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	<title>Comments for TURBU</title>
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	<link>http://turbu-rpg.com</link>
	<description>The Ultimate Rpg BUilder</description>
	<lastBuildDate>Tue, 12 Jul 2011 18:04:03 +0000</lastBuildDate>
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		<title>Comment on A simpler way to move. by Mason Wheeler</title>
		<link>http://turbu-rpg.com/264/a-simpler-way-to-move/comment-page-1#comment-487</link>
		<dc:creator>Mason Wheeler</dc:creator>
		<pubDate>Tue, 12 Jul 2011 18:04:03 +0000</pubDate>
		<guid isPermaLink="false">http://turbu-rpg.com/?p=264#comment-487</guid>
		<description>Yeah, I&#039;ve been thinking about that, and I&#039;ll probably end up implementing a &quot;Generate Path&quot; command that inputs two points (or a map object and a destination point) and uses a pathfinding algorithm to create a path string.

Problem is, path generation can only include the basic direction movement commands. The rest of the move commands would have to be added manually.  So I&#039;ll probably also make the pathfinding algorithm accessible from within the path editor so you can autogenerate a path and then customize it. :)</description>
		<content:encoded><![CDATA[<p>Yeah, I&#8217;ve been thinking about that, and I&#8217;ll probably end up implementing a &#8220;Generate Path&#8221; command that inputs two points (or a map object and a destination point) and uses a pathfinding algorithm to create a path string.</p>
<p>Problem is, path generation can only include the basic direction movement commands. The rest of the move commands would have to be added manually.  So I&#8217;ll probably also make the pathfinding algorithm accessible from within the path editor so you can autogenerate a path and then customize it. <img src='http://turbu-rpg.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on A simpler way to move. by DJC</title>
		<link>http://turbu-rpg.com/264/a-simpler-way-to-move/comment-page-1#comment-486</link>
		<dc:creator>DJC</dc:creator>
		<pubDate>Tue, 12 Jul 2011 17:48:56 +0000</pubDate>
		<guid isPermaLink="false">http://turbu-rpg.com/?p=264#comment-486</guid>
		<description>This is a great idea that will make move events far more legible and easy to construct. Many a time I had to go back and count to double-check a movement or see where the event ends up.

Of course, the ultimate solution is path finding and a function that simply moves an event to a set of coordinates, but that&#039;s a bit more difficult to implement, and you still need the move event for RPG Maker compatibility.</description>
		<content:encoded><![CDATA[<p>This is a great idea that will make move events far more legible and easy to construct. Many a time I had to go back and count to double-check a movement or see where the event ends up.</p>
<p>Of course, the ultimate solution is path finding and a function that simply moves an event to a set of coordinates, but that&#8217;s a bit more difficult to implement, and you still need the move event for RPG Maker compatibility.</p>
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		<title>Comment on New update is *almost* ready by DJC</title>
		<link>http://turbu-rpg.com/252/new-update-is-almost-ready/comment-page-1#comment-451</link>
		<dc:creator>DJC</dc:creator>
		<pubDate>Fri, 13 May 2011 05:49:17 +0000</pubDate>
		<guid isPermaLink="false">http://turbu-rpg.com/?p=252#comment-451</guid>
		<description>This is why you never give release dates. :-P</description>
		<content:encoded><![CDATA[<p>This is why you never give release dates. <img src='http://turbu-rpg.com/wp-includes/images/smilies/icon_razz.gif' alt=':-P' class='wp-smiley' /> </p>
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		<title>Comment on New update coming this week by DJC</title>
		<link>http://turbu-rpg.com/248/new-update-coming-this-week/comment-page-1#comment-439</link>
		<dc:creator>DJC</dc:creator>
		<pubDate>Tue, 03 May 2011 01:54:27 +0000</pubDate>
		<guid isPermaLink="false">http://turbu-rpg.com/?p=248#comment-439</guid>
		<description>Awesome news, Mason! I can&#039;t wait to see the new version and check out the populated database!

If some of the more common event functions have been implemented, I might just start working in TURBU instead of RPG Maker.</description>
		<content:encoded><![CDATA[<p>Awesome news, Mason! I can&#8217;t wait to see the new version and check out the populated database!</p>
<p>If some of the more common event functions have been implemented, I might just start working in TURBU instead of RPG Maker.</p>
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		<title>Comment on About by Firebird News &#187; TURBU &#8211; The Ultimate Rpg BUilder is switching to Firebird as storage mechanism</title>
		<link>http://turbu-rpg.com/about/comment-page-1#comment-437</link>
		<dc:creator>Firebird News &#187; TURBU &#8211; The Ultimate Rpg BUilder is switching to Firebird as storage mechanism</dc:creator>
		<pubDate>Mon, 02 May 2011 07:06:20 +0000</pubDate>
		<guid isPermaLink="false">#comment-437</guid>
		<description>[...] the about box :  TURBU is an RPG-building engine currently under development. It is being written by Mason [...]</description>
		<content:encoded><![CDATA[<p>[...] the about box :  TURBU is an RPG-building engine currently under development. It is being written by Mason [...]</p>
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		<title>Comment on New update coming this week by Firebird News &#187; TURBU &#8211; The Ultimate Rpg BUilder is switching to Firebird as storage mechanism</title>
		<link>http://turbu-rpg.com/248/new-update-coming-this-week/comment-page-1#comment-436</link>
		<dc:creator>Firebird News &#187; TURBU &#8211; The Ultimate Rpg BUilder is switching to Firebird as storage mechanism</dc:creator>
		<pubDate>Mon, 02 May 2011 07:03:13 +0000</pubDate>
		<guid isPermaLink="false">http://turbu-rpg.com/?p=248#comment-436</guid>
		<description>[...] here is the blog post and the message With several advantages listed I’ve added a bunch of new Event Builder editors, [...]</description>
		<content:encoded><![CDATA[<p>[...] here is the blog post and the message With several advantages listed I’ve added a bunch of new Event Builder editors, [...]</p>
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		<title>Comment on Update 0.8.8 at long last by Jack</title>
		<link>http://turbu-rpg.com/243/update-0-8-8-at-long-last/comment-page-1#comment-426</link>
		<dc:creator>Jack</dc:creator>
		<pubDate>Tue, 01 Mar 2011 09:57:43 +0000</pubDate>
		<guid isPermaLink="false">http://turbu-rpg.com/?p=243#comment-426</guid>
		<description>Glad to see this is still going. Good job!</description>
		<content:encoded><![CDATA[<p>Glad to see this is still going. Good job!</p>
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		<title>Comment on Map zooming and more bugfixes by Kaempfer</title>
		<link>http://turbu-rpg.com/228/map-zooming-and-more-bugfixes/comment-page-1#comment-415</link>
		<dc:creator>Kaempfer</dc:creator>
		<pubDate>Wed, 01 Dec 2010 06:09:44 +0000</pubDate>
		<guid isPermaLink="false">http://turbu-rpg.com/?p=228#comment-415</guid>
		<description>As a brief addendum, using the &quot;play&quot; icon only seems to cause an error (I haven&#039;t really stress tested it or anything) when there is black space visible on the screen, and not otherwise. I didn&#039;t get it every time there was black space, either, but most times. A bit elusive.</description>
		<content:encoded><![CDATA[<p>As a brief addendum, using the &#8220;play&#8221; icon only seems to cause an error (I haven&#8217;t really stress tested it or anything) when there is black space visible on the screen, and not otherwise. I didn&#8217;t get it every time there was black space, either, but most times. A bit elusive.</p>
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		<title>Comment on Map zooming and more bugfixes by Kaempfer</title>
		<link>http://turbu-rpg.com/228/map-zooming-and-more-bugfixes/comment-page-1#comment-414</link>
		<dc:creator>Kaempfer</dc:creator>
		<pubDate>Wed, 01 Dec 2010 06:07:08 +0000</pubDate>
		<guid isPermaLink="false">http://turbu-rpg.com/?p=228#comment-414</guid>
		<description>Gee I wonder who that last note was directed at ;D

Alright, real e-mail this time (I was away on holiday elsewise I would have checked this out much sooner): I really like the enhanced zoom/unzoom feature, but the bar itself takes up a lot of space. Maybe a little percentage thing (like you&#039;ll find in Photoshop, for instance) would better serve, space wise? Once you get other things to jam in that top bar it&#039;ll make a more noticeable difference, I think. It is a good feature though, much better than having to constantly test play to see how things will look at the right resolution.

The map view is working very well for me now. Events still display incorrectly and don&#039;t animate at all (unless they are moving, in which case animation is very jerky) when using the little &quot;play&quot; icon (which animates water tiles correctly so far as I can tell). When I went to switch an event&#039;s graphic I noticed the &quot;select any frame&quot; setup instead of the classic Rm2k3 setup, which I really like. I&#039;d suggest using it at 2x the current resolution though, as it&#039;s very small right now.

One error I&#039;ve been getting consistently is a black space appearing when I switch maps: it appears everywhere but a certain part (usually equal to the screen minus one tile vertically in 200% view, or 26 tiles if I&#039;m not mistaken) of the map. It seems to appear more regularly on maps that are vertically very long, but not often (I had it happen once) on square or horizontal maps. Using the &quot;play&quot; icon creates an error. It&#039;s possible to continue through it, but since it continues to attempt animation, it just keeps generating itself.

Quick question: I use map tree branches pretty prodigiously to organize maps, so I was wondering two things: Is it possible to make the horizontal space between each new branch smaller, so as to not have the right edge cut off by the scroll bar? As an example, if you have
Map
     Secondary Map
                   Tertiary Map
                            Specific Area 1
                            Specific Area 2
A lot of that information is concealed. It is currently about the same size as it is in Rm2k3. It&#039;s not a major issue by any stretch, but it would be nice to have that information more compact, so I can glean more in the same space (sorry if my map tree text fomatting makes no sense when I post this).

Secondly, could you implement the ability to move maps up and down their respective trees? So, in the above example, shift Specific Area 2 to be above Specific Area 1 without dragging it elsewhere and then moving it back in. Like I said, I&#039;m a stickler for organization (it helps me focus) so it&#039;d be a big help. Jesus, this is a long comment!</description>
		<content:encoded><![CDATA[<p>Gee I wonder who that last note was directed at ;D</p>
<p>Alright, real e-mail this time (I was away on holiday elsewise I would have checked this out much sooner): I really like the enhanced zoom/unzoom feature, but the bar itself takes up a lot of space. Maybe a little percentage thing (like you&#8217;ll find in Photoshop, for instance) would better serve, space wise? Once you get other things to jam in that top bar it&#8217;ll make a more noticeable difference, I think. It is a good feature though, much better than having to constantly test play to see how things will look at the right resolution.</p>
<p>The map view is working very well for me now. Events still display incorrectly and don&#8217;t animate at all (unless they are moving, in which case animation is very jerky) when using the little &#8220;play&#8221; icon (which animates water tiles correctly so far as I can tell). When I went to switch an event&#8217;s graphic I noticed the &#8220;select any frame&#8221; setup instead of the classic Rm2k3 setup, which I really like. I&#8217;d suggest using it at 2x the current resolution though, as it&#8217;s very small right now.</p>
<p>One error I&#8217;ve been getting consistently is a black space appearing when I switch maps: it appears everywhere but a certain part (usually equal to the screen minus one tile vertically in 200% view, or 26 tiles if I&#8217;m not mistaken) of the map. It seems to appear more regularly on maps that are vertically very long, but not often (I had it happen once) on square or horizontal maps. Using the &#8220;play&#8221; icon creates an error. It&#8217;s possible to continue through it, but since it continues to attempt animation, it just keeps generating itself.</p>
<p>Quick question: I use map tree branches pretty prodigiously to organize maps, so I was wondering two things: Is it possible to make the horizontal space between each new branch smaller, so as to not have the right edge cut off by the scroll bar? As an example, if you have<br />
Map<br />
     Secondary Map<br />
                   Tertiary Map<br />
                            Specific Area 1<br />
                            Specific Area 2<br />
A lot of that information is concealed. It is currently about the same size as it is in Rm2k3. It&#8217;s not a major issue by any stretch, but it would be nice to have that information more compact, so I can glean more in the same space (sorry if my map tree text fomatting makes no sense when I post this).</p>
<p>Secondly, could you implement the ability to move maps up and down their respective trees? So, in the above example, shift Specific Area 2 to be above Specific Area 1 without dragging it elsewhere and then moving it back in. Like I said, I&#8217;m a stickler for organization (it helps me focus) so it&#8217;d be a big help. Jesus, this is a long comment!</p>
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		<title>Comment on Happy Halloween! New 0.8.6 release is out. by Mason Wheeler</title>
		<link>http://turbu-rpg.com/220/happy-halloween-new-0-8-6-release-is-out/comment-page-1#comment-394</link>
		<dc:creator>Mason Wheeler</dc:creator>
		<pubDate>Sun, 07 Nov 2010 16:35:40 +0000</pubDate>
		<guid isPermaLink="false">http://turbu-rpg.com/?p=220#comment-394</guid>
		<description>@Kaempfer: I tried to send you an email but the address you used in your comment doesn&#039;t work.

If you&#039;re having trouble with an import, please post a download link.  I can fix that problem if I&#039;m able to run it through the importer on my end.

The still frames thing is a bug I&#039;m working on right now.  It should be fixed in the next build, which will be up later today.

And as for the feature request, I&#039;ll look into that, but to be honest it&#039;s a lot easier to keep new features in mind if they&#039;re on the issue tracker.  A Google account is free to set up and if you&#039;re worried about them collecting information, like some people are, they won&#039;t get much if the only thing you use it for is submitting bug reports and feature requests. :P</description>
		<content:encoded><![CDATA[<p>@Kaempfer: I tried to send you an email but the address you used in your comment doesn&#8217;t work.</p>
<p>If you&#8217;re having trouble with an import, please post a download link.  I can fix that problem if I&#8217;m able to run it through the importer on my end.</p>
<p>The still frames thing is a bug I&#8217;m working on right now.  It should be fixed in the next build, which will be up later today.</p>
<p>And as for the feature request, I&#8217;ll look into that, but to be honest it&#8217;s a lot easier to keep new features in mind if they&#8217;re on the issue tracker.  A Google account is free to set up and if you&#8217;re worried about them collecting information, like some people are, they won&#8217;t get much if the only thing you use it for is submitting bug reports and feature requests. <img src='http://turbu-rpg.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
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