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		<id>http://72.14.177.54/charas_project/?feed=atom&amp;target=A_Forgotten_Legend&amp;title=Special%3AContributions</id>
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		<updated>2026-09-26T10:19:41Z</updated>
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	<entry>
		<id>http://72.14.177.54/charas_project/User:A_Forgotten_Legend</id>
		<title>User:A Forgotten Legend</title>
		<link rel="alternate" type="text/html" href="http://72.14.177.54/charas_project/User:A_Forgotten_Legend"/>
				<updated>2008-09-14T23:28:09Z</updated>
		
		<summary type="html">&lt;p&gt;A Forgotten Legend:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table align=&amp;quot;right&amp;quot; style=&amp;quot;border-color:#000066; border-style:solid; border-left-width:4px;&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{|  border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;250&amp;quot; style=&amp;quot;background-color: #444444; font-family: Verdana; font-size: 11px;&amp;quot;&lt;br /&gt;
|  align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#3333CC; color:#FFFFFF;&amp;quot; | &amp;lt;b&amp;gt;A Forgotten Legend&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|  align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#000066;&amp;quot; | [[Image:A_Forgotten_Legend_Avatar.png|center]]&lt;br /&gt;
|- &lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | &amp;lt;b&amp;gt;Join Date&amp;lt;/b&amp;gt;&lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | September 9, 2006&lt;br /&gt;
|- &lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | &amp;lt;b&amp;gt;Status&amp;lt;/b&amp;gt;&lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | Leader&lt;br /&gt;
|- &lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | &amp;lt;b&amp;gt;Position&amp;lt;/b&amp;gt;&lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | Member&lt;br /&gt;
|-&lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | &amp;lt;b&amp;gt;Birthday&amp;lt;/b&amp;gt;&lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | 4/19/92&lt;br /&gt;
|-&lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | &amp;lt;b&amp;gt;Gender&amp;lt;/b&amp;gt;&lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | Male&lt;br /&gt;
|-&lt;br /&gt;
|  align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#000066;&amp;quot; | [http://charas-project.net/forum/viewmember.php?userid=24822 Link to Profile]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Joining Charas==&lt;br /&gt;
A Forgotten Legend never made an introduction thread.  In the beginning, A Forgotten Legend had cruddy screenshots on an RTP based, for the most part, Final Fantasy tribute, and a huge request for resources based on an edit of an RPG maker XP sprite.  [[Meiscool]] put him in his place and told it clear.  AFL, as he would later be called, didn't like Meiscool at first, but later realized how much of a n00b he himself was at the time.&lt;br /&gt;
&lt;br /&gt;
==Arranging Drenrin2120's music==&lt;br /&gt;
Still early in AFL's time at Charas, he attempted to arrange music from Drenrin2120's game the Ghosts of Heart Lake.  They quite plainly sucked the first and second time around.  Third time they didn't suck that bad, and AFL received Drenrin2120's approval on the music.  (Mostly the first movement).  At one point AFL had a thread in the gallery section for his music.  It went 6 pages with mostly input from himself.  he has since then made a new thread in the Creative Arts section.  At this point 4/2 people like his music, or think it is good.&lt;br /&gt;
&lt;br /&gt;
==A Forgotten Legend==&lt;br /&gt;
A Forgotten Legend was AFL's main project.  A small demo was made, and it was terrible.  There were errors all over the place, and it was virtually unplayable.  Since then, it has been switched over to RPG Maker VX. This project is currently taking a break.&lt;br /&gt;
&lt;br /&gt;
==Charas Chain Game and Charas Chain Game 2: Rebirth==&lt;br /&gt;
The [[Charas Chain Game]], started by [[Red Fox]], was a major project in which AFL had the privilege to take part in.  In his chapter, the heroes met a girl name Karlia, in a technologically advanced world compared to their own.&lt;br /&gt;
The second Chain Game, which AFL started has just begun.  It will use a very minor reference in his chapter of the first chain game for the main character.&lt;br /&gt;
&lt;br /&gt;
==Pokemon Obsidian==&lt;br /&gt;
AFL is one of the main team members for the fan game, Pokemon Obsidian.  He also runs the forums for the project.  It is currently stalled, as he doesn't have [[RPG Maker XP]] at the moment.  He works along with [[Lucas_irineu]] and [[Prpl_mage]] in the project.&lt;br /&gt;
&lt;br /&gt;
==Soundtrack Projects==&lt;br /&gt;
Ember Sky is a project being created by the member, [[Phayre]].  AFL is working on music for this game, along with starting to make some music for a game by [[Fortet]] called .hack//Refresh Vol. 1.&lt;br /&gt;
&lt;br /&gt;
[[Category:Charas Forums members]]&lt;/div&gt;</summary>
		<author><name>A Forgotten Legend</name></author>	</entry>

	<entry>
		<id>http://72.14.177.54/charas_project/User:A_Forgotten_Legend</id>
		<title>User:A Forgotten Legend</title>
		<link rel="alternate" type="text/html" href="http://72.14.177.54/charas_project/User:A_Forgotten_Legend"/>
				<updated>2008-09-14T23:27:00Z</updated>
		
		<summary type="html">&lt;p&gt;A Forgotten Legend:&amp;#32;Added infor to it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table align=&amp;quot;right&amp;quot; style=&amp;quot;border-color:#000066; border-style:solid; border-left-width:4px;&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{|  border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;250&amp;quot; style=&amp;quot;background-color: #444444; font-family: Verdana; font-size: 11px;&amp;quot;&lt;br /&gt;
|  align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#3333CC; color:#FFFFFF;&amp;quot; | &amp;lt;b&amp;gt;A Forgotten Legend&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|  align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#000066;&amp;quot; | [[Image:A_Forgotten_Legend_Avatar.png|center]]&lt;br /&gt;
|- &lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | &amp;lt;b&amp;gt;Join Date&amp;lt;/b&amp;gt;&lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | September 2006&lt;br /&gt;
|- &lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | &amp;lt;b&amp;gt;Status&amp;lt;/b&amp;gt;&lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | Senior Member&lt;br /&gt;
|- &lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | &amp;lt;b&amp;gt;Position&amp;lt;/b&amp;gt;&lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | Member&lt;br /&gt;
|-&lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | &amp;lt;b&amp;gt;Birthday&amp;lt;/b&amp;gt;&lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | 4/19/92&lt;br /&gt;
|-&lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | &amp;lt;b&amp;gt;Gender&amp;lt;/b&amp;gt;&lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | Male&lt;br /&gt;
|-&lt;br /&gt;
|  align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#000066;&amp;quot; | [http://charas-project.net/forum/viewmember.php?userid=24822 Link to Profile]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Joining Charas==&lt;br /&gt;
A Forgotten Legend never made an introduction thread.  In the beginning, A Forgotten Legend had cruddy screenshots on an RTP based, for the most part, Final Fantasy tribute, and a huge request for resources based on an edit of an RPG maker XP sprite.  [[Meiscool]] put him in his place and told it clear.  AFL, as he would later be called, didn't like Meiscool at first, but later realized how much of a n00b he himself was at the time.&lt;br /&gt;
&lt;br /&gt;
==Arranging Drenrin2120's music==&lt;br /&gt;
Still early in AFL's time at Charas, he attempted to arrange music from Drenrin2120's game the Ghosts of Heart Lake.  They quite plainly sucked the first and second time around.  Third time they didn't suck that bad, and AFL received Drenrin2120's approval on the music.  (Mostly the first movement).  At one point AFL had a thread in the gallery section for his music.  It went 6 pages with mostly input from himself.  he has since then made a new thread in the Creative Arts section.  At this point 4/2 people like his music, or think it is good.&lt;br /&gt;
&lt;br /&gt;
==A Forgotten Legend==&lt;br /&gt;
A Forgotten Legend was AFL's main project.  A small demo was made, and it was terrible.  There were errors all over the place, and it was virtually unplayable.  Since then, it has been switched over to RPG Maker VX. This project is currently taking a break.&lt;br /&gt;
&lt;br /&gt;
==Charas Chain Game and Charas Chain Game 2: Rebirth==&lt;br /&gt;
The [[Charas Chain Game]], started by [[Red Fox]], was a major project in which AFL had the privilege to take part in.  In his chapter, the heroes met a girl name Karlia, in a technologically advanced world compared to their own.&lt;br /&gt;
The second Chain Game, which AFL started has just begun.  It will use a very minor reference in his chapter of the first chain game for the main character.&lt;br /&gt;
&lt;br /&gt;
==PokÃ©mon Obsidian==&lt;br /&gt;
AFL is one of the main team members for the fan game, PokÃ©mon Obsidian.  He also runs the forums for the project.  It is currently stalled, as he doesn't have RPG maker XP at the moment.  He works along with [[Lucas_irineu]] and [[Prpl_mage]] in the project.&lt;br /&gt;
&lt;br /&gt;
==Soundtrack Projects==&lt;br /&gt;
Ember Sky is a project being created by the member, [[Phayre]].  AFL is working on music for this game, along with starting to make some music for a game by [[Fortet]] called .hack//Refresh Vol. 1.&lt;br /&gt;
&lt;br /&gt;
[[Category:Charas Forums members]]&lt;/div&gt;</summary>
		<author><name>A Forgotten Legend</name></author>	</entry>

	<entry>
		<id>http://72.14.177.54/charas_project/RPG_Maker_(series)</id>
		<title>RPG Maker (series)</title>
		<link rel="alternate" type="text/html" href="http://72.14.177.54/charas_project/RPG_Maker_(series)"/>
				<updated>2008-03-03T02:08:33Z</updated>
		
		<summary type="html">&lt;p&gt;A Forgotten Legend:&amp;#32;/* PC */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Cleanup}}&lt;br /&gt;
'''RPG Maker''' (Also known as RPGツクール or RPG Tsukūru) is a computer program that allows users to create their very own RPG, in the style of the 16-bit RPGs commonly seen on the Super NES or Sega Genesis. It uses a point-and-click based engine, which is easy to learn but is versatile enough to create truly complex systems. The most well-known RPG Makers are [[RPG Maker 2000]], [[RPG Maker 2003]] and [[RPG Maker XP]], all for use on the PC; however, there are RPG Maker programs available on other platforms as well.&lt;br /&gt;
&lt;br /&gt;
(OOC: This article needs a proper format. If you want to see the previous version, check the history page at the top, but I think it's better off just to start from scratch. The headings below should give an idea as to how the article should look.)&lt;br /&gt;
&lt;br /&gt;
=Platforms=&lt;br /&gt;
Over the years, RPG Maker has been released on several different platforms. Console versions have not been as popular as the PC versions, however, mainly due to the difficulty/impossibility of importing custom resources or sharing games with others.&lt;br /&gt;
==PC==&lt;br /&gt;
There are six different editions of RPG Maker released for the PC.&lt;br /&gt;
===RPG Maker 95===&lt;br /&gt;
RPG Maker 95, abbreviated RM95, was the first PC edition of RPG Maker. It used 24-bit BMP graphics, and did not double the resolution of graphics, which allowed for higher-resolution games at the cost of large graphics file sizes. RM95 did not enjoy the sweeping popularity of the other RPG Makers, and because it does not run on NT-based versions of Windows (IE Windows XP), it is rarely used today.&lt;br /&gt;
&lt;br /&gt;
===Simulation RPG Tsukūru===&lt;br /&gt;
Simulation RPG Tsukūru, more commonly known as Sim RPG Maker, is a version of RPG Maker that focuses on tactical-style battles.&lt;br /&gt;
&lt;br /&gt;
===RPG Maker 2000===&lt;br /&gt;
{{Mainarticle|link=RPG Maker 2000}}&lt;br /&gt;
RPG Maker 2000, abbreviated RM2k, was the next installment in the PC line of RPG Maker games, and one of the most popular ones. It was a vast improvement over its predecessor, and added several changes. The amount of allowed pictures, heroes, variables, and other features were all upgraded. Resources were changed from BMPs to 8-bit PNGs in order to cut down on space used by graphics. The amount of resources allowed was uncapped, allowing a virtually infinite amount of charsets, chipsets, and other resources. Other noticeable changes included a decrease in the allowed resolution, most likely to make games appear similar to other sprite-based games that were prevalent during this time, and the removal of other visible part members on the main map.&lt;br /&gt;
&lt;br /&gt;
===RPG Maker 2003===&lt;br /&gt;
{{Mainarticle|link=RPG Maker 2003}}&lt;br /&gt;
RPG Maker 2003, abbreviated RM2k3, was the follow-up to RM2k, and was mainly focused on a few key changes - several resources that were usable in RM2k were reusable in RM2k3. The biggest change was the battle system - previously a front-view type t&lt;br /&gt;
hat resembled Dragon Quest and Earthbound, RM2k3 introduced a side-based battle system similar to the Final Fantasy series. Accordingly, party members gained a new type of resource - battlecharas, which were much more difficult to make than the portraits that were previously used. The new battle system also used another new type of resource, the System2 resource. RM2k3 also added the ability to use MP3 files alongside MIDI and WAV files for background music.&lt;br /&gt;
&lt;br /&gt;
===RPG Maker XP===&lt;br /&gt;
{{Mainarticle|link=RPG Maker XP}}&lt;br /&gt;
RPG Maker XP, abbreviated RMXP, is the first to be officially translated into English and made legally available outside of Japan. RMXP contains a few older features of the franchise, such as a return to a resolution of 640x480, as well as returning to a front-style battle system similar to that used in RM2k and RM95. The biggest change in RMXP is the introduction of the Ruby scripting system, which opens up the game system to a level of customization previously unavailable in the RPG Maker series. Resources for RMXP are much more flexible in size requirements; charasets, for example, only contain a single set of poses for a single entity, but can be as big or as small as the creator wants as long as its dimensions are multiples of 4. In addition, resources are now 24-bits in color depth, allowing for millions of colors available in any graphic.&lt;br /&gt;
&lt;br /&gt;
===RPG Maker VX===&lt;br /&gt;
{{Mainarticle|link=RPG Maker VX}}&lt;br /&gt;
RPG Maker VX, abbreviated RMVX, is the latest of the series.  Released February 29, 2008.  It returned the battle system of RM2k, as well as keeping the ruby scripting, with the new RGSS2.  More information about this maker will be placed when more is available.&lt;br /&gt;
&lt;br /&gt;
==Super NES==&lt;br /&gt;
Two versions of RPG Maker were made for the Super Famicon - they were released only in Japan and never enjoyed a US release on the Super Nintendo.&lt;br /&gt;
&lt;br /&gt;
===RPG Tsukūru Super Dante===&lt;br /&gt;
RPG Maker Super Dante was the first RPG Maker ever released on a videogame console (previously it was only on home computer systems). It was very primitive in comparison to the more well know RPG Makers. Games made in RPG Tsukūru Super Dante are similar to those of the Dragon Warrior series - the player interacts with the world by opening up a menu that has Talk, Search, Stat, and other similar options. Graphics are 16x16 tiles, and looked mediocre compared to other RPGs of the era.&lt;br /&gt;
&lt;br /&gt;
Battles are fought in a front-facing view, much like the style used in RM95. All party members choose their action before the turn commences. The system is very limited in terms of customization: There are only 43 images for monsters, and only 53 pictures for entities. Spells were pre-set, and only the amount of damage/healing, cost to cast, and level that a spell is learned is able to be changed. The game allows for an estimated 17748 events.&lt;br /&gt;
&lt;br /&gt;
Only a single game can be made on a single cart, which is stored along with a sample game that comes pre-made to show off the system. Games cannot be transferred due to the lack of a memory card system to transfer settings. &lt;br /&gt;
&lt;br /&gt;
===RPG Tsukūru 2===&lt;br /&gt;
RPG Tsukūru 2 was the second and last RPG Maker to be released on the Super Famicom. It is a marked improvement over its predecessor in nearly every field. It followed the same basic formula, however; battles were still front facing and in the same format as Super Dante, and the player still uses a popup menu to interact with the world. All of the graphics have been remade, however, and look much more detailed and vivid. People are taller, similar to the height of characters in Chrono Trigger. There are 30 brand new music tracks to use in game, which are set to different areas that are later applied to maps.&lt;br /&gt;
&lt;br /&gt;
Maker-wise, RPG Tsukūru 2 is also greatly improved. There are 72 different entity sprites for use, and a new vehicle system utilizes Mode7 surface rotation to imitate the airship effect from games like Final Fantasy 4(FF2 in the US), as well as allowing for a land and a sea vehicle with 8 different sprites to choose from. The new map editor allows for larger maps and easier tile laying, and offers 5 different chipsets for maps. About 300 maps can be made total. RPG Tsukūru 2 also allows for a larger variety of items than the earlier game, ranging from healing potions to keys for doors to items that call vehicles.&lt;br /&gt;
&lt;br /&gt;
Magic is much more customizable, with each spell having a spell type that dictates the effects of the spell, with the name, cost, magnitude, spell animation, and level learned (character specific) able to be changed. Events are also more unique, with the ability to create an array of different effects, such as dungeon traps. There are 74 enemy sprites available for use, all improved over the previous version, including massive boss sprites. Lastly, there is an option for loading data from some sort of memory pack in order to either replace or expand the amount of graphics and music available, but the actual usage of these options is unknown.&lt;br /&gt;
&lt;br /&gt;
==Game Boy Advance and Game Boy Color==&lt;br /&gt;
There are 3 portable RPG Makers. The first two were for the Gameboy Color, and the third was for the Gameboy Advance.&lt;br /&gt;
===RPG Tsukūru GB===&lt;br /&gt;
RPG Tsukūru GB was the first portable version of RPG Maker, and was only released in Japan. Due to the limited graphics capabilities of the Gameboy Color, RMGB lacks the detail of it's SNES-based predecessors. RMGB uses the same front-facing battle system that most other RPG Makers use, as well as the same 16x16 sprite style as RPG Maker Super Dante. Unlike Super Dante, however, RMGB does not use a popup menu to interact with the environment - one button activates everything in the overworld.&lt;br /&gt;
&lt;br /&gt;
The amount of sprites and monsters available is comparable to RPG Tsukūru 2 on the SNES, although they were hardly as detailed. The simplistic style was only improved by the addition of color thanks to the expanded palette of the GBC. The game also has an airship and boat feature built in.&lt;br /&gt;
&lt;br /&gt;
===Uchujin Tanaka Tarou De RPG Tsukūru GB 2===&lt;br /&gt;
Uchujin Tanaka Tarou De RPG Tsukūru GB 2, easier said as RMGB2, was the second RPG Maker to be made for a portable system, and is very similar to RMGB - it uses what appears to be the same overworld and battle system. It's graphics are much more detailed and vivid, however, as well as containing nearly double the amount of entity sprites and triple the amount of monster graphics. It also comes with two different demo games instead of one, and a guided tutorial for editing your game. It also can make use of the GBC's infrared port (assumed - it could possibly require a Gameboy transfer cable) in order to send and receive games. In addition, there is an option to connect with a &amp;quot;TurboFile&amp;quot;, although what this is and what it is used for is unknown.&lt;br /&gt;
&lt;br /&gt;
===RPG Tsukūru Advance===&lt;br /&gt;
&lt;br /&gt;
==Playstation and Playstation 2==&lt;br /&gt;
===Simulation RPG Tsukūru===&lt;br /&gt;
===RPG Maker===&lt;br /&gt;
===RPG Tsukūru 4===&lt;br /&gt;
===RPG Maker 2===&lt;br /&gt;
===RPG Maker 3===&lt;br /&gt;
&lt;br /&gt;
==Other platforms==&lt;br /&gt;
Several versions of RPG Maker were released on the PC-8801, MSX, and PC-9801 home computer systems.&lt;br /&gt;
&lt;br /&gt;
=Legality=&lt;br /&gt;
Regarding the PC RPG Makers, none of them have been legally translated and sold outside of Japan until RMXP. Several people have, however, gone ahead and translated them in order to let people who do not understand Japanese to use the program. Although this in itself is illegal, several translations come along with a crack that unlocks the limits on the demo version of RPG Maker that are publicly available for download. Thus, if you are using a version of RPG Maker that is not RMXP and is not in Japanese, it is illegal.&lt;br /&gt;
&lt;br /&gt;
RPG Maker sites make it a point to let people know that they do not support this in any way, and assume that all their users are using legal versions of RPG Maker. It is the user's responsibility to ensure that they are using a legal version of RPG Maker.&lt;br /&gt;
&lt;br /&gt;
=Online Community=&lt;br /&gt;
&lt;br /&gt;
[[Category: RPG Maker]]&lt;/div&gt;</summary>
		<author><name>A Forgotten Legend</name></author>	</entry>

	<entry>
		<id>http://72.14.177.54/charas_project/Avatar_wars</id>
		<title>Avatar wars</title>
		<link rel="alternate" type="text/html" href="http://72.14.177.54/charas_project/Avatar_wars"/>
				<updated>2008-03-03T01:55:56Z</updated>
		
		<summary type="html">&lt;p&gt;A Forgotten Legend:&amp;#32;/* Avatar Wars Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Creation==&lt;br /&gt;
Avatar Wars was once a popular forum game where fueds and just plain randomness dominated. The goal was to supply a spritesheet of the character in your avatar or title avatar and use it and other members' avatars. The game was created by [[Nutter]] and for a while it was a big success. Then eventually, the game lost interest. &lt;br /&gt;
&lt;br /&gt;
==Start==&lt;br /&gt;
Will be written when I can access the forums again.&lt;br /&gt;
&lt;br /&gt;
==Style==&lt;br /&gt;
There were many creative ways to kill the opponent members. Things got very crazy. Such examples would include [[FFL2and3rocks]] eating a ton of various avatars in a single inhaled breath and [[Bluhman]] shooting a lazer and cutting [[FFL2and3rocks]]' head in two. Members would even bring in sprites from other sheets and use them to turn their opponents into smoldering ash.&lt;br /&gt;
&lt;br /&gt;
Mainly, members stuck the abilities that come with their spritesheet. This was a big advantage to those who made their sprites from scrap. This method made it seem more like a super smash bros style combat.&lt;br /&gt;
&lt;br /&gt;
The animations themselves were not exactly very flashy. They, for the most part, were characters talking and fighting in front of a white background. But as Avatar Wars II came around, more backgrounds were used. &lt;br /&gt;
&lt;br /&gt;
==Sprites used back then==&lt;br /&gt;
Will be written when I can access the forums again.&lt;br /&gt;
&lt;br /&gt;
==Avatar Wars II==&lt;br /&gt;
''&amp;quot;Second verse, same as the first.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Only, it was not like the first. The second encarnation was created by [[Emiiru]] with hopes of it being as successful as the first one. However, many of the people who participated in the first did not participate in the second. It was also instead flooded with questions about GIF making and other GIF-related problems. It did not last as long as Avatar Wars I and it died before [[X_marks_the_ed]] could install an arena-type plot. &lt;br /&gt;
&lt;br /&gt;
==Vending Machine==&lt;br /&gt;
[[X_marks_the_ed]] branched off of this idea and started a recreation of [[Tomi]]'s [[Vending Machine]] forum game. It stays to the side of the posts in the thread while creating several subplots and cracks. It uses sprite gathered from Avatar War participants and several sprites either gathered and/or created using the Charas Generators. The animations have ceased until an expected third one to be released Saturday May 18th. Though the second one was in his sig for no more than a day, it will not be redirected until his NFT site is up, which will host the Vending Machine animations.&lt;br /&gt;
&lt;br /&gt;
==Avatar Wars Game==&lt;br /&gt;
A RM2K3 Avatar Wars Game was in development by[[X_marks_the_ed]]. However, due to sprites that went missing, he had to stop the game. It was revived in February 2008. This time being made on [[Fighter Maker]], another game making program developed by [[ASCII]]. The game so far has 18 characters, 4 of them not being members, but the member's creations.&lt;/div&gt;</summary>
		<author><name>A Forgotten Legend</name></author>	</entry>

	<entry>
		<id>http://72.14.177.54/charas_project/User:A_Forgotten_Legend</id>
		<title>User:A Forgotten Legend</title>
		<link rel="alternate" type="text/html" href="http://72.14.177.54/charas_project/User:A_Forgotten_Legend"/>
				<updated>2007-11-23T17:44:48Z</updated>
		
		<summary type="html">&lt;p&gt;A Forgotten Legend:&amp;#32;Edited my profile--used Osmose's as a guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table align=&amp;quot;right&amp;quot; style=&amp;quot;border-color:#000066; border-style:solid; border-left-width:4px;&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{|  border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;250&amp;quot; style=&amp;quot;background-color: #444444; font-family: Verdana; font-size: 11px;&amp;quot;&lt;br /&gt;
|  align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#3333CC; color:#FFFFFF;&amp;quot; | &amp;lt;b&amp;gt;A Forgotten Legend&amp;lt;/b&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|  align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#000066;&amp;quot; | [[Image:A_Forgotten_Legend_Avatar.png|center]]&lt;br /&gt;
|- &lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | &amp;lt;b&amp;gt;Join Date&amp;lt;/b&amp;gt;&lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | September 2006&lt;br /&gt;
|- &lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | &amp;lt;b&amp;gt;Status&amp;lt;/b&amp;gt;&lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | Senior Member&lt;br /&gt;
|- &lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | &amp;lt;b&amp;gt;Position&amp;lt;/b&amp;gt;&lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | Member&lt;br /&gt;
|-&lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | &amp;lt;b&amp;gt;Birthday&amp;lt;/b&amp;gt;&lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | 4/19/92&lt;br /&gt;
|-&lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | &amp;lt;b&amp;gt;Gender&amp;lt;/b&amp;gt;&lt;br /&gt;
|  style=&amp;quot;background:#000066;&amp;quot; | Male&lt;br /&gt;
|-&lt;br /&gt;
|  align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#000066;&amp;quot; | [http://charas-project.net/forum/viewmember.php?userid=24822 Link to Profile]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
[[Category:Charas Forums members]]&lt;/div&gt;</summary>
		<author><name>A Forgotten Legend</name></author>	</entry>

	<entry>
		<id>http://72.14.177.54/charas_project/RPG_Maker_XP</id>
		<title>RPG Maker XP</title>
		<link rel="alternate" type="text/html" href="http://72.14.177.54/charas_project/RPG_Maker_XP"/>
				<updated>2007-04-27T22:09:35Z</updated>
		
		<summary type="html">&lt;p&gt;A Forgotten Legend:&amp;#32;/* Window Skins */  spacing change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The only PC RPG Maker to be legally translated in English, it adds many new features to the series.  Ruby scripting can be used to edit the games and make your game unique.  You now can use 32-bit images (PNG and JPG also), allowing any numbers of colors unlike the previous ones.&lt;br /&gt;
==Images==&lt;br /&gt;
===Characters===&lt;br /&gt;
Any image size as long as the dimensions are a multiple of 4.&lt;br /&gt;
===Battlers===&lt;br /&gt;
Can be anywhere from (in pixels) 1x1 to 640x320&lt;br /&gt;
===Animations===&lt;br /&gt;
Must be a horizontal row of 5 squares at 192x192, vertical size has no max. limit however.&lt;br /&gt;
===Tilesets (Chipsets)===&lt;br /&gt;
(Click for Image -&amp;gt;)Must have at least one block of eight tiles of 32x32 pixels in size lined up horizontally, there is no max. limit on vertical size however. &lt;br /&gt;
===Auto Tiles=== &lt;br /&gt;
(Taken from Official Site here ---&amp;gt; http://www.enterbrain.co.jp/tkool/RPG_XP/eng/index.html)&lt;br /&gt;
&lt;br /&gt;
[[Image:Auto_tile_example.gif]] &lt;br /&gt;
&lt;br /&gt;
	As a general rule, autotiles form the basis for the 12 tile patterns seen here.&lt;br /&gt;
&lt;br /&gt;
A) 	The representative pattern, displayed in the tile palette and used to show how the other autotiles interact with each other.&lt;br /&gt;
&lt;br /&gt;
B)	The parent pattern. If the pattern shown here and an autotile from the same group (i.e., with the same representative pattern) are placed next to one another, they will tile seamlessly.&lt;br /&gt;
&lt;br /&gt;
C)	The parent pattern is featured in the four corners of this tile.&lt;br /&gt;
&lt;br /&gt;
D)	Tiles with the parent pattern on all four sides, plus a central pattern with no borders at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you need to animate these autotiles, such as for water graphics, simply place the basic blocks as multiple cells in a horizontal row. You can use as many patterns as you like.&lt;br /&gt;
&lt;br /&gt;
[[Image:Auto_tile_example2.gif]]&lt;br /&gt;
&lt;br /&gt;
If you only need to animate a single tile, you can just line up single 32x32 pixel tiles instead of the larger autotile blocks.&lt;br /&gt;
&lt;br /&gt;
===Panoramas===&lt;br /&gt;
No size limit.&lt;br /&gt;
===Fog===&lt;br /&gt;
These are graphics that are over the map (Just like Fog would be!).&lt;br /&gt;
===Battle Backgrounds===&lt;br /&gt;
Backgrounds must be a size of 640x320 pixels.&lt;br /&gt;
===Icons===&lt;br /&gt;
Icons are 24x24 pixels, and are seen in the item menu.  (You use these to show what items look like basically!)&lt;br /&gt;
===Titles===&lt;br /&gt;
Yes, it means the background image for your title screen!  These must be 640x480 pixels.&lt;br /&gt;
===Game Over Graphics===&lt;br /&gt;
Must also be 640x480 pixels, this is shown at a Game Over.&lt;br /&gt;
===Window Skins===&lt;br /&gt;
Much like the System 1 (or just System if your using Rm2k) from Rm2k and Rm2k3, it has the same purpose.  It actually combines the System 1 and 2 together (Rm2k3) as well.&lt;br /&gt;
Example&lt;br /&gt;
&lt;br /&gt;
[[Image:Window_skin_example.gif]]&lt;br /&gt;
&lt;br /&gt;
(Taken from site again)&lt;br /&gt;
&lt;br /&gt;
A)  	The window background. A 128 x 128 pixel pattern is drawn here, filling the window whatever its size. Technically, the window's edges are each two pixels smaller than that, a feature that allows for natural-looking rounded corners. Plus, the translucent backgrounds of some windows means you don't need to make the images themselves translucent.&lt;br /&gt;
&lt;br /&gt;
B) 	The window frame and scroll arrows. The four corners are drawn at a set size of 16x16 pixels, and the remaining frame tiles at a width of 16 pixels to match the window's size. The arrows are used to indicate that scrolling is possible in a given window.&lt;br /&gt;
&lt;br /&gt;
C) 	The command cursor indicates which item is selected in a given window. The outer two pixels resize both horizontally and vertically, and the rest adjusts horizontally to match the size of the cursor.&lt;br /&gt;
&lt;br /&gt;
D) 	The pause graphic, used in a message window to show that the player's input is required, is a four-frame animation measuring 16x16 pixels.&lt;br /&gt;
&lt;br /&gt;
E) 	The arrow cursor, used in battles to select actors and enemies, is a two-frame animation measuring 32x32 pixels. While it's not actually part of the window, it's included in this file for convenience.&lt;br /&gt;
&lt;br /&gt;
===Pictures===&lt;br /&gt;
May be any size.&lt;br /&gt;
===Transitions===&lt;br /&gt;
Used during screen transitions.  Must be 256 color grayscale (PNG format)&lt;br /&gt;
&lt;br /&gt;
==Sounds/Music==&lt;br /&gt;
===BGM===&lt;br /&gt;
This is Background Music.  You can use .mid (.midi), .mp3, .ogg, .wma or .wav files for this.&lt;br /&gt;
===BGS===&lt;br /&gt;
This is Background Sounds. You can use .mp3, .ogg, .wma, or .wav files for this.&lt;br /&gt;
===MFX===&lt;br /&gt;
This is Music Effects. You can use .mid (.midi), .mp3, .ogg, .wma, or .wav files for this.&lt;br /&gt;
===SFX===&lt;br /&gt;
This is Sound Effects.  You can use .mp3, .ogg, .wma, or .wav files for this.&lt;/div&gt;</summary>
		<author><name>A Forgotten Legend</name></author>	</entry>

	<entry>
		<id>http://72.14.177.54/charas_project/RPG_Maker_XP</id>
		<title>RPG Maker XP</title>
		<link rel="alternate" type="text/html" href="http://72.14.177.54/charas_project/RPG_Maker_XP"/>
				<updated>2007-04-27T21:44:28Z</updated>
		
		<summary type="html">&lt;p&gt;A Forgotten Legend:&amp;#32;/* Auto Tiles */ (spelling error)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The only PC RPG Maker to be legally translated in English, it adds many new features to the series.  Ruby scripting can be used to edit the games and make your game unique.  You now can use 32-bit images (PNG and JPG also), allowing any numbers of colors unlike the previous ones.&lt;br /&gt;
==Images==&lt;br /&gt;
===Characters===&lt;br /&gt;
Any image size as long as the dimensions are a multiple of 4.&lt;br /&gt;
===Battlers===&lt;br /&gt;
Can be anywhere from (in pixels) 1x1 to 640x320&lt;br /&gt;
===Animations===&lt;br /&gt;
Must be a horizontal row of 5 squares at 192x192, vertical size has no max. limit however.&lt;br /&gt;
===Tilesets (Chipsets)===&lt;br /&gt;
(Click for Image -&amp;gt;)Must have at least one block of eight tiles of 32x32 pixels in size lined up horizontally, there is no max. limit on vertical size however. &lt;br /&gt;
===Auto Tiles=== &lt;br /&gt;
(Taken from Official Site here ---&amp;gt; http://www.enterbrain.co.jp/tkool/RPG_XP/eng/index.html)&lt;br /&gt;
&lt;br /&gt;
[[Image:Auto_tile_example.gif]] &lt;br /&gt;
&lt;br /&gt;
	As a general rule, autotiles form the basis for the 12 tile patterns seen here.&lt;br /&gt;
&lt;br /&gt;
A) 	The representative pattern, displayed in the tile palette and used to show how the other autotiles interact with each other.&lt;br /&gt;
&lt;br /&gt;
B)	The parent pattern. If the pattern shown here and an autotile from the same group (i.e., with the same representative pattern) are placed next to one another, they will tile seamlessly.&lt;br /&gt;
&lt;br /&gt;
C)	The parent pattern is featured in the four corners of this tile.&lt;br /&gt;
&lt;br /&gt;
D)	Tiles with the parent pattern on all four sides, plus a central pattern with no borders at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you need to animate these autotiles, such as for water graphics, simply place the basic blocks as multiple cells in a horizontal row. You can use as many patterns as you like.&lt;br /&gt;
&lt;br /&gt;
[[Image:Auto_tile_example2.gif]]&lt;br /&gt;
&lt;br /&gt;
If you only need to animate a single tile, you can just line up single 32x32 pixel tiles instead of the larger autotile blocks.&lt;br /&gt;
&lt;br /&gt;
===Panoramas===&lt;br /&gt;
No size limit.&lt;br /&gt;
===Fog===&lt;br /&gt;
These are graphics that are over the map (Just like Fog would be!).&lt;br /&gt;
===Battle Backgrounds===&lt;br /&gt;
Backgrounds must be a size of 640x320 pixels.&lt;br /&gt;
===Icons===&lt;br /&gt;
Icons are 24x24 pixels, and are seen in the item menu.  (You use these to show what items look like basically!)&lt;br /&gt;
===Titles===&lt;br /&gt;
Yes, it means the background image for your title screen!  These must be 640x480 pixels.&lt;br /&gt;
===Game Over Graphics===&lt;br /&gt;
Must also be 640x480 pixels, this is shown at a Game Over.&lt;br /&gt;
===Window Skins===&lt;br /&gt;
Much like the System 1 (or just System if your using Rm2k) from Rm2k and Rm2k3, it has the same purpose.  It actually combines the System 1 and 2 together (Rm2k3) as well.&lt;br /&gt;
Example&lt;br /&gt;
[[Image:Window_skin_example.gif]]&lt;br /&gt;
(Taken from site again)&lt;br /&gt;
A  	The window background. A 128 x 128 pixel pattern is drawn here, filling the window whatever its size. Technically, the window's edges are each two pixels smaller than that, a feature that allows for natural-looking rounded corners. Plus, the translucent backgrounds of some windows means you don't need to make the images themselves translucent.&lt;br /&gt;
&lt;br /&gt;
B 	The window frame and scroll arrows. The four corners are drawn at a set size of 16x16 pixels, and the remaining frame tiles at a width of 16 pixels to match the window's size. The arrows are used to indicate that scrolling is possible in a given window.&lt;br /&gt;
&lt;br /&gt;
C 	The command cursor indicates which item is selected in a given window. The outer two pixels resize both horizontally and vertically, and the rest adjusts horizontally to match the size of the cursor.&lt;br /&gt;
&lt;br /&gt;
D 	The pause graphic, used in a message window to show that the player's input is required, is a four-frame animation measuring 16x16 pixels.&lt;br /&gt;
&lt;br /&gt;
E 	The arrow cursor, used in battles to select actors and enemies, is a two-frame animation measuring 32x32 pixels. While it's not actually part of the window, it's included in this file for convenience.&lt;br /&gt;
&lt;br /&gt;
===Pictures===&lt;br /&gt;
May be any size.&lt;br /&gt;
===Transitions===&lt;br /&gt;
Used during screen transitions.  Must be 256 color grayscale (PNG format)&lt;br /&gt;
&lt;br /&gt;
==Sounds/Music==&lt;br /&gt;
===BGM===&lt;br /&gt;
This is Background Music.  You can use .mid (.midi), .mp3, .ogg, .wma or .wav files for this.&lt;br /&gt;
===BGS===&lt;br /&gt;
This is Background Sounds. You can use .mp3, .ogg, .wma, or .wav files for this.&lt;br /&gt;
===MFX===&lt;br /&gt;
This is Music Effects. You can use .mid (.midi), .mp3, .ogg, .wma, or .wav files for this.&lt;br /&gt;
===SFX===&lt;br /&gt;
This is Sound Effects.  You can use .mp3, .ogg, .wma, or .wav files for this.&lt;/div&gt;</summary>
		<author><name>A Forgotten Legend</name></author>	</entry>

	<entry>
		<id>http://72.14.177.54/charas_project/RPG_Maker_XP</id>
		<title>RPG Maker XP</title>
		<link rel="alternate" type="text/html" href="http://72.14.177.54/charas_project/RPG_Maker_XP"/>
				<updated>2007-04-27T21:43:51Z</updated>
		
		<summary type="html">&lt;p&gt;A Forgotten Legend:&amp;#32;/* Auto Tiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The only PC RPG Maker to be legally translated in English, it adds many new features to the series.  Ruby scripting can be used to edit the games and make your game unique.  You now can use 32-bit images (PNG and JPG also), allowing any numbers of colors unlike the previous ones.&lt;br /&gt;
==Images==&lt;br /&gt;
===Characters===&lt;br /&gt;
Any image size as long as the dimensions are a multiple of 4.&lt;br /&gt;
===Battlers===&lt;br /&gt;
Can be anywhere from (in pixels) 1x1 to 640x320&lt;br /&gt;
===Animations===&lt;br /&gt;
Must be a horizontal row of 5 squares at 192x192, vertical size has no max. limit however.&lt;br /&gt;
===Tilesets (Chipsets)===&lt;br /&gt;
(Click for Image -&amp;gt;)Must have at least one block of eight tiles of 32x32 pixels in size lined up horizontally, there is no max. limit on vertical size however. &lt;br /&gt;
===Auto Tiles=== &lt;br /&gt;
(Taken from Official Site here ---&amp;gt; http://www.enterbrain.co.jp/tkool/RPG_XP/eng/index.html)&lt;br /&gt;
&lt;br /&gt;
[[Image:Auto_tile_example.gif]] &lt;br /&gt;
&lt;br /&gt;
	As a general rule, autotiles form the basis for the 12 tile patterns seen here.&lt;br /&gt;
&lt;br /&gt;
A) 	The representative pattern, displayed in the tile palette and used to show how the other autotiles interact with each other.&lt;br /&gt;
&lt;br /&gt;
B)	The parent pattern. If the pattern shown here and an autotile from the same group (i.e., with the same representative pattern) are placed next to one another, they will tile seamlessly.&lt;br /&gt;
&lt;br /&gt;
C)	The parent pattern is featured in the four corners of this tile.&lt;br /&gt;
&lt;br /&gt;
D)	Tiles with the parent pattern on all four sides, plus a central pattern with no borders at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you need to animate these autotiles, such as for water graphics, simply place the basic blocks as multiple cels in a horizontal row. You can use as many patterns as you like.&lt;br /&gt;
&lt;br /&gt;
[[Image:Auto_tile_example2.gif]]&lt;br /&gt;
&lt;br /&gt;
If you only need to animate a single tile, you can just line up single 32x32 pixel tiles instead of the larger autotile blocks.&lt;br /&gt;
&lt;br /&gt;
===Panoramas===&lt;br /&gt;
No size limit.&lt;br /&gt;
===Fog===&lt;br /&gt;
These are graphics that are over the map (Just like Fog would be!).&lt;br /&gt;
===Battle Backgrounds===&lt;br /&gt;
Backgrounds must be a size of 640x320 pixels.&lt;br /&gt;
===Icons===&lt;br /&gt;
Icons are 24x24 pixels, and are seen in the item menu.  (You use these to show what items look like basically!)&lt;br /&gt;
===Titles===&lt;br /&gt;
Yes, it means the background image for your title screen!  These must be 640x480 pixels.&lt;br /&gt;
===Game Over Graphics===&lt;br /&gt;
Must also be 640x480 pixels, this is shown at a Game Over.&lt;br /&gt;
===Window Skins===&lt;br /&gt;
Much like the System 1 (or just System if your using Rm2k) from Rm2k and Rm2k3, it has the same purpose.  It actually combines the System 1 and 2 together (Rm2k3) as well.&lt;br /&gt;
Example&lt;br /&gt;
[[Image:Window_skin_example.gif]]&lt;br /&gt;
(Taken from site again)&lt;br /&gt;
A  	The window background. A 128 x 128 pixel pattern is drawn here, filling the window whatever its size. Technically, the window's edges are each two pixels smaller than that, a feature that allows for natural-looking rounded corners. Plus, the translucent backgrounds of some windows means you don't need to make the images themselves translucent.&lt;br /&gt;
&lt;br /&gt;
B 	The window frame and scroll arrows. The four corners are drawn at a set size of 16x16 pixels, and the remaining frame tiles at a width of 16 pixels to match the window's size. The arrows are used to indicate that scrolling is possible in a given window.&lt;br /&gt;
&lt;br /&gt;
C 	The command cursor indicates which item is selected in a given window. The outer two pixels resize both horizontally and vertically, and the rest adjusts horizontally to match the size of the cursor.&lt;br /&gt;
&lt;br /&gt;
D 	The pause graphic, used in a message window to show that the player's input is required, is a four-frame animation measuring 16x16 pixels.&lt;br /&gt;
&lt;br /&gt;
E 	The arrow cursor, used in battles to select actors and enemies, is a two-frame animation measuring 32x32 pixels. While it's not actually part of the window, it's included in this file for convenience.&lt;br /&gt;
&lt;br /&gt;
===Pictures===&lt;br /&gt;
May be any size.&lt;br /&gt;
===Transitions===&lt;br /&gt;
Used during screen transitions.  Must be 256 color grayscale (PNG format)&lt;br /&gt;
&lt;br /&gt;
==Sounds/Music==&lt;br /&gt;
===BGM===&lt;br /&gt;
This is Background Music.  You can use .mid (.midi), .mp3, .ogg, .wma or .wav files for this.&lt;br /&gt;
===BGS===&lt;br /&gt;
This is Background Sounds. You can use .mp3, .ogg, .wma, or .wav files for this.&lt;br /&gt;
===MFX===&lt;br /&gt;
This is Music Effects. You can use .mid (.midi), .mp3, .ogg, .wma, or .wav files for this.&lt;br /&gt;
===SFX===&lt;br /&gt;
This is Sound Effects.  You can use .mp3, .ogg, .wma, or .wav files for this.&lt;/div&gt;</summary>
		<author><name>A Forgotten Legend</name></author>	</entry>

	<entry>
		<id>http://72.14.177.54/charas_project/RPG_Maker_XP</id>
		<title>RPG Maker XP</title>
		<link rel="alternate" type="text/html" href="http://72.14.177.54/charas_project/RPG_Maker_XP"/>
				<updated>2007-04-27T21:43:26Z</updated>
		
		<summary type="html">&lt;p&gt;A Forgotten Legend:&amp;#32;/* Auto Tiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The only PC RPG Maker to be legally translated in English, it adds many new features to the series.  Ruby scripting can be used to edit the games and make your game unique.  You now can use 32-bit images (PNG and JPG also), allowing any numbers of colors unlike the previous ones.&lt;br /&gt;
==Images==&lt;br /&gt;
===Characters===&lt;br /&gt;
Any image size as long as the dimensions are a multiple of 4.&lt;br /&gt;
===Battlers===&lt;br /&gt;
Can be anywhere from (in pixels) 1x1 to 640x320&lt;br /&gt;
===Animations===&lt;br /&gt;
Must be a horizontal row of 5 squares at 192x192, vertical size has no max. limit however.&lt;br /&gt;
===Tilesets (Chipsets)===&lt;br /&gt;
(Click for Image -&amp;gt;)Must have at least one block of eight tiles of 32x32 pixels in size lined up horizontally, there is no max. limit on vertical size however. &lt;br /&gt;
===Auto Tiles=== &lt;br /&gt;
(Taken from Official Site here ---&amp;gt; http://www.enterbrain.co.jp/tkool/RPG_XP/eng/index.html)&lt;br /&gt;
&lt;br /&gt;
[[Image:Auto_tile_example.gif]] &lt;br /&gt;
&lt;br /&gt;
	As a general rule, autotiles form the basis for the 12 tile patterns seen here.&lt;br /&gt;
&lt;br /&gt;
A 	The representative pattern, displayed in the tile palette and used to show how the other autotiles interact with each other.&lt;br /&gt;
&lt;br /&gt;
B 	The parent pattern. If the pattern shown here and an autotile from the same group (i.e., with the same representative pattern) are placed next to one another, they will tile seamlessly.&lt;br /&gt;
&lt;br /&gt;
C	The parent pattern is featured in the four corners of this tile.&lt;br /&gt;
&lt;br /&gt;
D	Tiles with the parent pattern on all four sides, plus a central pattern with no borders at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you need to animate these autotiles, such as for water graphics, simply place the basic blocks as multiple cels in a horizontal row. You can use as many patterns as you like.&lt;br /&gt;
&lt;br /&gt;
[[Image:Auto_tile_example2.gif]]&lt;br /&gt;
&lt;br /&gt;
If you only need to animate a single tile, you can just line up single 32x32 pixel tiles instead of the larger autotile blocks.&lt;br /&gt;
&lt;br /&gt;
===Panoramas===&lt;br /&gt;
No size limit.&lt;br /&gt;
===Fog===&lt;br /&gt;
These are graphics that are over the map (Just like Fog would be!).&lt;br /&gt;
===Battle Backgrounds===&lt;br /&gt;
Backgrounds must be a size of 640x320 pixels.&lt;br /&gt;
===Icons===&lt;br /&gt;
Icons are 24x24 pixels, and are seen in the item menu.  (You use these to show what items look like basically!)&lt;br /&gt;
===Titles===&lt;br /&gt;
Yes, it means the background image for your title screen!  These must be 640x480 pixels.&lt;br /&gt;
===Game Over Graphics===&lt;br /&gt;
Must also be 640x480 pixels, this is shown at a Game Over.&lt;br /&gt;
===Window Skins===&lt;br /&gt;
Much like the System 1 (or just System if your using Rm2k) from Rm2k and Rm2k3, it has the same purpose.  It actually combines the System 1 and 2 together (Rm2k3) as well.&lt;br /&gt;
Example&lt;br /&gt;
[[Image:Window_skin_example.gif]]&lt;br /&gt;
(Taken from site again)&lt;br /&gt;
A  	The window background. A 128 x 128 pixel pattern is drawn here, filling the window whatever its size. Technically, the window's edges are each two pixels smaller than that, a feature that allows for natural-looking rounded corners. Plus, the translucent backgrounds of some windows means you don't need to make the images themselves translucent.&lt;br /&gt;
&lt;br /&gt;
B 	The window frame and scroll arrows. The four corners are drawn at a set size of 16x16 pixels, and the remaining frame tiles at a width of 16 pixels to match the window's size. The arrows are used to indicate that scrolling is possible in a given window.&lt;br /&gt;
&lt;br /&gt;
C 	The command cursor indicates which item is selected in a given window. The outer two pixels resize both horizontally and vertically, and the rest adjusts horizontally to match the size of the cursor.&lt;br /&gt;
&lt;br /&gt;
D 	The pause graphic, used in a message window to show that the player's input is required, is a four-frame animation measuring 16x16 pixels.&lt;br /&gt;
&lt;br /&gt;
E 	The arrow cursor, used in battles to select actors and enemies, is a two-frame animation measuring 32x32 pixels. While it's not actually part of the window, it's included in this file for convenience.&lt;br /&gt;
&lt;br /&gt;
===Pictures===&lt;br /&gt;
May be any size.&lt;br /&gt;
===Transitions===&lt;br /&gt;
Used during screen transitions.  Must be 256 color grayscale (PNG format)&lt;br /&gt;
&lt;br /&gt;
==Sounds/Music==&lt;br /&gt;
===BGM===&lt;br /&gt;
This is Background Music.  You can use .mid (.midi), .mp3, .ogg, .wma or .wav files for this.&lt;br /&gt;
===BGS===&lt;br /&gt;
This is Background Sounds. You can use .mp3, .ogg, .wma, or .wav files for this.&lt;br /&gt;
===MFX===&lt;br /&gt;
This is Music Effects. You can use .mid (.midi), .mp3, .ogg, .wma, or .wav files for this.&lt;br /&gt;
===SFX===&lt;br /&gt;
This is Sound Effects.  You can use .mp3, .ogg, .wma, or .wav files for this.&lt;/div&gt;</summary>
		<author><name>A Forgotten Legend</name></author>	</entry>

	<entry>
		<id>http://72.14.177.54/charas_project/RPG_Maker_XP</id>
		<title>RPG Maker XP</title>
		<link rel="alternate" type="text/html" href="http://72.14.177.54/charas_project/RPG_Maker_XP"/>
				<updated>2007-04-27T21:42:55Z</updated>
		
		<summary type="html">&lt;p&gt;A Forgotten Legend:&amp;#32;/* Auto Tiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The only PC RPG Maker to be legally translated in English, it adds many new features to the series.  Ruby scripting can be used to edit the games and make your game unique.  You now can use 32-bit images (PNG and JPG also), allowing any numbers of colors unlike the previous ones.&lt;br /&gt;
==Images==&lt;br /&gt;
===Characters===&lt;br /&gt;
Any image size as long as the dimensions are a multiple of 4.&lt;br /&gt;
===Battlers===&lt;br /&gt;
Can be anywhere from (in pixels) 1x1 to 640x320&lt;br /&gt;
===Animations===&lt;br /&gt;
Must be a horizontal row of 5 squares at 192x192, vertical size has no max. limit however.&lt;br /&gt;
===Tilesets (Chipsets)===&lt;br /&gt;
(Click for Image -&amp;gt;)Must have at least one block of eight tiles of 32x32 pixels in size lined up horizontally, there is no max. limit on vertical size however. &lt;br /&gt;
===Auto Tiles=== &lt;br /&gt;
(Taken from Official Site here ---&amp;gt; http://www.enterbrain.co.jp/tkool/RPG_XP/eng/index.html)&lt;br /&gt;
&lt;br /&gt;
[[Image:Auto_tile_example.gif]] &lt;br /&gt;
&lt;br /&gt;
	As a general rule, autotiles form the basis for the 12 tile patterns seen here.&lt;br /&gt;
A 	The representative pattern, displayed in the tile palette and used to show how the other autotiles interact with each other.&lt;br /&gt;
B 	The parent pattern. If the pattern shown here and an autotile from the same group (i.e., with the same representative pattern) are placed next to one another, they will tile seamlessly.&lt;br /&gt;
C	The parent pattern is featured in the four corners of this tile.&lt;br /&gt;
D	Tiles with the parent pattern on all four sides, plus a central pattern with no borders at all.&lt;br /&gt;
&lt;br /&gt;
If you need to animate these autotiles, such as for water graphics, simply place the basic blocks as multiple cels in a horizontal row. You can use as many patterns as you like.&lt;br /&gt;
&lt;br /&gt;
[[Image:Auto_tile_example2.gif]]&lt;br /&gt;
&lt;br /&gt;
If you only need to animate a single tile, you can just line up single 32x32 pixel tiles instead of the larger autotile blocks.&lt;br /&gt;
&lt;br /&gt;
===Panoramas===&lt;br /&gt;
No size limit.&lt;br /&gt;
===Fog===&lt;br /&gt;
These are graphics that are over the map (Just like Fog would be!).&lt;br /&gt;
===Battle Backgrounds===&lt;br /&gt;
Backgrounds must be a size of 640x320 pixels.&lt;br /&gt;
===Icons===&lt;br /&gt;
Icons are 24x24 pixels, and are seen in the item menu.  (You use these to show what items look like basically!)&lt;br /&gt;
===Titles===&lt;br /&gt;
Yes, it means the background image for your title screen!  These must be 640x480 pixels.&lt;br /&gt;
===Game Over Graphics===&lt;br /&gt;
Must also be 640x480 pixels, this is shown at a Game Over.&lt;br /&gt;
===Window Skins===&lt;br /&gt;
Much like the System 1 (or just System if your using Rm2k) from Rm2k and Rm2k3, it has the same purpose.  It actually combines the System 1 and 2 together (Rm2k3) as well.&lt;br /&gt;
Example&lt;br /&gt;
[[Image:Window_skin_example.gif]]&lt;br /&gt;
(Taken from site again)&lt;br /&gt;
A  	The window background. A 128 x 128 pixel pattern is drawn here, filling the window whatever its size. Technically, the window's edges are each two pixels smaller than that, a feature that allows for natural-looking rounded corners. Plus, the translucent backgrounds of some windows means you don't need to make the images themselves translucent.&lt;br /&gt;
&lt;br /&gt;
B 	The window frame and scroll arrows. The four corners are drawn at a set size of 16x16 pixels, and the remaining frame tiles at a width of 16 pixels to match the window's size. The arrows are used to indicate that scrolling is possible in a given window.&lt;br /&gt;
&lt;br /&gt;
C 	The command cursor indicates which item is selected in a given window. The outer two pixels resize both horizontally and vertically, and the rest adjusts horizontally to match the size of the cursor.&lt;br /&gt;
&lt;br /&gt;
D 	The pause graphic, used in a message window to show that the player's input is required, is a four-frame animation measuring 16x16 pixels.&lt;br /&gt;
&lt;br /&gt;
E 	The arrow cursor, used in battles to select actors and enemies, is a two-frame animation measuring 32x32 pixels. While it's not actually part of the window, it's included in this file for convenience.&lt;br /&gt;
&lt;br /&gt;
===Pictures===&lt;br /&gt;
May be any size.&lt;br /&gt;
===Transitions===&lt;br /&gt;
Used during screen transitions.  Must be 256 color grayscale (PNG format)&lt;br /&gt;
&lt;br /&gt;
==Sounds/Music==&lt;br /&gt;
===BGM===&lt;br /&gt;
This is Background Music.  You can use .mid (.midi), .mp3, .ogg, .wma or .wav files for this.&lt;br /&gt;
===BGS===&lt;br /&gt;
This is Background Sounds. You can use .mp3, .ogg, .wma, or .wav files for this.&lt;br /&gt;
===MFX===&lt;br /&gt;
This is Music Effects. You can use .mid (.midi), .mp3, .ogg, .wma, or .wav files for this.&lt;br /&gt;
===SFX===&lt;br /&gt;
This is Sound Effects.  You can use .mp3, .ogg, .wma, or .wav files for this.&lt;/div&gt;</summary>
		<author><name>A Forgotten Legend</name></author>	</entry>

	<entry>
		<id>http://72.14.177.54/charas_project/RPG_Maker_XP</id>
		<title>RPG Maker XP</title>
		<link rel="alternate" type="text/html" href="http://72.14.177.54/charas_project/RPG_Maker_XP"/>
				<updated>2007-04-27T21:42:19Z</updated>
		
		<summary type="html">&lt;p&gt;A Forgotten Legend:&amp;#32;Added Images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The only PC RPG Maker to be legally translated in English, it adds many new features to the series.  Ruby scripting can be used to edit the games and make your game unique.  You now can use 32-bit images (PNG and JPG also), allowing any numbers of colors unlike the previous ones.&lt;br /&gt;
==Images==&lt;br /&gt;
===Characters===&lt;br /&gt;
Any image size as long as the dimensions are a multiple of 4.&lt;br /&gt;
===Battlers===&lt;br /&gt;
Can be anywhere from (in pixels) 1x1 to 640x320&lt;br /&gt;
===Animations===&lt;br /&gt;
Must be a horizontal row of 5 squares at 192x192, vertical size has no max. limit however.&lt;br /&gt;
===Tilesets (Chipsets)===&lt;br /&gt;
(Click for Image -&amp;gt;)Must have at least one block of eight tiles of 32x32 pixels in size lined up horizontally, there is no max. limit on vertical size however. &lt;br /&gt;
===Auto Tiles=== &lt;br /&gt;
(Taken from Official Site here ---&amp;gt; http://www.enterbrain.co.jp/tkool/RPG_XP/eng/index.html)&lt;br /&gt;
[[Image:Auto_tile_example.gif]] &lt;br /&gt;
	As a general rule, autotiles form the basis for the 12 tile patterns seen here.&lt;br /&gt;
A 	The representative pattern, displayed in the tile palette and used to show how the other autotiles interact with each other.&lt;br /&gt;
B 	The parent pattern. If the pattern shown here and an autotile from the same group (i.e., with the same representative pattern) are placed next to one another, they will tile seamlessly.&lt;br /&gt;
C	The parent pattern is featured in the four corners of this tile.&lt;br /&gt;
D	Tiles with the parent pattern on all four sides, plus a central pattern with no borders at all.&lt;br /&gt;
&lt;br /&gt;
If you need to animate these autotiles, such as for water graphics, simply place the basic blocks as multiple cels in a horizontal row. You can use as many patterns as you like.&lt;br /&gt;
[[Image:Auto_tile_example2.gif]]&lt;br /&gt;
If you only need to animate a single tile, you can just line up single 32x32 pixel tiles instead of the larger autotile blocks.&lt;br /&gt;
===Panoramas===&lt;br /&gt;
No size limit.&lt;br /&gt;
===Fog===&lt;br /&gt;
These are graphics that are over the map (Just like Fog would be!).&lt;br /&gt;
===Battle Backgrounds===&lt;br /&gt;
Backgrounds must be a size of 640x320 pixels.&lt;br /&gt;
===Icons===&lt;br /&gt;
Icons are 24x24 pixels, and are seen in the item menu.  (You use these to show what items look like basically!)&lt;br /&gt;
===Titles===&lt;br /&gt;
Yes, it means the background image for your title screen!  These must be 640x480 pixels.&lt;br /&gt;
===Game Over Graphics===&lt;br /&gt;
Must also be 640x480 pixels, this is shown at a Game Over.&lt;br /&gt;
===Window Skins===&lt;br /&gt;
Much like the System 1 (or just System if your using Rm2k) from Rm2k and Rm2k3, it has the same purpose.  It actually combines the System 1 and 2 together (Rm2k3) as well.&lt;br /&gt;
Example&lt;br /&gt;
[[Image:Window_skin_example.gif]]&lt;br /&gt;
(Taken from site again)&lt;br /&gt;
A  	The window background. A 128 x 128 pixel pattern is drawn here, filling the window whatever its size. Technically, the window's edges are each two pixels smaller than that, a feature that allows for natural-looking rounded corners. Plus, the translucent backgrounds of some windows means you don't need to make the images themselves translucent.&lt;br /&gt;
&lt;br /&gt;
B 	The window frame and scroll arrows. The four corners are drawn at a set size of 16x16 pixels, and the remaining frame tiles at a width of 16 pixels to match the window's size. The arrows are used to indicate that scrolling is possible in a given window.&lt;br /&gt;
&lt;br /&gt;
C 	The command cursor indicates which item is selected in a given window. The outer two pixels resize both horizontally and vertically, and the rest adjusts horizontally to match the size of the cursor.&lt;br /&gt;
&lt;br /&gt;
D 	The pause graphic, used in a message window to show that the player's input is required, is a four-frame animation measuring 16x16 pixels.&lt;br /&gt;
&lt;br /&gt;
E 	The arrow cursor, used in battles to select actors and enemies, is a two-frame animation measuring 32x32 pixels. While it's not actually part of the window, it's included in this file for convenience.&lt;br /&gt;
&lt;br /&gt;
===Pictures===&lt;br /&gt;
May be any size.&lt;br /&gt;
===Transitions===&lt;br /&gt;
Used during screen transitions.  Must be 256 color grayscale (PNG format)&lt;br /&gt;
&lt;br /&gt;
==Sounds/Music==&lt;br /&gt;
===BGM===&lt;br /&gt;
This is Background Music.  You can use .mid (.midi), .mp3, .ogg, .wma or .wav files for this.&lt;br /&gt;
===BGS===&lt;br /&gt;
This is Background Sounds. You can use .mp3, .ogg, .wma, or .wav files for this.&lt;br /&gt;
===MFX===&lt;br /&gt;
This is Music Effects. You can use .mid (.midi), .mp3, .ogg, .wma, or .wav files for this.&lt;br /&gt;
===SFX===&lt;br /&gt;
This is Sound Effects.  You can use .mp3, .ogg, .wma, or .wav files for this.&lt;/div&gt;</summary>
		<author><name>A Forgotten Legend</name></author>	</entry>

	<entry>
		<id>http://72.14.177.54/charas_project/File:Window_skin_example.gif</id>
		<title>File:Window skin example.gif</title>
		<link rel="alternate" type="text/html" href="http://72.14.177.54/charas_project/File:Window_skin_example.gif"/>
				<updated>2007-04-27T21:40:52Z</updated>
		
		<summary type="html">&lt;p&gt;A Forgotten Legend:&amp;#32;Window Skin Example for RPG XP Article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Window Skin Example for RPG XP Article&lt;/div&gt;</summary>
		<author><name>A Forgotten Legend</name></author>	</entry>

	<entry>
		<id>http://72.14.177.54/charas_project/File:Auto_tile_example2.gif</id>
		<title>File:Auto tile example2.gif</title>
		<link rel="alternate" type="text/html" href="http://72.14.177.54/charas_project/File:Auto_tile_example2.gif"/>
				<updated>2007-04-27T21:40:20Z</updated>
		
		<summary type="html">&lt;p&gt;A Forgotten Legend:&amp;#32;Auto Tile Example 2 for RPG XP Article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Auto Tile Example 2 for RPG XP Article&lt;/div&gt;</summary>
		<author><name>A Forgotten Legend</name></author>	</entry>

	<entry>
		<id>http://72.14.177.54/charas_project/File:Auto_tile_example.gif</id>
		<title>File:Auto tile example.gif</title>
		<link rel="alternate" type="text/html" href="http://72.14.177.54/charas_project/File:Auto_tile_example.gif"/>
				<updated>2007-04-27T21:39:58Z</updated>
		
		<summary type="html">&lt;p&gt;A Forgotten Legend:&amp;#32;Auto Tile Example for RPG XP Article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Auto Tile Example for RPG XP Article&lt;/div&gt;</summary>
		<author><name>A Forgotten Legend</name></author>	</entry>

	<entry>
		<id>http://72.14.177.54/charas_project/User:A_Forgotten_Legend</id>
		<title>User:A Forgotten Legend</title>
		<link rel="alternate" type="text/html" href="http://72.14.177.54/charas_project/User:A_Forgotten_Legend"/>
				<updated>2007-04-27T21:37:24Z</updated>
		
		<summary type="html">&lt;p&gt;A Forgotten Legend:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharasUserInfo|name=A Forgotten Legend|pic=A_Forgotten_Legend_Avatar.png|join=September 2006|stat=...|pos=member|profile=http://charas-project.net/forum/viewmember.php?userid=24822|bday=4/19/92 |gender=Male}}&lt;/div&gt;</summary>
		<author><name>A Forgotten Legend</name></author>	</entry>

	<entry>
		<id>http://72.14.177.54/charas_project/File:A_Forgotten_Legend_Avatar.png</id>
		<title>File:A Forgotten Legend Avatar.png</title>
		<link rel="alternate" type="text/html" href="http://72.14.177.54/charas_project/File:A_Forgotten_Legend_Avatar.png"/>
				<updated>2007-04-27T21:36:52Z</updated>
		
		<summary type="html">&lt;p&gt;A Forgotten Legend:&amp;#32;A Forgotten Legend's Avatar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Forgotten Legend's Avatar&lt;/div&gt;</summary>
		<author><name>A Forgotten Legend</name></author>	</entry>

	<entry>
		<id>http://72.14.177.54/charas_project/User:A_Forgotten_Legend</id>
		<title>User:A Forgotten Legend</title>
		<link rel="alternate" type="text/html" href="http://72.14.177.54/charas_project/User:A_Forgotten_Legend"/>
				<updated>2007-04-27T21:35:45Z</updated>
		
		<summary type="html">&lt;p&gt;A Forgotten Legend:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharasUserInfo|name=A Forgotten Legend|pic=|join=September 2006|stat=...|pos=member|profile=http://charas-project.net/forum/viewmember.php?userid=24822|bday=4/19/92 |gender=Male}}&lt;/div&gt;</summary>
		<author><name>A Forgotten Legend</name></author>	</entry>

	<entry>
		<id>http://72.14.177.54/charas_project/User:A_Forgotten_Legend</id>
		<title>User:A Forgotten Legend</title>
		<link rel="alternate" type="text/html" href="http://72.14.177.54/charas_project/User:A_Forgotten_Legend"/>
				<updated>2007-04-27T21:35:23Z</updated>
		
		<summary type="html">&lt;p&gt;A Forgotten Legend:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharasUserInfo|name=A Forgotten Legend|pic=A Forgotten Legendavatar.gif|join=September 2006|stat=...|pos=member|profile=http://charas-project.net/forum/viewmember.php?userid=24822|bday=4/19/92 |gender=Male}}&lt;/div&gt;</summary>
		<author><name>A Forgotten Legend</name></author>	</entry>

	<entry>
		<id>http://72.14.177.54/charas_project/User:A_Forgotten_Legend</id>
		<title>User:A Forgotten Legend</title>
		<link rel="alternate" type="text/html" href="http://72.14.177.54/charas_project/User:A_Forgotten_Legend"/>
				<updated>2007-04-27T21:23:49Z</updated>
		
		<summary type="html">&lt;p&gt;A Forgotten Legend:&amp;#32;...made my page with one sentence, doesn't feel right creating my own...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Joined September 2006.&lt;/div&gt;</summary>
		<author><name>A Forgotten Legend</name></author>	</entry>

	<entry>
		<id>http://72.14.177.54/charas_project/RPG_Maker_XP</id>
		<title>RPG Maker XP</title>
		<link rel="alternate" type="text/html" href="http://72.14.177.54/charas_project/RPG_Maker_XP"/>
				<updated>2007-04-27T21:15:56Z</updated>
		
		<summary type="html">&lt;p&gt;A Forgotten Legend:&amp;#32;Rpg Make XP Info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The only PC RPG Maker to be legally translated in English, it adds many new features to the series.  Ruby scripting can be used to edit the games and make your game unique.  You now can use 32-bit images (PNG and JPG also), allowing any numbers of colors unlike the previous ones.&lt;br /&gt;
==Images==&lt;br /&gt;
===Characters===&lt;br /&gt;
Any image size as long as the dimensions are a multiple of 4.&lt;br /&gt;
===Battlers===&lt;br /&gt;
Can be anywhere from (in pixels) 1x1 to 640x320&lt;br /&gt;
===Animations===&lt;br /&gt;
Must be a horizontal row of 5 squares at 192x192, vertical size has no max. limit however.&lt;br /&gt;
===Tilesets (Chipsets)===&lt;br /&gt;
(Click for Image -&amp;gt;)Must have at least one block of eight tiles of 32x32 pixels in size lined up horizontally, there is no max. limit on vertical size however. &lt;br /&gt;
===Auto Tiles=== &lt;br /&gt;
(Taken from Official Site here ---&amp;gt; http://www.enterbrain.co.jp/tkool/RPG_XP/eng/index.html)&lt;br /&gt;
(Click for image-&amp;gt;) [[http://www.enterbrain.co.jp/tkool/RPG_XP/eng/at_tile.gif]] &lt;br /&gt;
	As a general rule, autotiles form the basis for the 12 tile patterns seen here.&lt;br /&gt;
A 	The representative pattern, displayed in the tile palette and used to show how the other autotiles interact with each other.&lt;br /&gt;
B 	The parent pattern. If the pattern shown here and an autotile from the same group (i.e., with the same representative pattern) are placed next to one another, they will tile seamlessly.&lt;br /&gt;
C	The parent pattern is featured in the four corners of this tile.&lt;br /&gt;
D	Tiles with the parent pattern on all four sides, plus a central pattern with no borders at all.&lt;br /&gt;
&lt;br /&gt;
If you need to animate these autotiles, such as for water graphics, simply place the basic blocks as multiple cels in a horizontal row. You can use as many patterns as you like.&lt;br /&gt;
(Click for image -&amp;gt;)[[http://www.enterbrain.co.jp/tkool/RPG_XP/eng/at_tile2.gif]]&lt;br /&gt;
If you only need to animate a single tile, you can just line up single 32x32 pixel tiles instead of the larger autotile blocks.&lt;br /&gt;
===Panoramas===&lt;br /&gt;
No size limit.&lt;br /&gt;
===Fog===&lt;br /&gt;
These are graphics that are over the map (Just like Fog would be!).&lt;br /&gt;
===Battle Backgrounds===&lt;br /&gt;
Backgrounds must be a size of 640x320 pixels.&lt;br /&gt;
===Icons===&lt;br /&gt;
Icons are 24x24 pixels, and are seen in the item menu.  (You use these to show what items look like basically!)&lt;br /&gt;
===Titles===&lt;br /&gt;
Yes, it means the background image for your title screen!  These must be 640x480 pixels.&lt;br /&gt;
===Game Over Graphics===&lt;br /&gt;
Must also be 640x480 pixels, this is shown at a Game Over.&lt;br /&gt;
===Window Skins===&lt;br /&gt;
Much like the System 1 (or just System if your using Rm2k) from Rm2k and Rm2k3, it has the same purpose.  It actually combines the System 1 and 2 together (Rm2k3) as well.&lt;br /&gt;
Example&lt;br /&gt;
(Click for image -&amp;gt;)[[http://www.enterbrain.co.jp/tkool/RPG_XP/eng/win_skin.gif]]&lt;br /&gt;
(Taken from site again)&lt;br /&gt;
A  	The window background. A 128 x 128 pixel pattern is drawn here, filling the window whatever its size. Technically, the window's edges are each two pixels smaller than that, a feature that allows for natural-looking rounded corners. Plus, the translucent backgrounds of some windows means you don't need to make the images themselves translucent.&lt;br /&gt;
&lt;br /&gt;
B 	The window frame and scroll arrows. The four corners are drawn at a set size of 16x16 pixels, and the remaining frame tiles at a width of 16 pixels to match the window's size. The arrows are used to indicate that scrolling is possible in a given window.&lt;br /&gt;
&lt;br /&gt;
C 	The command cursor indicates which item is selected in a given window. The outer two pixels resize both horizontally and vertically, and the rest adjusts horizontally to match the size of the cursor.&lt;br /&gt;
&lt;br /&gt;
D 	The pause graphic, used in a message window to show that the player's input is required, is a four-frame animation measuring 16x16 pixels.&lt;br /&gt;
&lt;br /&gt;
E 	The arrow cursor, used in battles to select actors and enemies, is a two-frame animation measuring 32x32 pixels. While it's not actually part of the window, it's included in this file for convenience.&lt;br /&gt;
&lt;br /&gt;
===Pictures===&lt;br /&gt;
May be any size.&lt;br /&gt;
===Transitions===&lt;br /&gt;
Used during screen transitions.  Must be 256 color grayscale (PNG format)&lt;br /&gt;
&lt;br /&gt;
==Sounds/Music==&lt;br /&gt;
===BGM===&lt;br /&gt;
This is Background Music.  You can use .mid (.midi), .mp3, .ogg, .wma or .wav files for this.&lt;br /&gt;
===BGS===&lt;br /&gt;
This is Background Sounds. You can use .mp3, .ogg, .wma, or .wav files for this.&lt;br /&gt;
===MFX===&lt;br /&gt;
This is Music Effects. You can use .mid (.midi), .mp3, .ogg, .wma, or .wav files for this.&lt;br /&gt;
===SFX===&lt;br /&gt;
This is Sound Effects.  You can use .mp3, .ogg, .wma, or .wav files for this.&lt;/div&gt;</summary>
		<author><name>A Forgotten Legend</name></author>	</entry>

	<entry>
		<id>http://72.14.177.54/charas_project/Drenrin2120</id>
		<title>Drenrin2120</title>
		<link rel="alternate" type="text/html" href="http://72.14.177.54/charas_project/Drenrin2120"/>
				<updated>2007-04-27T20:23:57Z</updated>
		
		<summary type="html">&lt;p&gt;A Forgotten Legend:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharasUserInfo|name=drenrin2120|pic=Drenrin_Guitar.gif|join=July 19, 2004|stat=Active|pos=Senior Member|profile=http://charas-project.net/forum/viewmember.php?userid=9496|bday=April 24, 1990|gender=Male}}&lt;br /&gt;
&lt;br /&gt;
== Average Beginnings ==&lt;br /&gt;
Drenrin2120 started his membership as most members at Charas-Project forums do, with little know how and not much sense. It can be argued he still hasn't much sense. Dren, as he was soon called for short, knew very little about [[RPG Maker]] and even less about [[MIDI]] Making. His foolish questions and antics can be found in very early posts. ''His welcome topic can be viewed [http://charas-project.net/forum/showthread.php?threadid=4943&amp;amp;forumid=2&amp;amp;catid=2 here].''&lt;br /&gt;
&lt;br /&gt;
== MIDIs ==&lt;br /&gt;
When Dren was first introduced to the possibility of MIDI, to him, it was an unbelievable thing. To make your own music and put it into your game? An amazing concept. Though his first MIDIs were of very poor quality, little harmony, and simple ideas, his fascination of it all only grew. MIDI making became a passion, it was essentially composing, and it was and still is what he loves to do.&lt;br /&gt;
&lt;br /&gt;
Drenrin joined the [[MIDI Team]] on two occasions. Once around early 2005 and again around mid 2006. Both teams he eventually quit the team due to excessive requests and not enough time to complete each one while maintaining other projects.&lt;br /&gt;
&lt;br /&gt;
On February 17th, 2006, Drenrin started his own MIDI Gallery which he later renamed &amp;quot;[http://charas-project.net/forum/showthread.php?threadid=15692&amp;amp;forumid=6&amp;amp;catid=4&amp;amp;page=1 drenrin's Music Gallery]&amp;quot;. Several MIDIs have been released since the opening and even a few MP3s.&lt;br /&gt;
&lt;br /&gt;
== Downfall ==&lt;br /&gt;
In a fit of teenage angst, on the date of March 5, 2005, Dren posted a leaving thread. (found [http://charas-project.net/forum/showthread.php?threadid=9318&amp;amp;forumid=2&amp;amp;catid=2 here]) Along with it he posted a MIDI that was really quite sad and over dramatic. The leave of absence, however was short lived, he returned only 18 days later.&lt;br /&gt;
&lt;br /&gt;
There were a few minor incidents involving Drenrin2120 which rubbed mods and members alike the wrong way. In April of 2005, a shameful second and third account were made by Drenrin2120. He tried to pass himself off as a gay, forum-illiterate male as a joke. However, he was blissfully unaware of a computer identification system known as IP-Address. It didn't take long for the Admins and Mods to realize what was going on. Shortly after a PM was received from [[Ghostclown]], a [[moderator]] at the time, Drenrin made an apology thread (found [http://charas-project.net/forum/showthread.php?threadid=10357&amp;amp;forumid=44&amp;amp;catid=6 here]) confessing his blunderous acts of stupidity. He was ''Almost Banned'' for about a month or so.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
== Rm2k3 Projects ==&lt;br /&gt;
Drenrin has always wanted to make and finish his own RPG. Ever since he first started to use RPG Makers for other systems such as the Playstation and PS2. He has an urge to create his own custom things. This urge can stem from simple things such as unique projects, or complex things like RPGs. While on Charas, Drenrin has started two different rm2k3 projects.&lt;br /&gt;
&lt;br /&gt;
=== Dragonlord ===&lt;br /&gt;
On July 26th, 2004, Drenrin posted his first publicized project. It was a simple game called [http://charas-project.net/forum/showthread.php?threadid=5082&amp;amp;forumid=44&amp;amp;catid=6 Dragonlord]. The basic idea behind the game with a cliche plot of crystals and an ultimate power hidden within them. The only real significance separating this game from other common RPGMaker games is the idea of dragons living in peace with humans. Though even this is a far cry from original. The game put out one [http://charas-project.net/forum/showthread.php?threadid=9202&amp;amp;forumid=11&amp;amp;catid=4 demo] which received&lt;br /&gt;
a not too impressive score from the [[Beta Testers]]. (view [http://charas-project.net/forum/showthread.php?threadid=9263&amp;amp;forumid=35&amp;amp;catid=9 here]) The game eventually died and the project files were deleted. The site on which it was hosted was also deleted due to a violation of ToS. No files of this game exist anymore, only screenshots.&lt;br /&gt;
&lt;br /&gt;
=== The Ghosts of Heart Lake ===&lt;br /&gt;
&lt;br /&gt;
{{Game|name=The Ghosts of Heart Lake|screen=GhostofHeartLakeTitle.png |project=.The Ghosts of Heart Lake|stat=Progressive Development|feat=small CMS, custom Battle Sprites, custom MIDIs|date=July 7th, 2005|release=Late 2007/Early 2008|thread=http://charas-project.net/forum/showthread.php?threadid=16946&amp;amp;forumid=11&amp;amp;catid=4&amp;amp;page=1}}&lt;br /&gt;
&lt;br /&gt;
The Ghosts of Heart Lake, GoHL for short, started as a simple idea written on a notepad back in the summer of '05. On July 7th, 2005, the idea had turned into an rm2k3 project which had developed enough to deserve a thread on it. At the time, the story was the only thing saving it. The graphics were quite horrendous and unmatching. The plot was also very unstable and far from completion. Help was greatly received from many members of the forum. Most notably were [[InsaneJP]] and [[Bluhman]].&lt;br /&gt;
&lt;br /&gt;
A Trailer was released on July 19th. It was Dren's first ever trailer and had very bad quality. However, it was part of a trend at the time where Trailers were new and exciting, therefor it was widely enjoyed. The trailer was quickly followed up by the first demo on the 26th of that month, which was also enjoyed by many. Complaints were existent though, and they consisted of bad music and unmatching graphic styles. For the next few months, things were quite productive.&lt;br /&gt;
&lt;br /&gt;
Midis were released and screenshots posted. Even a [http://media.putfile.com/GoHL-Trailer-2 second trailer] which was much better than the first, all up until Dren left for the second time due to trolls. He eventually returned and had decided to turn his game into a book, the idea was not a long lasting one, though, and it quickly lost interest.&lt;br /&gt;
&lt;br /&gt;
Turning back to the idea of finishing an RPG, Drenrin2120 returned in full force on June 3, 2006. ([http://charas-project.net/forum/showthread.php?threadid=16946&amp;amp;forumid=11&amp;amp;catid=4 here])The screenshots he posted showed major improvement graphics wise, the story and plot line were also different. Music had been edited and some songs completely deleted off the GoHL tracklist and many new ones were added. A mini demo depicting only the intro was released on September 22, 2006. Reactions were generally good and constructive showing high hopes for GoHL's success in the future. GoHL was headed in a good direction.&lt;br /&gt;
&lt;br /&gt;
To this day, GoHL is still under construction and going strong. Drenrin has vowed to finish this game or finish none. Another, much longer demo is being compiled, which is expected to be the last before a trailer release. The trailer is only a distance thought, however, for the plan is to release that only months before the release of the finished game.&lt;br /&gt;
&lt;br /&gt;
== Another Goodbye ==&lt;br /&gt;
Once again, on February 5 of this year, Drenrin2120 would say goodbye.  Leaving for around two months, he soon came back after an urge to do some work on RPG Maker.  He would get a lot done during this, and would begin posting in his midi thread once again.&lt;br /&gt;
[[Category:Charas_Forums_members]]&lt;/div&gt;</summary>
		<author><name>A Forgotten Legend</name></author>	</entry>

	<entry>
		<id>http://72.14.177.54/charas_project/Drenrin2120</id>
		<title>Drenrin2120</title>
		<link rel="alternate" type="text/html" href="http://72.14.177.54/charas_project/Drenrin2120"/>
				<updated>2007-04-27T12:31:35Z</updated>
		
		<summary type="html">&lt;p&gt;A Forgotten Legend:&amp;#32;/* Another Goodbye */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharasUserInfo|name=drenrin2120|pic=Drenrin_Guitar.gif|join=July 19, 2004|stat=Active|pos=Senior Member|profile=http://charas-project.net/forum/viewmember.php?userid=9496|bday=April 24, 1990|gender=Male}}&lt;br /&gt;
&lt;br /&gt;
== Average Beginnings ==&lt;br /&gt;
Drenrin2120 started his membership as most members at Charas-Project forums do, with little know how and not much sense. It can be argued he still hasn't much sense. Dren, as he was soon called for short, knew very little about [[RPG Maker]] and even less about [[MIDI]] Making. His foolish questions and antics can be found in very early posts. ''His welcome topic can be viewed [http://charas-project.net/forum/showthread.php?threadid=4943&amp;amp;forumid=2&amp;amp;catid=2 here].''&lt;br /&gt;
&lt;br /&gt;
== MIDIs ==&lt;br /&gt;
When Dren was first introduced to the possibility of MIDI, to him, it was an unbelievable thing. To make your own music and put it into your game? An amazing concept. Though his first MIDIs were of very poor quality, little harmony, and simple ideas, his fascination of it all only grew. MIDI making became a passion, it was essentially composing, and it was and still is what he loves to do.&lt;br /&gt;
&lt;br /&gt;
Drenrin joined the [[MIDI Team]] on two occasions. Once around early 2005 and again around mid 2006. Both teams he eventually quit the team due to excessive requests and not enough time to complete each one while maintaining other projects.&lt;br /&gt;
&lt;br /&gt;
On February 17th, 2006, Drenrin started his own MIDI Gallery which he later renamed &amp;quot;[http://charas-project.net/forum/showthread.php?threadid=15692&amp;amp;forumid=6&amp;amp;catid=4&amp;amp;page=1 drenrin's Music Gallery]&amp;quot;. Several MIDIs have been released since the opening and even a few MP3s.&lt;br /&gt;
&lt;br /&gt;
== Downfall ==&lt;br /&gt;
In a fit of teenage angst, on the date of March 5, 2005, Dren posted a leaving thread. (found [http://charas-project.net/forum/showthread.php?threadid=9318&amp;amp;forumid=2&amp;amp;catid=2 here]) Along with it he posted a MIDI that was really quite sad and over dramatic. The leave of absence, however was short lived, he returned only 18 days later.&lt;br /&gt;
&lt;br /&gt;
There were a few minor incidents involving Drenrin2120 which rubbed mods and members alike the wrong way. In April of 2005, a shameful second and third account were made by Drenrin2120. He tried to pass himself off as a gay, forum-illiterate male as a joke. However, he was blissfully unaware of a computer identification system known as IP-Address. It didn't take long for the Admins and Mods to realize what was going on. Shortly after a PM was received from [[Ghostclown]], a [[moderator]] at the time, Drenrin made an apology thread (found [http://charas-project.net/forum/showthread.php?threadid=10357&amp;amp;forumid=44&amp;amp;catid=6 here]) confessing his blunderous acts of stupidity. He was ''Almost Banned'' for about a month or so.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
== Rm2k3 Projects ==&lt;br /&gt;
Drenrin has always wanted to make and finish his own RPG. Ever since he first started to use RPG Makers for other systems such as the Playstation and PS2. He has an urge to create his own custom things. This urge can stem from simple things such as unique projects, or complex things like RPGs. While on Charas, Drenrin has started two different rm2k3 projects.&lt;br /&gt;
&lt;br /&gt;
=== Dragonlord ===&lt;br /&gt;
On July 26th, 2004, Drenrin posted his first publicized project. It was a simple game called [http://charas-project.net/forum/showthread.php?threadid=5082&amp;amp;forumid=44&amp;amp;catid=6 Dragonlord]. The basic idea behind the game with a cliche plot of crystals and an ultimate power hidden within them. The only real significance separating this game from other common RPGMaker games is the idea of dragons living in peace with humans. Though even this is a far cry from original. The game put out one [http://charas-project.net/forum/showthread.php?threadid=9202&amp;amp;forumid=11&amp;amp;catid=4 demo] which received&lt;br /&gt;
a not too impressive score from the [[Beta Testers]]. (view [http://charas-project.net/forum/showthread.php?threadid=9263&amp;amp;forumid=35&amp;amp;catid=9 here]) The game eventually died and the project files were deleted. The site on which it was hosted was also deleted due to a violation of ToS. No files of this game exist anymore, only screenshots.&lt;br /&gt;
&lt;br /&gt;
=== The Ghosts of Heart Lake ===&lt;br /&gt;
&lt;br /&gt;
{{Game|name=The Ghosts of Heart Lake|screen=GhostofHeartLakeTitle.png |project=.The Ghosts of Heart Lake|stat=Progressive Development|feat=small CMS, custom Battle Sprites, custom MIDIs|date=July 7th, 2005|release=Late 2007/Early 2008|thread=http://charas-project.net/forum/showthread.php?threadid=16946&amp;amp;forumid=11&amp;amp;catid=4&amp;amp;page=1}}&lt;br /&gt;
&lt;br /&gt;
The Ghosts of Heart Lake, GoHL for short, started as a simple idea written on a notepad back in the summer of '05. On July 7th, 2005, the idea had turned into an rm2k3 project which had developed enough to deserve a thread on it. At the time, the story was the only thing saving it. The graphics were quite horrendous and unmatching. The plot was also very unstable and far from completion. Help was greatly received from many members of the forum. Most notably were [[InsaneJP]] and [[Bluhman]].&lt;br /&gt;
&lt;br /&gt;
A Trailer was released on July 19th. It was Dren's first ever trailer and had very bad quality. However, it was part of a trend at the time where Trailers were new and exciting, therefor it was widely enjoyed. The trailer was quickly followed up by the first demo on the 26th of that month, which was also enjoyed by many. Complaints were existent though, and they consisted of bad music and unmatching graphic styles. For the next few months, things were quite productive.&lt;br /&gt;
&lt;br /&gt;
Midis were released and screenshots posted. Even a [http://media.putfile.com/GoHL-Trailer-2 second trailer] which was much better than the first, all up until Dren left for the second time due to trolls. He eventually returned and had decided to turn his game into a book, the idea was not a long lasting one, though, and it quickly lost interest.&lt;br /&gt;
&lt;br /&gt;
Turning back to the idea of finishing an RPG, Drenrin2120 returned in full force on June 3, 2006. ([http://charas-project.net/forum/showthread.php?threadid=16946&amp;amp;forumid=11&amp;amp;catid=4 here])The screenshots he posted showed major improvement graphics wise, the story and plot line were also different. Music had been edited and some songs completely deleted off the GoHL tracklist and many new ones were added. A mini demo depicting only the intro was released on September 22, 2006. Reactions were generally good and constructive showing high hopes for GoHL's success in the future. GoHL was headed in a good direction.&lt;br /&gt;
&lt;br /&gt;
To this day, GoHL is still under construction and going strong. Drenrin has vowed to finish this game or finish none. Another, much longer demo is being compiled, which is expected to be the last before a trailer release. The trailer is only a distance thought, however, for the plan is to release that only months before the release of the finished game.&lt;br /&gt;
&lt;br /&gt;
=== Another Goodbye ===&lt;br /&gt;
Once again, around march of this year, Drenrin2120 would say goodbye.  Leaving for around a month, he soon came back after an urge to do some work on RPG Maker.  He would get a lot done during this, and would begin posting in his midi thread once again.&lt;br /&gt;
[[Category:Charas_Forums_members]]&lt;/div&gt;</summary>
		<author><name>A Forgotten Legend</name></author>	</entry>

	<entry>
		<id>http://72.14.177.54/charas_project/Drenrin2120</id>
		<title>Drenrin2120</title>
		<link rel="alternate" type="text/html" href="http://72.14.177.54/charas_project/Drenrin2120"/>
				<updated>2007-04-27T12:30:15Z</updated>
		
		<summary type="html">&lt;p&gt;A Forgotten Legend:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CharasUserInfo|name=drenrin2120|pic=Drenrin_Guitar.gif|join=July 19, 2004|stat=Active|pos=Senior Member|profile=http://charas-project.net/forum/viewmember.php?userid=9496|bday=April 24, 1990|gender=Male}}&lt;br /&gt;
&lt;br /&gt;
== Average Beginnings ==&lt;br /&gt;
Drenrin2120 started his membership as most members at Charas-Project forums do, with little know how and not much sense. It can be argued he still hasn't much sense. Dren, as he was soon called for short, knew very little about [[RPG Maker]] and even less about [[MIDI]] Making. His foolish questions and antics can be found in very early posts. ''His welcome topic can be viewed [http://charas-project.net/forum/showthread.php?threadid=4943&amp;amp;forumid=2&amp;amp;catid=2 here].''&lt;br /&gt;
&lt;br /&gt;
== MIDIs ==&lt;br /&gt;
When Dren was first introduced to the possibility of MIDI, to him, it was an unbelievable thing. To make your own music and put it into your game? An amazing concept. Though his first MIDIs were of very poor quality, little harmony, and simple ideas, his fascination of it all only grew. MIDI making became a passion, it was essentially composing, and it was and still is what he loves to do.&lt;br /&gt;
&lt;br /&gt;
Drenrin joined the [[MIDI Team]] on two occasions. Once around early 2005 and again around mid 2006. Both teams he eventually quit the team due to excessive requests and not enough time to complete each one while maintaining other projects.&lt;br /&gt;
&lt;br /&gt;
On February 17th, 2006, Drenrin started his own MIDI Gallery which he later renamed &amp;quot;[http://charas-project.net/forum/showthread.php?threadid=15692&amp;amp;forumid=6&amp;amp;catid=4&amp;amp;page=1 drenrin's Music Gallery]&amp;quot;. Several MIDIs have been released since the opening and even a few MP3s.&lt;br /&gt;
&lt;br /&gt;
== Downfall ==&lt;br /&gt;
In a fit of teenage angst, on the date of March 5, 2005, Dren posted a leaving thread. (found [http://charas-project.net/forum/showthread.php?threadid=9318&amp;amp;forumid=2&amp;amp;catid=2 here]) Along with it he posted a MIDI that was really quite sad and over dramatic. The leave of absence, however was short lived, he returned only 18 days later.&lt;br /&gt;
&lt;br /&gt;
There were a few minor incidents involving Drenrin2120 which rubbed mods and members alike the wrong way. In April of 2005, a shameful second and third account were made by Drenrin2120. He tried to pass himself off as a gay, forum-illiterate male as a joke. However, he was blissfully unaware of a computer identification system known as IP-Address. It didn't take long for the Admins and Mods to realize what was going on. Shortly after a PM was received from [[Ghostclown]], a [[moderator]] at the time, Drenrin made an apology thread (found [http://charas-project.net/forum/showthread.php?threadid=10357&amp;amp;forumid=44&amp;amp;catid=6 here]) confessing his blunderous acts of stupidity. He was ''Almost Banned'' for about a month or so.&amp;lt;&lt;br /&gt;
&lt;br /&gt;
== Rm2k3 Projects ==&lt;br /&gt;
Drenrin has always wanted to make and finish his own RPG. Ever since he first started to use RPG Makers for other systems such as the Playstation and PS2. He has an urge to create his own custom things. This urge can stem from simple things such as unique projects, or complex things like RPGs. While on Charas, Drenrin has started two different rm2k3 projects.&lt;br /&gt;
&lt;br /&gt;
=== Dragonlord ===&lt;br /&gt;
On July 26th, 2004, Drenrin posted his first publicized project. It was a simple game called [http://charas-project.net/forum/showthread.php?threadid=5082&amp;amp;forumid=44&amp;amp;catid=6 Dragonlord]. The basic idea behind the game with a cliche plot of crystals and an ultimate power hidden within them. The only real significance separating this game from other common RPGMaker games is the idea of dragons living in peace with humans. Though even this is a far cry from original. The game put out one [http://charas-project.net/forum/showthread.php?threadid=9202&amp;amp;forumid=11&amp;amp;catid=4 demo] which received&lt;br /&gt;
a not too impressive score from the [[Beta Testers]]. (view [http://charas-project.net/forum/showthread.php?threadid=9263&amp;amp;forumid=35&amp;amp;catid=9 here]) The game eventually died and the project files were deleted. The site on which it was hosted was also deleted due to a violation of ToS. No files of this game exist anymore, only screenshots.&lt;br /&gt;
&lt;br /&gt;
=== The Ghosts of Heart Lake ===&lt;br /&gt;
&lt;br /&gt;
{{Game|name=The Ghosts of Heart Lake|screen=GhostofHeartLakeTitle.png |project=.The Ghosts of Heart Lake|stat=Progressive Development|feat=small CMS, custom Battle Sprites, custom MIDIs|date=July 7th, 2005|release=Late 2007/Early 2008|thread=http://charas-project.net/forum/showthread.php?threadid=16946&amp;amp;forumid=11&amp;amp;catid=4&amp;amp;page=1}}&lt;br /&gt;
&lt;br /&gt;
The Ghosts of Heart Lake, GoHL for short, started as a simple idea written on a notepad back in the summer of '05. On July 7th, 2005, the idea had turned into an rm2k3 project which had developed enough to deserve a thread on it. At the time, the story was the only thing saving it. The graphics were quite horrendous and unmatching. The plot was also very unstable and far from completion. Help was greatly received from many members of the forum. Most notably were [[InsaneJP]] and [[Bluhman]].&lt;br /&gt;
&lt;br /&gt;
A Trailer was released on July 19th. It was Dren's first ever trailer and had very bad quality. However, it was part of a trend at the time where Trailers were new and exciting, therefor it was widely enjoyed. The trailer was quickly followed up by the first demo on the 26th of that month, which was also enjoyed by many. Complaints were existent though, and they consisted of bad music and unmatching graphic styles. For the next few months, things were quite productive.&lt;br /&gt;
&lt;br /&gt;
Midis were released and screenshots posted. Even a [http://media.putfile.com/GoHL-Trailer-2 second trailer] which was much better than the first, all up until Dren left for the second time due to trolls. He eventually returned and had decided to turn his game into a book, the idea was not a long lasting one, though, and it quickly lost interest.&lt;br /&gt;
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Turning back to the idea of finishing an RPG, Drenrin2120 returned in full force on June 3, 2006. ([http://charas-project.net/forum/showthread.php?threadid=16946&amp;amp;forumid=11&amp;amp;catid=4 here])The screenshots he posted showed major improvement graphics wise, the story and plot line were also different. Music had been edited and some songs completely deleted off the GoHL tracklist and many new ones were added. A mini demo depicting only the intro was released on September 22, 2006. Reactions were generally good and constructive showing high hopes for GoHL's success in the future. GoHL was headed in a good direction.&lt;br /&gt;
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To this day, GoHL is still under construction and going strong. Drenrin has vowed to finish this game or finish none. Another, much longer demo is being compiled, which is expected to be the last before a trailer release. The trailer is only a distance thought, however, for the plan is to release that only months before the release of the finished game.&lt;br /&gt;
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=== Another Goodbye ===&lt;br /&gt;
Once again, Drenrin2120 would say goodbye.  Leaving for around a month, he soon came back after an urge to do some work on RPG Maker.  He would get a lot done during this, and would begin posting in his midi thread once again.&lt;br /&gt;
[[Category:Charas_Forums_members]]&lt;/div&gt;</summary>
		<author><name>A Forgotten Legend</name></author>	</entry>

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