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	<channel>
		<title><![CDATA[Creators Community - All Forums]]></title>
		<link>http://vorpal86.snesorama.us/forum/</link>
		<description><![CDATA[Creators Community - http://vorpal86.snesorama.us/forum]]></description>
		<pubDate>Sun, 21 Mar 2010 22:00:25 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Pets]]></title>
			<link>http://vorpal86.snesorama.us/forum/showthread.php?tid=100</link>
			<pubDate>Mon, 25 Jan 2010 10:35:59 +0000</pubDate>
			<guid isPermaLink="false">http://vorpal86.snesorama.us/forum/showthread.php?tid=100</guid>
			<description><![CDATA[So I think with as many people as we have here, let's talk pets.<br />
<br />
What pets do you have?]]></description>
			<content:encoded><![CDATA[So I think with as many people as we have here, let's talk pets.<br />
<br />
What pets do you have?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[What is your clothing style?]]></title>
			<link>http://vorpal86.snesorama.us/forum/showthread.php?tid=99</link>
			<pubDate>Mon, 25 Jan 2010 09:47:41 +0000</pubDate>
			<guid isPermaLink="false">http://vorpal86.snesorama.us/forum/showthread.php?tid=99</guid>
			<description><![CDATA[My clothing style is mainly geared towards a mixture of classy and funky. I think, I wear best of both worlds. So, in reality, I have a 70's feel going on. I don't wear dresses or skirts, and am not fussed with over acessorising fashion, seeing as I don't wear any jewellery to match. I just put on matching colour clothes when I feel, and add some scarfes to match if I'm going on a formal outing. I like light colours, and I wear light and dark browns mostly. Though have the occasional blue hanging round.<br />
<br />
What about you? What's your clothing style?]]></description>
			<content:encoded><![CDATA[My clothing style is mainly geared towards a mixture of classy and funky. I think, I wear best of both worlds. So, in reality, I have a 70's feel going on. I don't wear dresses or skirts, and am not fussed with over acessorising fashion, seeing as I don't wear any jewellery to match. I just put on matching colour clothes when I feel, and add some scarfes to match if I'm going on a formal outing. I like light colours, and I wear light and dark browns mostly. Though have the occasional blue hanging round.<br />
<br />
What about you? What's your clothing style?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[What's Your Hobby?]]></title>
			<link>http://vorpal86.snesorama.us/forum/showthread.php?tid=98</link>
			<pubDate>Sat, 23 Jan 2010 09:34:21 +0000</pubDate>
			<guid isPermaLink="false">http://vorpal86.snesorama.us/forum/showthread.php?tid=98</guid>
			<description><![CDATA[Hi guys,<br />
What's your hobby? My hobbies are Reading, Traveling, Visiting a historical place, Listening to the music, Playing piano, Shopping, etc.<br />
How about you?]]></description>
			<content:encoded><![CDATA[Hi guys,<br />
What's your hobby? My hobbies are Reading, Traveling, Visiting a historical place, Listening to the music, Playing piano, Shopping, etc.<br />
How about you?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dark Knight?]]></title>
			<link>http://vorpal86.snesorama.us/forum/showthread.php?tid=97</link>
			<pubDate>Sat, 23 Jan 2010 06:58:03 +0000</pubDate>
			<guid isPermaLink="false">http://vorpal86.snesorama.us/forum/showthread.php?tid=97</guid>
			<description><![CDATA[How do you feel the movie turned out?<br />
<br />
Thanks.]]></description>
			<content:encoded><![CDATA[How do you feel the movie turned out?<br />
<br />
Thanks.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Which is the best PC Game Of 2009 ?]]></title>
			<link>http://vorpal86.snesorama.us/forum/showthread.php?tid=96</link>
			<pubDate>Thu, 21 Jan 2010 12:58:35 +0000</pubDate>
			<guid isPermaLink="false">http://vorpal86.snesorama.us/forum/showthread.php?tid=96</guid>
			<description><![CDATA[Hi to all,<br />
PC games are very popular now a days and all gamer play it more. I also love all PC games but among them, I think the Street Fighter IV is a game of the year 2009. What do you think about it.?]]></description>
			<content:encoded><![CDATA[Hi to all,<br />
PC games are very popular now a days and all gamer play it more. I also love all PC games but among them, I think the Street Fighter IV is a game of the year 2009. What do you think about it.?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Forum Update to - v1411]]></title>
			<link>http://vorpal86.snesorama.us/forum/showthread.php?tid=95</link>
			<pubDate>Tue, 29 Dec 2009 14:44:55 +0000</pubDate>
			<guid isPermaLink="false">http://vorpal86.snesorama.us/forum/showthread.php?tid=95</guid>
			<description><![CDATA[Just a quick post to say the forum has been updated to v1411 now. It's been a while since I've updated so if you encounter any problems let me know!<br />
<br />
December 29 2009<br />
<br />
almost the new year yet again!<br />
<br />
Happy holidays!]]></description>
			<content:encoded><![CDATA[Just a quick post to say the forum has been updated to v1411 now. It's been a while since I've updated so if you encounter any problems let me know!<br />
<br />
December 29 2009<br />
<br />
almost the new year yet again!<br />
<br />
Happy holidays!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Star Ridin POdogy]]></title>
			<link>http://vorpal86.snesorama.us/forum/showthread.php?tid=94</link>
			<pubDate>Sun, 29 Nov 2009 07:22:12 +0000</pubDate>
			<guid isPermaLink="false">http://vorpal86.snesorama.us/forum/showthread.php?tid=94</guid>
			<description><![CDATA[Hello folks. - <span style="font-weight: bold;">UPDATE</span> - ADDED two other downloads, a ZIP file and a GM EXE file for those who need them. Also removed the big image and added a link.<br />
<br />
Below I have posted a Game Maker Game I have been working on. This DEMO features 6 levels, shooting, music, sound effects and hopefully some fun. All resources in this game are made from scratch. This is actually the first game, whether GM or any other, that I have done everything from scratch. I'll continue to add stuff to it once I learn how to do it. Let me know if you have any problems, or suggestions. A few things that are being prepared to work when I figure it out are;<br />
<br />
1 - Certain number of lives<br />
2 - Set number of shots (no unlimited ammo, sorry!)<br />
3 - 4 Hit health bar<br />
<br />
You can shoot, avoid enemies, go to next level. Main functions of moving are basically done.  So check the link below, and send some feedback please. If anyone would like to help, if interested, please send me a PM. Preferably someone with more advanced GM knowledge so to help implement those listed <span style="font-style: italic;">soon-to-be's</span>.. Once I get those down the rest should be smooth sailing. Thanks<br />
<br />
*The file is large because I used low birate WAV files so they would loop properly, (mp3's don't) and sound good enough. Plus, it's all original music and don't know how to implement the OGG plugins dll. That's too confusing and this is a lot easier. <img src="http://vorpal86.snesorama.us/forum/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /> Sorry for any inconvenience.<br />
<br />
<span style="font-weight: bold;">Game Name - <span style="color: green;">STAR RIDIN PODOGY</span></span><br />
 --- --- --- ---<br />
<span style="font-weight: bold;">Download RAR</span><br />
- 4.3mb packed<br />
- 5.7mb uncompressed<br />
<a href="http://vorpal86.snesorama.us/gamesamples/staridin/release/Star-Ridin-PODogy_Demo.rar" target="_blank"><span style="color: blue;"><span style="font-weight: bold;">Star Ridin Podogy Download</span></span></a><br />
 - - - -<br />
<span style="font-weight: bold;">Download ZIP</span><br />
- 4.5mb packed<br />
- 5.7mb uncompressed<br />
<a href="http://vorpal86.snesorama.us/gamesamples/staridin/release/Star-Ridin-PODogy_Demo.zip" target="_blank"><span style="color: blue;"><span style="font-weight: bold;">Star Ridin Podogy Download</span></span></a><br />
 - - - -<br />
<span style="font-weight: bold;">Download gm EXE</span><br />
- 5.7mb<br />
<a href="http://vorpal86.snesorama.us/gamesamples/staridin/release/Star-Ridin-PODogy_Demo.exe" target="_blank"><span style="color: blue;"><span style="font-weight: bold;">Star Ridin Podogy Download</span></span></a><br />
 - - - -<br />
<a href="http://vorpal86.snesorama.us/gamesamples/staridin/shots/staridinsnap.png" target="_blank"><span style="font-weight: bold;">SCREEN SHOT</span></a><br />
<br />
<span style="font-weight: bold;">System Requirements:</span> Should work with lesser machines. It shouldn't be too demanding. THESE are MY own hardware specs, so give or take. It works just fine here at 60fps.<br />
1.3MHz P4<br />
<br />
256MB System Memory<br />
800x600 60hz (Game will open up in this mode running 60cps per room)<br />
Radeon 7500 with 64MB<br />
<br />
<span style="font-weight: bold;">Game Description:</span><br />
<span style="font-style: italic;">Your ship has the vaccine embedded into the fuel system of the ammunition that you will use to inject into each infected pod. You were only given a certain number of vaccinations per Level so use them wisely. May the future of the PODiverse be in your hands!</span><span style="font-weight: bold;">Object of the game - As of Now</span><br />
Fire upon the RED pods to turn them BLUE. After each pod has been turned BLUE, the next level will appear. Be sure to avoid the BLUE pods after they have been healed as they will move around the screen,and if they hit you, you will blow up!<br />
<br />
<span style="font-weight: bold;">Basic Controls</span><br />
F4 - - - - - - - - - - Full Screen View / Back to window<br />
Exit Game - - - - - - - - - - - - ESC<br />
MOVE - - - - - - - - - - - - - - - Left / Right arrows<br />
FIRE - - - - - - - - - - - - - - -- Z Key<br />
Show Game Info - - - - - - - - F1 (to see other info)]]></description>
			<content:encoded><![CDATA[Hello folks. - <span style="font-weight: bold;">UPDATE</span> - ADDED two other downloads, a ZIP file and a GM EXE file for those who need them. Also removed the big image and added a link.<br />
<br />
Below I have posted a Game Maker Game I have been working on. This DEMO features 6 levels, shooting, music, sound effects and hopefully some fun. All resources in this game are made from scratch. This is actually the first game, whether GM or any other, that I have done everything from scratch. I'll continue to add stuff to it once I learn how to do it. Let me know if you have any problems, or suggestions. A few things that are being prepared to work when I figure it out are;<br />
<br />
1 - Certain number of lives<br />
2 - Set number of shots (no unlimited ammo, sorry!)<br />
3 - 4 Hit health bar<br />
<br />
You can shoot, avoid enemies, go to next level. Main functions of moving are basically done.  So check the link below, and send some feedback please. If anyone would like to help, if interested, please send me a PM. Preferably someone with more advanced GM knowledge so to help implement those listed <span style="font-style: italic;">soon-to-be's</span>.. Once I get those down the rest should be smooth sailing. Thanks<br />
<br />
*The file is large because I used low birate WAV files so they would loop properly, (mp3's don't) and sound good enough. Plus, it's all original music and don't know how to implement the OGG plugins dll. That's too confusing and this is a lot easier. <img src="http://vorpal86.snesorama.us/forum/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /> Sorry for any inconvenience.<br />
<br />
<span style="font-weight: bold;">Game Name - <span style="color: green;">STAR RIDIN PODOGY</span></span><br />
 --- --- --- ---<br />
<span style="font-weight: bold;">Download RAR</span><br />
- 4.3mb packed<br />
- 5.7mb uncompressed<br />
<a href="http://vorpal86.snesorama.us/gamesamples/staridin/release/Star-Ridin-PODogy_Demo.rar" target="_blank"><span style="color: blue;"><span style="font-weight: bold;">Star Ridin Podogy Download</span></span></a><br />
 - - - -<br />
<span style="font-weight: bold;">Download ZIP</span><br />
- 4.5mb packed<br />
- 5.7mb uncompressed<br />
<a href="http://vorpal86.snesorama.us/gamesamples/staridin/release/Star-Ridin-PODogy_Demo.zip" target="_blank"><span style="color: blue;"><span style="font-weight: bold;">Star Ridin Podogy Download</span></span></a><br />
 - - - -<br />
<span style="font-weight: bold;">Download gm EXE</span><br />
- 5.7mb<br />
<a href="http://vorpal86.snesorama.us/gamesamples/staridin/release/Star-Ridin-PODogy_Demo.exe" target="_blank"><span style="color: blue;"><span style="font-weight: bold;">Star Ridin Podogy Download</span></span></a><br />
 - - - -<br />
<a href="http://vorpal86.snesorama.us/gamesamples/staridin/shots/staridinsnap.png" target="_blank"><span style="font-weight: bold;">SCREEN SHOT</span></a><br />
<br />
<span style="font-weight: bold;">System Requirements:</span> Should work with lesser machines. It shouldn't be too demanding. THESE are MY own hardware specs, so give or take. It works just fine here at 60fps.<br />
1.3MHz P4<br />
<br />
256MB System Memory<br />
800x600 60hz (Game will open up in this mode running 60cps per room)<br />
Radeon 7500 with 64MB<br />
<br />
<span style="font-weight: bold;">Game Description:</span><br />
<span style="font-style: italic;">Your ship has the vaccine embedded into the fuel system of the ammunition that you will use to inject into each infected pod. You were only given a certain number of vaccinations per Level so use them wisely. May the future of the PODiverse be in your hands!</span><span style="font-weight: bold;">Object of the game - As of Now</span><br />
Fire upon the RED pods to turn them BLUE. After each pod has been turned BLUE, the next level will appear. Be sure to avoid the BLUE pods after they have been healed as they will move around the screen,and if they hit you, you will blow up!<br />
<br />
<span style="font-weight: bold;">Basic Controls</span><br />
F4 - - - - - - - - - - Full Screen View / Back to window<br />
Exit Game - - - - - - - - - - - - ESC<br />
MOVE - - - - - - - - - - - - - - - Left / Right arrows<br />
FIRE - - - - - - - - - - - - - - -- Z Key<br />
Show Game Info - - - - - - - - F1 (to see other info)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[I need help!!!]]></title>
			<link>http://vorpal86.snesorama.us/forum/showthread.php?tid=93</link>
			<pubDate>Thu, 15 Oct 2009 17:44:35 +0000</pubDate>
			<guid isPermaLink="false">http://vorpal86.snesorama.us/forum/showthread.php?tid=93</guid>
			<description><![CDATA[I know this sounds dumb, but I never quite understood how 2 run.. basically how to run psx games on epsxe.  Yes, I've seen videos and somewhere along the line blogs, too.  But I guess I'm just too technologically dumb <img src="http://vorpal86.snesorama.us/forum/images/smilies/sad.gif" style="vertical-align: middle;" border="0" alt="Sad" title="Sad" />!]]></description>
			<content:encoded><![CDATA[I know this sounds dumb, but I never quite understood how 2 run.. basically how to run psx games on epsxe.  Yes, I've seen videos and somewhere along the line blogs, too.  But I guess I'm just too technologically dumb <img src="http://vorpal86.snesorama.us/forum/images/smilies/sad.gif" style="vertical-align: middle;" border="0" alt="Sad" title="Sad" />!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[We've Been Spammed!]]></title>
			<link>http://vorpal86.snesorama.us/forum/showthread.php?tid=92</link>
			<pubDate>Thu, 27 Aug 2009 01:37:36 +0000</pubDate>
			<guid isPermaLink="false">http://vorpal86.snesorama.us/forum/showthread.php?tid=92</guid>
			<description><![CDATA[I just had to delete and BAN a spammer profile here. The USER name was "buyphone". This is very annoying.. It should be taken care of..]]></description>
			<content:encoded><![CDATA[I just had to delete and BAN a spammer profile here. The USER name was "buyphone". This is very annoying.. It should be taken care of..]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Site Move - Finished! and New Mybb]]></title>
			<link>http://vorpal86.snesorama.us/forum/showthread.php?tid=86</link>
			<pubDate>Tue, 24 Mar 2009 08:03:38 +0000</pubDate>
			<guid isPermaLink="false">http://vorpal86.snesorama.us/forum/showthread.php?tid=86</guid>
			<description><![CDATA[Hello folks!<br />
<br />
I am writing to tell that the site has already been moved to the new server. All went well and couldn't even tell eh? <img src="http://vorpal86.snesorama.us/forum/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /> Also, I have updated the forums to the latest v1.4 of MYBB. A few things need to be fixed. I'm currently working to see about getting the following operating properly with the new version;<br />
<br />
1 - The Quick Theme doesn't seem to work with this version but selecting a theme manually in your profile still does.<br />
<br />
2 - Checking the <div><div class="quote_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="quote_body" style="display: none;"> plugin now.  Seems to work still.</div></div>
Please let me know if anything else doesn't seem to work right. Thanks ye'all! Have a good day!]]></description>
			<content:encoded><![CDATA[Hello folks!<br />
<br />
I am writing to tell that the site has already been moved to the new server. All went well and couldn't even tell eh? <img src="http://vorpal86.snesorama.us/forum/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /> Also, I have updated the forums to the latest v1.4 of MYBB. A few things need to be fixed. I'm currently working to see about getting the following operating properly with the new version;<br />
<br />
1 - The Quick Theme doesn't seem to work with this version but selecting a theme manually in your profile still does.<br />
<br />
2 - Checking the <div><div class="quote_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="quote_body" style="display: none;"> plugin now.  Seems to work still.</div></div>
Please let me know if anything else doesn't seem to work right. Thanks ye'all! Have a good day!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Tilesets - Mega Man 4 - 6 Tileset Project]]></title>
			<link>http://vorpal86.snesorama.us/forum/showthread.php?tid=85</link>
			<pubDate>Fri, 13 Mar 2009 05:10:05 +0000</pubDate>
			<guid isPermaLink="false">http://vorpal86.snesorama.us/forum/showthread.php?tid=85</guid>
			<description><![CDATA[Hello folks. I wasn't gonna post these here since these tiles aren't completely original, but near about original and there is a significant noticeable difference between these and the originals and not just rips. There shouldn't be any rips posted here so thanks for not doing that. <img src="http://vorpal86.snesorama.us/forum/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /> <br />
<span style="font-style: italic;"><br />
<span style="font-weight: bold;">ATT:</span> If any Capcom officials are visiting here and wish I remove these I will be happy to. I do not wish to use any of this for profit nor is anyone else allowed too. This is strictly for fun, entertainment and educational purposes without any royalties to be made. Thank you!</span><br />
<br />
<span style="font-weight: bold;">NOTE:</span> Some of the material in this project use sprites by Capcom that wasn't changed and all of the music is in WAv FORMAT from Mega Man 7, only re sampled for smaller sizes. This project is simply a run through without any game elements included like fighting or anything but does have a few things.<br />
<br />
<span style="font-weight: bold;">EDIT:</span> I have also now included the <span style="color: #008000;"><span style="font-style: italic;"><span style="font-weight: bold;">GM7</span></span></span> Project file if anyone wishes to try and make something out of it. I'll also add in any new tilesets and enhancements when I get them and post them. As you may see in this project the three boss portraits have been enhanced as well as lots of other stuff. <img src="http://vorpal86.snesorama.us/forum/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/samplegames/mm4Current_projectv1.zip" target="_blank"><span style="color: #FF0000;"><span style="text-decoration: underline;"><span style="font-style: italic;"><span style="font-weight: bold;">Project Source File (zip GMK7)</span></span></span></span></a> - 2.3 MB<br />
<br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/samplegames/mm4Current_WiPv1.zip" target="_blank"><span style="color: #FF0000;"><span style="text-decoration: underline;"><span style="font-style: italic;"><span style="font-weight: bold;">Sample Executable (zip)</span></span></span></span></a> - 3.6 MB<br />
<hr />
<span style="color: #FF0000;"><span style="font-weight: bold;">NOTE -</span></span>  The bottom LEFT pixel of any GM tileset is always the transparent color. I have included that as an empty unused color.<br />
<hr />
<span style="color: #FFA500;"><span style="font-size: medium;"><span style="font-weight: bold;">Pharaoh Man's Tileset Complete</span></span></span> - 32x32 Pixel Tiles.<br />
Pharaoh Man's BG's <br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/pharaohman_bg01a.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG1a - 512 x 256</span></span></a><br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/pharaohman_bg01b.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG1b - 512 x 256</span></span></a><br />
<br />
<img src="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/tilesets_newgm/mm4tset_PharaohMan1a-32x32-8bt.png" border="0" alt="[Image: mm4tset_PharaohMan1a-32x32-8bt.png&#93;" /><br />
<hr />
<span style="color: #0000FF;"><span style="font-size: medium;"><span style="font-weight: bold;">Ring Man's Tileset Complete - Main then Objects</span></span></span> - 32x32 Pixel Tiles and 16x16.<br />
Ring Man's BG's <br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/ringman_bg01a.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG1a - 320 x 512</span></span></a><br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/ringman_bg01b.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG1b - 640 x 256</span></span></a><br />
<br />
<img src="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/tilesets_newgm/mm4tset_RingMan1a-32x32-8bt.png" border="0" alt="[Image: mm4tset_RingMan1a-32x32-8bt.png&#93;" /><br />
<br />
<img src="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/tilesets_newgm/mm4tset_RingManObjects1a-16x16-8bt.png" border="0" alt="[Image: mm4tset_RingManObjects1a-16x16-8bt.png&#93;" /><br />
<hr />
<span style="color: #800080;"><span style="font-size: medium;"><span style="font-weight: bold;">Skull Man's Tileset Complete - Main then Objects</span></span></span> - 32x32 Pixel Tiles and 16x16.<br />
Skull Man's BG's <br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/skullman_bg01a.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG1a - 768 x 256</span></span></a><br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/skullman_bg01b.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG1b - 640 x 256</span></span></a><br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/skullman_bg02a.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG2a - 768 x 256</span></span></a><br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/skullman_bg02b.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG2b - 640 x 256</span></span></a><br />
<br />
<img src="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/tilesets_newgm/mm4tset_SkullMan-32x32-8bt.png" border="0" alt="[Image: mm4tset_SkullMan-32x32-8bt.png&#93;" /><br />
<br />
<img src="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/tilesets_newgm/mm4tset_SkullMan-16x16-8bt.png" border="0" alt="[Image: mm4tset_SkullMan-16x16-8bt.png&#93;" /><br />
<hr />
<span style="color: #008000;"><span style="font-size: medium;"><span style="font-weight: bold;">Toad Man's Tileset Complete - Main then Foreground Objects</span></span></span> - 32x32 Pixel Tiles and 16x16. 2 Flavors<br />
Toad Man's BG's <br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/toadman_bg01a.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG1a - 480 x 256</span></span></a><br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/toadman_bg01b.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG1b - 640 x 256</span></span></a><br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/toadman_bg01c.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG2a - 640 x 256</span></span></a><br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/toadman_bg02a.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG2b - 640 x 256</span></span></a><br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/toadman_bg02b.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG2b - 640 x 256</span></span></a><br />
<br />
<span style="font-weight: bold;">Foreground RAIN</span><br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/toadman_fgRAIN.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG2b - 320 x 256</span></span></a><br />
<br />
<img src="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/tilesets_newgm/mm4tset_ToadMan1a-32x32-8bt.png" border="0" alt="[Image: mm4tset_ToadMan1a-32x32-8bt.png&#93;" /> <img src="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/tilesets_newgm/mm4tset_ToadMan1b-32x32-8bt.png" border="0" alt="[Image: mm4tset_ToadMan1b-32x32-8bt.png&#93;" /><br />
<br />
<img src="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/tilesets_newgm/mm4tset_ToadMan1a-16x16-8bt.png" border="0" alt="[Image: mm4tset_ToadMan1a-16x16-8bt.png&#93;" /> - - - - - - - - <img src="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/tilesets_newgm/mm4tset_ToadMan1b-16x16-8bt.png" border="0" alt="[Image: mm4tset_ToadMan1b-16x16-8bt.png&#93;" />]]></description>
			<content:encoded><![CDATA[Hello folks. I wasn't gonna post these here since these tiles aren't completely original, but near about original and there is a significant noticeable difference between these and the originals and not just rips. There shouldn't be any rips posted here so thanks for not doing that. <img src="http://vorpal86.snesorama.us/forum/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /> <br />
<span style="font-style: italic;"><br />
<span style="font-weight: bold;">ATT:</span> If any Capcom officials are visiting here and wish I remove these I will be happy to. I do not wish to use any of this for profit nor is anyone else allowed too. This is strictly for fun, entertainment and educational purposes without any royalties to be made. Thank you!</span><br />
<br />
<span style="font-weight: bold;">NOTE:</span> Some of the material in this project use sprites by Capcom that wasn't changed and all of the music is in WAv FORMAT from Mega Man 7, only re sampled for smaller sizes. This project is simply a run through without any game elements included like fighting or anything but does have a few things.<br />
<br />
<span style="font-weight: bold;">EDIT:</span> I have also now included the <span style="color: #008000;"><span style="font-style: italic;"><span style="font-weight: bold;">GM7</span></span></span> Project file if anyone wishes to try and make something out of it. I'll also add in any new tilesets and enhancements when I get them and post them. As you may see in this project the three boss portraits have been enhanced as well as lots of other stuff. <img src="http://vorpal86.snesorama.us/forum/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/samplegames/mm4Current_projectv1.zip" target="_blank"><span style="color: #FF0000;"><span style="text-decoration: underline;"><span style="font-style: italic;"><span style="font-weight: bold;">Project Source File (zip GMK7)</span></span></span></span></a> - 2.3 MB<br />
<br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/samplegames/mm4Current_WiPv1.zip" target="_blank"><span style="color: #FF0000;"><span style="text-decoration: underline;"><span style="font-style: italic;"><span style="font-weight: bold;">Sample Executable (zip)</span></span></span></span></a> - 3.6 MB<br />
<hr />
<span style="color: #FF0000;"><span style="font-weight: bold;">NOTE -</span></span>  The bottom LEFT pixel of any GM tileset is always the transparent color. I have included that as an empty unused color.<br />
<hr />
<span style="color: #FFA500;"><span style="font-size: medium;"><span style="font-weight: bold;">Pharaoh Man's Tileset Complete</span></span></span> - 32x32 Pixel Tiles.<br />
Pharaoh Man's BG's <br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/pharaohman_bg01a.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG1a - 512 x 256</span></span></a><br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/pharaohman_bg01b.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG1b - 512 x 256</span></span></a><br />
<br />
<img src="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/tilesets_newgm/mm4tset_PharaohMan1a-32x32-8bt.png" border="0" alt="[Image: mm4tset_PharaohMan1a-32x32-8bt.png]" /><br />
<hr />
<span style="color: #0000FF;"><span style="font-size: medium;"><span style="font-weight: bold;">Ring Man's Tileset Complete - Main then Objects</span></span></span> - 32x32 Pixel Tiles and 16x16.<br />
Ring Man's BG's <br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/ringman_bg01a.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG1a - 320 x 512</span></span></a><br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/ringman_bg01b.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG1b - 640 x 256</span></span></a><br />
<br />
<img src="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/tilesets_newgm/mm4tset_RingMan1a-32x32-8bt.png" border="0" alt="[Image: mm4tset_RingMan1a-32x32-8bt.png]" /><br />
<br />
<img src="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/tilesets_newgm/mm4tset_RingManObjects1a-16x16-8bt.png" border="0" alt="[Image: mm4tset_RingManObjects1a-16x16-8bt.png]" /><br />
<hr />
<span style="color: #800080;"><span style="font-size: medium;"><span style="font-weight: bold;">Skull Man's Tileset Complete - Main then Objects</span></span></span> - 32x32 Pixel Tiles and 16x16.<br />
Skull Man's BG's <br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/skullman_bg01a.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG1a - 768 x 256</span></span></a><br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/skullman_bg01b.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG1b - 640 x 256</span></span></a><br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/skullman_bg02a.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG2a - 768 x 256</span></span></a><br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/skullman_bg02b.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG2b - 640 x 256</span></span></a><br />
<br />
<img src="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/tilesets_newgm/mm4tset_SkullMan-32x32-8bt.png" border="0" alt="[Image: mm4tset_SkullMan-32x32-8bt.png]" /><br />
<br />
<img src="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/tilesets_newgm/mm4tset_SkullMan-16x16-8bt.png" border="0" alt="[Image: mm4tset_SkullMan-16x16-8bt.png]" /><br />
<hr />
<span style="color: #008000;"><span style="font-size: medium;"><span style="font-weight: bold;">Toad Man's Tileset Complete - Main then Foreground Objects</span></span></span> - 32x32 Pixel Tiles and 16x16. 2 Flavors<br />
Toad Man's BG's <br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/toadman_bg01a.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG1a - 480 x 256</span></span></a><br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/toadman_bg01b.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG1b - 640 x 256</span></span></a><br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/toadman_bg01c.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG2a - 640 x 256</span></span></a><br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/toadman_bg02a.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG2b - 640 x 256</span></span></a><br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/toadman_bg02b.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG2b - 640 x 256</span></span></a><br />
<br />
<span style="font-weight: bold;">Foreground RAIN</span><br />
<a href="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/bg_new/toadman_fgRAIN.png" target="_blank"><span style="font-weight: bold;"><span style="text-decoration: underline;">BG2b - 320 x 256</span></span></a><br />
<br />
<img src="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/tilesets_newgm/mm4tset_ToadMan1a-32x32-8bt.png" border="0" alt="[Image: mm4tset_ToadMan1a-32x32-8bt.png]" /> <img src="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/tilesets_newgm/mm4tset_ToadMan1b-32x32-8bt.png" border="0" alt="[Image: mm4tset_ToadMan1b-32x32-8bt.png]" /><br />
<br />
<img src="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/tilesets_newgm/mm4tset_ToadMan1a-16x16-8bt.png" border="0" alt="[Image: mm4tset_ToadMan1a-16x16-8bt.png]" /> - - - - - - - - <img src="http://vorpal86.snesorama.us/gamesamples/megaman/mm4_remake/tilesets_newgm/mm4tset_ToadMan1b-16x16-8bt.png" border="0" alt="[Image: mm4tset_ToadMan1b-16x16-8bt.png]" />]]></content:encoded>
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			<title><![CDATA[Springboards - A Few]]></title>
			<link>http://vorpal86.snesorama.us/forum/showthread.php?tid=84</link>
			<pubDate>Thu, 12 Mar 2009 06:41:06 +0000</pubDate>
			<guid isPermaLink="false">http://vorpal86.snesorama.us/forum/showthread.php?tid=84</guid>
			<description><![CDATA[Hello folks. Here are some springboard types i made for Stencyl but they are in archive ATM I assume so I'll post them here too. I'll post a gif image of what they look like in full spring and the <a href="http://vorpal86.snesorama.us/forum/showthread.php?tid=7" target="_blank"><span style="color: #FF0000;"><span style="font-style: italic;"><span style="font-weight: bold;">AnimStrip</span></span></span></a> (Sheet for those who know it like that..)<br />
<br />
You may use these with no worries. Just a simple mention, or not is fine. <img src="http://vorpal86.snesorama.us/forum/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
<span style="font-weight: bold;"> - Grabbing Candy Springboard -</span><br />
This springboard could be used to trap someone if the player doesn't jump off of it soon enough.<br />
<br />
<span style="font-weight: bold;"><span style="font-style: italic;">Sample</span></span><br />
<img src="http://vorpal86.snesorama.us/stencyl/sprite_samples/platform/spr_Springboards/gifSamples_spring/spring-candytrap.gif" border="0" alt="[Image: spring-candytrap.gif&#93;" /><br />
<br />
<span style="font-weight: bold;"><span style="font-style: italic;">AnimStrip</span></span><br />
<img src="http://vorpal86.snesorama.us/stencyl/sprite_samples/platform/spr_Springboards/sprStrips_finished/springboard-candy.png" border="0" alt="[Image: springboard-candy.png&#93;" /><br />
--------------------------------<br />
<br />
<br />
<span style="font-weight: bold;"> - Cookie Springboard -</span><br />
This is just a simple bouncing springboard that looks like a cream filled cookie. <img src="http://vorpal86.snesorama.us/forum/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
<span style="font-weight: bold;"><span style="font-style: italic;">Sample</span></span><br />
<img src="http://vorpal86.snesorama.us/stencyl/sprite_samples/platform/spr_Springboards/gifSamples_spring/spring-cookiesample.gif" border="0" alt="[Image: spring-cookiesample.gif&#93;" /><br />
<br />
<span style="font-weight: bold;"><span style="font-style: italic;">AnimStrip</span></span><br />
<img src="http://vorpal86.snesorama.us/stencyl/sprite_samples/platform/spr_Springboards/sprStrips_finished/springboard-cookie.png" border="0" alt="[Image: springboard-cookie.png&#93;" /><br />
--------------------------------<br />
<br />
<span style="font-weight: bold;"> - Spring Springboard -</span><br />
This is a, or could be a more powerful spring that actually looks like a spring.<br />
<br />
<span style="font-weight: bold;"><span style="font-style: italic;">Sample</span></span><br />
<img src="http://vorpal86.snesorama.us/stencyl/sprite_samples/platform/spr_Springboards/gifSamples_spring/spring-springsample.gif" border="0" alt="[Image: spring-springsample.gif&#93;" /><br />
<br />
<span style="font-weight: bold;"><span style="font-style: italic;">AnimStrip</span></span><br />
<img src="http://vorpal86.snesorama.us/stencyl/sprite_samples/platform/spr_Springboards/sprStrips_finished/springboard-spring.png" border="0" alt="[Image: springboard-spring.png&#93;" /><br />
--------------------------------<br />
<br />
<span style="font-weight: bold;"> - Teeter Totter Springboard -</span><br />
This springboard can be used as a catapult for great heights and could work well by pushing a block off onto it from higher platforms.<br />
<br />
<span style="font-weight: bold;"><span style="font-style: italic;">Sample</span></span><br />
<img src="http://vorpal86.snesorama.us/stencyl/sprite_samples/platform/spr_Springboards/gifSamples_spring/spring-totersample.gif" border="0" alt="[Image: spring-totersample.gif&#93;" /><br />
<br />
<span style="font-weight: bold;"><span style="font-style: italic;">AnimStrip</span></span><br />
This is a link to the image since the strip is quite wide. Should prevent this page from making you scroll to the right and messing things up.<br />
<br />
<a href="http://vorpal86.snesorama.us/stencyl/sprite_samples/platform/spr_Springboards/sprStrips_finished/springboard-toter.png" target="_blank"><span style="color: #FF0000;"><span style="font-style: italic;"><span style="font-weight: bold;">Teeter Totter</span></span></span></a><br />
--------------------------------<br />
<br />
If I make anymore springboards I'll be sure to post them.]]></description>
			<content:encoded><![CDATA[Hello folks. Here are some springboard types i made for Stencyl but they are in archive ATM I assume so I'll post them here too. I'll post a gif image of what they look like in full spring and the <a href="http://vorpal86.snesorama.us/forum/showthread.php?tid=7" target="_blank"><span style="color: #FF0000;"><span style="font-style: italic;"><span style="font-weight: bold;">AnimStrip</span></span></span></a> (Sheet for those who know it like that..)<br />
<br />
You may use these with no worries. Just a simple mention, or not is fine. <img src="http://vorpal86.snesorama.us/forum/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
<span style="font-weight: bold;"> - Grabbing Candy Springboard -</span><br />
This springboard could be used to trap someone if the player doesn't jump off of it soon enough.<br />
<br />
<span style="font-weight: bold;"><span style="font-style: italic;">Sample</span></span><br />
<img src="http://vorpal86.snesorama.us/stencyl/sprite_samples/platform/spr_Springboards/gifSamples_spring/spring-candytrap.gif" border="0" alt="[Image: spring-candytrap.gif]" /><br />
<br />
<span style="font-weight: bold;"><span style="font-style: italic;">AnimStrip</span></span><br />
<img src="http://vorpal86.snesorama.us/stencyl/sprite_samples/platform/spr_Springboards/sprStrips_finished/springboard-candy.png" border="0" alt="[Image: springboard-candy.png]" /><br />
--------------------------------<br />
<br />
<br />
<span style="font-weight: bold;"> - Cookie Springboard -</span><br />
This is just a simple bouncing springboard that looks like a cream filled cookie. <img src="http://vorpal86.snesorama.us/forum/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
<span style="font-weight: bold;"><span style="font-style: italic;">Sample</span></span><br />
<img src="http://vorpal86.snesorama.us/stencyl/sprite_samples/platform/spr_Springboards/gifSamples_spring/spring-cookiesample.gif" border="0" alt="[Image: spring-cookiesample.gif]" /><br />
<br />
<span style="font-weight: bold;"><span style="font-style: italic;">AnimStrip</span></span><br />
<img src="http://vorpal86.snesorama.us/stencyl/sprite_samples/platform/spr_Springboards/sprStrips_finished/springboard-cookie.png" border="0" alt="[Image: springboard-cookie.png]" /><br />
--------------------------------<br />
<br />
<span style="font-weight: bold;"> - Spring Springboard -</span><br />
This is a, or could be a more powerful spring that actually looks like a spring.<br />
<br />
<span style="font-weight: bold;"><span style="font-style: italic;">Sample</span></span><br />
<img src="http://vorpal86.snesorama.us/stencyl/sprite_samples/platform/spr_Springboards/gifSamples_spring/spring-springsample.gif" border="0" alt="[Image: spring-springsample.gif]" /><br />
<br />
<span style="font-weight: bold;"><span style="font-style: italic;">AnimStrip</span></span><br />
<img src="http://vorpal86.snesorama.us/stencyl/sprite_samples/platform/spr_Springboards/sprStrips_finished/springboard-spring.png" border="0" alt="[Image: springboard-spring.png]" /><br />
--------------------------------<br />
<br />
<span style="font-weight: bold;"> - Teeter Totter Springboard -</span><br />
This springboard can be used as a catapult for great heights and could work well by pushing a block off onto it from higher platforms.<br />
<br />
<span style="font-weight: bold;"><span style="font-style: italic;">Sample</span></span><br />
<img src="http://vorpal86.snesorama.us/stencyl/sprite_samples/platform/spr_Springboards/gifSamples_spring/spring-totersample.gif" border="0" alt="[Image: spring-totersample.gif]" /><br />
<br />
<span style="font-weight: bold;"><span style="font-style: italic;">AnimStrip</span></span><br />
This is a link to the image since the strip is quite wide. Should prevent this page from making you scroll to the right and messing things up.<br />
<br />
<a href="http://vorpal86.snesorama.us/stencyl/sprite_samples/platform/spr_Springboards/sprStrips_finished/springboard-toter.png" target="_blank"><span style="color: #FF0000;"><span style="font-style: italic;"><span style="font-weight: bold;">Teeter Totter</span></span></span></a><br />
--------------------------------<br />
<br />
If I make anymore springboards I'll be sure to post them.]]></content:encoded>
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			<title><![CDATA[Site Move!]]></title>
			<link>http://vorpal86.snesorama.us/forum/showthread.php?tid=83</link>
			<pubDate>Thu, 12 Mar 2009 04:49:28 +0000</pubDate>
			<guid isPermaLink="false">http://vorpal86.snesorama.us/forum/showthread.php?tid=83</guid>
			<description><![CDATA[Hello guys and gals. I'm just posting to let you know the site will be moving. I'm not sure how or if it's gonna effect the operation of the site but when I know more I'll let you guys/gals know when my space provider pal let's me know.<br />
<br />
Until we meet again - Chow!]]></description>
			<content:encoded><![CDATA[Hello guys and gals. I'm just posting to let you know the site will be moving. I'm not sure how or if it's gonna effect the operation of the site but when I know more I'll let you guys/gals know when my space provider pal let's me know.<br />
<br />
Until we meet again - Chow!]]></content:encoded>
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		<item>
			<title><![CDATA[WIP ~ Cyborg Nitro Ziand]]></title>
			<link>http://vorpal86.snesorama.us/forum/showthread.php?tid=82</link>
			<pubDate>Mon, 09 Mar 2009 06:16:54 +0000</pubDate>
			<guid isPermaLink="false">http://vorpal86.snesorama.us/forum/showthread.php?tid=82</guid>
			<description><![CDATA[<img src="http://img16.imageshack.us/img16/3421/ziandtitle3242440941iaz.gif" border="0" alt="[Image: ziandtitle3242440941iaz.gif&#93;" /><br />
<img src="http://img338.imageshack.us/img338/9683/wow577597995697595iaza.gif" border="0" alt="[Image: wow577597995697595iaza.gif&#93;" /><br />
<span style="font-size: large;"><br />
<span style="font-weight: bold;">What is it?</span></span><br />
Cyborg Nitro Ziand is a platform-shooter game being made with Game Maker 7.0. It just a tribute to Mega Man X in gameplay style. You need to get your way trough 8 bosses to reach a mysterious evil robot's castle and defeat him. <br />
<br />
<span style="font-size: large;"><span style="font-weight: bold;">Plot:</span></span><br />
Ziand is an humanoid robot made in age 30XX, who was made to defeat criminals along with other robots. <br />
As weird things start to happen in the city, he goes to see what it's all that about. Robots have gone berserk. He decides to search whoever made this and defeat him.<br />
<br />
<span style="font-size: large;"><span style="font-weight: bold;">Features:</span></span><br />
It has, for now:<br />
-Basic Platform Movement<br />
-Shooting<br />
-Charging your shoots<br />
-Wall Jump<br />
-Water<br />
-Enemies<br />
-Bosses<br />
<br />
<span style="font-weight: bold;"><span style="font-size: large;">Misc. Things:</span></span><br />
I hope I finish this game, as it is one of the best I've made.<br />
The 8 Roboto Masters you'll have to beat in C. N. Ziand, and their levels are:<ul>
<li>Soccer Man ~ Blokio City's Soccer Field</li>
<li>Arabian Man ~ Mirage Town</li>
<li>Torpedo Man ~ Oceanic Base</li>
<li>Abyss Man ~ Hidden Castle</li>
<li>Jungle Man ~ Ribva Jungle</li>
<li>Sky Man ~ Blokio City's Sky</li>
<li>Dance Man ~ Dance Club Kenro</li>
<li>Snow Man ~ Antartic Facility<br />
</li></ul>
<br />
<span style="font-weight: bold;"><span style="font-size: x-large;">Demos/Videos/Showcase:</span></span><br />
Now, some showcase:<br />
<br />
<span style="color: #FFA500;"><span style="font-weight: bold;"><span style="font-size: large;">Intro Level ~ Blokio City's Rooftops</span></span></span><br />
<span style="font-style: italic;">Vid of the level (Beta):</span> <a href="http://www.youtube.com/watch?v=M8aRqDVcLPw" target="_blank">http://www.youtube.com/watch?v=M8aRqDVcLPw</a><br />
<br />
This is the Intro level. It's an easy and short level for learning controls and stuff. It's Blokio City's rooftops and high mountains. The boss is Dohouse, a giant Dogpole.<br />
<br />
As you can see, the tiles are the ones Vorpal86 made. Ziand's graphics, along with enemy ones, were all made by me. Not too shabby =P<br />
<br />
I'll release a demo when I finish another level!]]></description>
			<content:encoded><![CDATA[<img src="http://img16.imageshack.us/img16/3421/ziandtitle3242440941iaz.gif" border="0" alt="[Image: ziandtitle3242440941iaz.gif]" /><br />
<img src="http://img338.imageshack.us/img338/9683/wow577597995697595iaza.gif" border="0" alt="[Image: wow577597995697595iaza.gif]" /><br />
<span style="font-size: large;"><br />
<span style="font-weight: bold;">What is it?</span></span><br />
Cyborg Nitro Ziand is a platform-shooter game being made with Game Maker 7.0. It just a tribute to Mega Man X in gameplay style. You need to get your way trough 8 bosses to reach a mysterious evil robot's castle and defeat him. <br />
<br />
<span style="font-size: large;"><span style="font-weight: bold;">Plot:</span></span><br />
Ziand is an humanoid robot made in age 30XX, who was made to defeat criminals along with other robots. <br />
As weird things start to happen in the city, he goes to see what it's all that about. Robots have gone berserk. He decides to search whoever made this and defeat him.<br />
<br />
<span style="font-size: large;"><span style="font-weight: bold;">Features:</span></span><br />
It has, for now:<br />
-Basic Platform Movement<br />
-Shooting<br />
-Charging your shoots<br />
-Wall Jump<br />
-Water<br />
-Enemies<br />
-Bosses<br />
<br />
<span style="font-weight: bold;"><span style="font-size: large;">Misc. Things:</span></span><br />
I hope I finish this game, as it is one of the best I've made.<br />
The 8 Roboto Masters you'll have to beat in C. N. Ziand, and their levels are:<ul>
<li>Soccer Man ~ Blokio City's Soccer Field</li>
<li>Arabian Man ~ Mirage Town</li>
<li>Torpedo Man ~ Oceanic Base</li>
<li>Abyss Man ~ Hidden Castle</li>
<li>Jungle Man ~ Ribva Jungle</li>
<li>Sky Man ~ Blokio City's Sky</li>
<li>Dance Man ~ Dance Club Kenro</li>
<li>Snow Man ~ Antartic Facility<br />
</li></ul>
<br />
<span style="font-weight: bold;"><span style="font-size: x-large;">Demos/Videos/Showcase:</span></span><br />
Now, some showcase:<br />
<br />
<span style="color: #FFA500;"><span style="font-weight: bold;"><span style="font-size: large;">Intro Level ~ Blokio City's Rooftops</span></span></span><br />
<span style="font-style: italic;">Vid of the level (Beta):</span> <a href="http://www.youtube.com/watch?v=M8aRqDVcLPw" target="_blank">http://www.youtube.com/watch?v=M8aRqDVcLPw</a><br />
<br />
This is the Intro level. It's an easy and short level for learning controls and stuff. It's Blokio City's rooftops and high mountains. The boss is Dohouse, a giant Dogpole.<br />
<br />
As you can see, the tiles are the ones Vorpal86 made. Ziand's graphics, along with enemy ones, were all made by me. Not too shabby =P<br />
<br />
I'll release a demo when I finish another level!]]></content:encoded>
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			<title><![CDATA[Welcome!]]></title>
			<link>http://vorpal86.snesorama.us/forum/showthread.php?tid=81</link>
			<pubDate>Sun, 11 Jan 2009 08:56:10 +0000</pubDate>
			<guid isPermaLink="false">http://vorpal86.snesorama.us/forum/showthread.php?tid=81</guid>
			<description><![CDATA[Hola Amigao! Bienvenido al foro señor!<br />
<br />
I'm just glad google knows spanish <img src="http://vorpal86.snesorama.us/forum/images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /><br />
<br />
At any rate. Bienvenido. I say I'll be around more but the fact is, I'm currently trying to get me a new comp as the current one I'm using is like 6 - 7 years out of date and can't really enjoy the new modern fun. I should have it up and running in a week or two. I've just been really depressed i guess working wierd hours and no motivation for anything.<br />
<br />
With that out of the way... I would look forward to seeing what you will come up with using the Mega Man tiles. I currently have a GM game using the enhanced tilesets with only Pharaoh Man and Toad Man almost complete. I haven't done nothing with it in a while though. I'm kinda waiting for <a href="http://stencyl.com/about/" target="_blank"><span style="font-size: small;"><span style="text-decoration: underline;"><span style="font-weight: bold;">Stencyl</span></span></span></a> to finally be released cause it's supposed to be very easy to make platformers, rpg's and other genre's of gaming.<br />
<br />
I'm not much of a coder or game maker other than what I have been able to do with RMXP and VX. I've just lost lots of motivation over the past while. Nevertheless, welcome to the forum!]]></description>
			<content:encoded><![CDATA[Hola Amigao! Bienvenido al foro señor!<br />
<br />
I'm just glad google knows spanish <img src="http://vorpal86.snesorama.us/forum/images/smilies/wink.gif" style="vertical-align: middle;" border="0" alt="Wink" title="Wink" /><br />
<br />
At any rate. Bienvenido. I say I'll be around more but the fact is, I'm currently trying to get me a new comp as the current one I'm using is like 6 - 7 years out of date and can't really enjoy the new modern fun. I should have it up and running in a week or two. I've just been really depressed i guess working wierd hours and no motivation for anything.<br />
<br />
With that out of the way... I would look forward to seeing what you will come up with using the Mega Man tiles. I currently have a GM game using the enhanced tilesets with only Pharaoh Man and Toad Man almost complete. I haven't done nothing with it in a while though. I'm kinda waiting for <a href="http://stencyl.com/about/" target="_blank"><span style="font-size: small;"><span style="text-decoration: underline;"><span style="font-weight: bold;">Stencyl</span></span></span></a> to finally be released cause it's supposed to be very easy to make platformers, rpg's and other genre's of gaming.<br />
<br />
I'm not much of a coder or game maker other than what I have been able to do with RMXP and VX. I've just lost lots of motivation over the past while. Nevertheless, welcome to the forum!]]></content:encoded>
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			<title><![CDATA[[GM&#93; How to make an object follow the mouse]]></title>
			<link>http://vorpal86.snesorama.us/forum/showthread.php?tid=80</link>
			<pubDate>Thu, 25 Dec 2008 13:41:07 +0000</pubDate>
			<guid isPermaLink="false">http://vorpal86.snesorama.us/forum/showthread.php?tid=80</guid>
			<description><![CDATA[~~Tutorial level: <span style="color: green;">O</span><span style="color: red;">OOOO</span> (Beginners)~~<br />
~~ Works on: I think all Game Maker versions that have coding ~~ <br />
OK guys, I'll teach you how to make a object follow the mouse in two ways. Here goes the first one:<br />
<br />
If you want the object be on the mouse all the time (As an weapon target) you simply put this code on the Step event of it.<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>x = mouse_x<br />
y = mouse_y</code></div></div>
<br />
Now, for the second way, if you want it to "walk" onto the mouse, put this one. (On the Step event too.)<br />
<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>move_towards_point(mouse_x,mouse_y,speed)</code></div></div>
 <br />
In speed you put the speed of the object. <br />
<br />
That's all, simple but it works! Expect more examples soon. <img src="http://vorpal86.snesorama.us/forum/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />]]></description>
			<content:encoded><![CDATA[~~Tutorial level: <span style="color: green;">O</span><span style="color: red;">OOOO</span> (Beginners)~~<br />
~~ Works on: I think all Game Maker versions that have coding ~~ <br />
OK guys, I'll teach you how to make a object follow the mouse in two ways. Here goes the first one:<br />
<br />
If you want the object be on the mouse all the time (As an weapon target) you simply put this code on the Step event of it.<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>x = mouse_x<br />
y = mouse_y</code></div></div>
<br />
Now, for the second way, if you want it to "walk" onto the mouse, put this one. (On the Step event too.)<br />
<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>move_towards_point(mouse_x,mouse_y,speed)</code></div></div>
 <br />
In speed you put the speed of the object. <br />
<br />
That's all, simple but it works! Expect more examples soon. <img src="http://vorpal86.snesorama.us/forum/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" />]]></content:encoded>
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			<title><![CDATA[Some Info]]></title>
			<link>http://vorpal86.snesorama.us/forum/showthread.php?tid=79</link>
			<pubDate>Fri, 24 Oct 2008 08:01:44 +0000</pubDate>
			<guid isPermaLink="false">http://vorpal86.snesorama.us/forum/showthread.php?tid=79</guid>
			<description><![CDATA[Hi folks. I'm not sure how many people have been active on this forum over the past 3 or 4 months since I was here nearly every day. But, I just wanted to post saying that I will try and be more active very soon. I started working lots of hours a week and have felt mostly dead all the time with no time, to do anything but sleep and do family things. I'll try and update the site soon with some new stuff.<br />
<br />
Sorry for the inactivity. I'm soon thinking of buying my own domain name and service so I will have a clean .com address to post a few other sites that are of different criteria all together. Mostly, my PC repair service that hasn't been going too well. It should look more professional with a proper domain name. Maybe then I can start picking up a bit more which very little. Heh.<br />
<br />
At any rate, I'll hope to post something nice soon like for instance my Retro RTP stuff with an update I've slowly been trying to work on which is <a href="http://vorpal86.snesorama.us/forum/showthread.php?tid=78&amp;pid=96#pid96" target="_blank"><span style="text-decoration: underline;"><span style="font-weight: bold;">H E R E</span></span></a>. That's what I've recently been working on whenever I can.<br />
<br />
Thanks for stopping by and we'll see ya asap.<br />
<br />
Vorp]]></description>
			<content:encoded><![CDATA[Hi folks. I'm not sure how many people have been active on this forum over the past 3 or 4 months since I was here nearly every day. But, I just wanted to post saying that I will try and be more active very soon. I started working lots of hours a week and have felt mostly dead all the time with no time, to do anything but sleep and do family things. I'll try and update the site soon with some new stuff.<br />
<br />
Sorry for the inactivity. I'm soon thinking of buying my own domain name and service so I will have a clean .com address to post a few other sites that are of different criteria all together. Mostly, my PC repair service that hasn't been going too well. It should look more professional with a proper domain name. Maybe then I can start picking up a bit more which very little. Heh.<br />
<br />
At any rate, I'll hope to post something nice soon like for instance my Retro RTP stuff with an update I've slowly been trying to work on which is <a href="http://vorpal86.snesorama.us/forum/showthread.php?tid=78&amp;pid=96#pid96" target="_blank"><span style="text-decoration: underline;"><span style="font-weight: bold;">H E R E</span></span></a>. That's what I've recently been working on whenever I can.<br />
<br />
Thanks for stopping by and we'll see ya asap.<br />
<br />
Vorp]]></content:encoded>
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		<item>
			<title><![CDATA[Retro VX - RTP]]></title>
			<link>http://vorpal86.snesorama.us/forum/showthread.php?tid=78</link>
			<pubDate>Fri, 05 Sep 2008 21:08:51 +0000</pubDate>
			<guid isPermaLink="false">http://vorpal86.snesorama.us/forum/showthread.php?tid=78</guid>
			<description><![CDATA[<span style="font-weight: bold;">EDIT:</span> August 26th 09 - A year in the making.. still not finished. Ah well.. <img src="http://vorpal86.snesorama.us/forum/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /> It's me again, and finally. I've had little time to work on this over the past since last pop in but I am now, working as much as possible. This is actually a paste over from my original post at RMXP.org<br />
<br />
I revamped several tilesets, and did some minor changes. The biggest change to get this RETRO style RTP to work is designed a 15 color palette (16 minus the color 0 as the BG) and used this palette for the remainder of the RTP so that there is no more than 15 colors used at any given time no matter what is on screen.<br />
<br />
The Palette<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/snaps/retro_palette.png" border="0" alt="[Image: retro_palette.png&#93;" /><br />
<br />
I've tried my best to keep everything as RETRO as possible so please bare with me if some thing look a bit off. I've done a lot over the past few weeks and I'm trying not to loose interest.<br />
--------------------------------<br />
(Spoiler Content is of old news)<br />
<div><div class="quote_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="quote_body" style="display: none;">Hey yall. It's been slow and steady work, but I had an idea for releasing a Retro 8 bit style RTP for VX. I have some of it done already, and would like to know what you all think about an 8bit-ish retro style RTP for VX of this caliber? If not I'd just cancel the idea. It may take a while, especially for the characters and Monsters which I'm not very good at.<br />
<br />
So, here is some of what I have already completed for the RTP. I'd also like to know what could be done to make them look better. The objective is - not to use more than 16 - 24 colors or that would defeat the retro look. I'm asking more about the design.</div></div>--------------------------------<br />
<br />
<span style="font-weight: bold;">Complete or almost...</span><br />
<br />
At the moment, the only thing NOT finished inside the system folder is <span style="font-style: italic;">TileD</span> and the extra <span style="font-style: italic;">TileE</span> (an optional tileset) provided as an empty for user added tiles and the <span style="font-style: italic;">Iconset</span> which I will work on last.<br />
<br />
<span style="font-weight: bold;">Balloon</span><br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/Balloon.png" border="0" alt="[Image: Balloon.png&#93;" /><br />
<br />
<span style="font-weight: bold;">Battle Start</span> This is the only graphic that uses a different palette than the rest due to the fact that it doesn't make a good effect at all using less than 32 shades of Grey! Seems to be no way around it...<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/BattleStart.png" border="0" alt="[Image: BattleStart.png&#93;" /><br />
<br />
<span style="font-weight: bold;">Battle Floor</span><br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/BattleFloor.png" border="0" alt="[Image: BattleFloor.png&#93;" /><br />
<br />
<span style="font-weight: bold;">Battle Background</span> (Imay change it..)<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/BattleBackground.png" border="0" alt="[Image: BattleBackground.png&#93;" /><br />
<br />
<span style="font-weight: bold;">Retro Title Screen</span> Redone<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/Title.png" border="0" alt="[Image: Title.png&#93;" /><br />
<br />
<span style="font-weight: bold;">Game Over</span> Redone<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/GameOver.png" border="0" alt="[Image: GameOver.png&#93;" /><br />
<br />
<span style="font-weight: bold;">Message Background</span><br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/MessageBack.png" border="0" alt="[Image: MessageBack.png&#93;" /><br />
<br />
<span style="font-weight: bold;">Shadow</span><br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/Shadow.png" border="0" alt="[Image: Shadow.png&#93;" /><br />
<br />
<span style="font-weight: bold;">Tileset A1</span> - Included a Template to use with making them, while making them.<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/TileA1.png" border="0" alt="[Image: TileA1.png&#93;" /><br />
<br />
<span style="font-weight: bold;">Tileset A2</span><br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/TileA2.png" border="0" alt="[Image: TileA2.png&#93;" /><br />
<br />
<span style="font-weight: bold;">Tileset A3 </span> There is a snapshot of the houses placed on the map below in the spoiled section.<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/TileA3.png" border="0" alt="[Image: TileA3.png&#93;" /><br />
<br />
<span style="font-weight: bold;">Tileset A4 </span> Change around this tile a bit.<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/TileA4.png" border="0" alt="[Image: TileA4.png&#93;" /><br />
<br />
<span style="font-weight: bold;">Tileset A5</span> A few tiles in here were scaled down to a few colors using the original tile as reference.<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/TileA5.png" border="0" alt="[Image: TileA5.png&#93;" /><br />
<br />
<span style="font-weight: bold;">Tileset B</span><br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/TileB.png" border="0" alt="[Image: TileB.png&#93;" /><br />
<br />
<span style="font-weight: bold;">Tileset C</span><br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/TileC.png" border="0" alt="[Image: TileC.png&#93;" /><br />
<br />
<span style="font-weight: bold;">Tileset D</span> ....not started yet. This is the only system graphics not finished aside from the Iconset.)<br />
<br />
<span style="font-weight: bold;">Tileset E</span> This set is blank by default for user added tiles. I'm gonna use it and add some other retro tiles like different style houses and some roof windows to accommodate the normal house tilesets (TileA3)<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/TileE.png" border="0" alt="[Image: TileE.png&#93;" /><br />
<br />
- - - - - - - - - - - - -<br />
<span style="font-weight: bold;">Incomplete -</span><br />
Working on 8 Character Classes based on the rtp with scaled down to 3 color characters. the first four characters I created mostly from scratch. The second four characters are the original characters also scaled down to 3 colors. Each character will only have two different frames as in most retro dragon warrior, ff characters.<br />
<br />
Also included are some facesets for each. There will be 4 character faces in each faceset; one faceset is simply a 3x magnified version of the standing position, the second will be an actual face. This means, instead of "Actor1" as a faceset it will be "Actor1a and Actor1b" which will have the first four character faces in one with the two different versions of faces, and the second. NOTE I'm still a slacker when it comes to characters but i'm trying. <img src="http://vorpal86.snesorama.us/forum/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/Characters/Actor1.png" border="0" alt="[Image: Actor1.png&#93;" /><br />
<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/Faces/Actor1a.png" border="0" alt="[Image: Actor1a.png&#93;" /><br />
<br />
<span style="font-weight: bold;">Icon Set</span> Still the same..<br />
<br />
----------------------------<br />
<span style="font-weight: bold;">Sample Town</span><br />
<div><div class="quote_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="quote_body" style="display: none;"><img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/snaps/retro_sample01.png" border="0" alt="[Image: retro_sample01.png&#93;" /></div></div>
I also have several OBJECT characters (11, from !&#36;Gate1.png to Other2.png) finished that I wont post yet as this thread is pretty large at the moment, unless you'all want me to post them.<br />
<br />
That is the update for now. I will Finnish the rest of the System folder gfx before doing the rest as this folder seems to take the longest I guess.]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;">EDIT:</span> August 26th 09 - A year in the making.. still not finished. Ah well.. <img src="http://vorpal86.snesorama.us/forum/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /> It's me again, and finally. I've had little time to work on this over the past since last pop in but I am now, working as much as possible. This is actually a paste over from my original post at RMXP.org<br />
<br />
I revamped several tilesets, and did some minor changes. The biggest change to get this RETRO style RTP to work is designed a 15 color palette (16 minus the color 0 as the BG) and used this palette for the remainder of the RTP so that there is no more than 15 colors used at any given time no matter what is on screen.<br />
<br />
The Palette<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/snaps/retro_palette.png" border="0" alt="[Image: retro_palette.png]" /><br />
<br />
I've tried my best to keep everything as RETRO as possible so please bare with me if some thing look a bit off. I've done a lot over the past few weeks and I'm trying not to loose interest.<br />
--------------------------------<br />
(Spoiler Content is of old news)<br />
<div><div class="quote_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="quote_body" style="display: none;">Hey yall. It's been slow and steady work, but I had an idea for releasing a Retro 8 bit style RTP for VX. I have some of it done already, and would like to know what you all think about an 8bit-ish retro style RTP for VX of this caliber? If not I'd just cancel the idea. It may take a while, especially for the characters and Monsters which I'm not very good at.<br />
<br />
So, here is some of what I have already completed for the RTP. I'd also like to know what could be done to make them look better. The objective is - not to use more than 16 - 24 colors or that would defeat the retro look. I'm asking more about the design.</div></div>--------------------------------<br />
<br />
<span style="font-weight: bold;">Complete or almost...</span><br />
<br />
At the moment, the only thing NOT finished inside the system folder is <span style="font-style: italic;">TileD</span> and the extra <span style="font-style: italic;">TileE</span> (an optional tileset) provided as an empty for user added tiles and the <span style="font-style: italic;">Iconset</span> which I will work on last.<br />
<br />
<span style="font-weight: bold;">Balloon</span><br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/Balloon.png" border="0" alt="[Image: Balloon.png]" /><br />
<br />
<span style="font-weight: bold;">Battle Start</span> This is the only graphic that uses a different palette than the rest due to the fact that it doesn't make a good effect at all using less than 32 shades of Grey! Seems to be no way around it...<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/BattleStart.png" border="0" alt="[Image: BattleStart.png]" /><br />
<br />
<span style="font-weight: bold;">Battle Floor</span><br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/BattleFloor.png" border="0" alt="[Image: BattleFloor.png]" /><br />
<br />
<span style="font-weight: bold;">Battle Background</span> (Imay change it..)<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/BattleBackground.png" border="0" alt="[Image: BattleBackground.png]" /><br />
<br />
<span style="font-weight: bold;">Retro Title Screen</span> Redone<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/Title.png" border="0" alt="[Image: Title.png]" /><br />
<br />
<span style="font-weight: bold;">Game Over</span> Redone<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/GameOver.png" border="0" alt="[Image: GameOver.png]" /><br />
<br />
<span style="font-weight: bold;">Message Background</span><br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/MessageBack.png" border="0" alt="[Image: MessageBack.png]" /><br />
<br />
<span style="font-weight: bold;">Shadow</span><br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/Shadow.png" border="0" alt="[Image: Shadow.png]" /><br />
<br />
<span style="font-weight: bold;">Tileset A1</span> - Included a Template to use with making them, while making them.<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/TileA1.png" border="0" alt="[Image: TileA1.png]" /><br />
<br />
<span style="font-weight: bold;">Tileset A2</span><br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/TileA2.png" border="0" alt="[Image: TileA2.png]" /><br />
<br />
<span style="font-weight: bold;">Tileset A3 </span> There is a snapshot of the houses placed on the map below in the spoiled section.<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/TileA3.png" border="0" alt="[Image: TileA3.png]" /><br />
<br />
<span style="font-weight: bold;">Tileset A4 </span> Change around this tile a bit.<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/TileA4.png" border="0" alt="[Image: TileA4.png]" /><br />
<br />
<span style="font-weight: bold;">Tileset A5</span> A few tiles in here were scaled down to a few colors using the original tile as reference.<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/TileA5.png" border="0" alt="[Image: TileA5.png]" /><br />
<br />
<span style="font-weight: bold;">Tileset B</span><br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/TileB.png" border="0" alt="[Image: TileB.png]" /><br />
<br />
<span style="font-weight: bold;">Tileset C</span><br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/TileC.png" border="0" alt="[Image: TileC.png]" /><br />
<br />
<span style="font-weight: bold;">Tileset D</span> ....not started yet. This is the only system graphics not finished aside from the Iconset.)<br />
<br />
<span style="font-weight: bold;">Tileset E</span> This set is blank by default for user added tiles. I'm gonna use it and add some other retro tiles like different style houses and some roof windows to accommodate the normal house tilesets (TileA3)<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/System/TileE.png" border="0" alt="[Image: TileE.png]" /><br />
<br />
- - - - - - - - - - - - -<br />
<span style="font-weight: bold;">Incomplete -</span><br />
Working on 8 Character Classes based on the rtp with scaled down to 3 color characters. the first four characters I created mostly from scratch. The second four characters are the original characters also scaled down to 3 colors. Each character will only have two different frames as in most retro dragon warrior, ff characters.<br />
<br />
Also included are some facesets for each. There will be 4 character faces in each faceset; one faceset is simply a 3x magnified version of the standing position, the second will be an actual face. This means, instead of "Actor1" as a faceset it will be "Actor1a and Actor1b" which will have the first four character faces in one with the two different versions of faces, and the second. NOTE I'm still a slacker when it comes to characters but i'm trying. <img src="http://vorpal86.snesorama.us/forum/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/Characters/Actor1.png" border="0" alt="[Image: Actor1.png]" /><br />
<br />
<img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/Faces/Actor1a.png" border="0" alt="[Image: Actor1a.png]" /><br />
<br />
<span style="font-weight: bold;">Icon Set</span> Still the same..<br />
<br />
----------------------------<br />
<span style="font-weight: bold;">Sample Town</span><br />
<div><div class="quote_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="quote_body" style="display: none;"><img src="http://vorpal86.snesorama.us/rmvx_retro/Graphics/snaps/retro_sample01.png" border="0" alt="[Image: retro_sample01.png]" /></div></div>
I also have several OBJECT characters (11, from !&#36;Gate1.png to Other2.png) finished that I wont post yet as this thread is pretty large at the moment, unless you'all want me to post them.<br />
<br />
That is the update for now. I will Finnish the rest of the System folder gfx before doing the rest as this folder seems to take the longest I guess.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[PLUGIN - Spoiler Added]]></title>
			<link>http://vorpal86.snesorama.us/forum/showthread.php?tid=76</link>
			<pubDate>Mon, 02 Jun 2008 07:32:39 +0000</pubDate>
			<guid isPermaLink="false">http://vorpal86.snesorama.us/forum/showthread.php?tid=76</guid>
			<description><![CDATA[Hey folks, I've just installed a spoiler plugin by <a href="http://site.sephiroth.ws/" target="_blank"><span style="font-weight: bold;"><span style="font-size: medium;">Sephiroth</span></span></a>. (Thanks, if you ever read this)<br />
<br />
Here is a quick example of how to use it. This will be espeicially useful when you are posting a game with several screens, and / or large scripts in a post to cut down on the size of the main post.<br />
<br />
<span style="font-weight: bold;">1 - Simple / Normal Spoiler</span><br />
<div><div class="quote_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="quote_body" style="display: none;">
This is a spoiler with nothing fancy</div></div><ul><span style="font-weight: bold;">2 - Fancy / Titled</span><br />
<div><div class="quote_header">Now THIS is fancy! <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1&#93;.style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="quote_body" style="display: none;">
This is a spoiler with a fancy title replacing the "Spoiler" heading! Great huh?</div></div></li></ul>
<hr />
Here is how to use it in your post:<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>[spoiler&#93; - Start Spoiler (Simple)<br />
What you type here will be hidden until you click the (Click to View) link.<br />
[/spoiler&#93; - End Spoiler<br />
<br />
[spoiler=Fancy&#93; - Start Fancy Spoiler (Fancy would be your title header)<br />
Hidden until clicked to view.<br />
[/spoiler&#93;</code></div></div>
]]></description>
			<content:encoded><![CDATA[Hey folks, I've just installed a spoiler plugin by <a href="http://site.sephiroth.ws/" target="_blank"><span style="font-weight: bold;"><span style="font-size: medium;">Sephiroth</span></span></a>. (Thanks, if you ever read this)<br />
<br />
Here is a quick example of how to use it. This will be espeicially useful when you are posting a game with several screens, and / or large scripts in a post to cut down on the size of the main post.<br />
<br />
<span style="font-weight: bold;">1 - Simple / Normal Spoiler</span><br />
<div><div class="quote_header">Spoiler <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="quote_body" style="display: none;">
This is a spoiler with nothing fancy</div></div><ul><span style="font-weight: bold;">2 - Fancy / Titled</span><br />
<div><div class="quote_header">Now THIS is fancy! <a href="javascript:void(0);" onclick="javascript:if(parentNode.parentNode.getElementsByTagName('div')[1].style.display=='block'){parentNode.parentNode.getElementsByTagName('div')[1].style.display='none';this.innerHTML='(Click to View)';}else {parentNode.parentNode.getElementsByTagName('div')[1].style.display='block';this.innerHTML='(Click to Hide)';}">(Click to View)</a></div><div class="quote_body" style="display: none;">
This is a spoiler with a fancy title replacing the "Spoiler" heading! Great huh?</div></div></li></ul>
<hr />
Here is how to use it in your post:<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>[spoiler] - Start Spoiler (Simple)<br />
What you type here will be hidden until you click the (Click to View) link.<br />
[/spoiler] - End Spoiler<br />
<br />
[spoiler=Fancy] - Start Fancy Spoiler (Fancy would be your title header)<br />
Hidden until clicked to view.<br />
[/spoiler]</code></div></div>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Music Menu]]></title>
			<link>http://vorpal86.snesorama.us/forum/showthread.php?tid=75</link>
			<pubDate>Mon, 02 Jun 2008 02:04:02 +0000</pubDate>
			<guid isPermaLink="false">http://vorpal86.snesorama.us/forum/showthread.php?tid=75</guid>
			<description><![CDATA[While taking a break from Summer's Moon 2 for a couple of days (im back to working on it again, so no worries <img src="http://vorpal86.snesorama.us/forum/images/smilies/tongue.gif" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" />), I decided to create an RMXP RGSS script, which is my first 100% completed, working RGSS script. <br />
This script creates a menu list of different music that the player can select from and choose to listen to. This is useful for things such as a piano player in a bar or a radio with different stations, etc. Not only does it play music, but you can also give each song a name for the list, ie. a battle song from the RTP (such as 001-Battle01.mid) showing as "Brave Fight" in the list instead of the music file name. You can have unlimited songs and an unlimited amount of song lists, each that can be called seperately from different (or the same) events. It's also very easy to use, all you have to do is edit a single variable (it's a hash with arrays - and even if you have no idea wtf i just said, you should be able to use it easily). There is an example setup in the game project, so just take a look at the examples in the events of the game and you will be able to figure it out easily <img src="http://vorpal86.snesorama.us/forum/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
Download this script here: <a href="http://www.box.net/shared/nn96rfq0ws" target="_blank">http://www.box.net/shared/nn96rfq0ws</a><br />
<br />
<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>#============================================================================<br />
# **&nbsp;&nbsp;Music Menu<br />
#----------------------------------------------------------------------------<br />
# By SwiftDeathSK<br />
# Version 1.00<br />
# 5-21-2008<br />
#============================================================================<br />
#============================================================================<br />
# ** Credits &amp; Contact Info:<br />
#----------------------------------------------------------------------------<br />
# * Created by SwiftDeathSK (SK Interactive)<br />
# <br />
# * Thanks:<br />
#&nbsp;&nbsp;&nbsp;&nbsp; SephirothSpawn - For his many scripts that helped me learn to script RGSS<br />
#<br />
# * Contact Info:<br />
#&nbsp;&nbsp;&nbsp;&nbsp; email: justinshortsk@gmail.com<br />
#&nbsp;&nbsp;&nbsp;&nbsp; The RPG Tree forums (home of this script): www.therpgtree.com<br />
#&nbsp;&nbsp;&nbsp;&nbsp; SK Interactive website: unavailable at this time (this will be updated later)<br />
#<br />
#============================================================================<br />
<br />
#============================================================================<br />
# ** Instructions:<br />
#----------------------------------------------------------------------------<br />
# Place this script below Scene_Debug and above Main (if you are using the<br />
# SDK, place this below the SDK and all other SDK scripts and above Main)<br />
#<br />
# This script allows the player to select the background music (BGM) from a<br />
# list. You can have an infinite amount of different lists with an infinite <br />
# amount of different music for the player to choose from. Also, you can give <br />
# each song a special name for the list, instead of the name of the BGM file <br />
# (see Music_Setup variable for an example). Usage is easy and quick, which is <br />
# great for beginners and non-scripters (barely any scripting knowledge is <br />
# required, and is explained).<br />
#<br />
# To setup this script, edit the variables in "module SETUP". You can set the<br />
# volume and pitch of the bgm played by editing the value of the VOLUME and<br />
# PITCH constants.<br />
# To setup the lists and names of the music, find the variable "Music_Setup"<br />
# in the SETUP module below, and use this format:<br />
#&nbsp;&nbsp;{# of the music list =&gt; [['name of the 1st bgm file in the database on the list',<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'name of the song that the player sees on the list'&#93;,<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ['name of the 2nd bgm file in the database on the list',<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'name of the song that the player sees on the list'&#93;,<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [... etc ...&#93;&#93;,<br />
#&nbsp;&nbsp;next # of the list =&gt; [['name of the 1st bgm file in the database on this list',<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'name of the song that the player sees on the list'&#93;,<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [... etc ...&#93;&#93;<br />
#&nbsp;&nbsp;}<br />
#<br />
# Sorry if that seems a bit confusing - if it does, take a look at my example<br />
# and the demo events and it should look much easier.<br />
#<br />
# To use this script in your game, use the "Script..." event command and the<br />
# following line of code:<br />
#<br />
# * To call the music list window:<br />
#&nbsp;&nbsp;&nbsp;&nbsp; &#36;scene = Scene_Music_Menu.new(x)<br />
#&nbsp;&nbsp;&nbsp;&nbsp;where x is the number of the list of music you want to display<br />
#<br />
#============================================================================<br />
<br />
#============================================================================<br />
# * EDIT BELOW THIS LINE<br />
#============================================================================<br />
<br />
module SETUP<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# ** Set the Volume and Pitch of the music<br />
&nbsp;&nbsp;#&nbsp;&nbsp; ~ VOLUME must be between 0 and 100<br />
&nbsp;&nbsp;#&nbsp;&nbsp; ~ PITCH must be between 50 and 150<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;VOLUME = 100<br />
&nbsp;&nbsp;PITCH = 100<br />
<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# ** Setup the different Music Lists with music, and setup the File Name &amp;<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; In-Game Name for each music file<br />
&nbsp;&nbsp;#&nbsp;&nbsp; ~ {music_list_id =&gt; [['filename', 'ingame name'&#93;, ... &#93;, ...}<br />
&nbsp;&nbsp;#<br />
&nbsp;&nbsp;#&nbsp;&nbsp; * Notes:<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; ~ music_list_id must go in order, starting at 0<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; ~ filename must be inside of '...'<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ~ filename does not need "Audio/BGM/" in front of it<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; ~ ingame name must be inside of '...' or "..."<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ~ ingame name should not be overly long<br />
&nbsp;&nbsp;#<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;Music_Setup = {0 =&gt; [['001-Battle01.mid', 'Brave Fight'&#93;, <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;['008-Boss04.mid', 'Holy Battle'&#93;,<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;['011-LastBoss03.mid', 'Cosmic Battle'&#93;,<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;['042-Dungeon08.mid', 'Mysterious Caverns'&#93;&#93;,<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1 =&gt; [['028-Town06.mid', 'Bustling Port'&#93;,<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;['033-Ship01.mid', 'Sail the High Seas'&#93;,<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;['063-Slow06.mid', 'Quiet Lullaby'&#93;&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br />
<br />
end<br />
#============================================================================<br />
# * EDIT ABOVE THIS LINE<br />
#============================================================================<br />
<br />
<br />
<br />
<br />
<br />
&nbsp;&nbsp;#==========================================================================&#8203;==<br />
&nbsp;&nbsp;# * Class Scene_Music_Menu<br />
&nbsp;&nbsp;#==========================================================================&#8203;==<br />
&nbsp;&nbsp;<br />
class Scene_Music_Menu<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def initialize(list, music_index = 0, song_index = [&#93;)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@list = list #Select music list<br />
&nbsp;&nbsp;&nbsp;&nbsp;@music_index = music_index<br />
&nbsp;&nbsp;&nbsp;&nbsp;@song_index = song_index<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Main - Handles drawing/disposing windows and the main loop <br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def main<br />
&nbsp;&nbsp;&nbsp;&nbsp;#Draw Windows<br />
&nbsp;&nbsp;&nbsp;&nbsp;main_draw<br />
&nbsp;&nbsp;&nbsp;&nbsp;#Execute transition<br />
&nbsp;&nbsp;&nbsp;&nbsp;Graphics.transition<br />
&nbsp;&nbsp;&nbsp;&nbsp;#Main Loop<br />
&nbsp;&nbsp;&nbsp;&nbsp;loop do<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#Main Loop<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;main_loop<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;break if main_scenechange?<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;#Prepare for transition<br />
&nbsp;&nbsp;&nbsp;&nbsp;Graphics.freeze<br />
&nbsp;&nbsp;&nbsp;&nbsp;#Dispose Windows<br />
&nbsp;&nbsp;&nbsp;&nbsp;main_dispose<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Main Draw - Handles drawing windows<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def main_draw<br />
&nbsp;&nbsp;&nbsp;&nbsp;#Draw Windows<br />
&nbsp;&nbsp;&nbsp;&nbsp;# Window_Music_Menu<br />
&nbsp;&nbsp;&nbsp;&nbsp;@Window_Music_Menu = Window_Music_Menu.new(@list)<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Main Scene Change <br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def main_scenechange?<br />
&nbsp;&nbsp;&nbsp;&nbsp;# Abort loop if screen is changed<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;scene != self<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Main Dispose <br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def main_dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;# Dispose All Windows<br />
&nbsp;&nbsp;&nbsp;&nbsp;# Dispose Window_Music_Menu<br />
&nbsp;&nbsp;&nbsp;&nbsp;@Window_Music_Menu.dispose<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Main Loop <br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def main_loop<br />
&nbsp;&nbsp;&nbsp;&nbsp;# Update game screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;Graphics.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;# Update input information<br />
&nbsp;&nbsp;&nbsp;&nbsp;Input.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;# Frame update<br />
&nbsp;&nbsp;&nbsp;&nbsp;update<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Update <br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def update<br />
&nbsp;&nbsp;&nbsp;&nbsp;# Update Windows<br />
&nbsp;&nbsp;&nbsp;&nbsp;update_windows<br />
&nbsp;&nbsp;&nbsp;&nbsp;#Update Window_Music_Menu<br />
&nbsp;&nbsp;&nbsp;&nbsp;update_Window_Music_Menu if @Window_Music_Menu.active and @Window_Music_Menu.visible<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Update Window_Music_Menu <br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def update_Window_Music_Menu<br />
&nbsp;&nbsp;&nbsp;&nbsp;# If B button was pressed<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Input.trigger?(Input::B)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Play cancel SE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_system.se_play(&#36;data_system.cancel_se)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Switch to map screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_Map.new<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;# If C button was pressed<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Input.trigger?(Input::C)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;temp_array = [&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;@music_list = SETUP::Music_Setup[@list&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;i = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...@music_list.size # for loop makes menu<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;eval "temp_array.push(@music_list[i&#93;)"<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@data = temp_array<br />
&nbsp;&nbsp;&nbsp;&nbsp;# If item count is not 0, make a bit map and draw all items<br />
&nbsp;&nbsp;&nbsp;&nbsp;@item_max = @data.size<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @item_max &gt; 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...@item_max<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_item(i)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
<br />
&nbsp;&nbsp;&nbsp;&nbsp;@selected_song = @Window_Music_Menu.index<br />
&nbsp;&nbsp;&nbsp;&nbsp;Audio.bgm_play("Audio/BGM/" + @song_index[@selected_song&#93;.to_s, SETUP::VOLUME, SETUP::PITCH)<br />
&nbsp;&nbsp;&nbsp;&nbsp;# Switch to map screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_Map.new<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Draw Item<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; index : item number<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
<br />
&nbsp;&nbsp;def draw_item(index)<br />
&nbsp;&nbsp;&nbsp;&nbsp;item = @data[index&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;@song_index[index&#93; = item[0&#93;<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Window Update <br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def update_windows<br />
&nbsp;&nbsp;&nbsp;&nbsp;# Update Window_Music_Menu<br />
&nbsp;&nbsp;&nbsp;&nbsp;@Window_Music_Menu.update if @Window_Music_Menu.visible<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
<br />
<br />
&nbsp;&nbsp;#==========================================================================&#8203;==<br />
&nbsp;&nbsp;# * Class Window_Music_Menu<br />
&nbsp;&nbsp;#==========================================================================&#8203;==<br />
class Window_Music_Menu &lt; Window_Selectable<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Object Initialization<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def initialize(list)<br />
&nbsp;&nbsp;&nbsp;&nbsp;super(0, 0, 640, 480)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@column_max = 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;@list = list<br />
&nbsp;&nbsp;&nbsp;&nbsp;refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.index = 0<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Get Item<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def item<br />
&nbsp;&nbsp;&nbsp;&nbsp;return @data[self.index&#93;<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Refresh<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;if self.contents != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents = nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;#@data = [&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;temp_array = [&#93;<br />
&nbsp;&nbsp;@music_list = SETUP::Music_Setup[@list&#93;<br />
&nbsp;&nbsp;i = 0<br />
&nbsp;&nbsp;for i in 0...@music_list.size # for loop makes menu<br />
&nbsp;&nbsp;&nbsp;&nbsp;eval "temp_array.push(@music_list[i&#93;)"<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;@data = temp_array<br />
&nbsp;&nbsp;&nbsp;&nbsp;# If item count is not 0, make a bit map and draw all items<br />
&nbsp;&nbsp;&nbsp;&nbsp;@item_max = @data.size<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @item_max &gt; 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents = Bitmap.new(width - 32, row_max * 32)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...@item_max<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_item(i)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Draw Item<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; index : item number<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def draw_item(index)<br />
&nbsp;&nbsp;&nbsp;&nbsp;item = @data[index&#93;<br />
&nbsp;&nbsp;&nbsp;&nbsp;x = 4 + index % 2 * (288 + 32)<br />
&nbsp;&nbsp;&nbsp;&nbsp;y = index / 2 * 32<br />
&nbsp;&nbsp;&nbsp;&nbsp;rect = Rect.new(x, y, self.width / @column_max - 32, 32)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))<br />
&nbsp;&nbsp;&nbsp;&nbsp;bitmap = RPG::Cache.icon("SongIcon")<br />
&nbsp;&nbsp;&nbsp;&nbsp;opacity = self.contents.font.color == normal_color ? 255 : 128<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(x + 28, y, 212, 32, item[1&#93;.to_s, 0)<br />
&nbsp;&nbsp;end<br />
end</code></div></div>
<br />
PS. For more information as to how to use this script, refer to the Instructions comment section of the script itself.]]></description>
			<content:encoded><![CDATA[While taking a break from Summer's Moon 2 for a couple of days (im back to working on it again, so no worries <img src="http://vorpal86.snesorama.us/forum/images/smilies/tongue.gif" style="vertical-align: middle;" border="0" alt="Tongue" title="Tongue" />), I decided to create an RMXP RGSS script, which is my first 100% completed, working RGSS script. <br />
This script creates a menu list of different music that the player can select from and choose to listen to. This is useful for things such as a piano player in a bar or a radio with different stations, etc. Not only does it play music, but you can also give each song a name for the list, ie. a battle song from the RTP (such as 001-Battle01.mid) showing as "Brave Fight" in the list instead of the music file name. You can have unlimited songs and an unlimited amount of song lists, each that can be called seperately from different (or the same) events. It's also very easy to use, all you have to do is edit a single variable (it's a hash with arrays - and even if you have no idea wtf i just said, you should be able to use it easily). There is an example setup in the game project, so just take a look at the examples in the events of the game and you will be able to figure it out easily <img src="http://vorpal86.snesorama.us/forum/images/smilies/smile.gif" style="vertical-align: middle;" border="0" alt="Smile" title="Smile" /><br />
<br />
Download this script here: <a href="http://www.box.net/shared/nn96rfq0ws" target="_blank">http://www.box.net/shared/nn96rfq0ws</a><br />
<br />
<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>#============================================================================<br />
# **&nbsp;&nbsp;Music Menu<br />
#----------------------------------------------------------------------------<br />
# By SwiftDeathSK<br />
# Version 1.00<br />
# 5-21-2008<br />
#============================================================================<br />
#============================================================================<br />
# ** Credits &amp; Contact Info:<br />
#----------------------------------------------------------------------------<br />
# * Created by SwiftDeathSK (SK Interactive)<br />
# <br />
# * Thanks:<br />
#&nbsp;&nbsp;&nbsp;&nbsp; SephirothSpawn - For his many scripts that helped me learn to script RGSS<br />
#<br />
# * Contact Info:<br />
#&nbsp;&nbsp;&nbsp;&nbsp; email: justinshortsk@gmail.com<br />
#&nbsp;&nbsp;&nbsp;&nbsp; The RPG Tree forums (home of this script): www.therpgtree.com<br />
#&nbsp;&nbsp;&nbsp;&nbsp; SK Interactive website: unavailable at this time (this will be updated later)<br />
#<br />
#============================================================================<br />
<br />
#============================================================================<br />
# ** Instructions:<br />
#----------------------------------------------------------------------------<br />
# Place this script below Scene_Debug and above Main (if you are using the<br />
# SDK, place this below the SDK and all other SDK scripts and above Main)<br />
#<br />
# This script allows the player to select the background music (BGM) from a<br />
# list. You can have an infinite amount of different lists with an infinite <br />
# amount of different music for the player to choose from. Also, you can give <br />
# each song a special name for the list, instead of the name of the BGM file <br />
# (see Music_Setup variable for an example). Usage is easy and quick, which is <br />
# great for beginners and non-scripters (barely any scripting knowledge is <br />
# required, and is explained).<br />
#<br />
# To setup this script, edit the variables in "module SETUP". You can set the<br />
# volume and pitch of the bgm played by editing the value of the VOLUME and<br />
# PITCH constants.<br />
# To setup the lists and names of the music, find the variable "Music_Setup"<br />
# in the SETUP module below, and use this format:<br />
#&nbsp;&nbsp;{# of the music list =&gt; [['name of the 1st bgm file in the database on the list',<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'name of the song that the player sees on the list'],<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ['name of the 2nd bgm file in the database on the list',<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'name of the song that the player sees on the list'],<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [... etc ...]],<br />
#&nbsp;&nbsp;next # of the list =&gt; [['name of the 1st bgm file in the database on this list',<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;'name of the song that the player sees on the list'],<br />
#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; [... etc ...]]<br />
#&nbsp;&nbsp;}<br />
#<br />
# Sorry if that seems a bit confusing - if it does, take a look at my example<br />
# and the demo events and it should look much easier.<br />
#<br />
# To use this script in your game, use the "Script..." event command and the<br />
# following line of code:<br />
#<br />
# * To call the music list window:<br />
#&nbsp;&nbsp;&nbsp;&nbsp; &#36;scene = Scene_Music_Menu.new(x)<br />
#&nbsp;&nbsp;&nbsp;&nbsp;where x is the number of the list of music you want to display<br />
#<br />
#============================================================================<br />
<br />
#============================================================================<br />
# * EDIT BELOW THIS LINE<br />
#============================================================================<br />
<br />
module SETUP<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# ** Set the Volume and Pitch of the music<br />
&nbsp;&nbsp;#&nbsp;&nbsp; ~ VOLUME must be between 0 and 100<br />
&nbsp;&nbsp;#&nbsp;&nbsp; ~ PITCH must be between 50 and 150<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;VOLUME = 100<br />
&nbsp;&nbsp;PITCH = 100<br />
<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# ** Setup the different Music Lists with music, and setup the File Name &amp;<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; In-Game Name for each music file<br />
&nbsp;&nbsp;#&nbsp;&nbsp; ~ {music_list_id =&gt; [['filename', 'ingame name'], ... ], ...}<br />
&nbsp;&nbsp;#<br />
&nbsp;&nbsp;#&nbsp;&nbsp; * Notes:<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; ~ music_list_id must go in order, starting at 0<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; ~ filename must be inside of '...'<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ~ filename does not need "Audio/BGM/" in front of it<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; ~ ingame name must be inside of '...' or "..."<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ~ ingame name should not be overly long<br />
&nbsp;&nbsp;#<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;Music_Setup = {0 =&gt; [['001-Battle01.mid', 'Brave Fight'], <br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;['008-Boss04.mid', 'Holy Battle'],<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;['011-LastBoss03.mid', 'Cosmic Battle'],<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;['042-Dungeon08.mid', 'Mysterious Caverns']],<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;1 =&gt; [['028-Town06.mid', 'Bustling Port'],<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;['033-Ship01.mid', 'Sail the High Seas'],<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;['063-Slow06.mid', 'Quiet Lullaby']]<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}<br />
<br />
end<br />
#============================================================================<br />
# * EDIT ABOVE THIS LINE<br />
#============================================================================<br />
<br />
<br />
<br />
<br />
<br />
&nbsp;&nbsp;#==========================================================================&#8203;==<br />
&nbsp;&nbsp;# * Class Scene_Music_Menu<br />
&nbsp;&nbsp;#==========================================================================&#8203;==<br />
&nbsp;&nbsp;<br />
class Scene_Music_Menu<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;def initialize(list, music_index = 0, song_index = [])<br />
&nbsp;&nbsp;&nbsp;&nbsp;@list = list #Select music list<br />
&nbsp;&nbsp;&nbsp;&nbsp;@music_index = music_index<br />
&nbsp;&nbsp;&nbsp;&nbsp;@song_index = song_index<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Main - Handles drawing/disposing windows and the main loop <br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def main<br />
&nbsp;&nbsp;&nbsp;&nbsp;#Draw Windows<br />
&nbsp;&nbsp;&nbsp;&nbsp;main_draw<br />
&nbsp;&nbsp;&nbsp;&nbsp;#Execute transition<br />
&nbsp;&nbsp;&nbsp;&nbsp;Graphics.transition<br />
&nbsp;&nbsp;&nbsp;&nbsp;#Main Loop<br />
&nbsp;&nbsp;&nbsp;&nbsp;loop do<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;#Main Loop<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;main_loop<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;break if main_scenechange?<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;#Prepare for transition<br />
&nbsp;&nbsp;&nbsp;&nbsp;Graphics.freeze<br />
&nbsp;&nbsp;&nbsp;&nbsp;#Dispose Windows<br />
&nbsp;&nbsp;&nbsp;&nbsp;main_dispose<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Main Draw - Handles drawing windows<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def main_draw<br />
&nbsp;&nbsp;&nbsp;&nbsp;#Draw Windows<br />
&nbsp;&nbsp;&nbsp;&nbsp;# Window_Music_Menu<br />
&nbsp;&nbsp;&nbsp;&nbsp;@Window_Music_Menu = Window_Music_Menu.new(@list)<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Main Scene Change <br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def main_scenechange?<br />
&nbsp;&nbsp;&nbsp;&nbsp;# Abort loop if screen is changed<br />
&nbsp;&nbsp;&nbsp;&nbsp;if &#36;scene != self<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return true<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;return false<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Main Dispose <br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def main_dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;# Dispose All Windows<br />
&nbsp;&nbsp;&nbsp;&nbsp;# Dispose Window_Music_Menu<br />
&nbsp;&nbsp;&nbsp;&nbsp;@Window_Music_Menu.dispose<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Main Loop <br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def main_loop<br />
&nbsp;&nbsp;&nbsp;&nbsp;# Update game screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;Graphics.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;# Update input information<br />
&nbsp;&nbsp;&nbsp;&nbsp;Input.update<br />
&nbsp;&nbsp;&nbsp;&nbsp;# Frame update<br />
&nbsp;&nbsp;&nbsp;&nbsp;update<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Update <br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def update<br />
&nbsp;&nbsp;&nbsp;&nbsp;# Update Windows<br />
&nbsp;&nbsp;&nbsp;&nbsp;update_windows<br />
&nbsp;&nbsp;&nbsp;&nbsp;#Update Window_Music_Menu<br />
&nbsp;&nbsp;&nbsp;&nbsp;update_Window_Music_Menu if @Window_Music_Menu.active and @Window_Music_Menu.visible<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Update Window_Music_Menu <br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def update_Window_Music_Menu<br />
&nbsp;&nbsp;&nbsp;&nbsp;# If B button was pressed<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Input.trigger?(Input::B)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Play cancel SE<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;game_system.se_play(&#36;data_system.cancel_se)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;# Switch to map screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_Map.new<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;return<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;# If C button was pressed<br />
&nbsp;&nbsp;&nbsp;&nbsp;if Input.trigger?(Input::C)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;&nbsp;&nbsp;temp_array = []<br />
&nbsp;&nbsp;&nbsp;&nbsp;@music_list = SETUP::Music_Setup[@list]<br />
&nbsp;&nbsp;&nbsp;&nbsp;i = 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...@music_list.size # for loop makes menu<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;eval "temp_array.push(@music_list[i])"<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;@data = temp_array<br />
&nbsp;&nbsp;&nbsp;&nbsp;# If item count is not 0, make a bit map and draw all items<br />
&nbsp;&nbsp;&nbsp;&nbsp;@item_max = @data.size<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @item_max &gt; 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...@item_max<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_item(i)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
<br />
&nbsp;&nbsp;&nbsp;&nbsp;@selected_song = @Window_Music_Menu.index<br />
&nbsp;&nbsp;&nbsp;&nbsp;Audio.bgm_play("Audio/BGM/" + @song_index[@selected_song].to_s, SETUP::VOLUME, SETUP::PITCH)<br />
&nbsp;&nbsp;&nbsp;&nbsp;# Switch to map screen<br />
&nbsp;&nbsp;&nbsp;&nbsp;&#36;scene = Scene_Map.new<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Draw Item<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; index : item number<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
<br />
&nbsp;&nbsp;def draw_item(index)<br />
&nbsp;&nbsp;&nbsp;&nbsp;item = @data[index]<br />
&nbsp;&nbsp;&nbsp;&nbsp;@song_index[index] = item[0]<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Window Update <br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def update_windows<br />
&nbsp;&nbsp;&nbsp;&nbsp;# Update Window_Music_Menu<br />
&nbsp;&nbsp;&nbsp;&nbsp;@Window_Music_Menu.update if @Window_Music_Menu.visible<br />
&nbsp;&nbsp;end<br />
end<br />
<br />
<br />
<br />
&nbsp;&nbsp;#==========================================================================&#8203;==<br />
&nbsp;&nbsp;# * Class Window_Music_Menu<br />
&nbsp;&nbsp;#==========================================================================&#8203;==<br />
class Window_Music_Menu &lt; Window_Selectable<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Object Initialization<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def initialize(list)<br />
&nbsp;&nbsp;&nbsp;&nbsp;super(0, 0, 640, 480)<br />
&nbsp;&nbsp;&nbsp;&nbsp;@column_max = 2<br />
&nbsp;&nbsp;&nbsp;&nbsp;@list = list<br />
&nbsp;&nbsp;&nbsp;&nbsp;refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.index = 0<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Get Item<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def item<br />
&nbsp;&nbsp;&nbsp;&nbsp;return @data[self.index]<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Refresh<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def refresh<br />
&nbsp;&nbsp;&nbsp;&nbsp;if self.contents != nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents.dispose<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents = nil<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;#@data = []<br />
&nbsp;&nbsp;&nbsp;&nbsp;<br />
&nbsp;&nbsp;temp_array = []<br />
&nbsp;&nbsp;@music_list = SETUP::Music_Setup[@list]<br />
&nbsp;&nbsp;i = 0<br />
&nbsp;&nbsp;for i in 0...@music_list.size # for loop makes menu<br />
&nbsp;&nbsp;&nbsp;&nbsp;eval "temp_array.push(@music_list[i])"<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;@data = temp_array<br />
&nbsp;&nbsp;&nbsp;&nbsp;# If item count is not 0, make a bit map and draw all items<br />
&nbsp;&nbsp;&nbsp;&nbsp;@item_max = @data.size<br />
&nbsp;&nbsp;&nbsp;&nbsp;if @item_max &gt; 0<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;self.contents = Bitmap.new(width - 32, row_max * 32)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;for i in 0...@item_max<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;draw_item(i)<br />
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;&nbsp;&nbsp;end<br />
&nbsp;&nbsp;end<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;# * Draw Item<br />
&nbsp;&nbsp;#&nbsp;&nbsp;&nbsp;&nbsp; index : item number<br />
&nbsp;&nbsp;#--------------------------------------------------------------------------<br />
&nbsp;&nbsp;def draw_item(index)<br />
&nbsp;&nbsp;&nbsp;&nbsp;item = @data[index]<br />
&nbsp;&nbsp;&nbsp;&nbsp;x = 4 + index % 2 * (288 + 32)<br />
&nbsp;&nbsp;&nbsp;&nbsp;y = index / 2 * 32<br />
&nbsp;&nbsp;&nbsp;&nbsp;rect = Rect.new(x, y, self.width / @column_max - 32, 32)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))<br />
&nbsp;&nbsp;&nbsp;&nbsp;bitmap = RPG::Cache.icon("SongIcon")<br />
&nbsp;&nbsp;&nbsp;&nbsp;opacity = self.contents.font.color == normal_color ? 255 : 128<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)<br />
&nbsp;&nbsp;&nbsp;&nbsp;self.contents.draw_text(x + 28, y, 212, 32, item[1].to_s, 0)<br />
&nbsp;&nbsp;end<br />
end</code></div></div>
<br />
PS. For more information as to how to use this script, refer to the Instructions comment section of the script itself.]]></content:encoded>
		</item>
	</channel>
</rss>