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		<title>50 most Recent Topics - Explorations RPG (Official Support Forum)</title>
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		<copyright>Explorations RPG (Official Support Forum)</copyright>
		<lastBuildDate>Thu, 9 Sep 2010 11:46:37 GMT</lastBuildDate>
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			<title>eMotions Knowledge Base - eScript Reference API</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283978902/0#0</link>
			<category>Explorations RPG (Official Support Forum)/eMotions Knowledge Base</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283978902/0#0</guid>
			<pubDate>Wed, 8 Sep 2010 20:48:22 GMT</pubDate>
			<description>As Tye mentioned earlier he will be creating a new section soon (upon which this post will probably be moved or deleted) for eScripting, with an updated API reference, but for now I slimmed down the cmd files for a more readable format. There&#39;s no decsriptions yet, hoping to add those soon, but for the meantime this can serve as a quick reference for you.&#60;br /&#62;&#60;br /&#62;&#60;b&#62;Character Commands&#60;/b&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;Encounter &#123;&#38;#91;npc_handle$&#38;#93;,&#38;#91;npc_index%&#38;#93;,&#38;#91;mapx,mapy,map$&#38;#93;,&#38;#91;ai&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;RndEncounter &#123;&#38;#91;npc_handle$&#38;#93;,&#38;#91;mapx,mapy,map$&#38;#93;,&#38;#91;ai&#38;#93;&#125;&#60;br &#38;#47;&#62;RemoveEncounter &#123;&#38;#91;character_handle$&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;IsCharAction &#123;&#38;#91;character_handle$&#38;#93;, &#38;#91;cmd_list&#38;#93;&#125;&#60;br &#38;#47;&#62;IsCharStat &#123;&#38;#91;character_handle$&#38;#93;, &#38;#91;plr_variable&#38;#93; &#38;#91;opr&#38;#93; &#38;#91;value1&#38;#93;&#125;&#60;br &#38;#47;&#62;IsCharStat &#123;&#38;#91;character_handle$&#38;#93;, &#38;#91;cmd_variable&#38;#93; &#38;#91;opr&#38;#93; &#38;#91;value1&#38;#93;&#125;&#60;br &#38;#47;&#62;IsCharStat &#123;&#38;#91;character_handle$&#38;#93;, &#38;#91;value1&#38;#93; &#38;#91;opr&#38;#93; &#38;#91;value2&#38;#93;&#125;&#60;br &#38;#47;&#62;IsCharStat &#123;&#38;#91;character_handle$&#38;#93;, &#38;#91;value1&#38;#93; &#38;#91;opr&#38;#93; &#38;#91;object_record%&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;Update_Char &#123;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;ResetAIOnExit &#123;&#38;#91;character_handle$&#38;#93;,&#38;#91;true&#38;#47;false&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;SetAllChars &#123;&#38;#91;character_handle$&#38;#93;,&#38;#91;plr_variable&#38;#93;,&#38;#91;value1&#38;#93;&#125;&#60;br &#38;#47;&#62;SetAllChars &#123;&#38;#91;character_handle$&#38;#93;,&#38;#91;cmd_variable&#38;#93;,&#38;#91;value1&#38;#93;&#125;&#60;br &#38;#47;&#62;GetNextHandle &#123;&#38;#91;character_handle$&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;IsChar&#38;#068;ead &#123;&#38;#91;character_handle$&#38;#93;&#125;&#60;br &#38;#47;&#62;&#38;#068;oesCharExist &#123;&#38;#91;character_handle$&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;RemoveItemType &#123;&#38;#91;type_record%&#38;#93;&#125;&#60;br &#38;#47;&#62;AddItem &#123;&#38;#91;object_type%,object_record%&#38;#93;&#125;&#60;br &#38;#47;&#62;RemoveItem &#123;&#38;#91;object_type%,object_record%&#38;#93;&#125;&#60;br &#38;#47;&#62;&#38;#068;ropItem &#123;&#38;#91;object_type%,object_record%&#38;#93;&#125;&#60;br &#38;#47;&#62;PickUpItem &#123;&#38;#91;object_type%,object_record%&#38;#93;&#125;&#60;br &#38;#47;&#62;GiveItem &#123;&#38;#91;character_handle$&#38;#93;,&#38;#91;object_type%,object_record%&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;SetLocation &#123;&#38;#91;mapx,mapy,map$&#38;#93;&#125;&#60;br &#38;#47;&#62;SetLocToRgn &#123;&#38;#91;map_name$&#38;#93;,&#38;#91;region_handle$&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;Stop &#123;&#38;#91;character_handle$&#38;#93;&#125;&#60;br &#38;#47;&#62;AdjustSpeed &#123;&#38;#91;character_handle$&#38;#93;,&#38;#91;speedadj&#38;#93;&#125;&#60;br &#38;#47;&#62;MoveTo &#123;&#38;#91;character_handle$&#38;#93;,&#38;#91;endx,endy&#38;#93;,&#38;#91;speedadj&#38;#93;&#125;&#60;br &#38;#47;&#62;MoveTo&#38;#33; &#123;&#38;#91;character_handle$&#38;#93;,&#38;#91;endx,endy&#38;#93;,&#38;#91;speedadj&#38;#93;&#125;&#60;br &#38;#47;&#62;RunTo &#123;&#38;#91;character_handle$&#38;#93;,&#38;#91;endx,endy&#38;#93;,&#38;#91;speedadj&#38;#93;&#125;&#60;br &#38;#47;&#62;RunTo&#38;#33; &#123;&#38;#91;character_handle$&#38;#93;,&#38;#91;endx,endy&#38;#93;,&#38;#91;speedadj&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;FaceCHR &#123;&#38;#91;character_handle$&#38;#93;,&#38;#91;handle$&#38;#93;&#125;&#60;br &#38;#47;&#62;FaceCHR&#38;#33; &#123;&#38;#91;character_handle$&#38;#93;,&#38;#91;handle$&#38;#93;&#125;&#60;br &#38;#47;&#62;Facing &#123;&#38;#91;character_handle$&#38;#93;,&#38;#91;direction$&#38;#93;&#125;&#60;br &#38;#47;&#62;Facing&#38;#33; &#123;&#38;#91;character_handle$&#38;#93;,&#38;#91;direction$&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;ShowAction &#123;&#38;#91;character_handle$&#38;#93;,&#38;#91;action_file$&#38;#93;,&#38;#91;repeat%&#38;#93;&#125;&#60;br &#38;#47;&#62;ShowAction&#38;#33; &#123;&#38;#91;character_handle$&#38;#93;,&#38;#91;action_file$&#38;#93;,&#38;#91;repeat%&#38;#93;&#125;&#60;br &#38;#47;&#62;SwitchTo &#123;&#38;#91;character_handle$&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;Speech &#123;&#38;#91;character_handle$&#38;#93;,&#38;#91;dialog&#38;#93;&#125;&#60;br &#38;#47;&#62;&#38;#068;ialog &#123;&#38;#91;character_handle$&#38;#93;,&#38;#91;dialog&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;Get_Char &#123;&#38;#91;character_handle$&#38;#93;&#125;&#60;br &#38;#47;&#62;Find_CharInFile &#123;&#38;#91;character_handle$&#38;#93;,&#38;#91;database_filename$&#38;#93;&#125;&#60;br &#38;#47;&#62;Read_Char &#123;&#38;#91;character_record%&#38;#93;,&#38;#91;database_filename$&#38;#93;&#125;&#60;br &#38;#47;&#62;Write_Char &#123;&#38;#91;character_record%&#38;#93;,&#38;#91;database_filename$&#38;#93;&#125;&#60;br &#38;#47;&#62; 

&#60;/pre&#62;&#60;br /&#62;&#60;br /&#62;&#60;b&#62;DM Commands&#60;/b&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;SetVar &#123;&#38;#91;variable&#38;#93;,&#38;#91;value1&#38;#93;&#125;&#60;br &#38;#47;&#62;&#38;#068;elVar &#123;&#38;#91;variable&#38;#93;&#125;&#60;br &#38;#47;&#62;&#38;#068;oesVarExist &#123;&#38;#91;variable&#38;#93;&#125;&#60;br &#38;#47;&#62;&#38;#068;elVarsLike &#123;&#38;#91;variable_prefix&#38;#93;&#125;&#60;br &#38;#47;&#62;LoadVars &#123;&#38;#91;filename$&#38;#93;&#125;&#60;br &#38;#47;&#62;SaveVars &#123;&#38;#91;variable_prefix&#38;#93;,&#38;#91;filename$&#38;#93;&#125;&#60;br &#38;#47;&#62;Calc &#123;&#38;#91;result&#38;#93; = &#38;#91;value1&#38;#93; &#38;#91;func&#38;#93; &#38;#91;value2&#38;#93;&#125;&#60;br &#38;#47;&#62;AddClipBoard &#123;&#38;#91;varname$&#38;#93;,&#38;#91;dm_notes$&#38;#93;&#125;&#60;br &#38;#47;&#62;LoadClipBoard &#123;&#38;#91;varname$&#38;#93;&#125;&#60;br &#38;#47;&#62;RemoveClipBoard &#123;&#38;#91;varname$&#38;#93;&#125;&#60;br &#38;#47;&#62;ClearClipBoard &#123;&#125;&#60;br &#38;#47;&#62; 

&#60;/pre&#62;&#60;br /&#62;&#60;br /&#62;&#60;b&#62;DOS Commands&#60;/b&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;Kill &#123;&#38;#91;filename$&#38;#93;&#125;&#60;br &#38;#47;&#62;Make&#38;#068;ir &#123;&#38;#91;filepath$&#38;#93;&#125;&#60;br &#38;#47;&#62;Remove&#38;#068;ir &#123;&#38;#91;filepath$&#38;#93;&#125;&#60;br &#38;#47;&#62;Rename &#123;&#38;#91;old_filename$&#38;#93;,&#38;#91;new_filename$&#38;#93;&#125;&#60;br &#38;#47;&#62;&#38;#068;elRecord &#123;&#38;#91;record%&#38;#93;,&#38;#91;record_size%&#38;#93;,&#38;#91;filename$&#38;#93;&#125;&#60;br &#38;#47;&#62;RecordCount &#123;&#38;#91;dest_variable%&#38;#93;,&#38;#91;record_size%&#38;#93;,&#38;#91;filename$&#38;#93;&#125;&#60;br &#38;#47;&#62; 

&#60;/pre&#62;&#60;br /&#62;&#60;br /&#62;&#60;b&#62;Flow Commands&#60;/b&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;ExitEnc&#60;br &#38;#47;&#62;GosubRecord &#123;&#38;#91;script#&#38;#93;&#125;&#60;br &#38;#47;&#62;GotoRecord &#123;&#38;#91;script#&#38;#93;&#125;&#60;br &#38;#47;&#62;LoadRecord &#123;&#38;#91;script#&#38;#93;&#125;&#60;br &#38;#47;&#62;GosubRelRecord &#123;&#38;#91;relscript#&#38;#93;&#125;&#60;br &#38;#47;&#62;GotoRelRecord &#123;&#38;#91;relscript#&#38;#93;&#125;&#60;br &#38;#47;&#62;LoadRelRecord &#123;&#38;#91;relscript#&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;GosubTimeRecord &#123;&#38;#91;timescript#&#38;#93;&#125;&#60;br &#38;#47;&#62;GotoTimeRecord &#123;&#38;#91;timescript#&#38;#93;&#125;&#60;br &#38;#47;&#62;LoadTimeRecord &#123;&#38;#91;timescript#&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;Trigger&#38;#068;BEvent &#123;MAP, &#38;#91;script#&#38;#93;, &#38;#91;labelname&#38;#93;&#125;&#60;br &#38;#47;&#62;Trigger&#38;#068;BEvent &#123;REL, &#38;#91;relscript#&#38;#93;, &#38;#91;labelname&#38;#93;&#125;&#60;br &#38;#47;&#62;Trigger&#38;#068;BEvent &#123;TME, &#38;#91;timescript#&#38;#93;, &#38;#91;labelname&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;GosubLabel &#123;&#38;#91;labelname&#38;#93;&#125;&#60;br &#38;#47;&#62;GotoLabel &#123;&#38;#91;labelname&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;FindMapScript &#123;&#38;#91;script_title$&#38;#93;&#125;&#60;br &#38;#47;&#62;FindRelScript &#123;&#38;#91;script_title$&#38;#93;&#125;&#60;br &#38;#47;&#62;FindTimeScript &#123;&#38;#91;script_title$&#38;#93;&#125;&#60;br &#38;#47;&#62;EnableMapScript &#123;&#38;#91;script#&#38;#93;&#125;&#60;br &#38;#47;&#62;&#38;#068;isableMapScript &#123;&#38;#91;script#&#38;#93;&#125;&#60;br &#38;#47;&#62;EnableRelScript &#123;&#38;#91;relscript#&#38;#93;&#125;&#60;br &#38;#47;&#62;&#38;#068;isableRelScript &#123;&#38;#91;relscript#&#38;#93;&#125;&#60;br &#38;#47;&#62;EnableTimeScript &#123;&#38;#91;timescript#&#38;#93;&#125;&#60;br &#38;#47;&#62;&#38;#068;isableTimeScript &#123;&#38;#91;timescript#&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;If &#123;&#38;#91;value1&#38;#93; &#38;#91;opr&#38;#93; &#38;#91;value2&#38;#93;&#125; Then&#60;cr&#62;EndIf&#38;#58; &#123;&#38;#91;value1&#38;#93; &#38;#91;opr&#38;#93; &#38;#91;value2&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;If &#123;&#38;#91;value1&#38;#93; &#38;#91;opr&#38;#93; &#38;#91;object_record%&#38;#93;&#125; Then&#60;cr&#62;EndIf&#38;#58; &#123;&#38;#91;value1&#38;#93; &#38;#91;opr&#38;#93; &#38;#91;object_record%&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;Select Case &#123;&#38;#91;dest_variable&#38;#93;&#125;&#60;cr&#62;    Case&#38;#58; &#123;= &#38;#91;value1&#38;#93;&#125;&#60;cr&#62;       EndCase&#60;cr&#62;&#60;cr&#62;    Case&#38;#58; &#123;= &#38;#91;value2&#38;#93;&#125;&#60;cr&#62;       EndCase&#60;cr&#62;&#60;cr&#62;    Case&#38;#58; &#123;Else&#125;&#60;cr&#62;       EndCase&#60;cr&#62;EndSelect &#123;&#38;#91;dest_variable&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;For &#123;&#38;#91;dest_variable%&#38;#93; = 1 TO &#38;#91;value1%&#38;#93;&#125;&#60;cr&#62;Next &#123;&#38;#91;dest_variable%&#38;#93;&#125;&#60;br &#38;#47;&#62; 

&#60;/pre&#62;&#60;br /&#62;&#60;br /&#62;&#60;b&#62;Form Commands&#60;/b&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;Execute &#123;&#38;#91;filename$&#38;#93;, &#38;#91;async&#38;#93;&#125;&#60;br &#38;#47;&#62;End&#60;br &#38;#47;&#62;Return&#60;br &#38;#47;&#62;eObject &#123;NAME$ = &#60;cr&#62;        PARENT$ = &#60;cr&#62;        INHERIT$ = &#60;cr&#62;        CAPTION$ = &#60;cr&#62;        CANE&#38;#068;IT$ = &#60;cr&#62;        COLOR$ = &#60;cr&#62;        LAYER% = &#60;cr&#62;        FONT$ = &#60;cr&#62;        RESIZE$ = &#60;cr&#62;        STYLE% = &#60;cr&#62;        ITEMSTYLE% = &#60;cr&#62;        LEFT% = &#60;cr&#62;        TOP% = &#60;cr&#62;        WI&#38;#068;TH% = &#60;cr&#62;        HEIGHT% = &#60;cr&#62;        FILE&#38;#47;LIST$ = &#60;cr&#62;        WOR&#38;#068;WRAP$ = &#60;cr&#62;        VRESIZE$ = &#60;cr&#62;        ENABLE&#38;#068;$ = &#60;cr&#62;        &#38;#068;RAG$ = &#60;cr&#62;        ITEM&#38;#068;RAG$ = &#60;cr&#62;        BLT$ = &#60;cr&#62;        MAX% = &#60;cr&#62;        &#125;&#38;#46;&#38;#91;control_type$&#38;#93;&#60;br &#38;#47;&#62;SetProperty &#123;&#38;#91;control_handle$&#38;#93;,&#38;#91;property_name$&#38;#93;,&#38;#91;new_value&#38;#93;&#125;&#60;br &#38;#47;&#62;GetProperty &#123;&#38;#91;control_handle$&#38;#93;,&#38;#91;property_name$&#38;#93;,&#38;#91;dest_variable&#38;#93;&#125;&#60;br &#38;#47;&#62;GetSprite&#123;&#38;#91;control_handle$&#38;#93;&#125;&#60;br &#38;#47;&#62;LoadSprite&#123;&#38;#91;variable_prefix&#38;#93;, &#38;#91;control_handle$&#38;#93;&#125;&#60;br &#38;#47;&#62;Unload&#123;&#38;#91;form_handle$&#38;#93;&#125;&#60;br &#38;#47;&#62;UnloadByLayer &#123;&#38;#91;lo_layer&#38;#93;, &#38;#91;hi_layer&#38;#93;&#125; 

&#60;/pre&#62;&#60;br /&#62;&#60;br /&#62;&#60;b&#62;Game Commands&#60;/b&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;&#38;#068;ice &#123;&#38;#91;d20&#38;#93;&#125;&#60;br &#38;#47;&#62;&#38;#068;ice &#123;&#38;#91;# rolls%&#38;#93;&#125;&#60;br &#38;#47;&#62;Scroll &#123;&#38;#91;speed&#38;#93;,&#38;#91;timer&#38;#93;,&#38;#91;dialog&#38;#93;&#125;&#60;br &#38;#47;&#62;&#38;#068;ialogMsg &#123;&#38;#91;dialog&#38;#93;&#125;&#60;br &#38;#47;&#62;&#38;#068;ialogMsg&#38;#33; &#123;&#38;#91;dialog&#38;#93;&#125;&#60;br &#38;#47;&#62;CombatMsg &#123;&#38;#91;dialog&#38;#93;&#125;&#60;br &#38;#47;&#62;CombatMsg&#38;#33; &#123;&#38;#91;dialog&#38;#93;&#125;&#60;br &#38;#47;&#62;&#38;#068;isplay &#123;&#38;#91;gfx_file$&#38;#93;,&#38;#91;%bmpx,%bmpy&#38;#93;&#125;&#60;br &#38;#47;&#62;Movie &#123;&#38;#91;movie_file$&#38;#93;,&#38;#91;#frames&#38;#93;,&#38;#91;frames&#38;#47;sec&#38;#93;,&#38;#91;repeat%&#38;#93;&#125;&#60;br &#38;#47;&#62;IconMovie &#123;&#38;#91;movie_file$&#38;#93;,&#38;#91;#frames&#38;#93;,&#38;#91;frames&#38;#47;sec&#38;#93;,&#38;#91;repeat%&#38;#93;&#125;&#60;br &#38;#47;&#62;Play &#123;&#38;#91;wav_file$&#38;#93;&#125;&#60;br &#38;#47;&#62;Play&#38;#33; &#123;&#38;#91;wav_file$&#38;#93;&#125;&#60;br &#38;#47;&#62;Play &#123;&#38;#91;sound_file$&#38;#93;&#125;&#60;br &#38;#47;&#62;Play&#38;#33; &#123;&#38;#91;sound_file$&#38;#93;&#125;&#60;br &#38;#47;&#62;Music &#123;&#38;#91;mid_file$&#38;#93;&#125;&#60;br &#38;#47;&#62;Music &#123;&#38;#91;sound_file$&#38;#93;&#125;&#60;br &#38;#47;&#62;PAUSEON&#60;br &#38;#47;&#62;PAUSEOFF&#60;br &#38;#47;&#62;SHOWBUY&#38;#47;SELL &#123;&#38;#91;character_handle$&#38;#93;,&#38;#91;object_type%&#38;#93;,&#38;#91;b&#38;#47;s_type$&#38;#93;&#125;&#60;br &#38;#47;&#62;REFRESH 

&#60;/pre&#62;&#60;br /&#62;&#60;br /&#62;&#60;b&#62;Map Commands&#60;/b&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;Create_Region &#123;&#38;#91;region_handle$&#38;#93;,&#38;#91;handle$&#38;#93;,&#38;#91;mapx,mapy,map$&#38;#93;&#125;&#60;br &#38;#47;&#62;Move_Region &#123;&#38;#91;curmap$&#38;#93;,&#38;#91;region_handle$&#38;#93;,&#38;#91;endx,endy&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;Get_Region&#38;#40;x,y&#38;#41; &#123;&#38;#91;mapx,mapy,map$&#38;#93;&#125;&#60;br &#38;#47;&#62;Get_Region &#123;&#38;#91;curmap$&#38;#93;,&#38;#91;region_handle$&#38;#93;&#125;&#60;br &#38;#47;&#62;Get_Vertex &#123;&#38;#91;curmap$&#38;#93;,&#38;#91;region_handle$&#38;#93;,&#38;#91;vertex_index&#38;#93;&#125;&#60;br &#38;#47;&#62;Get_MapObject &#123;&#38;#91;curmap$&#38;#93;, &#38;#91;region_handle$&#38;#93;, &#38;#91;object_name$&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;Update_MapObject &#123;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;PanTo &#123;&#38;#91;mapx,mapy&#38;#93;&#125;&#60;br &#38;#47;&#62;Animate &#123;&#38;#91;region_handle$&#38;#93;, &#38;#91;curmap$&#38;#93;,&#38;#91;speed&#38;#93;&#125;&#60;br &#38;#47;&#62;ResetAnim &#123;&#38;#91;region_handle$&#38;#93;, &#38;#91;curmap$&#38;#93;,&#38;#91;speed&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;RemoveMapGroup&#38;#40;X,Y&#38;#41; &#123;&#38;#91;mapx,mapy,map$&#38;#93;&#125;&#60;br &#38;#47;&#62;RemoveMapGroup &#123;&#38;#91;region_handle$&#38;#93;,&#38;#91;curmap$&#38;#93;&#125;&#60;br &#38;#47;&#62;RemoveObject&#38;#40;X,Y&#38;#41; &#123;&#38;#91;mapx,mapy,map$&#38;#93;&#125;&#60;br &#38;#47;&#62;RemoveObject &#123;&#38;#91;region_handle$&#38;#93;,&#38;#91;curmap$&#38;#93;&#125;&#60;br &#38;#47;&#62;RemoveNPC&#38;#40;X,Y&#38;#41; &#123;&#38;#91;mapx,mapy,map$&#38;#93;&#125;&#60;br &#38;#47;&#62;RemoveNPC &#123;&#38;#91;region_handle$&#38;#93;,&#38;#91;curmap$&#38;#93;&#125;&#60;br &#38;#47;&#62;RemoveEnc&#38;#40;X,Y&#38;#41; &#123;&#38;#91;mapx,mapy,map$&#38;#93;&#125;&#60;br &#38;#47;&#62;RemoveEnc &#123;&#38;#91;region_handle$&#38;#93;,&#38;#91;curmap$&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;AddMapGroup&#38;#40;X,Y&#38;#41; &#123;&#38;#91;mapx,mapy,map$&#38;#93;,&#38;#91;map_object&#38;#93;&#125;&#60;br &#38;#47;&#62;AddMapEnc&#38;#40;X,Y&#38;#41; &#123;&#38;#91;mapx,mapy,map$&#38;#93;,&#38;#91;script#&#38;#93;&#125;&#60;br &#38;#47;&#62;AddMapNPC&#38;#40;X,Y&#38;#41; &#123;&#38;#91;mapx,mapy,map$&#38;#93;,&#38;#91;npc_index%&#38;#93;&#125;&#60;br &#38;#47;&#62;AddMapObject&#38;#40;X,Y&#38;#41; &#123;&#38;#91;mapx,mapy,map$&#38;#93;,&#38;#91;object_type%,object_record%&#38;#93;&#125;&#60;br &#38;#47;&#62;AddMapGroup&#38;#40;X,Y,H&#38;#41; &#123;&#38;#91;mapx,mapy,map$&#38;#93;,&#38;#91;region_handle$&#38;#93;,&#38;#91;map_object&#38;#93;&#125;&#60;br &#38;#47;&#62;AddMapEnc&#38;#40;X,Y,H&#38;#41; &#123;&#38;#91;mapx,mapy,map$&#38;#93;,&#38;#91;region_handle$&#38;#93;,&#38;#91;script#&#38;#93;&#125;&#60;br &#38;#47;&#62;AddMapNPC&#38;#40;X,Y,H&#38;#41; &#123;&#38;#91;mapx,mapy,map$&#38;#93;,&#38;#91;region_handle$&#38;#93;,&#38;#91;npc_index%&#38;#93;&#125;&#60;br &#38;#47;&#62;AddMapObject&#38;#40;X,Y,H&#38;#41; &#123;&#38;#91;mapx,mapy,map$&#38;#93;,&#38;#91;region_handle$&#38;#93;,&#38;#91;object_type%,object_record%&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;Projectile&#38;#33; &#123;&#38;#91;proj_type%&#38;#93;,&#38;#91;attacker$&#38;#93;,PLR_HAN&#38;#068;LE$,&#38;#91;object_type%,object_record%&#38;#93;,&#38;#91;startx,starty&#38;#93;,&#38;#91;endx,endy&#38;#93;&#125;&#60;br &#38;#47;&#62;Projectile &#123;&#38;#91;proj_type%&#38;#93;,&#38;#91;attacker$&#38;#93;,PLR_HAN&#38;#068;LE$,&#38;#91;object_type%,object_record%&#38;#93;,&#38;#91;startx,starty&#38;#93;,&#38;#91;endx,endy&#38;#93;&#125;&#60;br &#38;#47;&#62;Projectile&#38;#33; &#123;&#38;#91;proj_type%&#38;#93;,&#38;#91;attacker$&#38;#93;,&#38;#91;defender$&#38;#93;,&#38;#91;object_type%,object_record%&#38;#93;,&#38;#91;startx,starty&#38;#93;,&#38;#91;endx,endy&#38;#93;&#125;&#60;br &#38;#47;&#62;Projectile &#123;&#38;#91;proj_type%&#38;#93;,&#38;#91;attacker$&#38;#93;,&#38;#91;defender$&#38;#93;,&#38;#91;object_type%,object_record%&#38;#93;,&#38;#91;startx,starty&#38;#93;,&#38;#91;endx,endy&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;IsWeatherActive &#123;&#38;#91;handle$&#38;#93;&#125;&#60;br &#38;#47;&#62;IsScriptAttached &#123;&#38;#91;handle$&#38;#93;&#125;&#60;br &#38;#47;&#62;&#38;#068;oesWeatherExist &#123;&#38;#91;handle$&#38;#93;&#125;&#60;br &#38;#47;&#62;Weather &#123;&#38;#91;handle$&#38;#93;,&#38;#91;map_name$&#38;#93;,&#38;#91;enabled%&#38;#93;,&#38;#91;startx,starty&#38;#93;,&#38;#91;endx,endy&#38;#93;,&#38;#91;weather_type%&#38;#93;,&#38;#91;continuous%&#38;#93;,&#38;#91;periodic%&#38;#93;,&#38;#91;density%&#38;#93;,&#38;#91;duration%&#38;#93;&#125;&#60;br &#38;#47;&#62;RemoveWeather &#123;&#38;#91;handle$&#38;#93;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;PANON&#60;br &#38;#47;&#62;PANOFF&#60;br &#38;#47;&#62; 

&#60;/pre&#62;</description>
		</item>
		<item>
			<title>Explorations Support - Server Setup?</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283919255/0#0</link>
			<category>Explorations RPG (Official Support Forum)/Explorations Support</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283919255/0#0</guid>
			<pubDate>Wed, 8 Sep 2010 04:14:15 GMT</pubDate>
			<description>I tried setting up a server and I&#39;m a little confused.&#60;br /&#62;&#60;br /&#62;1. is all the ftp info and I get that.&#60;br /&#62;&#60;br /&#62;2. Hosted Libraries..&#60;br /&#62;Where do I find this? And what do I enter?&#60;br /&#62;&#60;br /&#62;3. Servers per library...&#60;br /&#62;When I enter demo in the library name, it is added to the servers per library drop down, but what do I put inside the CGI Server Name?&#60;br /&#62;&#60;br /&#62;Now for MMOS&#60;br /&#62;&#60;br /&#62;Where do I find and library name and module name?&#60;br /&#62;What do I enter into the server per library dropdown? and CGI Server Name?&#60;br /&#62;&#60;br /&#62;Please be detailed if possible.&#60;br /&#62;&#60;br /&#62;Thank you.</description>
		</item>
		<item>
			<title>General Board - How was the default map created?</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283844194/0#0</link>
			<category>Explorations RPG (Official Support Forum)/General Board</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283844194/0#0</guid>
			<pubDate>Tue, 7 Sep 2010 07:23:14 GMT</pubDate>
			<description>Is there a tutorial on how to create maps?&#60;br /&#62;How to add them?&#60;br /&#62;What program was used?&#60;br /&#62;&#60;br /&#62;Thank you.</description>
		</item>
		<item>
			<title>General Board - Question about creating a guard tower video.</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283827864/0#0</link>
			<category>Explorations RPG (Official Support Forum)/General Board</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283827864/0#0</guid>
			<pubDate>Tue, 7 Sep 2010 02:51:04 GMT</pubDate>
			<description>In the video the towers attack the character and when the character is dead, they keep shooting.&#60;br /&#62;&#60;br /&#62;Is there a way to make them stop once the character is dead?&#60;br /&#62;&#60;br /&#62;Thank you.</description>
		</item>
		<item>
			<title>Explorations Support - Accurate camera angles..</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283821876/0#0</link>
			<category>Explorations RPG (Official Support Forum)/Explorations Support</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283821876/0#0</guid>
			<pubDate>Tue, 7 Sep 2010 01:11:16 GMT</pubDate>
			<description>I remember covering this awhile back but i forgot the exact specs. What is the correct camera angle for the maps and objects? Currently im using Rotation(X: 60°, Y: 60°, Z: 45°) if I could get some community feedback that&#39;d be great but if tye can answer this that&#39;d be helpful.</description>
		</item>
		<item>
			<title>DataShare Forum - Request: Penguins</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283730326/0#0</link>
			<category>Explorations RPG (Official Support Forum)/DataShare Forum</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283730326/0#0</guid>
			<pubDate>Sun, 5 Sep 2010 23:45:26 GMT</pubDate>
			<description>Hey everyone,&#60;br /&#62;&#60;br /&#62; &#160;Currently I&#39;m in some need of assistance (it will save me a lot of time otherwise) To create a penguin. Now the final result will have to be a penguin with a bazooka, but if someone can accomplish the &#34;Penguin Model&#34; itself i can create the rest. (So what im implying here is, dont render it if it doesnt have a bazooka or rpg-type weapon of some sort just send me via pm or email the 3d model preferably in 3ds or obj format.&#60;br /&#62;&#60;br /&#62; Thanks much, Fester</description>
		</item>
		<item>
			<title>Explorations Support - Database?</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283659035/0#0</link>
			<category>Explorations RPG (Official Support Forum)/Explorations Support</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283659035/0#0</guid>
			<pubDate>Sun, 5 Sep 2010 03:57:15 GMT</pubDate>
			<description>What kind of database does this engine use?&#60;br /&#62;&#60;br /&#62;MySQL?</description>
		</item>
		<item>
			<title>General Board - Explorations MMOG Question</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283647498/0#0</link>
			<category>Explorations RPG (Official Support Forum)/General Board</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283647498/0#0</guid>
			<pubDate>Sun, 5 Sep 2010 00:44:58 GMT</pubDate>
			<description>I read in one of the threads that the MMOG Version handles 10 players.&#60;br /&#62;&#60;br /&#62;Is there a way to make it available to more than 10 connections at a time? &#160;&#60;img src=&#34;http://www.explore-rpg.com/yabbfiles/Templates/Forum/default/shocked.gif&#34; border=&#34;0&#34; alt=&#34;Shocked&#34; title=&#34;Shocked&#34; /&#62;&#60;br /&#62;&#60;br /&#62;Thank you.</description>
		</item>
		<item>
			<title>User Showcase - Tux Arena (Development Thread)</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283647207/0#0</link>
			<category>Explorations RPG (Official Support Forum)/User Showcase</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283647207/0#0</guid>
			<pubDate>Sun, 5 Sep 2010 00:40:07 GMT</pubDate>
			<description>Well everyone I just got some free time tonight so I whipped up a map with some basic Ice/Stone Rock Barracades for my project im creating called Tux Arena. based in part on the fact that its being made on Linux. &#60;br /&#62;&#60;br /&#62;The game will involve a 2-d battlefield-style genre, the user will control a penguin carry&#39;ing a bazooka or rpg (something of that sort) and running around different battlefields. They dont have to be complex so if people would like to contribute or submit some of their own Im welcome to it. &#60;br /&#62;&#60;br /&#62;I&#39;m hoping to show network functionality with this game by allowing users to battle each other online individually or team player.The map i&#39;m showing will obviously have the stone barracades adding in explorations later with a diff shadow angle, but I rendered them in picture for enhanced effect. hope you all like, hoping to post more soon.&#60;br /&#62;&#60;br /&#62; Fester&#60;br /&#62;&#60;br /&#62;&#60;a href=&#34;http://i781.photobucket.com/albums/yy94/casalist/Tux%20Arena/tux_arena.jpg&#34; rel=&#34;gb_image[nice_pics]&#34; title=&#34;...&#34;&#62;&#60;img src=&#34;http://i781.photobucket.com/albums/yy94/casalist/Tux%20Arena/tux_arena.jpg&#34; name=&#34;post_img_resize&#34; alt=&#34;...&#34; title=&#34;...&#34; border=&#34;0&#34; /&#62;&#60;/a&#62;</description>
		</item>
		<item>
			<title>Explorations Support - Datashare Module (Nothing showing)</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283613247/0#0</link>
			<category>Explorations RPG (Official Support Forum)/Explorations Support</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283613247/0#0</guid>
			<pubDate>Sat, 4 Sep 2010 15:14:07 GMT</pubDate>
			<description>I am new to this so... &#60;img src=&#34;http://www.explore-rpg.com/yabbfiles/Templates/Forum/default/smiley.gif&#34; border=&#34;0&#34; alt=&#34;Smiley&#34; title=&#34;Smiley&#34; /&#62;&#60;br /&#62;&#60;br /&#62;I clicked on the datashare module by following the newbie walkthru but nothing is showing in the window so I am not able to choose anything to import. Is the resource server down or am I missing something perhaps?&#60;br /&#62;&#60;br /&#62;</description>
		</item>
		<item>
			<title>General Board - ubuntu 10.0</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283126062/0#0</link>
			<category>Explorations RPG (Official Support Forum)/General Board</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283126062/0#0</guid>
			<pubDate>Sun, 29 Aug 2010 23:54:22 GMT</pubDate>
			<description>I am checking out the site with Ubuntu 10.04 and it looks pretty sweet! I always loved how Linux renders its sprites. And I can&#39;t wait to get Explorations running on a Linux OS.&#60;br /&#62;&#60;br /&#62;I don&#39;t think I can move to Vista or Windows7. I&#39;m simply tired of the Microsoft shenanagans.. The unbuntu team have really stepped up to the plate. I will probably be putting this on my Fujitsu later this week. &#60;br /&#62;&#60;br /&#62;&#60;img src=&#34;http://www.explore-rpg.com/yabbfiles/Templates/Forum/default/wink.gif&#34; border=&#34;0&#34; alt=&#34;Wink&#34; title=&#34;Wink&#34; /&#62;&#60;br /&#62;</description>
		</item>
		<item>
			<title>Explorations Support - # of Frames for Animations</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283121419/0#0</link>
			<category>Explorations RPG (Official Support Forum)/Explorations Support</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283121419/0#0</guid>
			<pubDate>Sun, 29 Aug 2010 22:36:59 GMT</pubDate>
			<description>Hey Tye,&#60;br /&#62;&#60;br /&#62; I was just wondering what the standard frame counts are for all the animations that do not involve PC&#39;s or NPC&#39;s.&#60;br /&#62;&#60;br /&#62;e.g. A animated fireplace or Well with a bucket.&#60;br /&#62;&#60;br /&#62;How many frames does the animation need to be? &#60;br /&#62;And what is the correct image sizes (theres a few from what i can remember)?&#60;br /&#62;&#60;br /&#62;If you could answer this that&#39;d be great.&#60;br /&#62;&#60;br /&#62; Thanks Fester</description>
		</item>
		<item>
			<title>General Board - Conversations</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283101145/0#0</link>
			<category>Explorations RPG (Official Support Forum)/General Board</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1283101145/0#0</guid>
			<pubDate>Sun, 29 Aug 2010 16:59:05 GMT</pubDate>
			<description>Hi, &#60;br /&#62; I have been going over the site and wanted to know more about how explorations handles conversations. Is there a conversation editor?&#60;br /&#62; &#160;Regards,&#60;br /&#62; &#160; &#160; Pip</description>
		</item>
		<item>
			<title>General Board - Vacation</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1282936898/0#0</link>
			<category>Explorations RPG (Official Support Forum)/General Board</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1282936898/0#0</guid>
			<pubDate>Fri, 27 Aug 2010 19:21:38 GMT</pubDate>
			<description>Hi everyone&#60;br /&#62;&#60;br /&#62;I&#39;m heading out on vacation for a week, bringing the laptop to work on DOTM. If I hit a few wifi spots I&#39;ll try post some, otherwise see you next week.&#60;br /&#62;&#60;br /&#62;Oh I talked to Tye about an Explorations Community Game, if anyone has some ideas post up.&#60;br /&#62;&#60;br /&#62;Bytor</description>
		</item>
		<item>
			<title>General Board - v9.1 features complete.</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1282266487/0#0</link>
			<category>Explorations RPG (Official Support Forum)/General Board</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1282266487/0#0</guid>
			<pubDate>Fri, 20 Aug 2010 01:08:07 GMT</pubDate>
			<description>As of the 9/1/2010 release, I will stop all new enhancements to Explorations v9.1. I will only provide bug fixes, and documentation for the project as this software is new deemed complete. &#60;br /&#62;&#60;br /&#62;As I create more How-To videos, I will be working a series of mini games to show off Explorations in action. I am halting development as I begin to convert each module from VB6 to PowerBasic9. This is a much needed step to move away from an abandoned development platform.&#60;br /&#62;&#60;br /&#62;With the PB9 conversion, I will be slowly testing Linux/Wine compatibility. &#160;Once I understand the core set of APIs everything should move along quickly.&#60;br /&#62;&#60;br /&#62;more to come...</description>
		</item>
		<item>
			<title>User Showcase - Fake 3d perspective</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1281965962/0#0</link>
			<category>Explorations RPG (Official Support Forum)/User Showcase</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1281965962/0#0</guid>
			<pubDate>Mon, 16 Aug 2010 13:39:22 GMT</pubDate>
			<description>For a while now I&#39;ve been wanting to try out some false 3d perspectives.Basically distorting backgrounds to give to illusion of height. Here I&#39;ve taken a standard background reduced its size by about 33% and applied some gaussian blur. I didn&#39;t use any calculations, just eye balled it. I&#39;m sure with some thought I could use the height of the building and the camera angle to figure the percent to resize.&#60;br /&#62;&#60;br /&#62;Anyways enough with the yakkin, heres the screen shot.&#60;br /&#62;&#60;br /&#62;This is just a quick demo to test the technique (very rough).&#60;br /&#62;&#60;a href=&#34;http://www.pcarcana.com/DOTM/images/screenshots/POC_S12.jpg&#34; rel=&#34;gb_image[nice_pics]&#34; title=&#34;...&#34;&#62;&#60;img src=&#34;http://www.pcarcana.com/DOTM/images/screenshots/POC_S12.jpg&#34; name=&#34;post_img_resize&#34; alt=&#34;...&#34; title=&#34;...&#34; border=&#34;0&#34; /&#62;&#60;/a&#62;&#60;br /&#62;&#60;br /&#62;I really want to use this technique a lot, by climbing higher and higher mountains you can look down and see a whole town. Maybe even some clouds obscuring the ground and so forth.&#60;br /&#62;&#60;br /&#62;A lot of 2d iso games end up looking really flat, so this is my remedy.&#60;br /&#62;&#60;br /&#62;Thx Bytor</description>
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			<title>Explorations Support - Build #9.911</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1281906883/0#0</link>
			<category>Explorations RPG (Official Support Forum)/Explorations Support</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1281906883/0#0</guid>
			<pubDate>Sun, 15 Aug 2010 21:14:43 GMT</pubDate>
			<description>This build includes two new features, and tons of edits to Playback / Driver to fix bugs, improve gameplay and make the game engine (eMotions) much more stable.&#60;br /&#62;&#60;br /&#62;I added the Map Link wizard to the editor. This nifty interface helps you build map warps without scripting. Simply select the starting and ending map and location and click [Create]&#60;br /&#62;&#60;br /&#62;By default the feature will make a bi-directional links to and from map locations. But you can force it to a single direction. There is also the option to Set_Location &#123;&#125; to a specific map coordinate, or SetLogToRgn&#123;&#125; to jump to a specific region on a map. &#60;br /&#62;&#60;br /&#62;The SetLocToRgn&#123;&#125; uses region name references which enables you to move the destination locations around while editing. &#60;br /&#62;&#60;br /&#62;I spent a majority of my development effort improving the game engine. There are a series of small bugs I discovered within eMotions. These fixes were needed for my next series of videos..&#60;br /&#62;&#60;br /&#62;Enjoy..&#60;br /&#62;</description>
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			<title>Explorations Support - limitations of demo?</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1281739712/0#0</link>
			<category>Explorations RPG (Official Support Forum)/Explorations Support</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1281739712/0#0</guid>
			<pubDate>Fri, 13 Aug 2010 22:48:32 GMT</pubDate>
			<description>What are the limitations of the free demo? Is it time limited, features limited, or what?</description>
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		<item>
			<title>General Board - XP on new PC</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1281725886/0#0</link>
			<category>Explorations RPG (Official Support Forum)/General Board</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1281725886/0#0</guid>
			<pubDate>Fri, 13 Aug 2010 18:58:06 GMT</pubDate>
			<description>Well I gave up trying to install Win2K on my (relatively) new PC. My Radeon 5770 just won&#39;t work with Win2K, no matter how I tried.&#60;br /&#62;&#60;br /&#62;So I broke down and ordered another copy of XP which will be installed on a second 250gb hard drive. Now I can dual boot into Windows 7 and play all the cool Dx11 games (on a &#34;42 TV with 7.1 surround). And also boot into XP thats compatible with all my software. &#60;br /&#62;&#60;br /&#62;Gonna be nice, watching DVD&#39;s and with a click of the remote render out some massive Bryce backgrounds or a ton of Poser files. All from the comfort of my couch.&#60;br /&#62;&#60;br /&#62;So expect some new DOTM videos (this time with decent frame rates).&#60;br /&#62;&#60;br /&#62;Have fun &#60;br /&#62;Bytor</description>
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		<item>
			<title>Explorations Support - Some questions about Explorations</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1280913132/0#0</link>
			<category>Explorations RPG (Official Support Forum)/Explorations Support</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1280913132/0#0</guid>
			<pubDate>Wed, 4 Aug 2010 09:12:12 GMT</pubDate>
			<description>Hello, I&#39;m new to this board.&#60;br /&#62;My main question is, does Explorations require online activation to install ? My kind girlfriend lets me use her Mac for going online, but I don&#39;t have the Internet at my home and can&#39;t really afford it at present. So can I install and run the program without it?&#60;br /&#62;Secondly, what model formats can you import into Explorations please ? ie. can I use Blender, Milkshape or another free program to create characters and animations?&#60;br /&#62;Thanks in advance.</description>
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		<item>
			<title>General Board - Wine support</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1280717029/0#0</link>
			<category>Explorations RPG (Official Support Forum)/General Board</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1280717029/0#0</guid>
			<pubDate>Mon, 2 Aug 2010 02:43:49 GMT</pubDate>
			<description>I saw in the news that you will be doing some wine compatibility development soon, I use a variety of linux distros regularly, so if any testing helping I can do - Please do not hesitate to ask.&#60;br /&#62;&#60;br /&#62;It&#39;d be amazing if I could get it running 100% in wine since there has been times when I&#39;ve been stuck out with only Linux and wanting to work on a few things in Explorations and haven&#39;t been able to.&#60;br /&#62;&#60;br /&#62;&#60;img src=&#34;http://www.explore-rpg.com/yabbfiles/Templates/Forum/default/smiley.gif&#34; border=&#34;0&#34; alt=&#34;Smiley&#34; title=&#34;Smiley&#34; /&#62;</description>
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			<title>General Board - New videos &#38; new scripts..</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1280532297/0#0</link>
			<category>Explorations RPG (Official Support Forum)/General Board</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1280532297/0#0</guid>
			<pubDate>Fri, 30 Jul 2010 23:24:57 GMT</pubDate>
			<description>I have been planning some more videos this week and I think I am almost ready to start recording.. What coming?&#60;br /&#62;&#60;br /&#62;1. Using Base Objects and Queries.&#60;br /&#62;The database object editor is more powerful than you know. It allows you to create hundreds of object quickly by making your base objects first. Simply, only make 1 of each object in your game and export it. (Sword, Dagger, Shield for example.)&#60;br /&#62;&#60;br /&#62;When you export the object, you can create a query to make adjustments to each of these objects such as a +1, or + fire enhancement using the special effects database. One query will edit all base objects. - Then you can export this new batch. You&#39;ve just doubled your weapons inventory. You&#39;ll love this video..&#60;br /&#62;&#60;br /&#62;2. RTS Gather script..&#60;br /&#62;Most all RTS games have sprites that walk over, cut wood, or gather resources and bring them back to the main village. Well, I have created just such a gather script for Explorations. Simply attach this script to any NPC and you can instruct him to gather resource. (The resource being any MapGroup object.)&#60;br /&#62;&#60;br /&#62;My last piece to this script is the deteriorating resource. As you mine gold, it slowly vanishes.. (or cutting trees fall over.. etc..) -  This script will really show what the AI style eScript is all about.&#60;br /&#62;&#60;br /&#62;Explorations Forever!</description>
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			<title>General Board - Byrce 7 (new) on sale</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1280515449/0#0</link>
			<category>Explorations RPG (Official Support Forum)/General Board</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1280515449/0#0</guid>
			<pubDate>Fri, 30 Jul 2010 18:44:09 GMT</pubDate>
			<description>Hi everyone&#60;br /&#62;&#60;br /&#62;If anybody has been lookin at getting into Byrce (3d modeling software). There&#39;s a new version 7, on sale over at Daz3d.&#60;br /&#62;&#60;br /&#62;Standard version is $14.98 or Pro at $49.98. Byrce makes excellent maps,tree&#39;s,buildings ect.. Combine it with Poser and it&#39;s all the modeling software you need.&#60;br /&#62;&#60;br /&#62;I&#39;ve gone through many versions of Byrce paying up to $199.99 for Version 5. This is a steal. Vue might be better but it&#39;s a lot more expensive and not as good for simple modeling.&#60;br /&#62;&#60;br /&#62;&#60;a href=&#34;http://www.daz3d.com/i/3d-models/-/bryce-7?item=11035&#38;_m=d&#34; target=&#34;_blank&#34;&#62;http://www.daz3d.com/i/3d-models/-/bryce-7?item=11035&#38;_m=d&#60;/a&#62;&#60;br /&#62;&#60;br /&#62;I&#39;m looking into the differences between Standard and Pro. Will keep you up to date.&#60;br /&#62;&#60;br /&#62;Bytor</description>
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		<item>
			<title>General Board - Greetings</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1279909321/0#0</link>
			<category>Explorations RPG (Official Support Forum)/General Board</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1279909321/0#0</guid>
			<pubDate>Fri, 23 Jul 2010 18:22:01 GMT</pubDate>
			<description>Hi. I&#39;ve downloaded and will be checking out Explorations over the weekend. I&#39;m not sure yet whether it will work for my project, but I had to stop in to say I&#39;m very impressed with the obvious hard work and passion you&#39;ve put into the project. The videos are much appreciated as well!&#60;br /&#62;&#60;br /&#62;Also, I don&#39;t know if your resume is up-to-date, but I used to live in Annapolis and work for the state 2000 - 2003. Beautiful town!&#60;br /&#62;&#60;br /&#62;Thanks.&#60;br /&#62;&#60;br /&#62;--Tom</description>
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			<title>Object Creation - The Script As.. feature.</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1279674396/0#0</link>
			<category>Explorations RPG (Official Support Forum)/Object Creation</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1279674396/0#0</guid>
			<pubDate>Wed, 21 Jul 2010 01:06:36 GMT</pubDate>
			<description>&#60;div&#62;Tonight I will pre-release the 8/1/2010 release which includes this very powerful feature. Explorations is a database driven Role Playing Game editor that has evolved over the years into a suite of editor apps running over a dynamic graphics framework.&#60;br /&#62;&#60;br /&#62;The Script As.. feature allows you to ask the Editor How To? This functionality is the proof of a solid design and has far greater implications than this post will cover.&#60;br /&#62;&#60;br /&#62;&#60;a href=&#34;http://www.explore-rpg.com/images/img1_RightClick.jpg&#34; rel=&#34;gb_image[nice_pics]&#34; title=&#34;...&#34;&#62;&#60;img src=&#34;http://www.explore-rpg.com/images/img1_RightClick.jpg&#34; name=&#34;post_img_resize&#34; alt=&#34;...&#34; title=&#34;...&#34; border=&#34;0&#34; /&#62;&#60;/a&#62;&#60;br /&#62;The RightClick menu has expanded to include a Select by group. Delete, &#38; Export functionality to enable you to select all Sprites and Export them using DataShare.&#60;br /&#62;&#60;br /&#62;&#60;a href=&#34;http://www.explore-rpg.com/images/img2_RightClick.jpg&#34; rel=&#34;gb_image[nice_pics]&#34; title=&#34;...&#34;&#62;&#60;img src=&#34;http://www.explore-rpg.com/images/img2_RightClick.jpg&#34; name=&#34;post_img_resize&#34; alt=&#34;...&#34; title=&#34;...&#34; border=&#34;0&#34; /&#62;&#60;/a&#62;&#60;br /&#62;You will notice I have Trees, as well as a Chest selected. The Chest is an Animated MapGroup.&#60;br /&#62;&#60;br /&#62;When a group of objects is selected, you can use the Script As.. command to Ask Explorations.. &#34;How are these objects created in eMotions?&#34;&#60;br /&#62;&#60;br /&#62;&#60;a href=&#34;http://www.explore-rpg.com/images/img3_RightClick.jpg&#34; rel=&#34;gb_image[nice_pics]&#34; title=&#34;...&#34;&#62;&#60;img src=&#34;http://www.explore-rpg.com/images/img3_RightClick.jpg&#34; name=&#34;post_img_resize&#34; alt=&#34;...&#34; title=&#34;...&#34; border=&#34;0&#34; /&#62;&#60;/a&#62;&#60;br /&#62;Explorations will write the script file within the \Temp folder of Explorations and start notepad to edit it. You must save the file to an external location else it will be deleted or overwritten during the next session.&#60;br /&#62;&#60;br /&#62;If you ask for eMotions scripting it means you are *strictly* asking for graphics. Asking for eScripting means, how the object is produced in game. (with all the game related data and properties.)&#60;br /&#62;&#60;br /&#62;This is essentially how the SQLServer Script As... functions works for tables &#38; stored procedures.. hehe go figure..&#60;br /&#62;&#60;br /&#62;Create : How to create the object.&#60;br /&#62;Remove : How to remove the object&#60;br /&#62;Property : How to change the properties of the object? - This feature will allow you to select the properties you want to change prior to the script showing how its done.&#60;br /&#62;&#60;br /&#62; &#60;img src=&#34;http://www.explore-rpg.com/yabbfiles/Templates/Forum/default/cool.gif&#34; border=&#34;0&#34; alt=&#34;Cool&#34; title=&#34;Cool&#34; /&#62;&#60;/div&#62;</description>
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			<title>General Board - New feature..</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1279477410/0#0</link>
			<category>Explorations RPG (Official Support Forum)/General Board</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1279477410/0#0</guid>
			<pubDate>Sun, 18 Jul 2010 18:23:30 GMT</pubDate>
			<description>So this weekend I have completed the eMotions documentation database. I have the complete list of commands for eMotions ready for the next website update. A total of 170 commands in the complete eMotions syntax. (for the non-programmer, this means eMotions consists of 170 programs that interact together and manipulate OpenGL.) &#60;br /&#62;&#60;br /&#62;The language is simple and clean, and appears to be bug free. While creating this syntax database using Access97.. (yea.. I&#39;m so retro!) I thought of an new feature for the editor.&#60;br /&#62;&#60;br /&#62;(a long winded explanation is coming...)&#60;br /&#62;&#60;br /&#62;I work professionally as a Sr. Software Engineer. And while nowadays its not good to talk about your job and employees on web, I&#39;ve got nothing but good things to say.. I have been exposed to different cultures, people and technology that I wouldn&#39;t have in my previous job. Good Suff!&#60;br /&#62;&#60;br /&#62;So ,I&#39;m working on this Access97 database but thinking about my *real job*, where I use a lot of SQL Server &#38; Oracle.  SQL Server has a nice feature to allow you to &#34;Script As..&#34; - In essence, any table, object, or stored procedure can be recreated in script, and subsequently re-run on a different server. - The feature in SQL Server is nice, but I have encounters a few small glitches.&#60;br /&#62;&#60;br /&#62;As you know, Explorations is designed with a database back end. The Import/Export feature is a nice packager, but I am in the design phase of creating a &#34;Script As..&#34; component.. &#60;br /&#62;&#60;br /&#62;Why?&#60;br /&#62;&#60;br /&#62;Let&#39;s say you create an entire map.. You could block grab all the objects and click the &#34;Script As.. Create&#34; menu option. (You can chose eMotions script or eScript.) The editor will then create the entire script to recreate the scene and display it in notepad.&#60;br /&#62;&#60;br /&#62;This feature is *not* an Export, but simply like creating a MACRO of all your map edits. So now you can move thing around in your game, and have the option to restore an entire map to its original state by running this script.&#60;br /&#62;&#60;br /&#62;&#60;b&#62;EXPORT&#60;/b&#62; - The focus is to ensure the object &#38; data is complete and perfect for sharing.&#60;br /&#62;&#60;br /&#62;&#60;b&#62;SCRIPT AS..&#60;/b&#62; - Assumes that all the objects are in place. The focus is to ensure all of *your* map edits &#38; changes are perfectly captured within a script for restoration.&#60;br /&#62;&#60;br /&#62;You can use it to redesign a map dynamically. And it would be the foundation for MMOs that have &#34;live&#34; world building when you play. &#60;br /&#62;&#60;br /&#62;I expect to have this crafted in a week or so, but the foundation within Explorations really makes this idea shine..&#60;br /&#62;&#60;br /&#62;More to come..&#60;br /&#62;</description>
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			<title>General Board - Android Tablet..</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1278980476/0#0</link>
			<category>Explorations RPG (Official Support Forum)/General Board</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1278980476/0#0</guid>
			<pubDate>Tue, 13 Jul 2010 00:21:16 GMT</pubDate>
			<description>With all the buzz going on with Apple, I have been looking &#38; waiting for the Android tablets to hit the U.S. The first series of tablets are hitting the market. (at under $300)&#60;br /&#62;&#60;br /&#62;If you search eBay for android 3g tablets you can find numerous links.&#60;br /&#62;&#60;br /&#62;&#60;a href=&#34;http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&#38;item=180518693721&#38;ssPageName=STRK:MEWAX:IT&#34; target=&#34;_blank&#34;&#62;http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&#38;item=180518693721&#38;ssPageName=STRK:MEWAX:IT&#60;/a&#62;&#60;br /&#62;&#60;br /&#62;So what types of &#34;new tech&#34; are you guys looking at?&#60;br /&#62;&#60;br /&#62;</description>
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			<title>Explorations Support - Online Play</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1278980216/0#0</link>
			<category>Explorations RPG (Official Support Forum)/Explorations Support</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1278980216/0#0</guid>
			<pubDate>Tue, 13 Jul 2010 00:16:56 GMT</pubDate>
			<description>I&#39;m just wondering if you&#39;ll have any tutorials on online play? &#160;I can see all the options within the map editor application, and I have Hamachi so me and my friends can play (That can work, right?) but I&#39;m not 100% sure on what to do.&#60;br /&#62;Thanks. &#160; &#60;img src=&#34;http://www.explore-rpg.com/yabbfiles/Templates/Forum/default/smiley.gif&#34; border=&#34;0&#34; alt=&#34;Smiley&#34; title=&#34;Smiley&#34; /&#62;</description>
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			<title>General Board - anyone out there?</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1278873922/0#0</link>
			<category>Explorations RPG (Official Support Forum)/General Board</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1278873922/0#0</guid>
			<pubDate>Sun, 11 Jul 2010 18:45:22 GMT</pubDate>
			<description>The forums are like a wasteland. Is there anyone out there with something to day? anything? Look, this is a game forum project but feel free to talk about anything you want here. &#60;br /&#62;&#60;br /&#62;This project is getting alot of lurkers, but no posts.. :/ Don&#39;t be shy. &#60;br /&#62;</description>
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		<item>
			<title>User Showcase - Gnome Animation</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1277929092/0#0</link>
			<category>Explorations RPG (Official Support Forum)/User Showcase</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1277929092/0#0</guid>
			<pubDate>Wed, 30 Jun 2010 20:18:12 GMT</pubDate>
			<description>Hi everyone&#60;br /&#62;&#60;br /&#62;Here&#39;s a new NPC I whipped up, a gnome. So far he&#39;s one of my favorite characters. Kinda reminds me of Strutter from Time Bandits. He&#39;s got two Idle animations, your standard &#34;look&#34; and a &#34;Beard Stroke&#34; which I kinda think is cool. I&#39;ve been trying to put more diversity and specialization into my animations. He&#39;s probably not gonna do much damage with that wimpy hammer attack. But I might use it as a second animation to build or fix something.&#60;br /&#62;&#60;br /&#62;This one is a large animation to see the character better.&#60;br /&#62;&#60;br /&#62;&#60;a href=&#34;http://www.pcarcana.com/DOTM/images/animations/Gnome.gif&#34; rel=&#34;gb_image[nice_pics]&#34; title=&#34;...&#34;&#62;&#60;img src=&#34;http://www.pcarcana.com/DOTM/images/animations/Gnome.gif&#34; name=&#34;post_img_resize&#34; alt=&#34;...&#34; title=&#34;...&#34; border=&#34;0&#34; /&#62;&#60;/a&#62;&#60;br /&#62;&#60;br /&#62;Here&#39;s the game size animation.&#60;br /&#62;&#60;br /&#62;&#60;a href=&#34;http://www.pcarcana.com/DOTM/images/animations/GnomeSm.gif&#34; rel=&#34;gb_image[nice_pics]&#34; title=&#34;...&#34;&#62;&#60;img src=&#34;http://www.pcarcana.com/DOTM/images/animations/GnomeSm.gif&#34; name=&#34;post_img_resize&#34; alt=&#34;...&#34; title=&#34;...&#34; border=&#34;0&#34; /&#62;&#60;/a&#62;&#60;br /&#62;&#60;br /&#62;Thx Bytor</description>
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			<title>Explorations Support - New site...</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1277681052/0#0</link>
			<category>Explorations RPG (Official Support Forum)/Explorations Support</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1277681052/0#0</guid>
			<pubDate>Sun, 27 Jun 2010 23:24:12 GMT</pubDate>
			<description>Ok.. I have added the final touches to the site today.. I &#34;sorta&#34; got the streaming videos to work on the page but there is something quirky about streaming media with media player and java script.&#60;br /&#62;&#60;br /&#62;It seems to work fine is MyIE and Opera so I assume this is adequate. Anyone having trouble with the video section, please let me know.&#60;br /&#62;</description>
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			<title>General Board - World Cup</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1277600725/0#0</link>
			<category>Explorations RPG (Official Support Forum)/General Board</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1277600725/0#0</guid>
			<pubDate>Sun, 27 Jun 2010 01:05:25 GMT</pubDate>
			<description>So the U.S. was just eliminated from the World Cup. I am disappointed because they were not playing very well. The only point the got was from a penalty kick and they seem to have no ability to setup shots.&#60;br /&#62;&#60;br /&#62;Oh well.. maybe next time.. &#60;img src=&#34;http://www.explore-rpg.com/yabbfiles/Templates/Forum/default/smiley.gif&#34; border=&#34;0&#34; alt=&#34;Smiley&#34; title=&#34;Smiley&#34; /&#62;&#60;br /&#62;</description>
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		<item>
			<title>Software Bug Report - Funky Animation Matrix</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1276801280/0#0</link>
			<category>Explorations RPG (Official Support Forum)/Software Bug Report</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1276801280/0#0</guid>
			<pubDate>Thu, 17 Jun 2010 19:01:20 GMT</pubDate>
			<description>Hi Tye&#60;br /&#62;&#60;br /&#62;Could you look at the &#34;Animation Matrix Editor&#34; or Maybe the &#34;Object Database Editor&#34;. When I create a new NPC and add the Walking, running and idle clips. It seems to create 48 frames but without the 6 directions.&#60;br /&#62;&#60;br /&#62;I can add new animations to an existing NPC, but things get funky when I create a new one. If this makes any sense.&#60;br /&#62;&#60;br /&#62;Thx Bytor</description>
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		<item>
			<title>DataShare Forum - Projectiles &#38; Attacking Guard Towers..</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1276648618/0#0</link>
			<category>Explorations RPG (Official Support Forum)/DataShare Forum</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1276648618/0#0</guid>
			<pubDate>Wed, 16 Jun 2010 00:36:58 GMT</pubDate>
			<description>Projectiles really come to life now that Explorations is running in OpenGL &#38; eMotions. Below is a sample of the 2 Projectile script commands I created to fire arrows from the windows of the towers to a random location on the map.&#60;br /&#62;&#60;br /&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;Projectile &#123; 1300, NpcZone0001, PLR_HAN&#38;#068;LE$, 2,28, 200,1095, 700,1575&#125;&#60;br &#38;#47;&#62;Projectile &#123; 1300, NpcZone0004, PLR_HAN&#38;#068;LE$, 2,28, 550,915, 1063,1386&#125; 

&#60;/pre&#62;&#60;br /&#62;&#60;br /&#62;The first Video &#34;Anatomy of Projectiles&#34; shows the arrow projectiles in Action. When eMotions is added to the mix, we can add more power to the game...&#60;br /&#62;&#60;br /&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;&#60;br &#38;#47;&#62;MOTION_BLOCK&#38;#58;TMP_SCRIPT$&#60;br &#38;#47;&#62;	Projectile &#123; 1300, NpcZone0001, &#38;#91;PLR_HAN&#38;#068;LE$&#38;#93;, 2,28, 200,1095, 700,1575&#125;&#60;br &#38;#47;&#62;	Projectile &#123; 1300, NpcZone0004, &#38;#91;PLR_HAN&#38;#068;LE$&#38;#93;, 2,28, 550,915, 1063,1386&#125;&#60;br &#38;#47;&#62;EN&#38;#068;_BLOCK&#38;#58;TMP_SCRIPT$&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;eObject &#123;&#60;br &#38;#47;&#62;        NAME$ = Arrow&#38;#46;Timer&#60;br &#38;#47;&#62;        INTERVAL&#38;#33; = 0&#38;#46;50&#60;br &#38;#47;&#62;        ENABLE&#38;#068;$ = True&#60;br &#38;#47;&#62;        EVENTS$ = #TMP_SCRIPT$#&#60;br &#38;#47;&#62;        &#125;&#38;#46;Timer&#60;br &#38;#47;&#62; 

&#60;/pre&#62;&#60;br /&#62;&#60;br /&#62;This timer will fire arrows ever 1/2 second to the same location. This is nice, if you are simply trying to provide a line of fire to block movement.. but with a little Explorations AI scripting you can take this a step further..&#60;br /&#62;&#60;br /&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;MOTION_BLOCK&#38;#58;TMP_SCRIPT$&#60;br &#38;#47;&#62;	Find_NearestPC &#123;200, 1095, 600&#125;&#60;br &#38;#47;&#62;	If &#123;SCR_HAN&#38;#068;LE$ &#60;&#62; &#125;&#60;br &#38;#47;&#62;		Projectile &#123;1300, System, &#38;#91;SCR_HAN&#38;#068;LE$&#38;#93;, 2, 28, 200, 1095, &#38;#91;SCR_X%&#38;#93;, &#38;#91;SCR_Y%&#38;#93;&#125;&#60;br &#38;#47;&#62;	EndIf&#38;#58;&#123;SCR_HAN&#38;#068;LE$ &#60;&#62; &#125;&#60;br &#38;#47;&#62;	Find_NearestPC &#123;550, 915, 600&#125;&#60;br &#38;#47;&#62;	If &#123;SCR_HAN&#38;#068;LE$ &#60;&#62; &#125;&#60;br &#38;#47;&#62;		Projectile &#123;1300, System, &#38;#91;SCR_HAN&#38;#068;LE$&#38;#93;, 2, 28, 550, 915, &#38;#91;SCR_X%&#38;#93;, &#38;#91;SCR_Y%&#38;#93;&#125;&#60;br &#38;#47;&#62;	EndIf&#38;#58;&#123;SCR_HAN&#38;#068;LE$ &#60;&#62; &#125;&#60;br &#38;#47;&#62;EN&#38;#068;_BLOCK&#38;#58;TMP_SCRIPT$&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;eObject &#123;NAME$ = Arrow&#38;#46;Timer&#60;br &#38;#47;&#62;        INTERVAL&#38;#33; = 0&#38;#46;80&#60;br &#38;#47;&#62;        ITTERATE% = 0&#60;br &#38;#47;&#62;        ENABLE&#38;#068;$ = True&#60;br &#38;#47;&#62;        EVENTS$ = #TMP_SCRIPT$#&#60;br &#38;#47;&#62;        &#125;&#38;#46;Timer&#60;br &#38;#47;&#62; 

&#60;/pre&#62;&#60;br /&#62;&#60;br /&#62;This script will check ever 8/10ths of a second for a PC in the area. If there is one in range, fire arrows at him. Each time the timer executes, the script will determine the new location of the PCs and fire at that location if he is in range.&#60;br /&#62;&#60;br /&#62;Moreover.. (this was not covered in the videos..) We can enhance this script to ease the load placed on timers..&#60;br /&#62;&#60;br /&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;MOTION_BLOCK&#38;#58;TMP_SCRIPT$&#60;br &#38;#47;&#62;    SetVal &#123;INTERVAL&#38;#33;, 2&#38;#46;0&#125;&#60;br &#38;#47;&#62;	Find_NearestPC &#123;200, 1095, 600&#125;&#60;br &#38;#47;&#62;	If &#123;SCR_HAN&#38;#068;LE$ &#60;&#62; &#125;&#60;br &#38;#47;&#62;		Projectile &#123;1300, System, &#38;#91;SCR_HAN&#38;#068;LE$&#38;#93;, 2, 28, 200, 1095, &#38;#91;SCR_X%&#38;#93;, &#38;#91;SCR_Y%&#38;#93;&#125;&#60;br &#38;#47;&#62;		SetVal &#123;INTERVAL&#38;#33;, 0&#38;#46;8&#125;&#60;br &#38;#47;&#62;	EndIf&#38;#58;&#123;SCR_HAN&#38;#068;LE$ &#60;&#62; &#125;&#60;br &#38;#47;&#62;	Find_NearestPC &#123;550, 915, 600&#125;&#60;br &#38;#47;&#62;	If &#123;SCR_HAN&#38;#068;LE$ &#60;&#62; &#125;&#60;br &#38;#47;&#62;		Projectile &#123;1300, System, &#38;#91;SCR_HAN&#38;#068;LE$&#38;#93;, 2, 28, 550, 915, &#38;#91;SCR_X%&#38;#93;, &#38;#91;SCR_Y%&#38;#93;&#125;&#60;br &#38;#47;&#62;		SetVal &#123;INTERVAL&#38;#33;, 0&#38;#46;8&#125;&#60;br &#38;#47;&#62;	EndIf&#38;#58;&#123;SCR_HAN&#38;#068;LE$ &#60;&#62; &#125;&#60;br &#38;#47;&#62;	&#60;br &#38;#47;&#62;	eObject &#123;NAME$ = Arrow&#38;#46;Timer&#60;br &#38;#47;&#62;		ITTERATE% = 0&#60;br &#38;#47;&#62;		EVENTS$ = &#60;br &#38;#47;&#62;		ENABLE&#38;#068;$ = True&#60;br &#38;#47;&#62;        &#125;&#38;#46;Timer&#60;br &#38;#47;&#62;EN&#38;#068;_BLOCK&#38;#58;TMP_SCRIPT$&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;eObject &#123;NAME$ = Arrow&#38;#46;Timer&#60;br &#38;#47;&#62;        INTERVAL&#38;#33; = 2&#38;#46;0&#60;br &#38;#47;&#62;        ITTERATE% = 0&#60;br &#38;#47;&#62;        ENABLE&#38;#068;$ = True&#60;br &#38;#47;&#62;        EVENTS$ = #TMP_SCRIPT$#&#60;br &#38;#47;&#62;        &#125;&#38;#46;Timer&#60;br &#38;#47;&#62; 

&#60;/pre&#62;&#60;br /&#62;&#60;br /&#62;This script will check if a PC is in range every 2 seconds.. If there is a PC in range it will start firing arrows every 8/10ths of a second repeatedly. If the PC moves out of range it will switch back to a 2 second timer, and thus not bogg down your engine checking for PC&#39;s in range..&#60;br /&#62;&#60;br /&#62;This will appear more intelligent, because PCs will walk up to the towers for 2 seconds not knowing they are about to be attacked. It provides enough delay to allow the targets to get well within range. &#60;img src=&#34;http://www.explore-rpg.com/yabbfiles/Templates/Forum/default/wink.gif&#34; border=&#34;0&#34; alt=&#34;Wink&#34; title=&#34;Wink&#34; /&#62;&#60;br /&#62;&#60;br /&#62;Explorations Forever!&#60;br /&#62;&#60;br /&#62;</description>
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		<item>
			<title>eMotions Knowledge Base - Timers &#38; MOTION_BLOCK:</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1276465858/0#0</link>
			<category>Explorations RPG (Official Support Forum)/eMotions Knowledge Base</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1276465858/0#0</guid>
			<pubDate>Sun, 13 Jun 2010 21:50:58 GMT</pubDate>
			<description>eMotions has a built in timer control that you can uses to trigger scripts at a given interval. The idea is to make your scripts as fast as possible so the engine is not spending time parsing.&#60;br /&#62;&#60;br /&#62;Below is a sample Timer Script.&#60;br /&#62;&#60;br /&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;&#60;br &#38;#47;&#62;eObject &#123;&#60;br &#38;#47;&#62;        NAME$ = Particle&#38;#46;Timer&#60;br &#38;#47;&#62;        INTERVAL&#38;#33; = 0&#38;#46;50&#60;br &#38;#47;&#62;        ITTERATE% = 3&#60;br &#38;#47;&#62;        ENABLE&#38;#068;$ = True&#60;br &#38;#47;&#62;        EVENTS$ = C&#38;#58;&#38;#92;Scripts&#38;#92;MyScript&#38;#46;MOTION&#60;br &#38;#47;&#62;        &#125;&#38;#46;Timer&#60;br &#38;#47;&#62; 

&#60;/pre&#62;&#60;br /&#62;&#60;br /&#62;The above script will trigger the MyScript.MOTION file every 1/2 second, three times and then disable. If the ITTERATE% is not specified or set to 0, it will trigger continuously.&#60;br /&#62;&#60;br /&#62;As a result of this script, eMotions needed a way to embed scripts within the document rather than reference the external .MOTION file. The MOTION_BLOCK: marker was created for just such tasks.&#60;br /&#62;&#60;br /&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;&#60;br &#38;#47;&#62;MOTION_BLOCK&#38;#58;TMP_SCRIPT$&#60;br &#38;#47;&#62;	eObject &#123;PARTICLE_IN&#38;#068;EX% = &#38;#40;PARTICLE_IN&#38;#068;EX% + 1&#38;#41;&#60;br &#38;#47;&#62;			NAME$ = Source#PARTICLE_IN&#38;#068;EX%#&#60;br &#38;#47;&#62;			PARENT$ = FORM&#60;br &#38;#47;&#62;			INHERIT$ = INHERIT_STAN&#38;#068;AR&#38;#068;&#60;br &#38;#47;&#62;			IMAGE$ = images&#38;#92;ball&#38;#46;bmp&#60;br &#38;#47;&#62;			TAG$ = &#60;br &#38;#47;&#62;			RESIZE$ = FALSE&#60;br &#38;#47;&#62;			LAYER% = 5&#60;br &#38;#47;&#62;			WI&#38;#068;TH% = 16&#60;br &#38;#47;&#62;			HEIGHT% = 16&#60;br &#38;#47;&#62;			VRESIZE$ = FALSE&#60;br &#38;#47;&#62;			LEFT% = RN&#38;#068;&#38;#40;#&#38;#068;LG_WI&#38;#068;TH%#&#38;#41;&#60;br &#38;#47;&#62;			TOP% = RN&#38;#068;&#38;#40;#&#38;#068;LG_HEIGHT%#&#38;#41;&#60;br &#38;#47;&#62;			ENABLE&#38;#068;$ = TRUE&#60;br &#38;#47;&#62;			&#38;#068;RAG$ = TRUE, TRUE, TRUE&#60;br &#38;#47;&#62;			BLT$ = TRANSPARENT&#60;br &#38;#47;&#62;			&#125;&#38;#46;Image&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;			BEGIN&#38;#58; Source#PARTICLE_IN&#38;#068;EX%#&#60;br &#38;#47;&#62;				POSCHANGE = 0&#38;#46;0, 0&#38;#46;0, 0, 99999&#60;br &#38;#47;&#62;				ACCCHANGE3&#38;#068; = 0&#38;#46;0, &#38;#46;360, 0, 0, 1500&#60;br &#38;#47;&#62;				&#60;br &#38;#47;&#62;				USREVENTS&#38;#58;BEGIN&#60;br &#38;#47;&#62;					On_CollideEdge&#38;#58;&#60;br &#38;#47;&#62;						UNLOA&#38;#068; = &#38;#91;EMT_NAME$&#38;#93;&#60;br &#38;#47;&#62;					EndEnc&#60;br &#38;#47;&#62;				USREVENTS&#38;#58;EN&#38;#068;&#60;br &#38;#47;&#62;			EN&#38;#068;&#38;#58; Source#PARTICLE_IN&#38;#068;EX%#&#60;br &#38;#47;&#62;EN&#38;#068;_BLOCK&#38;#58;TMP_SCRIPT$&#60;br &#38;#47;&#62; 

&#60;/pre&#62;&#60;br /&#62;&#60;br /&#62;The above script is a file that was save on disk, but now embedded within the master file. The MOTION_BLOCK: and END_BLOCK: note the range of the script. The entire block of data will be stored in the TMP_SCRIPT$ variable.. This notation will allow script timers to be triggered as below:&#60;br /&#62;&#60;br /&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;&#60;br &#38;#47;&#62;eObject &#123;&#60;br &#38;#47;&#62;        NAME$ = Particle&#38;#46;Timer&#60;br &#38;#47;&#62;        INTERVAL&#38;#33; = 0&#38;#46;50&#60;br &#38;#47;&#62;        ITTERATE% = 3&#60;br &#38;#47;&#62;        ENABLE&#38;#068;$ = True&#60;br &#38;#47;&#62;        EVENTS$ = #TMP_SCRIPT$#&#60;br &#38;#47;&#62;        &#125;&#38;#46;Timer&#60;br &#38;#47;&#62; 

&#60;/pre&#62;&#60;br /&#62;&#60;br /&#62;The above Timer will execute three times, every 1/2 second and disable. It will run the script block stored in TMP_SCRIPT$ variable. The MOTION_BLOCK: was created for Explorations to support in line scripts and timers.&#60;br /&#62;&#60;br /&#62;</description>
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		<item>
			<title>eMotions Knowledge Base - SetVals &#38; eObject commands</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1276465282/0#0</link>
			<category>Explorations RPG (Official Support Forum)/eMotions Knowledge Base</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1276465282/0#0</guid>
			<pubDate>Sun, 13 Jun 2010 21:41:22 GMT</pubDate>
			<description>Many of you may know that Explorations &#38; eMotions both have a script command SetVal&#123;&#125;.. This command allows you to create and save variables.&#60;br /&#62;&#60;br /&#62;With eMotions v2.5, I have improve this command to optimize variable declarations. The two new commands SatVals&#123;&#125; and eObject&#123;&#125; allows a block of variables to be created quickly with 1 parse statement.  This provides a great deal of efficiency when creating object. The eObject&#123;&#125; command is design to specifically call a graphics control with the declared variables.&#60;br /&#62;&#60;br /&#62;For example:&#60;br /&#62;&#60;br /&#62;SetVal &#123;NAME$, Textbox&#125;&#60;br /&#62;SetVal &#123;LAYER%, 5&#125;&#60;br /&#62;SetVal &#123;WIDTH%, 16&#125;&#60;br /&#62;SetVal &#123;HEIGHT%, 16&#125;&#60;br /&#62;SetVal &#123;ENABLED$, TRUE&#125;&#60;br /&#62;SetVal &#123;VISIBLE$, TRUE&#125;&#60;br /&#62;..&#60;br /&#62;..&#60;br /&#62;&#60;br /&#62;Would be replaced with a single command&#60;br /&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;&#60;br &#38;#47;&#62;SetVals &#123;NAME$ = Source#PARTICLE_IN&#38;#068;EX%#&#60;br &#38;#47;&#62;		PARENT$ = FORM&#60;br &#38;#47;&#62;		INHERIT$ = INHERIT_STAN&#38;#068;AR&#38;#068;&#60;br &#38;#47;&#62;		IMAGE$ = images&#38;#92;ball&#38;#46;bmp&#60;br &#38;#47;&#62;		TAG$ = &#60;br &#38;#47;&#62;		RESIZE$ = FALSE&#60;br &#38;#47;&#62;		LAYER% = 5&#60;br &#38;#47;&#62;		WI&#38;#068;TH% = 16&#60;br &#38;#47;&#62;		HEIGHT% = 16&#60;br &#38;#47;&#62;		VRESIZE$ = FALSE&#60;br &#38;#47;&#62;		LEFT% = RN&#38;#068;&#38;#40;#&#38;#068;LG_WI&#38;#068;TH%#&#38;#41;&#60;br &#38;#47;&#62;		TOP% = RN&#38;#068;&#38;#40;#&#38;#068;LG_HEIGHT%#&#38;#41;&#60;br &#38;#47;&#62;		ENABLE&#38;#068;$ = TRUE&#60;br &#38;#47;&#62;		&#38;#068;RAG$ = TRUE, TRUE, TRUE&#60;br &#38;#47;&#62;		BLT$ = TRANSPARENT&#125;&#60;br &#38;#47;&#62; 

&#60;/pre&#62;&#60;br /&#62;&#60;br /&#62;This block variable declaration allows these variables to be initialized without returning to the script parser.. &#60;br /&#62;&#60;br /&#62;The eObject Syntax works as follows..&#60;br /&#62;&#60;br /&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;&#60;br &#38;#47;&#62;	eObject &#123;PARTICLE_IN&#38;#068;EX% = &#38;#40;PARTICLE_IN&#38;#068;EX% + 1&#38;#41;&#60;br &#38;#47;&#62;			NAME$ = Source#PARTICLE_IN&#38;#068;EX%#&#60;br &#38;#47;&#62;			PARENT$ = FORM&#60;br &#38;#47;&#62;			INHERIT$ = INHERIT_STAN&#38;#068;AR&#38;#068;&#60;br &#38;#47;&#62;			IMAGE$ = images&#38;#92;ball&#38;#46;bmp&#60;br &#38;#47;&#62;			TAG$ = &#60;br &#38;#47;&#62;			RESIZE$ = FALSE&#60;br &#38;#47;&#62;			LAYER% = 5&#60;br &#38;#47;&#62;			WI&#38;#068;TH% = 16&#60;br &#38;#47;&#62;			HEIGHT% = 16&#60;br &#38;#47;&#62;			VRESIZE$ = FALSE&#60;br &#38;#47;&#62;			LEFT% = RN&#38;#068;&#38;#40;#&#38;#068;LG_WI&#38;#068;TH%#&#38;#41;&#60;br &#38;#47;&#62;			TOP% = RN&#38;#068;&#38;#40;#&#38;#068;LG_HEIGHT%#&#38;#41;&#60;br &#38;#47;&#62;			ENABLE&#38;#068;$ = TRUE&#60;br &#38;#47;&#62;			&#38;#068;RAG$ = TRUE, TRUE, TRUE&#60;br &#38;#47;&#62;			BLT$ = TRANSPARENT&#60;br &#38;#47;&#62;			&#125;&#38;#46;Image&#60;br &#38;#47;&#62; 

&#60;/pre&#62;&#60;br /&#62;&#60;br /&#62;The above script will  set the block of variables and call the Image control script which uses those properties when it is initialized. If you declare an invalid control name, or a &#34;Nothing&#34;, &#34;Void&#34;, or &#34;Null&#34; control it will default to the SetVals&#123;&#125; command.&#60;br /&#62;&#60;br /&#62;</description>
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		<item>
			<title>eMotions Knowledge Base - Asteroids (REPOST)</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1276464576/0#0</link>
			<category>Explorations RPG (Official Support Forum)/eMotions Knowledge Base</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1276464576/0#0</guid>
			<pubDate>Sun, 13 Jun 2010 21:29:36 GMT</pubDate>
			<description>I wanted to post the source to the eMotions Asteroids game here for public record. Most of the work is in the calculations.. &#60;img src=&#34;http://www.explore-rpg.com/yabbfiles/Templates/Forum/default/wink.gif&#34; border=&#34;0&#34; alt=&#34;Wink&#34; title=&#34;Wink&#34; /&#62;&#60;br /&#62;&#60;br /&#62;&#60;div&#62;&#60;b&#62;The Ship: (ship.MOTION)&#60;/b&#62;&#60;/div&#62;&#60;br /&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;eObject &#123;NAME$ = Ship&#60;br &#38;#47;&#62;        PARENT$ = FORM&#60;br &#38;#47;&#62;        INHERIT$ = INHERIT_STAN&#38;#068;AR&#38;#068;&#60;br &#38;#47;&#62;        IMAGE$ = images&#38;#92;ship&#38;#46;bmp&#60;br &#38;#47;&#62;        TAG$ = &#38;#46;&#38;#46;You&#38;#46;&#38;#46;&#38;#46;&#60;br &#38;#47;&#62;        RESIZE$ = FALSE&#60;br &#38;#47;&#62;        LAYER% = 5&#60;br &#38;#47;&#62;        WI&#38;#068;TH% = 48&#60;br &#38;#47;&#62;        HEIGHT% = 48&#60;br &#38;#47;&#62;        VRESIZE$ = FALSE&#60;br &#38;#47;&#62;        LEFT% = &#38;#40;#&#38;#068;LG_WI&#38;#068;TH%# &#38;#47; 2&#38;#41; &#38;#45; &#38;#40;#WI&#38;#068;TH%# &#38;#47; 2&#38;#41;&#60;br &#38;#47;&#62;        TOP% = &#38;#40;#&#38;#068;LG_HEIGHT%# &#38;#47; 2&#38;#41; &#38;#45; &#38;#40;#HEIGHT%# &#38;#47; 2&#38;#41;&#60;br &#38;#47;&#62;        ENABLE&#38;#068;$ = TRUE&#60;br &#38;#47;&#62;        &#38;#068;RAG$ = FALSE, FALSE, FALSE&#60;br &#38;#47;&#62;        BLT$ = TRANSPARENT&#60;br &#38;#47;&#62;        &#125;&#38;#46;Image 

&#60;/pre&#62;&#60;br /&#62;&#60;br /&#62;&#60;div&#62;&#60;b&#62;The Missiles: (bullet.MOTION)&#60;/b&#62;&#60;/div&#62;&#60;br /&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;LOA&#38;#068;SPRITE &#123;Ship, SHP&#125;&#60;br &#38;#47;&#62;SetVal &#123;SHIP_BULLETIN&#38;#068;EX%, SHIP_BULLETIN&#38;#068;EX% + 1&#125;&#60;br &#38;#47;&#62;eObject &#123;NAME$ = Bullet#SHIP_BULLETIN&#38;#068;EX%#&#60;br &#38;#47;&#62;        PARENT$ = FORM&#60;br &#38;#47;&#62;        INHERIT$ = INHERIT_STAN&#38;#068;AR&#38;#068;&#60;br &#38;#47;&#62;        IMAGE$ = images&#38;#92;missile&#38;#46;bmp&#60;br &#38;#47;&#62;        TAG$ = &#60;br &#38;#47;&#62;        RESIZE$ = FALSE&#60;br &#38;#47;&#62;        LAYER% = 4&#60;br &#38;#47;&#62;        WI&#38;#068;TH% = 12&#60;br &#38;#47;&#62;        HEIGHT% = 8&#60;br &#38;#47;&#62;        VRESIZE$ = FALSE&#60;br &#38;#47;&#62;        LEFT% = &#38;#40;#SHP_CENTER&#38;#46;X%# &#38;#45; 6&#38;#41;&#60;br &#38;#47;&#62;        TOP% = &#38;#40;#SHP_CENTER&#38;#46;Y%# &#38;#45; 4&#38;#41;&#60;br &#38;#47;&#62;        ENABLE&#38;#068;$ = TRUE&#60;br &#38;#47;&#62;        &#38;#068;RAG$ = FALSE, FALSE, FALSE&#60;br &#38;#47;&#62;        BLT$ = TRANSPARENT&#60;br &#38;#47;&#62;        &#125;&#38;#46;Image&#60;br &#38;#47;&#62;EN&#38;#068;&#38;#58; Ship&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;Play &#123;images&#38;#92;missile&#38;#46;wav, Bullet#SHIP_BULLETIN&#38;#068;EX%#, 0, 0, 10, 10, FALSE&#125;&#60;br &#38;#47;&#62;BEGIN&#38;#58; Bullet#SHIP_BULLETIN&#38;#068;EX%#&#60;br &#38;#47;&#62;	ROT = #SHP_ROTATE&#38;#46;Z&#38;#33;#&#60;br &#38;#47;&#62;	COLLISION = TRUE, TRUE&#60;br &#38;#47;&#62;	POSCHANGE = &#38;#40;9 * COS&#38;#40;#SHP_ROTATE&#38;#46;Z&#38;#33;# * 3&#38;#46;14 &#38;#47; 180&#38;#41;&#38;#41;, &#38;#40;&#38;#45;9 * SIN&#38;#40;#SHP_ROTATE&#38;#46;Z&#38;#33;# * 3&#38;#46;14 &#38;#47; 180&#38;#41;&#38;#41; , 0, 65&#60;br &#38;#47;&#62;	USREVENTS&#38;#58;BEGIN&#60;br &#38;#47;&#62;		On_PosChange_End&#38;#58;&#60;br &#38;#47;&#62;			UNLOA&#38;#068; = Bullet#SHIP_BULLETIN&#38;#068;EX%#&#60;br &#38;#47;&#62;		EndEnc&#60;br &#38;#47;&#62;		&#60;br &#38;#47;&#62;		On_Collision&#38;#58;&#60;br &#38;#47;&#62;			UNLOA&#38;#068; = Bullet#SHIP_BULLETIN&#38;#068;EX%#&#60;br &#38;#47;&#62;		EndEnc&#60;br &#38;#47;&#62;	USREVENTS&#38;#58;EN&#38;#068;&#60;br &#38;#47;&#62;EN&#38;#068;&#38;#58; Bullet#SHIP_BULLETIN&#38;#068;EX%# 

&#60;/pre&#62;&#60;br /&#62;&#60;br /&#62;&#60;div&#62;&#60;b&#62;The Asteroids: (asteroid.MOTION)&#60;/b&#62;&#60;/div&#62;&#60;br /&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;SetVal &#123;X%, 0&#125;&#60;br &#38;#47;&#62;StartLoop&#38;#58;&#123;X%&#125;&#60;br &#38;#47;&#62;    If &#123;X% &#60; AROI&#38;#068;_COUNT%&#125;&#60;br &#38;#47;&#62;			SetVal &#123;AROI&#38;#068;_TOTAL%, &#38;#40;AROI&#38;#068;_TOTAL% + 1&#38;#41;&#125;&#60;br &#38;#47;&#62;			SetVal &#123;AROI&#38;#068;_IN&#38;#068;EX%, &#38;#40;AROI&#38;#068;_IN&#38;#068;EX% + 1&#38;#41;&#125;&#60;br &#38;#47;&#62;			eObject &#123;NAME$ = AROI&#38;#068;#AROI&#38;#068;_IN&#38;#068;EX%#&#60;br &#38;#47;&#62;					PARENT$ = FORM&#60;br &#38;#47;&#62;					INHERIT$ = INHERIT_STAN&#38;#068;AR&#38;#068;&#60;br &#38;#47;&#62;					IMAGE$ = images&#38;#92;asteroid6&#38;#46;png&#60;br &#38;#47;&#62;					VAL% = &#38;#40;125 * &#38;#40;200 &#38;#47; #AROI&#38;#068;_SIZE%#&#38;#41;&#38;#41;&#60;br &#38;#47;&#62;					AROI&#38;#068;#AROI&#38;#068;_IN&#38;#068;EX%#&#38;#46;VAL% = #VAL%#&#60;br &#38;#47;&#62;					TAG$ = #VAL%# points&#38;#46;&#60;br &#38;#47;&#62;					RESIZE$ = FALSE&#60;br &#38;#47;&#62;					LAYER% = 4&#60;br &#38;#47;&#62;					WI&#38;#068;TH% = #AROI&#38;#068;_SIZE%#&#60;br &#38;#47;&#62;					HEIGHT% = #AROI&#38;#068;_SIZE%#&#60;br &#38;#47;&#62;					VRESIZE$ = FALSE&#60;br &#38;#47;&#62;					LEFT% = INT&#38;#40;#AROI&#38;#068;_LEFT%# + &#38;#40;RSGN&#38;#40;&#38;#41; * RN&#38;#068;&#38;#40;#AROI&#38;#068;_XRANGE%#&#38;#41;&#38;#41;&#38;#41;&#60;br &#38;#47;&#62;					TOP% = INT&#38;#40;#AROI&#38;#068;_TOP%# + &#38;#40;RSGN&#38;#40;&#38;#41; * RN&#38;#068;&#38;#40;#AROI&#38;#068;_YRANGE%#&#38;#41;&#38;#41;&#38;#41;&#60;br &#38;#47;&#62;					ENABLE&#38;#068;$ = TRUE&#60;br &#38;#47;&#62;					&#38;#068;RAG$ = FALSE, FALSE, FALSE&#60;br &#38;#47;&#62;					BLT$ = TRANSPARENT&#60;br &#38;#47;&#62;					AROI&#38;#068;_XCHNG% = &#38;#40;RSGN&#38;#40;&#38;#41; * 4&#38;#41; + &#38;#46;5&#60;br &#38;#47;&#62;					AROI&#38;#068;_YCHNG% = &#38;#45;&#38;#40;RSGN&#38;#40;&#38;#41; * 4&#38;#41; + &#38;#46;5&#60;br &#38;#47;&#62;					&#125;&#38;#46;Image&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;			SetVal&#123;AROI&#38;#068;_ROTATE%, Rnd&#38;#40;360&#38;#41;&#125;&#60;br &#38;#47;&#62;			BEGIN&#38;#58; AROI&#38;#068;#AROI&#38;#068;_IN&#38;#068;EX%#&#60;br &#38;#47;&#62;				ROT = AROI&#38;#068;_ROTATE%&#60;br &#38;#47;&#62;				COLLISION = TRUE, TRUE&#60;br &#38;#47;&#62;				POSCHANGE = &#38;#40;RN&#38;#068;&#38;#40;#AROI&#38;#068;_XCHNG%#&#38;#41; * COS&#38;#40;#AROI&#38;#068;_ROTATE%# * 3&#38;#46;14 &#38;#47; 180&#38;#41;&#38;#41;, &#38;#40;RN&#38;#068;&#38;#40;#AROI&#38;#068;_YCHNG%#&#38;#41; * SIN&#38;#40;#AROI&#38;#068;_ROTATE%# * 3&#38;#46;14 &#38;#47; 180&#38;#41;&#38;#41; , 0, 99999&#60;br &#38;#47;&#62;				USREVENTS&#38;#58;BEGIN&#60;br &#38;#47;&#62;					On_Collision&#38;#58;&#60;br &#38;#47;&#62;						SetVal &#123;SHIP_SCORE%, &#38;#40;SHIP_SCORE% + AROI&#38;#068;&#38;#91;AROI&#38;#068;_IN&#38;#068;EX%&#38;#93;&#38;#46;VAL%&#38;#41;&#125;						&#60;br &#38;#47;&#62;						Play &#123;images&#38;#92;explode&#38;#46;wav, AROI&#38;#068;&#38;#91;AROI&#38;#068;_IN&#38;#068;EX%&#38;#93;, 0, 0, 10, 10, FALSE&#125;&#60;br &#38;#47;&#62;						UNLOA&#38;#068; = &#38;#91;EMT_NAME$&#38;#93;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;						SetVal &#123;AROI&#38;#068;_TOTAL%, &#38;#40;AROI&#38;#068;_TOTAL% &#38;#45; 1&#38;#41;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;						If &#123;EMT_&#38;#068;RAWWI&#38;#068;TH% &#62; 50&#125;&#60;br &#38;#47;&#62;							eObject &#123;AROI&#38;#068;_SIZE% = &#38;#91;EMT_&#38;#068;RAWWI&#38;#068;TH%&#38;#93; &#38;#47; 2&#60;br &#38;#47;&#62;									AROI&#38;#068;_COUNT% = &#38;#40;1 + RN&#38;#068;&#38;#40;3&#38;#41;&#38;#41;&#60;br &#38;#47;&#62;									AROI&#38;#068;_LEFT% = &#38;#91;EMT_CENTERX%&#38;#93;&#60;br &#38;#47;&#62;									AROI&#38;#068;_TOP% = &#38;#91;EMT_CENTERY%&#38;#93;&#60;br &#38;#47;&#62;									AROI&#38;#068;_XRANGE% = &#38;#91;AROI&#38;#068;_SIZE%&#38;#93;&#60;br &#38;#47;&#62;									AROI&#38;#068;_YRANGE% = &#38;#91;AROI&#38;#068;_SIZE%&#38;#93;&#60;br &#38;#47;&#62;									&#125;&#38;#46;void&#60;br &#38;#47;&#62;							INCLU&#38;#068;E = ASTEROI&#38;#068;&#38;#46;MOTION&#60;br &#38;#47;&#62;						EndIf&#38;#58;&#123;EMT_&#38;#068;RAWWI&#38;#068;TH% &#62; 50&#125;&#60;br &#38;#47;&#62;						&#60;br &#38;#47;&#62;						If &#123;AROI&#38;#068;_TOTAL% &#60;= 0&#125;&#60;br &#38;#47;&#62;							eObject &#123;AROI&#38;#068;_TOTAL% = 0&#60;br &#38;#47;&#62;									AROI&#38;#068;_SIZE% = 200&#60;br &#38;#47;&#62;									AROI&#38;#068;_COUNT% = 2&#60;br &#38;#47;&#62;									AROI&#38;#068;_XRANGE% = #&#38;#068;LG_WI&#38;#068;TH%#&#60;br &#38;#47;&#62;									AROI&#38;#068;_YRANGE% = #&#38;#068;LG_HEIGHT%#&#60;br &#38;#47;&#62;									&#125;&#38;#46;void									&#60;br &#38;#47;&#62;							INCLU&#38;#068;E = ASTEROI&#38;#068;&#38;#46;MOTION&#60;br &#38;#47;&#62;						EndIf&#38;#58;&#123;AROI&#38;#068;_TOTAL% &#60;= 0&#125;&#60;br &#38;#47;&#62;						SetProp &#123;Score, CAPTION, &#38;#91;SHIP_SCORE%&#38;#93;&#125;&#60;br &#38;#47;&#62;					EndEnc&#60;br &#38;#47;&#62;				USREVENTS&#38;#58;EN&#38;#068;&#60;br &#38;#47;&#62;			EN&#38;#068;&#38;#58; AROI&#38;#068;#AROI&#38;#068;_IN&#38;#068;EX%#&#60;br &#38;#47;&#62;		SetVal &#123;X%, &#38;#40;X% + 1&#38;#41;&#125;&#60;br &#38;#47;&#62;        Next&#60;br &#38;#47;&#62;    EndIf&#38;#58;&#123;X% &#60; AROI&#38;#068;_COUNT%&#125;&#60;br &#38;#47;&#62;EndLoop&#38;#58;&#123;X%&#125; 

&#60;/pre&#62;&#60;br /&#62;&#60;br /&#62;&#60;div&#62;&#60;b&#62;The Startup Script: (Play Asteroids!.MOTION)&#60;/b&#62;&#60;/div&#62;&#60;br /&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;VIEWPORTTYPE = 1&#60;br &#38;#47;&#62;QUE_KEYBOAR&#38;#068;NOTIFY = TRUE&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;eObject &#123;NAME$ = Score&#60;br &#38;#47;&#62;         PARENT$ = FORM, TRUE&#60;br &#38;#47;&#62;         INHERIT$ = INHERIT_STAN&#38;#068;AR&#38;#068;&#60;br &#38;#47;&#62;         WI&#38;#068;TH% = 255&#60;br &#38;#47;&#62;         HEIGHT% = 50 &#60;br &#38;#47;&#62;         LEFT% = 50&#60;br &#38;#47;&#62;         TOP% = 50&#60;br &#38;#47;&#62;         CAPTION$ = 0&#60;br &#38;#47;&#62;         STYLE% = 1&#60;br &#38;#47;&#62;         LAYER% = 5&#60;br &#38;#47;&#62;         COLOR$ = &#38;HFFFFFF&#60;br &#38;#47;&#62;         FONT$ = VER&#38;#068;ANA, BOL&#38;#068;, 14&#60;br &#38;#47;&#62;         ENABLE&#38;#068;$ = TRUE&#60;br &#38;#47;&#62;         WOR&#38;#068;WRAP$ = FALSE&#60;br &#38;#47;&#62;         RESIZE$ = FALSE&#60;br &#38;#47;&#62;         VRESIZE$ = FALSE&#60;br &#38;#47;&#62;         &#38;#068;RAG$ = FALSE, FALSE, FALSE&#60;br &#38;#47;&#62;         BLT$ = ALPHABLEN&#38;#068;70&#60;br &#38;#47;&#62;        &#125;&#38;#46;Label&#60;br &#38;#47;&#62;	&#60;br &#38;#47;&#62;BEGIN&#38;#58; BACKGROUN&#38;#068;&#60;br &#38;#47;&#62;    TYPE = PLANE&#60;br &#38;#47;&#62;    GUI = TRUE&#60;br &#38;#47;&#62;    PARENT = FORM, FALSE&#60;br &#38;#47;&#62;    INHERIT = INHERIT_STAN&#38;#068;AR&#38;#068;&#60;br &#38;#47;&#62;    POS = 0, 0&#60;br &#38;#47;&#62;    SIZE = &#38;#068;LG_WI&#38;#068;TH%, &#38;#068;LG_HEIGHT%&#60;br &#38;#47;&#62;    BLT = COPY&#60;br &#38;#47;&#62;    LAYER = 1&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;    IMAGE = images&#38;#92;plane&#38;#46;jpg&#60;br &#38;#47;&#62;    ENABLE&#38;#068; = TRUE&#60;br &#38;#47;&#62;	COLLISION = FALSE, FALSE&#60;br &#38;#47;&#62;    CAN&#38;#068;RAG = FALSE, FALSE, FALSE&#60;br &#38;#47;&#62;    CANE&#38;#068;IT = FALSE&#60;br &#38;#47;&#62;    VISIBLE = TRUE&#60;br &#38;#47;&#62;    EVENTS = TRUE&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;	USREVENTS&#38;#58;BEGIN&#60;br &#38;#47;&#62;		On_Spacebar&#38;#58; &#60;br &#38;#47;&#62;			INCLU&#38;#068;E = BULLET&#38;#46;MOTION&#60;br &#38;#47;&#62;		EndEnc&#60;br &#38;#47;&#62;		&#60;br &#38;#47;&#62;		On_KeyUp&#38;#58;&#60;br &#38;#47;&#62;			BEGIN&#38;#58; Ship&#60;br &#38;#47;&#62;				TYPE = PROP&#60;br &#38;#47;&#62;				LAYER = 5&#60;br &#38;#47;&#62;				IMAGE = images&#38;#92;ship&#38;#46;bmp&#60;br &#38;#47;&#62;				SIZE = 48, 48&#60;br &#38;#47;&#62;			EN&#38;#068;&#38;#58; Ship&#60;br &#38;#47;&#62;		EndEnc&#60;br &#38;#47;&#62;		&#60;br &#38;#47;&#62;		On_ArrowUp&#38;#58;&#60;br &#38;#47;&#62;			Play &#123;images&#38;#92;thrust&#38;#46;wav, SHIP, 0, 0, 10, 10, FALSE&#125;&#60;br &#38;#47;&#62;			LOA&#38;#068;SPRITE &#123;Ship, SHP&#125;&#60;br &#38;#47;&#62;			SetVal &#123;SHIP_SPEE&#38;#068;%, SHIP_SPEE&#38;#068;% + 1&#125;&#60;br &#38;#47;&#62;			If &#123;SHIP_SPEE&#38;#068;% &#62; 6&#125;&#60;br &#38;#47;&#62;				SetVal &#123;SHIP_SPEE&#38;#068;%, 6&#125;&#60;br &#38;#47;&#62;			EndIf&#38;#58;&#123;SHIP_SPEE&#38;#068;% &#62; 6&#125;&#60;br &#38;#47;&#62;			SetVal &#123;SHP_POSCHANGE&#38;#46;NX&#38;#33;, #SHP_POSCHANGE&#38;#46;X&#38;#33;# + &#38;#40;1 * COS&#38;#40;#SHP_ROTATE&#38;#46;Z&#38;#33;# * 3&#38;#46;14 &#38;#47; 180&#38;#41;&#38;#41;&#125;&#60;br &#38;#47;&#62;			SetVal &#123;SHP_POSCHANGE&#38;#46;NX&#38;#33;, ABS&#38;#40;#SHP_POSCHANGE&#38;#46;NX&#38;#33;#&#38;#41;&#125;&#60;br &#38;#47;&#62;			SetVal &#123;SHP_POSCHANGE&#38;#46;NY&#38;#33;, #SHP_POSCHANGE&#38;#46;Y&#38;#33;# + &#38;#40;&#38;#45;1 * SIN&#38;#40;#SHP_ROTATE&#38;#46;Z&#38;#33;# * 3&#38;#46;14 &#38;#47; 180&#38;#41;&#38;#41;&#125;&#60;br &#38;#47;&#62;			SetVal &#123;SHP_POSCHANGE&#38;#46;NY&#38;#33;, ABS&#38;#40;#SHP_POSCHANGE&#38;#46;NY&#38;#33;#&#38;#41;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;			If &#123;SHP_POSCHANGE&#38;#46;NX&#38;#33; &#60;= 6&#125;&#60;br &#38;#47;&#62;				SetVal &#123;SHP_POSCHANGE&#38;#46;X&#38;#33;, #SHP_POSCHANGE&#38;#46;X&#38;#33;# + &#38;#40;1 * COS&#38;#40;#SHP_ROTATE&#38;#46;Z&#38;#33;# * 3&#38;#46;14 &#38;#47; 180&#38;#41;&#38;#41;&#125;&#60;br &#38;#47;&#62;			EndIf&#38;#58;&#123;SHP_POSCHANGE&#38;#46;NX&#38;#33; &#60;= 6&#125;&#60;br &#38;#47;&#62;			If &#123;SHP_POSCHANGE&#38;#46;NY&#38;#33; &#60;= 6&#125;&#60;br &#38;#47;&#62;				SetVal &#123;SHP_POSCHANGE&#38;#46;Y&#38;#33;, #SHP_POSCHANGE&#38;#46;Y&#38;#33;# + &#38;#40;&#38;#45;1 * SIN&#38;#40;#SHP_ROTATE&#38;#46;Z&#38;#33;# * 3&#38;#46;14 &#38;#47; 180&#38;#41;&#38;#41;&#125;&#60;br &#38;#47;&#62;			EndIf&#38;#58;&#123;SHP_POSCHANGE&#38;#46;NY&#38;#33; &#60;= 6&#125;&#60;br &#38;#47;&#62;			&#60;br &#38;#47;&#62;			BEGIN&#38;#58; Ship&#60;br &#38;#47;&#62;				IMAGE = images&#38;#92;ship_thrust&#38;#46;bmp&#60;br &#38;#47;&#62;				SIZE = 48, 48&#60;br &#38;#47;&#62;				POSCHANGE = #SHP_POSCHANGE&#38;#46;X&#38;#33;#, #SHP_POSCHANGE&#38;#46;Y&#38;#33;#, 0, 99999&#60;br &#38;#47;&#62;			End&#38;#58; Ship&#60;br &#38;#47;&#62;		EndEnc&#60;br &#38;#47;&#62;		On_Arrow&#38;#068;own&#38;#58;&#60;br &#38;#47;&#62;			LOA&#38;#068;SPRITE &#123;Ship, SHP&#125;&#60;br &#38;#47;&#62;			SetVal &#123;SHIP_SPEE&#38;#068;%, SHIP_SPEE&#38;#068;% &#38;#45; 1&#125;&#60;br &#38;#47;&#62;			If &#123;SHIP_SPEE&#38;#068;% &#60; 0&#125;&#60;br &#38;#47;&#62;				SetVal &#123;SHIP_SPEE&#38;#068;%, 0&#125;&#60;br &#38;#47;&#62;			EndIf&#38;#58;&#123;SHIP_SPEE&#38;#068;% &#60; 0&#125;&#60;br &#38;#47;&#62;			&#60;br &#38;#47;&#62;			SetVal &#123;SHP_ROTATE&#38;#46;OZ&#38;#33;, #SHP_ROTATE&#38;#46;Z&#38;#33;# + 180&#125;&#60;br &#38;#47;&#62;			SetVal &#123;SHP_POSCHANGE&#38;#46;NX&#38;#33;, #SHP_POSCHANGE&#38;#46;X&#38;#33;# + &#38;#40;1 * COS&#38;#40;#SHP_ROTATE&#38;#46;OZ&#38;#33;# * 3&#38;#46;14 &#38;#47; 180&#38;#41;&#38;#41;&#125;&#60;br &#38;#47;&#62;			SetVal &#123;SHP_POSCHANGE&#38;#46;NX&#38;#33;, ABS&#38;#40;#SHP_POSCHANGE&#38;#46;NX&#38;#33;#&#38;#41;&#125;&#60;br &#38;#47;&#62;			SetVal &#123;SHP_POSCHANGE&#38;#46;NY&#38;#33;, #SHP_POSCHANGE&#38;#46;Y&#38;#33;# + &#38;#40;&#38;#45;1 * SIN&#38;#40;#SHP_ROTATE&#38;#46;OZ&#38;#33;# * 3&#38;#46;14 &#38;#47; 180&#38;#41;&#38;#41;&#125;&#60;br &#38;#47;&#62;			SetVal &#123;SHP_POSCHANGE&#38;#46;NY&#38;#33;, ABS&#38;#40;#SHP_POSCHANGE&#38;#46;NY&#38;#33;#&#38;#41;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;			If &#123;SHP_POSCHANGE&#38;#46;NX&#38;#33; &#60;= 6&#125;&#60;br &#38;#47;&#62;				SetVal &#123;SHP_POSCHANGE&#38;#46;X&#38;#33;, #SHP_POSCHANGE&#38;#46;X&#38;#33;# + &#38;#40;1 * COS&#38;#40;#SHP_ROTATE&#38;#46;OZ&#38;#33;# * 3&#38;#46;14 &#38;#47; 180&#38;#41;&#38;#41;&#125;&#60;br &#38;#47;&#62;			EndIf&#38;#58;&#123;SHP_POSCHANGE&#38;#46;NX&#38;#33; &#60;= 6&#125;&#60;br &#38;#47;&#62;			If &#123;SHP_POSCHANGE&#38;#46;NY&#38;#33; &#60;= 6&#125;&#60;br &#38;#47;&#62;				SetVal &#123;SHP_POSCHANGE&#38;#46;Y&#38;#33;, #SHP_POSCHANGE&#38;#46;Y&#38;#33;# + &#38;#40;&#38;#45;1 * SIN&#38;#40;#SHP_ROTATE&#38;#46;OZ&#38;#33;# * 3&#38;#46;14 &#38;#47; 180&#38;#41;&#38;#41;&#125;&#60;br &#38;#47;&#62;			EndIf&#38;#58;&#123;SHP_POSCHANGE&#38;#46;NY&#38;#33; &#60;= 6&#125;&#60;br &#38;#47;&#62;			&#60;br &#38;#47;&#62;			BEGIN&#38;#58; Ship&#60;br &#38;#47;&#62;				TYPE = PROP&#60;br &#38;#47;&#62;				IMAGE = images&#38;#92;ship_brake&#38;#46;bmp&#60;br &#38;#47;&#62;				SIZE = 48, 48&#60;br &#38;#47;&#62;				POSCHANGE = #SHP_POSCHANGE&#38;#46;X&#38;#33;#, #SHP_POSCHANGE&#38;#46;Y&#38;#33;#, 0, 99999&#60;br &#38;#47;&#62;			End&#38;#58; Ship&#60;br &#38;#47;&#62;		EndEnc&#60;br &#38;#47;&#62;		On_ArrowLeft&#38;#58;&#60;br &#38;#47;&#62;			BEGIN&#38;#58; Ship&#60;br &#38;#47;&#62;				TYPE = PROP&#60;br &#38;#47;&#62;				ROTCHANGE = 4, 0, 5&#60;br &#38;#47;&#62;			End&#38;#58; Ship&#60;br &#38;#47;&#62;		EndEnc&#60;br &#38;#47;&#62;		On_ArrowRight&#38;#58;&#60;br &#38;#47;&#62;			BEGIN&#38;#58; Ship&#60;br &#38;#47;&#62;				TYPE = PROP&#60;br &#38;#47;&#62;				ROTCHANGE = &#38;#45;4, 0, 5&#60;br &#38;#47;&#62;			End&#38;#58; Ship&#60;br &#38;#47;&#62;		EndEnc&#60;br &#38;#47;&#62;	USREVENTS&#38;#58;EN&#38;#068;&#60;br &#38;#47;&#62;EN&#38;#068;&#38;#58; BACKGROUN&#38;#068;&#60;br &#38;#47;&#62;			&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;INCLU&#38;#068;E = SHIP&#38;#46;MOTION&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;eObject &#123;SHIP_SCORE% = 0&#60;br &#38;#47;&#62;		AROI&#38;#068;_TOTAL% = 0&#60;br &#38;#47;&#62;		AROI&#38;#068;_SIZE% = 200&#60;br &#38;#47;&#62;		AROI&#38;#068;_COUNT% = 2&#60;br &#38;#47;&#62;		AROI&#38;#068;_XRANGE% = #&#38;#068;LG_WI&#38;#068;TH%#&#60;br &#38;#47;&#62;		AROI&#38;#068;_YRANGE% = #&#38;#068;LG_HEIGHT%#&#60;br &#38;#47;&#62;		&#125;&#38;#46;void&#60;br &#38;#47;&#62;		&#60;br &#38;#47;&#62;INCLU&#38;#068;E = ASTEROI&#38;#068;&#38;#46;MOTION 

&#60;/pre&#62;</description>
		</item>
		<item>
			<title>eMotions Knowledge Base - Sample Particle System (REPOST)</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1276464540/0#0</link>
			<category>Explorations RPG (Official Support Forum)/eMotions Knowledge Base</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1276464540/0#0</guid>
			<pubDate>Sun, 13 Jun 2010 21:29:00 GMT</pubDate>
			<description>These are the two scripts used to build the particle demo. It creates a ball and then randomly shoots spinning particles out of the ball. The new property ACCCHANGE (Accelleration Change) applies gravity to each object.. It makes the ball bounce, and the particles fall to the edge of the screen.&#60;br /&#62;&#60;br /&#62;&#60;div&#62;&#60;b&#62;The Ball&#60;/b&#62;&#60;/div&#62;&#60;br /&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;ENABLELIGHTING = TRUE, FALSE&#60;br &#38;#47;&#62;AMBIENTLIGHTING = FALSE&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;eObject &#123;NAME$ = Source&#60;br &#38;#47;&#62;        PARENT$ = FORM&#60;br &#38;#47;&#62;        INHERIT$ = INHERIT_STAN&#38;#068;AR&#38;#068;&#60;br &#38;#47;&#62;        IMAGE$ = images&#38;#92;ball&#38;#46;bmp&#60;br &#38;#47;&#62;        TAG$ = &#60;br &#38;#47;&#62;        RESIZE$ = FALSE&#60;br &#38;#47;&#62;        LAYER% = 5&#60;br &#38;#47;&#62;        WI&#38;#068;TH% = 16&#60;br &#38;#47;&#62;        HEIGHT% = 16&#60;br &#38;#47;&#62;		VRESIZE$ = FALSE&#60;br &#38;#47;&#62;        LEFT% = &#38;#40;#&#38;#068;LG_WI&#38;#068;TH%# &#38;#47; 2&#38;#41; &#38;#45; &#38;#40;#WI&#38;#068;TH%# &#38;#47; 2&#38;#41;&#60;br &#38;#47;&#62;        TOP% = &#38;#40;#&#38;#068;LG_HEIGHT%# &#38;#47; 2&#38;#41; &#38;#45; &#38;#40;#HEIGHT%# &#38;#47; 2&#38;#41;&#60;br &#38;#47;&#62;        ENABLE&#38;#068;$ = TRUE&#60;br &#38;#47;&#62;        &#38;#068;RAG$ = TRUE, TRUE, TRUE&#60;br &#38;#47;&#62;        BLT$ = TRANSPARENT&#60;br &#38;#47;&#62;        &#125;&#38;#46;Image&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;		BEGIN&#38;#58; Source&#60;br &#38;#47;&#62;			POSCHANGE = 0&#38;#46;0, 0&#38;#46;0, 0, 99999&#60;br &#38;#47;&#62;			ACCCHANGE3&#38;#068; = 0&#38;#46;0, &#38;#46;360, 0, 0, 1500&#60;br &#38;#47;&#62;		EN&#38;#068;&#38;#58; Source&#60;br &#38;#47;&#62;			&#60;br &#38;#47;&#62;eObject &#123;&#60;br &#38;#47;&#62;        NAME$ = Particle&#38;#46;Timer&#60;br &#38;#47;&#62;        INTERVAL&#38;#33; = 0&#38;#46;10&#60;br &#38;#47;&#62;        ENABLE&#38;#068;$ = True&#60;br &#38;#47;&#62;        EVENTS$ = particle&#38;#46;MOTION&#60;br &#38;#47;&#62;        &#125;&#38;#46;Timer 

&#60;/pre&#62;&#60;br /&#62;&#60;br /&#62;&#60;div&#62;&#60;b&#62;The Particles&#60;/b&#62;&#60;/div&#62;&#60;br /&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;LoadSprite &#123;Source, TMP&#125;&#60;br &#38;#47;&#62;SetVal&#123;PARTICLE_COUNT%, 2&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;SetVal &#123;X%, 0&#125;&#60;br &#38;#47;&#62;StartLoop&#38;#58;&#123;X%&#125;&#60;br &#38;#47;&#62;    If &#123;X% &#60; PARTICLE_COUNT%&#125;&#60;br &#38;#47;&#62;		eObject &#123;PARTICLE_IN&#38;#068;EX% = &#38;#40;PARTICLE_IN&#38;#068;EX% + 1&#38;#41;&#60;br &#38;#47;&#62;				NAME$ = PARTICLE#PARTICLE_IN&#38;#068;EX%#&#60;br &#38;#47;&#62;				PARENT$ = FORM&#60;br &#38;#47;&#62;				INHERIT$ = INHERIT_STAN&#38;#068;AR&#38;#068;&#60;br &#38;#47;&#62;				IMAGE$ = images&#38;#92;particle&#38;#46;bmp&#60;br &#38;#47;&#62;				TAG$ = &#60;br &#38;#47;&#62;				RESIZE$ = FALSE&#60;br &#38;#47;&#62;				LAYER% = 5&#60;br &#38;#47;&#62;				WI&#38;#068;TH% = 10&#60;br &#38;#47;&#62;				HEIGHT% = 10&#60;br &#38;#47;&#62;				VRESIZE$ = FALSE&#60;br &#38;#47;&#62;				LEFT% = &#38;#40;#TMP_CENTER&#38;#46;X%# &#38;#45; 2&#38;#46;5&#38;#41;&#60;br &#38;#47;&#62;				TOP% = &#38;#40;#TMP_CENTER&#38;#46;Y%# &#38;#45; 2&#38;#46;5&#38;#41;&#60;br &#38;#47;&#62;				ENABLE&#38;#068;$ = TRUE&#60;br &#38;#47;&#62;				&#38;#068;RAG$ = FALSE, FALSE, FALSE&#60;br &#38;#47;&#62;				BLT$ = TRANSPARENT&#60;br &#38;#47;&#62;				&#60;br &#38;#47;&#62;				AROI&#38;#068;_CHNG% = RN&#38;#068;&#38;#40;7&#38;#41; + 4&#60;br &#38;#47;&#62;				ROTATE% = RN&#38;#068;&#38;#40;130&#38;#41; + 50&#60;br &#38;#47;&#62;				&#125;&#38;#46;Image&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;			BEGIN&#38;#58; PARTICLE#PARTICLE_IN&#38;#068;EX%#&#60;br &#38;#47;&#62;				LIGHTING = POINT, FALSE, 0, 0, 360, 10, 10&#60;br &#38;#47;&#62;				LIGHTHUE = 0&#38;#46;55, 0&#38;#46;65, 0&#38;#46;75, &#38;#46;45&#60;br &#38;#47;&#62;				ROTCHANGE = &#38;#40;RSGN&#38;#40;&#38;#41; * 15&#38;#41;, 0 ,99999&#60;br &#38;#47;&#62;				POSCHANGE3&#38;#068; = &#38;#45;&#38;#40;#AROI&#38;#068;_CHNG%# * COS&#38;#40;#ROTATE%# * 3&#38;#46;14 &#38;#47; 180&#38;#41;&#38;#41;, &#38;#45;&#38;#40;#AROI&#38;#068;_CHNG%# * SIN&#38;#40;#ROTATE%# * 3&#38;#46;14 &#38;#47; 180&#38;#41;&#38;#41;, RSGN&#38;#40;&#38;#41; * &#38;#40;RN&#38;#068;&#38;#40;#AROI&#38;#068;_CHNG%#&#38;#41; * SIN&#38;#40;#ROTATE%# * 3&#38;#46;14 &#38;#47; 180&#38;#41;&#38;#41;, 0, 99999&#60;br &#38;#47;&#62;				ACCCHANGE3&#38;#068; = 0&#38;#46;0, &#38;#46;360, 0, 0, 99999&#60;br &#38;#47;&#62;				&#60;br &#38;#47;&#62;				USREVENTS&#38;#58;BEGIN&#60;br &#38;#47;&#62;					On_CollideEdge&#38;#58;&#60;br &#38;#47;&#62;						UNLOA&#38;#068; = &#38;#91;EMT_NAME$&#38;#93;&#60;br &#38;#47;&#62;					EndEnc&#60;br &#38;#47;&#62;				USREVENTS&#38;#58;EN&#38;#068;&#60;br &#38;#47;&#62;			EN&#38;#068;&#38;#58; PARTICLE#PARTICLE_IN&#38;#068;EX%#&#60;br &#38;#47;&#62;        SetVal &#123;X%, &#38;#40;X% + 1&#38;#41;&#125;&#60;br &#38;#47;&#62;        Next&#60;br &#38;#47;&#62;    EndIf&#38;#58;&#123;X% &#60; PARTICLE_COUNT%&#125;&#60;br &#38;#47;&#62;EndLoop&#38;#58;&#123;X%&#125;&#60;br &#38;#47;&#62;&#38;#068;elValsLike&#123;TMP_&#125; 

&#60;/pre&#62;&#60;br /&#62;&#60;br /&#62;&#60;div&#62;&#60;a href=&#34;http://www.explore-rpg.com/videos/EyeCandy%20-%20Particle%20System.mpeg&#34; target=&#34;_blank&#34;&#62;Download the video!&#60;/a&#62;&#60;/div&#62;</description>
		</item>
		<item>
			<title>Explorations Support - What happened?</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1276449058/0#0</link>
			<category>Explorations RPG (Official Support Forum)/Explorations Support</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1276449058/0#0</guid>
			<pubDate>Sun, 13 Jun 2010 17:10:58 GMT</pubDate>
			<description>Ok.. Ive been away because my laptop got stolen.. and now that I come back my forum name is not here anymore (which seems to me like the whole site changed up). What does that mean for those of us who had bought the software? I had bought multiple MMO licenses... how do I get access to that stuff again?</description>
		</item>
		<item>
			<title>Explorations Support - difference between Basic and Commercial</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1276206195/0#0</link>
			<category>Explorations RPG (Official Support Forum)/Explorations Support</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1276206195/0#0</guid>
			<pubDate>Thu, 10 Jun 2010 21:43:15 GMT</pubDate>
			<description>I am a newbie and I am looking to learn how to make games and perhaps share them with family and friends and not to sell them. With that in mind is there any added &#160;capabilities with the Commercial license over the Basic one.&#60;br /&#62;Thanks &#60;br /&#62;mjanecki@comcast.net </description>
		</item>
		<item>
			<title>DataShare Forum - Particle Systems..</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1275960923/0#0</link>
			<category>Explorations RPG (Official Support Forum)/DataShare Forum</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1275960923/0#0</guid>
			<pubDate>Tue, 8 Jun 2010 01:35:23 GMT</pubDate>
			<description>I believe it was Bytor who asked about adding particle systems within Explorations/eMotions.. After doing a little research I discovered that eMotions itself is a particle engine... Its design is around motion, (moving items on the screen) The special effects of the particle engines you see on You-Tube are just graphic copy settings..&#60;br /&#62;&#60;br /&#62;The only thing eMotions was lacking is the Accelleration property. It has speed motion and angle controls. Accelleration property allows for gravity to be applied to any moving object. Soo.. in about 40mins of copy pasting within the code, I added Accelerations and quickly made a particle script with timers and small graphics.&#60;br /&#62;&#60;br /&#62;Because eMotions is parsing script as it runs, its not as fast as the ones on You-Tube but the math and accuracy is true to what a particle engine is all about.. To improve performance I&#39;ll have to develop a way to loop particles faster..&#60;br /&#62;&#60;br /&#62;Right now, it works fine.. I created a simple fountain of particles in eMotions running at 53fps... but thats almost a 10frame/sec decrease for 1 special effect.. I can do better than that.. &#60;img src=&#34;http://www.explore-rpg.com/yabbfiles/Templates/Forum/default/wink.gif&#34; border=&#34;0&#34; alt=&#34;Wink&#34; title=&#34;Wink&#34; /&#62; &#60;br /&#62;&#60;br /&#62;I&#39;ll give this some thought this weekend.. but I like what I am seeing.. &#60;br /&#62;&#60;br /&#62;Timers, Looping, &#38; Recursive scripting is making eMotions more like a programming language... go figure.. &#60;br /&#62;&#60;br /&#62;&#60;br /&#62;share your thoughts..</description>
		</item>
		<item>
			<title>Explorations Support - Moved: &#39;Particle Systems..&#39;</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1275960922/0#0</link>
			<category>Explorations RPG (Official Support Forum)/Explorations Support</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1275960922/0#0</guid>
			<pubDate>Tue, 8 Jun 2010 01:35:22 GMT</pubDate>
			<description>&#60;b&#62;This Topic has been moved to &#60;/b&#62;&#60;a href=&#34;http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1275960923/0#0&#34;&#62;&#60;i&#62;&#60;b&#62;DataShare Forum&#60;/b&#62;&#60;/i&#62;&#60;/a&#62;&#60;b&#62; by &#60;i&#62;exploreRPG&#60;/i&#62;&#60;/b&#62;</description>
		</item>
		<item>
			<title>DataShare Forum - The eMotions Asteroid Game</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1275786600/0#0</link>
			<category>Explorations RPG (Official Support Forum)/DataShare Forum</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1275786600/0#0</guid>
			<pubDate>Sun, 6 Jun 2010 01:10:00 GMT</pubDate>
			<description>I wanted to post the source to the eMotions Asteroids game here for public record. Most of the work is in the calculations.. &#60;img src=&#34;http://www.explore-rpg.com/yabbfiles/Templates/Forum/default/wink.gif&#34; border=&#34;0&#34; alt=&#34;Wink&#34; title=&#34;Wink&#34; /&#62;&#60;br /&#62;&#60;br /&#62;&#60;div&#62;&#60;b&#62;The Ship: (ship.MOTION)&#60;/b&#62;&#60;/div&#62;&#60;br /&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;eObject &#123;NAME$ = Ship&#60;br &#38;#47;&#62;        PARENT$ = FORM&#60;br &#38;#47;&#62;        INHERIT$ = INHERIT_STAN&#38;#068;AR&#38;#068;&#60;br &#38;#47;&#62;        IMAGE$ = images&#38;#92;ship&#38;#46;bmp&#60;br &#38;#47;&#62;        TAG$ = &#38;#46;&#38;#46;You&#38;#46;&#38;#46;&#38;#46;&#60;br &#38;#47;&#62;        RESIZE$ = FALSE&#60;br &#38;#47;&#62;        LAYER% = 5&#60;br &#38;#47;&#62;        WI&#38;#068;TH% = 48&#60;br &#38;#47;&#62;        HEIGHT% = 48&#60;br &#38;#47;&#62;        VRESIZE$ = FALSE&#60;br &#38;#47;&#62;        LEFT% = &#38;#40;#&#38;#068;LG_WI&#38;#068;TH%# &#38;#47; 2&#38;#41; &#38;#45; &#38;#40;#WI&#38;#068;TH%# &#38;#47; 2&#38;#41;&#60;br &#38;#47;&#62;        TOP% = &#38;#40;#&#38;#068;LG_HEIGHT%# &#38;#47; 2&#38;#41; &#38;#45; &#38;#40;#HEIGHT%# &#38;#47; 2&#38;#41;&#60;br &#38;#47;&#62;        ENABLE&#38;#068;$ = TRUE&#60;br &#38;#47;&#62;        &#38;#068;RAG$ = FALSE, FALSE, FALSE&#60;br &#38;#47;&#62;        BLT$ = TRANSPARENT&#60;br &#38;#47;&#62;        &#125;&#38;#46;Image 

&#60;/pre&#62;&#60;br /&#62;&#60;br /&#62;&#60;div&#62;&#60;b&#62;The Missiles: (bullet.MOTION)&#60;/b&#62;&#60;/div&#62;&#60;br /&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;LOA&#38;#068;SPRITE &#123;Ship, SHP&#125;&#60;br &#38;#47;&#62;SetVal &#123;SHIP_BULLETIN&#38;#068;EX%, SHIP_BULLETIN&#38;#068;EX% + 1&#125;&#60;br &#38;#47;&#62;eObject &#123;NAME$ = Bullet#SHIP_BULLETIN&#38;#068;EX%#&#60;br &#38;#47;&#62;        PARENT$ = FORM&#60;br &#38;#47;&#62;        INHERIT$ = INHERIT_STAN&#38;#068;AR&#38;#068;&#60;br &#38;#47;&#62;        IMAGE$ = images&#38;#92;missile&#38;#46;bmp&#60;br &#38;#47;&#62;        TAG$ = &#60;br &#38;#47;&#62;        RESIZE$ = FALSE&#60;br &#38;#47;&#62;        LAYER% = 4&#60;br &#38;#47;&#62;        WI&#38;#068;TH% = 12&#60;br &#38;#47;&#62;        HEIGHT% = 8&#60;br &#38;#47;&#62;        VRESIZE$ = FALSE&#60;br &#38;#47;&#62;        LEFT% = &#38;#40;#SHP_CENTER&#38;#46;X%# &#38;#45; 6&#38;#41;&#60;br &#38;#47;&#62;        TOP% = &#38;#40;#SHP_CENTER&#38;#46;Y%# &#38;#45; 4&#38;#41;&#60;br &#38;#47;&#62;        ENABLE&#38;#068;$ = TRUE&#60;br &#38;#47;&#62;        &#38;#068;RAG$ = FALSE, FALSE, FALSE&#60;br &#38;#47;&#62;        BLT$ = TRANSPARENT&#60;br &#38;#47;&#62;        &#125;&#38;#46;Image&#60;br &#38;#47;&#62;EN&#38;#068;&#38;#58; Ship&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;Play &#123;images&#38;#92;missile&#38;#46;wav, Bullet#SHIP_BULLETIN&#38;#068;EX%#, 0, 0, 10, 10, FALSE&#125;&#60;br &#38;#47;&#62;BEGIN&#38;#58; Bullet#SHIP_BULLETIN&#38;#068;EX%#&#60;br &#38;#47;&#62;	ROT = #SHP_ROTATE&#38;#46;Z&#38;#33;#&#60;br &#38;#47;&#62;	COLLISION = TRUE, TRUE&#60;br &#38;#47;&#62;	POSCHANGE = &#38;#40;9 * COS&#38;#40;#SHP_ROTATE&#38;#46;Z&#38;#33;# * 3&#38;#46;14 &#38;#47; 180&#38;#41;&#38;#41;, &#38;#40;&#38;#45;9 * SIN&#38;#40;#SHP_ROTATE&#38;#46;Z&#38;#33;# * 3&#38;#46;14 &#38;#47; 180&#38;#41;&#38;#41; , 0, 65&#60;br &#38;#47;&#62;	USREVENTS&#38;#58;BEGIN&#60;br &#38;#47;&#62;		On_PosChange_End&#38;#58;&#60;br &#38;#47;&#62;			UNLOA&#38;#068; = Bullet#SHIP_BULLETIN&#38;#068;EX%#&#60;br &#38;#47;&#62;		EndEnc&#60;br &#38;#47;&#62;		&#60;br &#38;#47;&#62;		On_Collision&#38;#58;&#60;br &#38;#47;&#62;			UNLOA&#38;#068; = Bullet#SHIP_BULLETIN&#38;#068;EX%#&#60;br &#38;#47;&#62;		EndEnc&#60;br &#38;#47;&#62;	USREVENTS&#38;#58;EN&#38;#068;&#60;br &#38;#47;&#62;EN&#38;#068;&#38;#58; Bullet#SHIP_BULLETIN&#38;#068;EX%# 

&#60;/pre&#62;&#60;br /&#62;&#60;br /&#62;&#60;div&#62;&#60;b&#62;The Asteroids: (asteroid.MOTION)&#60;/b&#62;&#60;/div&#62;&#60;br /&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;SetVal &#123;X%, 0&#125;&#60;br &#38;#47;&#62;StartLoop&#38;#58;&#123;X%&#125;&#60;br &#38;#47;&#62;    If &#123;X% &#60; AROI&#38;#068;_COUNT%&#125;&#60;br &#38;#47;&#62;			SetVal &#123;AROI&#38;#068;_TOTAL%, &#38;#40;AROI&#38;#068;_TOTAL% + 1&#38;#41;&#125;&#60;br &#38;#47;&#62;			SetVal &#123;AROI&#38;#068;_IN&#38;#068;EX%, &#38;#40;AROI&#38;#068;_IN&#38;#068;EX% + 1&#38;#41;&#125;&#60;br &#38;#47;&#62;			eObject &#123;NAME$ = AROI&#38;#068;#AROI&#38;#068;_IN&#38;#068;EX%#&#60;br &#38;#47;&#62;					PARENT$ = FORM&#60;br &#38;#47;&#62;					INHERIT$ = INHERIT_STAN&#38;#068;AR&#38;#068;&#60;br &#38;#47;&#62;					IMAGE$ = images&#38;#92;asteroid6&#38;#46;png&#60;br &#38;#47;&#62;					VAL% = &#38;#40;125 * &#38;#40;200 &#38;#47; #AROI&#38;#068;_SIZE%#&#38;#41;&#38;#41;&#60;br &#38;#47;&#62;					AROI&#38;#068;#AROI&#38;#068;_IN&#38;#068;EX%#&#38;#46;VAL% = #VAL%#&#60;br &#38;#47;&#62;					TAG$ = #VAL%# points&#38;#46;&#60;br &#38;#47;&#62;					RESIZE$ = FALSE&#60;br &#38;#47;&#62;					LAYER% = 4&#60;br &#38;#47;&#62;					WI&#38;#068;TH% = #AROI&#38;#068;_SIZE%#&#60;br &#38;#47;&#62;					HEIGHT% = #AROI&#38;#068;_SIZE%#&#60;br &#38;#47;&#62;					VRESIZE$ = FALSE&#60;br &#38;#47;&#62;					LEFT% = INT&#38;#40;#AROI&#38;#068;_LEFT%# + &#38;#40;RSGN&#38;#40;&#38;#41; * RN&#38;#068;&#38;#40;#AROI&#38;#068;_XRANGE%#&#38;#41;&#38;#41;&#38;#41;&#60;br &#38;#47;&#62;					TOP% = INT&#38;#40;#AROI&#38;#068;_TOP%# + &#38;#40;RSGN&#38;#40;&#38;#41; * RN&#38;#068;&#38;#40;#AROI&#38;#068;_YRANGE%#&#38;#41;&#38;#41;&#38;#41;&#60;br &#38;#47;&#62;					ENABLE&#38;#068;$ = TRUE&#60;br &#38;#47;&#62;					&#38;#068;RAG$ = FALSE, FALSE, FALSE&#60;br &#38;#47;&#62;					BLT$ = TRANSPARENT&#60;br &#38;#47;&#62;					AROI&#38;#068;_XCHNG% = &#38;#40;RSGN&#38;#40;&#38;#41; * 4&#38;#41; + &#38;#46;5&#60;br &#38;#47;&#62;					AROI&#38;#068;_YCHNG% = &#38;#45;&#38;#40;RSGN&#38;#40;&#38;#41; * 4&#38;#41; + &#38;#46;5&#60;br &#38;#47;&#62;					&#125;&#38;#46;Image&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;			SetVal&#123;AROI&#38;#068;_ROTATE%, Rnd&#38;#40;360&#38;#41;&#125;&#60;br &#38;#47;&#62;			BEGIN&#38;#58; AROI&#38;#068;#AROI&#38;#068;_IN&#38;#068;EX%#&#60;br &#38;#47;&#62;				ROT = AROI&#38;#068;_ROTATE%&#60;br &#38;#47;&#62;				COLLISION = TRUE, TRUE&#60;br &#38;#47;&#62;				POSCHANGE = &#38;#40;RN&#38;#068;&#38;#40;#AROI&#38;#068;_XCHNG%#&#38;#41; * COS&#38;#40;#AROI&#38;#068;_ROTATE%# * 3&#38;#46;14 &#38;#47; 180&#38;#41;&#38;#41;, &#38;#40;RN&#38;#068;&#38;#40;#AROI&#38;#068;_YCHNG%#&#38;#41; * SIN&#38;#40;#AROI&#38;#068;_ROTATE%# * 3&#38;#46;14 &#38;#47; 180&#38;#41;&#38;#41; , 0, 99999&#60;br &#38;#47;&#62;				USREVENTS&#38;#58;BEGIN&#60;br &#38;#47;&#62;					On_Collision&#38;#58;&#60;br &#38;#47;&#62;						SetVal &#123;SHIP_SCORE%, &#38;#40;SHIP_SCORE% + AROI&#38;#068;&#38;#91;AROI&#38;#068;_IN&#38;#068;EX%&#38;#93;&#38;#46;VAL%&#38;#41;&#125;						&#60;br &#38;#47;&#62;						Play &#123;images&#38;#92;explode&#38;#46;wav, AROI&#38;#068;&#38;#91;AROI&#38;#068;_IN&#38;#068;EX%&#38;#93;, 0, 0, 10, 10, FALSE&#125;&#60;br &#38;#47;&#62;						UNLOA&#38;#068; = &#38;#91;EMT_NAME$&#38;#93;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;						SetVal &#123;AROI&#38;#068;_TOTAL%, &#38;#40;AROI&#38;#068;_TOTAL% &#38;#45; 1&#38;#41;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;						If &#123;EMT_&#38;#068;RAWWI&#38;#068;TH% &#62; 50&#125;&#60;br &#38;#47;&#62;							eObject &#123;AROI&#38;#068;_SIZE% = &#38;#91;EMT_&#38;#068;RAWWI&#38;#068;TH%&#38;#93; &#38;#47; 2&#60;br &#38;#47;&#62;									AROI&#38;#068;_COUNT% = &#38;#40;1 + RN&#38;#068;&#38;#40;3&#38;#41;&#38;#41;&#60;br &#38;#47;&#62;									AROI&#38;#068;_LEFT% = &#38;#91;EMT_CENTERX%&#38;#93;&#60;br &#38;#47;&#62;									AROI&#38;#068;_TOP% = &#38;#91;EMT_CENTERY%&#38;#93;&#60;br &#38;#47;&#62;									AROI&#38;#068;_XRANGE% = &#38;#91;AROI&#38;#068;_SIZE%&#38;#93;&#60;br &#38;#47;&#62;									AROI&#38;#068;_YRANGE% = &#38;#91;AROI&#38;#068;_SIZE%&#38;#93;&#60;br &#38;#47;&#62;									&#125;&#38;#46;void&#60;br &#38;#47;&#62;							INCLU&#38;#068;E = ASTEROI&#38;#068;&#38;#46;MOTION&#60;br &#38;#47;&#62;						EndIf&#38;#58;&#123;EMT_&#38;#068;RAWWI&#38;#068;TH% &#62; 50&#125;&#60;br &#38;#47;&#62;						&#60;br &#38;#47;&#62;						If &#123;AROI&#38;#068;_TOTAL% &#60;= 0&#125;&#60;br &#38;#47;&#62;							eObject &#123;AROI&#38;#068;_TOTAL% = 0&#60;br &#38;#47;&#62;									AROI&#38;#068;_SIZE% = 200&#60;br &#38;#47;&#62;									AROI&#38;#068;_COUNT% = 2&#60;br &#38;#47;&#62;									AROI&#38;#068;_XRANGE% = #&#38;#068;LG_WI&#38;#068;TH%#&#60;br &#38;#47;&#62;									AROI&#38;#068;_YRANGE% = #&#38;#068;LG_HEIGHT%#&#60;br &#38;#47;&#62;									&#125;&#38;#46;void									&#60;br &#38;#47;&#62;							INCLU&#38;#068;E = ASTEROI&#38;#068;&#38;#46;MOTION&#60;br &#38;#47;&#62;						EndIf&#38;#58;&#123;AROI&#38;#068;_TOTAL% &#60;= 0&#125;&#60;br &#38;#47;&#62;						SetProp &#123;Score, CAPTION, &#38;#91;SHIP_SCORE%&#38;#93;&#125;&#60;br &#38;#47;&#62;					EndEnc&#60;br &#38;#47;&#62;				USREVENTS&#38;#58;EN&#38;#068;&#60;br &#38;#47;&#62;			EN&#38;#068;&#38;#58; AROI&#38;#068;#AROI&#38;#068;_IN&#38;#068;EX%#&#60;br &#38;#47;&#62;		SetVal &#123;X%, &#38;#40;X% + 1&#38;#41;&#125;&#60;br &#38;#47;&#62;        Next&#60;br &#38;#47;&#62;    EndIf&#38;#58;&#123;X% &#60; AROI&#38;#068;_COUNT%&#125;&#60;br &#38;#47;&#62;EndLoop&#38;#58;&#123;X%&#125; 

&#60;/pre&#62;&#60;br /&#62;&#60;br /&#62;&#60;div&#62;&#60;b&#62;The Startup Script: (Play Asteroids!.MOTION)&#60;/b&#62;&#60;/div&#62;&#60;br /&#62; &#60;b&#62;Code:&#60;/b&#62;&#60;pre&#62;VIEWPORTTYPE = 1&#60;br &#38;#47;&#62;QUE_KEYBOAR&#38;#068;NOTIFY = TRUE&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;eObject &#123;NAME$ = Score&#60;br &#38;#47;&#62;         PARENT$ = FORM, TRUE&#60;br &#38;#47;&#62;         INHERIT$ = INHERIT_STAN&#38;#068;AR&#38;#068;&#60;br &#38;#47;&#62;         WI&#38;#068;TH% = 255&#60;br &#38;#47;&#62;         HEIGHT% = 50 &#60;br &#38;#47;&#62;         LEFT% = 50&#60;br &#38;#47;&#62;         TOP% = 50&#60;br &#38;#47;&#62;         CAPTION$ = 0&#60;br &#38;#47;&#62;         STYLE% = 1&#60;br &#38;#47;&#62;         LAYER% = 5&#60;br &#38;#47;&#62;         COLOR$ = &#38;HFFFFFF&#60;br &#38;#47;&#62;         FONT$ = VER&#38;#068;ANA, BOL&#38;#068;, 14&#60;br &#38;#47;&#62;         ENABLE&#38;#068;$ = TRUE&#60;br &#38;#47;&#62;         WOR&#38;#068;WRAP$ = FALSE&#60;br &#38;#47;&#62;         RESIZE$ = FALSE&#60;br &#38;#47;&#62;         VRESIZE$ = FALSE&#60;br &#38;#47;&#62;         &#38;#068;RAG$ = FALSE, FALSE, FALSE&#60;br &#38;#47;&#62;         BLT$ = ALPHABLEN&#38;#068;70&#60;br &#38;#47;&#62;        &#125;&#38;#46;Label&#60;br &#38;#47;&#62;	&#60;br &#38;#47;&#62;BEGIN&#38;#58; BACKGROUN&#38;#068;&#60;br &#38;#47;&#62;    TYPE = PLANE&#60;br &#38;#47;&#62;    GUI = TRUE&#60;br &#38;#47;&#62;    PARENT = FORM, FALSE&#60;br &#38;#47;&#62;    INHERIT = INHERIT_STAN&#38;#068;AR&#38;#068;&#60;br &#38;#47;&#62;    POS = 0, 0&#60;br &#38;#47;&#62;    SIZE = &#38;#068;LG_WI&#38;#068;TH%, &#38;#068;LG_HEIGHT%&#60;br &#38;#47;&#62;    BLT = COPY&#60;br &#38;#47;&#62;    LAYER = 1&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;    IMAGE = images&#38;#92;plane&#38;#46;jpg&#60;br &#38;#47;&#62;    ENABLE&#38;#068; = TRUE&#60;br &#38;#47;&#62;	COLLISION = FALSE, FALSE&#60;br &#38;#47;&#62;    CAN&#38;#068;RAG = FALSE, FALSE, FALSE&#60;br &#38;#47;&#62;    CANE&#38;#068;IT = FALSE&#60;br &#38;#47;&#62;    VISIBLE = TRUE&#60;br &#38;#47;&#62;    EVENTS = TRUE&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;	USREVENTS&#38;#58;BEGIN&#60;br &#38;#47;&#62;		On_Spacebar&#38;#58; &#60;br &#38;#47;&#62;			INCLU&#38;#068;E = BULLET&#38;#46;MOTION&#60;br &#38;#47;&#62;		EndEnc&#60;br &#38;#47;&#62;		&#60;br &#38;#47;&#62;		On_KeyUp&#38;#58;&#60;br &#38;#47;&#62;			BEGIN&#38;#58; Ship&#60;br &#38;#47;&#62;				TYPE = PROP&#60;br &#38;#47;&#62;				LAYER = 5&#60;br &#38;#47;&#62;				IMAGE = images&#38;#92;ship&#38;#46;bmp&#60;br &#38;#47;&#62;				SIZE = 48, 48&#60;br &#38;#47;&#62;			EN&#38;#068;&#38;#58; Ship&#60;br &#38;#47;&#62;		EndEnc&#60;br &#38;#47;&#62;		&#60;br &#38;#47;&#62;		On_ArrowUp&#38;#58;&#60;br &#38;#47;&#62;			Play &#123;images&#38;#92;thrust&#38;#46;wav, SHIP, 0, 0, 10, 10, FALSE&#125;&#60;br &#38;#47;&#62;			LOA&#38;#068;SPRITE &#123;Ship, SHP&#125;&#60;br &#38;#47;&#62;			SetVal &#123;SHIP_SPEE&#38;#068;%, SHIP_SPEE&#38;#068;% + 1&#125;&#60;br &#38;#47;&#62;			If &#123;SHIP_SPEE&#38;#068;% &#62; 6&#125;&#60;br &#38;#47;&#62;				SetVal &#123;SHIP_SPEE&#38;#068;%, 6&#125;&#60;br &#38;#47;&#62;			EndIf&#38;#58;&#123;SHIP_SPEE&#38;#068;% &#62; 6&#125;&#60;br &#38;#47;&#62;			SetVal &#123;SHP_POSCHANGE&#38;#46;NX&#38;#33;, #SHP_POSCHANGE&#38;#46;X&#38;#33;# + &#38;#40;1 * COS&#38;#40;#SHP_ROTATE&#38;#46;Z&#38;#33;# * 3&#38;#46;14 &#38;#47; 180&#38;#41;&#38;#41;&#125;&#60;br &#38;#47;&#62;			SetVal &#123;SHP_POSCHANGE&#38;#46;NX&#38;#33;, ABS&#38;#40;#SHP_POSCHANGE&#38;#46;NX&#38;#33;#&#38;#41;&#125;&#60;br &#38;#47;&#62;			SetVal &#123;SHP_POSCHANGE&#38;#46;NY&#38;#33;, #SHP_POSCHANGE&#38;#46;Y&#38;#33;# + &#38;#40;&#38;#45;1 * SIN&#38;#40;#SHP_ROTATE&#38;#46;Z&#38;#33;# * 3&#38;#46;14 &#38;#47; 180&#38;#41;&#38;#41;&#125;&#60;br &#38;#47;&#62;			SetVal &#123;SHP_POSCHANGE&#38;#46;NY&#38;#33;, ABS&#38;#40;#SHP_POSCHANGE&#38;#46;NY&#38;#33;#&#38;#41;&#125;&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;			If &#123;SHP_POSCHANGE&#38;#46;NX&#38;#33; &#60;= 6&#125;&#60;br &#38;#47;&#62;				SetVal &#123;SHP_POSCHANGE&#38;#46;X&#38;#33;, #SHP_POSCHANGE&#38;#46;X&#38;#33;# + &#38;#40;1 * COS&#38;#40;#SHP_ROTATE&#38;#46;Z&#38;#33;# * 3&#38;#46;14 &#38;#47; 180&#38;#41;&#38;#41;&#125;&#60;br &#38;#47;&#62;			EndIf&#38;#58;&#123;SHP_POSCHANGE&#38;#46;NX&#38;#33; &#60;= 6&#125;&#60;br &#38;#47;&#62;			If &#123;SHP_POSCHANGE&#38;#46;NY&#38;#33; &#60;= 6&#125;&#60;br &#38;#47;&#62;				SetVal &#123;SHP_POSCHANGE&#38;#46;Y&#38;#33;, #SHP_POSCHANGE&#38;#46;Y&#38;#33;# + &#38;#40;&#38;#45;1 * SIN&#38;#40;#SHP_ROTATE&#38;#46;Z&#38;#33;# * 3&#38;#46;14 &#38;#47; 180&#38;#41;&#38;#41;&#125;&#60;br &#38;#47;&#62;			EndIf&#38;#58;&#123;SHP_POSCHANGE&#38;#46;NY&#38;#33; &#60;= 6&#125;&#60;br &#38;#47;&#62;			&#60;br &#38;#47;&#62;			BEGIN&#38;#58; Ship&#60;br &#38;#47;&#62;				IMAGE = images&#38;#92;ship_thrust&#38;#46;bmp&#60;br &#38;#47;&#62;				SIZE = 48, 48&#60;br &#38;#47;&#62;				POSCHANGE = #SHP_POSCHANGE&#38;#46;X&#38;#33;#, #SHP_POSCHANGE&#38;#46;Y&#38;#33;#, 0, 99999&#60;br &#38;#47;&#62;			End&#38;#58; Ship&#60;br &#38;#47;&#62;		EndEnc&#60;br &#38;#47;&#62;		On_Arrow&#38;#068;own&#38;#58;&#60;br &#38;#47;&#62;			LOA&#38;#068;SPRITE &#123;Ship, SHP&#125;&#60;br &#38;#47;&#62;			SetVal &#123;SHIP_SPEE&#38;#068;%, SHIP_SPEE&#38;#068;% &#38;#45; 1&#125;&#60;br &#38;#47;&#62;			If &#123;SHIP_SPEE&#38;#068;% &#60; 0&#125;&#60;br &#38;#47;&#62;				SetVal &#123;SHIP_SPEE&#38;#068;%, 0&#125;&#60;br &#38;#47;&#62;			EndIf&#38;#58;&#123;SHIP_SPEE&#38;#068;% &#60; 0&#125;&#60;br &#38;#47;&#62;			&#60;br &#38;#47;&#62;			SetVal &#123;SHP_ROTATE&#38;#46;OZ&#38;#33;, #SHP_ROTATE&#38;#46;Z&#38;#33;# + 180&#125;&#60;br &#38;#47;&#62;			SetVal &#123;SHP_POSCHANGE&#38;#46;NX&#38;#33;, #SHP_POSCHANGE&#38;#46;X&#38;#33;# + &#38;#40;1 * COS&#38;#40;#SHP_ROTATE&#38;#46;OZ&#38;#33;# * 3&#38;#46;14 &#38;#47; 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Ship&#60;br &#38;#47;&#62;				TYPE = PROP&#60;br &#38;#47;&#62;				ROTCHANGE = &#38;#45;4, 0, 5&#60;br &#38;#47;&#62;			End&#38;#58; Ship&#60;br &#38;#47;&#62;		EndEnc&#60;br &#38;#47;&#62;	USREVENTS&#38;#58;EN&#38;#068;&#60;br &#38;#47;&#62;EN&#38;#068;&#38;#58; BACKGROUN&#38;#068;&#60;br &#38;#47;&#62;			&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;INCLU&#38;#068;E = SHIP&#38;#46;MOTION&#60;br &#38;#47;&#62;&#60;br &#38;#47;&#62;eObject &#123;SHIP_SCORE% = 0&#60;br &#38;#47;&#62;		AROI&#38;#068;_TOTAL% = 0&#60;br &#38;#47;&#62;		AROI&#38;#068;_SIZE% = 200&#60;br &#38;#47;&#62;		AROI&#38;#068;_COUNT% = 2&#60;br &#38;#47;&#62;		AROI&#38;#068;_XRANGE% = #&#38;#068;LG_WI&#38;#068;TH%#&#60;br &#38;#47;&#62;		AROI&#38;#068;_YRANGE% = #&#38;#068;LG_HEIGHT%#&#60;br &#38;#47;&#62;		&#125;&#38;#46;void&#60;br &#38;#47;&#62;		&#60;br &#38;#47;&#62;INCLU&#38;#068;E = ASTEROI&#38;#068;&#38;#46;MOTION 

&#60;/pre&#62;</description>
		</item>
		<item>
			<title>User Showcase - New Video</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1275682628/0#0</link>
			<category>Explorations RPG (Official Support Forum)/User Showcase</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1275682628/0#0</guid>
			<pubDate>Fri, 4 Jun 2010 20:17:08 GMT</pubDate>
			<description>Hi Everyone&#60;br /&#62;&#60;br /&#62;I was just messing around and made a new video of DOTM. I have Thingel here as the PC, though I need to change some of the GUI graphics to female. She walks around picks up stuff puts in inventory. I think I have some decent smoke for the chimney now. There is a little shearing towards the end and my cheese wedge has seemed to increase in size.&#60;br /&#62;&#60;br /&#62;I added the usual background music plus some goblins (used my new voice morpher).&#60;br /&#62;&#60;br /&#62;&#60;a href=&#34;http://www.pcarcana.com/DOTM/images/Movies/DOTM_POC060410.wmv&#34; target=&#34;_blank&#34;&#62;http://www.pcarcana.com/DOTM/images/Movies/DOTM_POC060410.wmv&#60;/a&#62;&#60;br /&#62;&#60;br /&#62;Ahh, the frame rate sucks, cam studio is a hog. I need to get one of my faster computers going again. Oh well, thanks for lookin.&#60;br /&#62;&#60;br /&#62;Bytor</description>
		</item>
		<item>
			<title>User Showcase - Chimney Smoke</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1275419198/0#0</link>
			<category>Explorations RPG (Official Support Forum)/User Showcase</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1275419198/0#0</guid>
			<pubDate>Tue, 1 Jun 2010 19:06:38 GMT</pubDate>
			<description>Hi Everyone&#60;br /&#62;&#60;br /&#62;Here&#39;s a quick video of some chimney smoke I&#39;m working on. It&#39;s eight frames looped with above sprites layer with Alphablend50.&#60;br /&#62;&#60;br /&#62;&#60;a href=&#34;http://pcarcana.com/DOTM/images/Movies/SmokeTest.wmv&#34; target=&#34;_blank&#34;&#62;http://pcarcana.com/DOTM/images/Movies/SmokeTest.wmv&#60;/a&#62;&#60;br /&#62;&#60;br /&#62;Creating seamless looping smoke is harder than you think. You can still see where the loop starts/ends. I could go for more than eight frames to smooth it out but I would still have the same problem.&#60;br /&#62;&#60;br /&#62;This is just a work in progress, I need to figure out how to keep the smoke rising and seamlessly return to the first frame.&#60;br /&#62;&#60;br /&#62;Thx for lookin&#60;br /&#62;&#60;br /&#62;Byor&#60;br /&#62;&#60;br /&#62;</description>
		</item>
		<item>
			<title>Explorations Support - Data Stability...</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1275096844/0#0</link>
			<category>Explorations RPG (Official Support Forum)/Explorations Support</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1275096844/0#0</guid>
			<pubDate>Sat, 29 May 2010 01:34:04 GMT</pubDate>
			<description>I am about to go hang out with one of my new friends tonight, but I wanted to post some info on the past few releases.. 9.820+ series..&#60;br /&#62;&#60;br /&#62;I&#39;ve been really taking the database stability to the next level.. I have been checking each field in the database to make sure it follows the proper path to your game. I noticed a hand full of bug/typos which prompted these releases.&#60;br /&#62;&#60;br /&#62;Most of these typos affected graphics, nothing major.. I added a LIGHTOFFSET command to eMotions today so you can shift the lightsource center anywhere from the center of the sprite it is attached.&#60;br /&#62;&#60;br /&#62;I also improved the zordering that eMotions uses in conjunction with the baseline property within Explorations.. Zordering larger MapGroups works flawlessly from this baseline setting. The baseline is used to properly render the shadows to the base of objects and sprites.. (much needed, and much nicer)&#60;br /&#62;&#60;br /&#62;I improved the speed of the property panel within the editor. Things should be more responsive. Overall the editor is just about complete. I am going to spend more time debugging the Driver and gameplay.&#60;br /&#62;&#60;br /&#62;All of these apps are still running with the debug code enabled... so when things are final, it should get a 10%-20% speed increase.&#60;br /&#62;&#60;br /&#62;I have some plans for a few more videos, so maybe I&#39;ll get to them this weekend.&#60;br /&#62;&#60;br /&#62;Explorations Forever!&#60;br /&#62;&#60;br /&#62;</description>
		</item>
		<item>
			<title>User Showcase - A small congregation..</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1275087950/0#0</link>
			<category>Explorations RPG (Official Support Forum)/User Showcase</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1275087950/0#0</guid>
			<pubDate>Fri, 28 May 2010 23:05:50 GMT</pubDate>
			<description>Just took some time to play with the engine today.. I snatched some fire videos from you tube and made these screens&#60;br /&#62;&#60;br /&#62;&#60;a href=&#34;http://www.explore-rpg.com/images/Latest_Screen1-20100527.jpg&#34; rel=&#34;gb_image[nice_pics]&#34; title=&#34;...&#34;&#62;&#60;img src=&#34;http://www.explore-rpg.com/images/Latest_Screen1-20100527.jpg&#34; name=&#34;post_img_resize&#34; alt=&#34;...&#34; title=&#34;...&#34; border=&#34;0&#34; /&#62;&#60;/a&#62;&#60;br /&#62;&#60;br /&#62;I&#39;m thinking of making Ev9.5 with eMotions running full time, so you won&#39;t have to hit the play button.. It&#39;s a major change, so it won&#39;t be ready for 6 months to a year. (still working on the details.)&#60;br /&#62;&#60;br /&#62;&#60;a href=&#34;http://www.explore-rpg.com/images/Latest_Screen2-20100527.jpg&#34; rel=&#34;gb_image[nice_pics]&#34; title=&#34;...&#34;&#62;&#60;img src=&#34;http://www.explore-rpg.com/images/Latest_Screen2-20100527.jpg&#34; name=&#34;post_img_resize&#34; alt=&#34;...&#34; title=&#34;...&#34; border=&#34;0&#34; /&#62;&#60;/a&#62;&#60;br /&#62;&#60;br /&#62;but... Once you Press Play, ohh baby! The flicker effect makes a world of difference.&#60;br /&#62;&#60;br /&#62;thanks for peepin...&#60;br /&#62;</description>
		</item>
		<item>
			<title>Software Bug Report - Video CODEC?</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1275055931/0#0</link>
			<category>Explorations RPG (Official Support Forum)/Software Bug Report</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1275055931/0#0</guid>
			<pubDate>Fri, 28 May 2010 14:12:11 GMT</pubDate>
			<description>Hi Tye &#60;br /&#62;&#60;br /&#62;I just downloaded the latest video tutorials. I see they are in a mpeg format and I can&#39;t play them in Windows Media Player. Which Video CODEC did you use?&#60;br /&#62;&#60;br /&#62;Bytor </description>
		</item>
		<item>
			<title>User Showcase - Using Alphablend</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1275047081/0#0</link>
			<category>Explorations RPG (Official Support Forum)/User Showcase</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1275047081/0#0</guid>
			<pubDate>Fri, 28 May 2010 11:44:41 GMT</pubDate>
			<description>Hi Everyone&#60;br /&#62;&#60;br /&#62;Here&#39;s a couple screen shots using Alphablend on NPC&#39;s instead of transparency.&#60;br /&#62;&#60;br /&#62;This is just a Barrister NPC I had made already. I just adjusted the BLT properties from Transparent to Alphablend60 to make a Ghost.&#60;br /&#62;&#60;a href=&#34;http://www.pcarcana.com/DOTM/images/screenshots/Ghost.jpg&#34; rel=&#34;gb_image[nice_pics]&#34; title=&#34;...&#34;&#62;&#60;img src=&#34;http://www.pcarcana.com/DOTM/images/screenshots/Ghost.jpg&#34; name=&#34;post_img_resize&#34; alt=&#34;...&#34; title=&#34;...&#34; border=&#34;0&#34; /&#62;&#60;/a&#62;&#60;br /&#62;&#60;br /&#62;Here I did the same thing with some fish to make them look like their underwater. It looks better when their animated.&#60;br /&#62;&#60;a href=&#34;http://www.pcarcana.com/DOTM/images/screenshots/Fish.jpg&#34; rel=&#34;gb_image[nice_pics]&#34; title=&#34;...&#34;&#62;&#60;img src=&#34;http://www.pcarcana.com/DOTM/images/screenshots/Fish.jpg&#34; name=&#34;post_img_resize&#34; alt=&#34;...&#34; title=&#34;...&#34; border=&#34;0&#34; /&#62;&#60;/a&#62;&#60;br /&#62;&#60;br /&#62;I can&#39;t take credit for this, my friend Gary was messing with Explorations last week after we watched Tye&#39;s video tutorials and came up with the Alphablend idea.&#60;br /&#62;&#60;br /&#62;Thanks for lookin&#60;br /&#62;Bytor</description>
		</item>
		<item>
			<title>Software Bug Report - Animated Map Group loses images</title>
			<link>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1274983062/0#0</link>
			<category>Explorations RPG (Official Support Forum)/Software Bug Report</category>
			<guid>http://www.explore-rpg.com/cgi-bin/yabb2/YaBB.cgi?num=1274983062/0#0</guid>
			<pubDate>Thu, 27 May 2010 17:57:42 GMT</pubDate>
			<description>Hi Tye&#60;br /&#62;&#60;br /&#62;I followed your tutorial and made a nice little animated camp fire. Now the images/frames don&#39;t appear in the map group editor, the map group list viewer or in live playback. I have recreated the camp fire but still have the same problem.&#60;br /&#62;&#60;br /&#62;Thx Bytor</description>
		</item>

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