none'; }" >Content Hidden</div><div class='trow1' style='display:none;'><div align="center"><img src="http://omploader.org/vMmsxcg/Alys.png" border="0" alt="[Image: Alys.png&#93;" /></div>
Only five characters will be playable in the upcoming demo.<br />
<div align="center"><span style="font-weight: bold;">Alys 'The Eight-Stroke Warrior' Brangwin.</span><br />
Occupation: Hunter<br />
Age: ??<br />
Weapon usage: Swords/slashers (boomerang-like throwing knives).<br />
Height: 177cm, 5ft 9.5in</div>
<br />
<div align="center">The protaganist of PSIV: BaNL.<br />
A hot-headed, razor-tongued veteran whose prowess with the blade is matched<br />
only by her beauty. Not much is known about her past, but parts of it seem to <br />
pop up from nowhere,which pisses her off to no end. Everyone on Motavia seems<br />
to know something about her that she didn't tell them. She is an excellent all-round<br />
fighter, with exceptional Agility and Dexterity, and possesses powerful techniques<br />
as well. Her only downside is her inability to heal.</div>
<br />
<div align="center"><img src="http://omploader.org/vMmsxeg/Chaz.png" border="0" alt="[Image: Chaz.png&#93;" /></div>
<br />
<div align="center"><span style="font-weight: bold;">Chaz Ashley</span><br />
Occupation: Hunter<br />
Age: 16<br />
Weapon usage: Swords<br />
Height: 166 cm, 5ft 6in</div>
<br />
<div align="center">A street-rat turned Hunter, Chaz was headed for a questionable future until Alys<br />
spotted him and pegged him for Hunter material. Now, three years later, he is<br />
off with his partner to investigate the mysterious outbreak of monsters in Motavia<br />
Academy. He is a keen swordsman with a quick temper and a keen eye, though<br />
can be a bit slow at times, especially when dealing with his partner's witty banters<br />
and sarcastic comments. Another good all-rounder like Alys, but weaker<br />
in both Agility and Dexterity. He can use healing techs, though. </div>
<br />
<div align="center"><img src="http://omploader.org/vMms3dA/Hahn.png" border="0" alt="[Image: Hahn.png&#93;" /></div>
<br />
<div align="center"><span style="font-weight: bold;">Hahn Mahlay</span><br />
Occupation: Scholar<br />
Age: 24<br />
Weapon usage: Knives<br />
Height: 178cm, 5ft 10in</div>
<br />
<div align="center">A kind and gentle soul who studies under the tutelage of the eccentric Professor Holt. After his mentor goes missing, Hahn takes it upon himself to find the missing Professor. He is expecting to recieve the help of some Hunters who are in on an<br />
extermination hunt. Unfortunately, Hunters don't come cheap. Hahn is a very weak physical fighter, but possesses several helping techniques which are useful against Bio-monsters and his healing skills are top-notch.</div>
<br />
<div align="center"><img src="http://omploader.org/vMms3eA/Rune.png" border="0" alt="[Image: Rune.png&#93;" /></div>
<br />
<div align="center"><span style="font-weight: bold;">Rune Walsh</span><br />
Occupation: Esper Wizard<br />
Age: ??<br />
Weapon usage: Staffs<br />
Height: 183cm, 6ft</div>
<br />
<div align="center">An arrogant, (but gorgeous soul), Rune is descended from a group of people that marks him as one of the rare breeds...the Espers, and possesses something few people know about and even fewer possess...true magic. He know Alys from a past encounter, though how they met still remains a mystery. He shares a very powerful bond with the Hunter. After witnessing the events which follow after Nurvus, Rune realises that Alys and the rest of her companions share a far greater destiny... <br />
The weakest physical fighter, but probably the most powerful character in the game after Alys. He has a wide range of techs and skills to work with, and nearly all of them are capable of hitting multiple opponents. </div>
<br />
<div align="center"><img src="http://omploader.org/vMmtwOQ/Gryz1.png" border="0" alt="[Image: Gryz1.png&#93;" /></div>
<br />
<div align="center"><span style="font-weight: bold;">Gryz</span></div>
<div align="center">Occupation: Motavian Soldier<br />
Age: 19<br />
Weapon usage: Axes<br />
Height: 161cm, 5ft 3in</div>
<br />
<div align="center">Gryz is the first and only Motavian to join Alys and the rest of her companions. He is asked by the village elder Grandfather Dorin to escort the group down into the Tonoe basement in their search for the Alshline. But his intentions after the group has obtained the medicine soon becomes very clear..he is on a vengance-seeking quest to destroy the man who killed his parents, annihilated his village and murdered his fellow Motavians. <br />
Gryz is a very powerful physical fighter, but sucks in pretty much everything else. He is also the slowest character in the game.</div>
<br />
<br />
</div></div>
<br />
<br />
<div align="center"><span style="font-weight: bold;">FEATURES:</span></div>
<br />
<div class="spborder"><div class="thead" onclick="if ( this.parentNode.getElementsByTagName('div')[1&#93;.style.display == 'none' ) { this.parentNode.getElementsByTagName('div')[1&#93;.style.display = ''; } else { this.parentNode.getElementsByTagName('div')[1&#93;.style.display = 'none'; }" >Content Hidden</div><div class='trow1' style='display:none;'><div align="center"><span style="font-style: italic;">-Animated battle system scripted by Atoa.<br />
-Demo is around 4+ hours, full version is around 17+ hours in length.<br />
-Movie-like stills depicting major cutscenes.<br />
-Long,engaging storyline filled with humour, angst, tragedy and many other<br />
recurring themes.<br />
-Interesting and vibrant cast of ten playable characters. Among them is<br />
a millenia-old android and a wizard that has lived for nearly 2000 years. :)<br />
-Fully animated Mog-style menus that I styled myself.<br />
-Apothecaries and Blacksmiths enable you to buy rare items.<br />
-Hidden flashbacks which convey Alys' past to the player. Shown in black and white.<br />
-No random encounters on the overworld maps.<br />
</span><br />
 </div>
</div></div>
<br />
<div align="center">Finally, for some screenshots. :)</div>
<br />
<div align="center"><span style="font-weight: bold;">SCREENSHOTS:</span></div>
<br />
<div class="spborder"><div class="thead" onclick="if ( this.parentNode.getElementsByTagName('div')[1&#93;.style.display == 'none' ) { this.parentNode.getElementsByTagName('div')[1&#93;.style.display = ''; } else { this.parentNode.getElementsByTagName('div')[1&#93;.style.display = 'none'; }" >Content Hidden</div><div class='trow1' style='display:none;'><div align="center"><img src="http://omploader.org/vM29zcA/batl.PNG" border="0" alt="[Image: batl.PNG&#93;" /><br />
<br />
<img src="http://omploader.org/vM29zcQ/overworld.PNG" border="0" alt="[Image: overworld.PNG&#93;" /><br />
<br />
<img src="http://omploader.org/vM29zdA/tonoe%201.PNG" border="0" alt="[Image: tonoe%201.PNG&#93;" /><br />
<br />
<img src="http://omploader.org/vM25oeg/main%20menu.PNG" border="0" alt="[Image: main%20menu.PNG&#93;" /><br />
</div></div></div>
I look forward to feedback. :D]]></description>
			<content:encoded><![CDATA[<div align="center"><img src="http://omploader.org/vM25pNA/title%202.png" border="0" alt="[Image: title%202.png]" /></div>
<div align="center">It's time I started posting some information about my first (and most ambitious) fan-game made with RPGMaker XP. It's called Phantasy Star IV:Beneath a New Light, and is a parallel game to the original Phantasy Star 4 that was released on the Sega Genesis back in 1994. It is set in the Algo solar system which consists of three planets: Motavia, the desert planet, Dezolis, the ice planet, and Parma, a planet very similar to Earth, in the year AW 2284 (AD 4370-- AW 0 = AD 2086.)</div>
<br />
<br />
<div align="center"><span style="font-weight: bold;">STORY:</span></div>
<br />
<div align="center"><span style="font-style: italic;">'The Algo solar system...somewhere in space.<br />
Once, a brilliant civilisation flourished here.<br />
The citizens devoted themselves to the art and<br />
sciences, and life was prosperous and good.<br />
Then a series of disasters struck.<br />
The system-wide control system,Mother Brain,<br />
was destroyed.<br />
So was the first planet, Parma.<br />
Over 90% of the systems population died,<br />
and the advanced technological culture was lost.<br />
Society declined, spiralling downwards until only at<br />
last a few groups could remember there were better<br />
times.<br />
1000 years passed.<br />
At last, civilization is once more on the rise across the Algo solar<br />
system.<br />
People are once again turning to thoughts of an easier life.<br />
Old knowledge is being rediscovered.<br />
But just as things look brighter, beyond the threshold long<br />
thought closed, a dark and very ancient evil stirs...'<br />
</span><br />
Opening sequence of PSIV: BaNL. Extract taken from the original<br />
1994 release.<br />
</div>
<br />
<div align="center"><img src="http://omploader.org/vMmsxbQ/Cosmic_Belt,_Sci-Fi.jpg" border="0" alt="[Image: Cosmic_Belt,_Sci-Fi.jpg]" /><br />
<span style="font-style: italic;">An image that shows during the intro sequence.</span></div>
<br />
<div align="center">Now, moving to the present day.<br />
A mysterious outbreak of unusually powerful bio-monsters has prompted the Dean of Motavia Academy to summon a professional female Hunter by the name of Alys Brangwin, along with her partner,Chaz Ashley, to exterminate a group of<br />
monsters that have appeared in the basement of the Academy. All very simple, one might think. But the Dean's overall unease about the whole situation arouses suspicion in Alys and her partner. According to Alys, monsters usually don't come into inhabited areas. So where did they come from?</div>
<br />
<div align="center">I can't reveal any further information for fear of ruining the plot. :)</div>
<br />
<div align="center"><img src="http://omploader.org/vM2c4dA/cutscene%201c.png" border="0" alt="[Image: cutscene%201c.png]" /></div>
<div align="center"><span style="font-style: italic;">Major cutscenes in the game are shown via movie-like stills. I drew the images myself. :)</span></div>
<br />
<br />
<div align="center"><span style="font-weight: bold;">CHARACTERS:</span></div>
<br />
<div class="spborder"><div class="thead" onclick="if ( this.parentNode.getElementsByTagName('div')[1].style.display == 'none' ) { this.parentNode.getElementsByTagName('div')[1].style.display = ''; } else { this.parentNode.getElementsByTagName('div')[1].style.display = 'none'; }" >Content Hidden</div><div class='trow1' style='display:none;'><div align="center"><img src="http://omploader.org/vMmsxcg/Alys.png" border="0" alt="[Image: Alys.png]" /></div>
Only five characters will be playable in the upcoming demo.<br />
<div align="center"><span style="font-weight: bold;">Alys 'The Eight-Stroke Warrior' Brangwin.</span><br />
Occupation: Hunter<br />
Age: ??<br />
Weapon usage: Swords/slashers (boomerang-like throwing knives).<br />
Height: 177cm, 5ft 9.5in</div>
<br />
<div align="center">The protaganist of PSIV: BaNL.<br />
A hot-headed, razor-tongued veteran whose prowess with the blade is matched<br />
only by her beauty. Not much is known about her past, but parts of it seem to <br />
pop up from nowhere,which pisses her off to no end. Everyone on Motavia seems<br />
to know something about her that she didn't tell them. She is an excellent all-round<br />
fighter, with exceptional Agility and Dexterity, and possesses powerful techniques<br />
as well. Her only downside is her inability to heal.</div>
<br />
<div align="center"><img src="http://omploader.org/vMmsxeg/Chaz.png" border="0" alt="[Image: Chaz.png]" /></div>
<br />
<div align="center"><span style="font-weight: bold;">Chaz Ashley</span><br />
Occupation: Hunter<br />
Age: 16<br />
Weapon usage: Swords<br />
Height: 166 cm, 5ft 6in</div>
<br />
<div align="center">A street-rat turned Hunter, Chaz was headed for a questionable future until Alys<br />
spotted him and pegged him for Hunter material. Now, three years later, he is<br />
off with his partner to investigate the mysterious outbreak of monsters in Motavia<br />
Academy. He is a keen swordsman with a quick temper and a keen eye, though<br />
can be a bit slow at times, especially when dealing with his partner's witty banters<br />
and sarcastic comments. Another good all-rounder like Alys, but weaker<br />
in both Agility and Dexterity. He can use healing techs, though. </div>
<br />
<div align="center"><img src="http://omploader.org/vMms3dA/Hahn.png" border="0" alt="[Image: Hahn.png]" /></div>
<br />
<div align="center"><span style="font-weight: bold;">Hahn Mahlay</span><br />
Occupation: Scholar<br />
Age: 24<br />
Weapon usage: Knives<br />
Height: 178cm, 5ft 10in</div>
<br />
<div align="center">A kind and gentle soul who studies under the tutelage of the eccentric Professor Holt. After his mentor goes missing, Hahn takes it upon himself to find the missing Professor. He is expecting to recieve the help of some Hunters who are in on an<br />
extermination hunt. Unfortunately, Hunters don't come cheap. Hahn is a very weak physical fighter, but possesses several helping techniques which are useful against Bio-monsters and his healing skills are top-notch.</div>
<br />
<div align="center"><img src="http://omploader.org/vMms3eA/Rune.png" border="0" alt="[Image: Rune.png]" /></div>
<br />
<div align="center"><span style="font-weight: bold;">Rune Walsh</span><br />
Occupation: Esper Wizard<br />
Age: ??<br />
Weapon usage: Staffs<br />
Height: 183cm, 6ft</div>
<br />
<div align="center">An arrogant, (but gorgeous soul), Rune is descended from a group of people that marks him as one of the rare breeds...the Espers, and possesses something few people know about and even fewer possess...true magic. He know Alys from a past encounter, though how they met still remains a mystery. He shares a very powerful bond with the Hunter. After witnessing the events which follow after Nurvus, Rune realises that Alys and the rest of her companions share a far greater destiny... <br />
The weakest physical fighter, but probably the most powerful character in the game after Alys. He has a wide range of techs and skills to work with, and nearly all of them are capable of hitting multiple opponents. </div>
<br />
<div align="center"><img src="http://omploader.org/vMmtwOQ/Gryz1.png" border="0" alt="[Image: Gryz1.png]" /></div>
<br />
<div align="center"><span style="font-weight: bold;">Gryz</span></div>
<div align="center">Occupation: Motavian Soldier<br />
Age: 19<br />
Weapon usage: Axes<br />
Height: 161cm, 5ft 3in</div>
<br />
<div align="center">Gryz is the first and only Motavian to join Alys and the rest of her companions. He is asked by the village elder Grandfather Dorin to escort the group down into the Tonoe basement in their search for the Alshline. But his intentions after the group has obtained the medicine soon becomes very clear..he is on a vengance-seeking quest to destroy the man who killed his parents, annihilated his village and murdered his fellow Motavians. <br />
Gryz is a very powerful physical fighter, but sucks in pretty much everything else. He is also the slowest character in the game.</div>
<br />
<br />
</div></div>
<br />
<br />
<div align="center"><span style="font-weight: bold;">FEATURES:</span></div>
<br />
<div class="spborder"><div class="thead" onclick="if ( this.parentNode.getElementsByTagName('div')[1].style.display == 'none' ) { this.parentNode.getElementsByTagName('div')[1].style.display = ''; } else { this.parentNode.getElementsByTagName('div')[1].style.display = 'none'; }" >Content Hidden</div><div class='trow1' style='display:none;'><div align="center"><span style="font-style: italic;">-Animated battle system scripted by Atoa.<br />
-Demo is around 4+ hours, full version is around 17+ hours in length.<br />
-Movie-like stills depicting major cutscenes.<br />
-Long,engaging storyline filled with humour, angst, tragedy and many other<br />
recurring themes.<br />
-Interesting and vibrant cast of ten playable characters. Among them is<br />
a millenia-old android and a wizard that has lived for nearly 2000 years. :)<br />
-Fully animated Mog-style menus that I styled myself.<br />
-Apothecaries and Blacksmiths enable you to buy rare items.<br />
-Hidden flashbacks which convey Alys' past to the player. Shown in black and white.<br />
-No random encounters on the overworld maps.<br />
</span><br />
 </div>
</div></div>
<br />
<div align="center">Finally, for some screenshots. :)</div>
<br />
<div align="center"><span style="font-weight: bold;">SCREENSHOTS:</span></div>
<br />
<div class="spborder"><div class="thead" onclick="if ( this.parentNode.getElementsByTagName('div')[1].style.display == 'none' ) { this.parentNode.getElementsByTagName('div')[1].style.display = ''; } else { this.parentNode.getElementsByTagName('div')[1].style.display = 'none'; }" >Content Hidden</div><div class='trow1' style='display:none;'><div align="center"><img src="http://omploader.org/vM29zcA/batl.PNG" border="0" alt="[Image: batl.PNG]" /><br />
<br />
<img src="http://omploader.org/vM29zcQ/overworld.PNG" border="0" alt="[Image: overworld.PNG]" /><br />
<br />
<img src="http://omploader.org/vM29zdA/tonoe%201.PNG" border="0" alt="[Image: tonoe%201.PNG]" /><br />
<br />
<img src="http://omploader.org/vM25oeg/main%20menu.PNG" border="0" alt="[Image: main%20menu.PNG]" /><br />
</div></div></div>
I look forward to feedback. :D]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Request&#93; Tut. for RGSS]]></title>
			<link>http://rmvxp.com/thread-2067.html</link>
			<pubDate>Sun, 07 Mar 2010 15:26:45 +0300</pubDate>
			<guid isPermaLink="false">http://rmvxp.com/thread-2067.html</guid>
			<description><![CDATA[Well yeah, I want to request a RGSS tutorial<br />
for creating a battle system. Something to start<br />
on or anything.<br />
<br />
I have just started some days ago to learn RGSS<br />
and I really want to script a battlesystem by myself<br />
later, so what should I start to learn first ?]]></description>
			<content:encoded><![CDATA[Well yeah, I want to request a RGSS tutorial<br />
for creating a battle system. Something to start<br />
on or anything.<br />
<br />
I have just started some days ago to learn RGSS<br />
and I really want to script a battlesystem by myself<br />
later, so what should I start to learn first ?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[hello there]]></title>
			<link>http://rmvxp.com/thread-2066.html</link>
			<pubDate>Sun, 07 Mar 2010 15:18:00 +0300</pubDate>
			<guid isPermaLink="false">http://rmvxp.com/thread-2066.html</guid>
			<description><![CDATA[Hi all. I'm a first time poster here at RMVXP, though I have been RPGMaker XP for the last 13 months, so I'm still fairly new to the program. <img src="http://rmvxp.com/images/smilies/ej/cheery.gif" style="vertical-align: middle;" border="0" alt="Cheery" title="Cheery" /><br />
<br />
I'm a huge Phantasy Star fan, and I will be posting my fan game as soon as possible. It's been in development for more than a year now, and I look forward to feedback from this community!<br />
<br />
ta ta ta. <img src="http://rmvxp.com/images/smilies/ej/cheery.gif" style="vertical-align: middle;" border="0" alt="Cheery" title="Cheery" />]]></description>
			<content:encoded><![CDATA[Hi all. I'm a first time poster here at RMVXP, though I have been RPGMaker XP for the last 13 months, so I'm still fairly new to the program. <img src="http://rmvxp.com/images/smilies/ej/cheery.gif" style="vertical-align: middle;" border="0" alt="Cheery" title="Cheery" /><br />
<br />
I'm a huge Phantasy Star fan, and I will be posting my fan game as soon as possible. It's been in development for more than a year now, and I look forward to feedback from this community!<br />
<br />
ta ta ta. <img src="http://rmvxp.com/images/smilies/ej/cheery.gif" style="vertical-align: middle;" border="0" alt="Cheery" title="Cheery" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hey, hey.]]></title>
			<link>http://rmvxp.com/thread-2049.html</link>
			<pubDate>Sun, 07 Mar 2010 08:32:05 +0300</pubDate>
			<guid isPermaLink="false">http://rmvxp.com/thread-2049.html</guid>
			<description><![CDATA[Glad I found the place again. Sorry to see the old one go but it happens.<br />
<br />
For those that don't know who I was back on the old site, I was working on a project to simulate the Nintendo DS look and feel on a RPGXP environment. I haven't worked with RPG XP in some years but I hope to change that.]]></description>
			<content:encoded><![CDATA[Glad I found the place again. Sorry to see the old one go but it happens.<br />
<br />
For those that don't know who I was back on the old site, I was working on a project to simulate the Nintendo DS look and feel on a RPGXP environment. I haven't worked with RPG XP in some years but I hope to change that.]]></content:encoded>
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