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	<id>https://oldwiki.devbox.themanaworld.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Metalcore</id>
	<title>The Mana World - User contributions [en]</title>
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	<updated>2026-05-06T03:27:22Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Tulimshar&amp;diff=3031</id>
		<title>Archive:Tulimshar</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Tulimshar&amp;diff=3031"/>
		<updated>2005-11-15T23:38:34Z</updated>

		<summary type="html">&lt;p&gt;Metalcore: english, not finished&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== About the city ==&lt;br /&gt;
&lt;br /&gt;
Tulimshar is a city placed in the [[Tonori Desert]]. It is the capital of the Tonori Kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Story ===&lt;br /&gt;
&lt;br /&gt;
Although surrounded by enemies, Tulimshar was once a flourishing city. That changed abruptly when one of the enemies of the Tonori Kingdom (where the city is located) cast a spell over the entire city which turned a green, vegatative, rich and prosperous town to the poor region it is now. The spell had some devastating effects: it turned the area surrounding the city into a desert, which it prevented people from harvesting anymore, thus destorying the main profit of the kingdom and causing the region to become poor. Also, the lack of exports and imports induced some of the surrounding kingdoms to break alliances (no more than commercial agreements), aggravating the situation.&lt;br /&gt;
&lt;br /&gt;
In such conditions, the leaders decided to summon all the sorcerers and magicians of the region and casted a counter-spell to protect the city from the impending desertification. The initial spell turned out to be too strong to be removed. So, the leaders decided to import undamaged soil from a faraway place (suggest place). Even with a healthy soil, the prior spell was so intense that it could damage the new soil after some time. As a solution, the sorcerers and magicians casted a new spell that protected only the imported soil, leaving the rest of the city undefended.&lt;br /&gt;
&lt;br /&gt;
The land was used to build an artificial mountain at the center of the city where vegetation could grow (in other words, food and income). It also serves as a natural mechanism to attract the rain and sophisticated technology stores water for the whole year in large tanks hidden inside the mountain. Although the main purpose of hiding the water is to prevent evaporation, there is a quite small deposit to water the harvest.&lt;br /&gt;
&lt;br /&gt;
=== Social ===&lt;br /&gt;
&lt;br /&gt;
Tulimshar is, unfortunately, at the center of a political and warlike intersection; suffers from years of constant war and forced alliances to keep its land from being destroyed and its people from being slaughtered. In such terrible conditions, economic progress is almost impossible. Proof of it is the decadent look of the city, plagued with a mix of old once-upon-a-time-shining ruined palaces and new poor cheap livings. The only economic flow is derived from the exchange, sell and buy made by the merchants and commerciants that live in the city or travel around the world. The goods object of commercial transaction is a result of the job of hundred of people of the middle and -specially- lower class. Talking about labor conditions and experience, lower class is more headed towards the manual work and to jobs where brute force is a must; as we ascend on the social pyramid those qualities are less and less required, and on the top the job is aimed to be spiritual or intellectual.&lt;br /&gt;
&lt;br /&gt;
Every citizen has the right to vote (this excludes non-residents) (in case the political system is implemented).&lt;br /&gt;
&lt;br /&gt;
The population is about 1 million, and is divided in those three staments as follows:&lt;br /&gt;
&lt;br /&gt;
==== The upper class ====&lt;br /&gt;
&lt;br /&gt;
Composed of all of the spiritually advocated (sorcerers, magicians...) and all the leader elite (politicians, highest military...). They represent about 10% of global population. They have the executive power. They live on the mountain. It&#039;s purpose is to lead the city and its inhabitants.&lt;br /&gt;
* Sorcerers and magicians: They are in part in charge of the protection and welfare of the population, offering spiritual guidance for the community and the leadership about significant issues concerning the security and continuation of the city.&lt;br /&gt;
* Militar: Its purpose is to work as councilor for war and defense issues. They are important but have very little power towards the people, although they control the army (guards).&lt;br /&gt;
* Politicians: They are the leader elite and inhabit the most ostentatious building of the entire region, The Palace (suggest name). In general their intention is good, they always search the best way to do things because they know that the surviving of the people means its own surviving; although sometimes they encounter the opposition of the people.&lt;br /&gt;
&lt;br /&gt;
==== The middle class ====&lt;br /&gt;
&lt;br /&gt;
Composed of bankers, merchants, commerciants and in less degree commerciants and students. They represent about 30% of global population. They are spread among the mount&#039;s slope and the level ground.&lt;br /&gt;
&lt;br /&gt;
* Merchants: With this term I agglomerate all the commerciants that travel between regions selling, buying and exchanging stuff. Its composition is very heterogeneous, you can find people from any  place in the world. They usually travel with the bare minimum to survive the journey. Only in some cases the travel with a horse or a wagon. Although they belong to the same class as some of the commerciants, they are treated a bit better by people in general because they can bring objects that otherwise would be impossible to find.&lt;br /&gt;
* Commerciants: This group is composed by people&lt;br /&gt;
* Architects&lt;br /&gt;
&lt;br /&gt;
==== The lower class ====&lt;br /&gt;
&lt;br /&gt;
Composed of all the military (warriors, guards...), some commerciants, and some students. They represent about 60% of global population.&lt;br /&gt;
&lt;br /&gt;
*develop by [[User:Rotonen | Rotonen]] &amp;amp; [[User:Pajarico | Pajarico]]&lt;br /&gt;
*written by [[User:Pajarico | Pajarico]]&lt;br /&gt;
&lt;br /&gt;
=== Architecture ===&lt;br /&gt;
&lt;br /&gt;
=== Important buildings ===&lt;br /&gt;
&lt;br /&gt;
Important buildings should include: Hospital, Barracks, Bank, Leader/Mayors hose, City hall&lt;br /&gt;
&lt;br /&gt;
==== Public library ====&lt;br /&gt;
&lt;br /&gt;
The Public Library will be a place where users can look up information regarding Game play, History of towns/the world and SOME monster information, like a monster database almost, not including any real status, just a description.&lt;br /&gt;
&lt;br /&gt;
This can also be a place to purchase some magical items? IF we use the item skill system such as (Skill Books) which, will teach you character a level 1 skill and allow you to level it up.&lt;br /&gt;
edited by Bear/&lt;br /&gt;
&lt;br /&gt;
==== Palace ====&lt;br /&gt;
&lt;br /&gt;
[[Image:Palace-25072005.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==== Barracks ====&lt;br /&gt;
&lt;br /&gt;
Barracks can be used as a dungeon cant it? Like, put a story behind the barracks and make a quest to go inside and gather some rations or something.&lt;br /&gt;
edited by Bear/&lt;br /&gt;
&lt;br /&gt;
==== Small Barracks ====&lt;br /&gt;
&lt;br /&gt;
[[Image:Barracks.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
In war times, this booth works as a last bastion in case the attacker were able to pass trough and reach the mountain. The guards that reside here will only act when there is a high risk of losing the higher part. In peace times, the guards just practice all the time an some works as teachers for the new warriors.&lt;br /&gt;
&lt;br /&gt;
To the right you can see a detail of the right part of the drawing below. The idea is that the open extreme of the &amp;quot;tube&amp;quot; is a watch tower were 24 hours a day, a group of sentinels are watching in turns. If an important attack begins, they lit a big fire that can be seen from various miles away by its allies (in case they have any).&lt;br /&gt;
&lt;br /&gt;
==== Astronomic observatorium ====&lt;br /&gt;
&lt;br /&gt;
[[Image:Observatorium.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==== Royal tombs ====&lt;br /&gt;
==== Market ====&lt;br /&gt;
==== Cheap buildings ====&lt;br /&gt;
==== Swordsmen guild ====&lt;br /&gt;
&lt;br /&gt;
==== School / University ====&lt;br /&gt;
&lt;br /&gt;
[[Image:School.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==== Silo ====&lt;br /&gt;
&lt;br /&gt;
Concept of the lower part of the silo and operation basis. All those piled up circles represent storaged grain. Gravity does the work, the user only has to operate the knob to open and close the trap. The recipient or carriage is put under the trap door.&lt;br /&gt;
When the level is too low, an alternative door is accesable from the front which requires the use of a shovel.&lt;br /&gt;
[[Image:Silo-upper.part.jpg|thumb|right|200px|{{Image:Silo-upper.part.jpg}}]]&lt;br /&gt;
[[Image:Silo-lower.part.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
The chamber below the &amp;quot;ground level&amp;quot; is divided from the &amp;quot;aerial part&amp;quot; with a special stone which has several holes carved into it. Such holes are big enough to pass the grain but not wide enough to pass a hand and steal the food:&lt;br /&gt;
&lt;br /&gt;
[[Image:Silo-lower.part-detail.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
This has various purposes:&lt;br /&gt;
* Prevent the stealing of the whole harvest.&lt;br /&gt;
* Palace always has food.&lt;br /&gt;
* If the upper part is broken from an attack and the grain gets all scattered to the ground, still remains some food for the survivors.&lt;br /&gt;
&lt;br /&gt;
== Artwork ==&lt;br /&gt;
[[Image:City-26072005.jpg|frame|left|{{Image:City-26072005.jpg}}]]&lt;br /&gt;
[[Image:Tulimshar-map.jpg|thumb|left|600px|{{Image:Tulimshar-map.jpg}}]]&lt;/div&gt;</summary>
		<author><name>Metalcore</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Currencies&amp;diff=3018</id>
		<title>Archive:Currencies</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Currencies&amp;diff=3018"/>
		<updated>2005-11-10T02:59:53Z</updated>

		<summary type="html">&lt;p&gt;Metalcore: corrected multiplier&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Currencies of the 6 kingdoms ==&lt;br /&gt;
&lt;br /&gt;
Each of the 6 kingdoms has it&#039;s own currency, which is used by it and the outlying villages surrounding it. The currencies each have separate, scalable values.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bronze Coin&#039;&#039;&#039; - 1 - This currency is not used anywhere, it&#039;s just a dummy currency to which others are compared. The number shown is how many bronze coins one unit of the currency is worth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sequins&#039;&#039;&#039; - 3 - The desert kingdom of [[Tulimshar]] uses these thin metal plates, about 4 centimeters wide, for trading. They have an opalescent sheen.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kaite&#039;&#039;&#039; - 1/2 - The black shell of the forest Armadillo is used as a currency in the forest kingdom of [[Shimris]]. It is broken down into small, square chips about 2 cm wide and painted with the official seal of the kingdom.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cubes&#039;&#039;&#039; - 8 - These rough cubes are about 2 centimeters long. They appear to be leftover from some older civilization, and are traced with lines and diagrams that may fit together into some sort of puzzle, if they were all again reassembled. Used in the kingdom at the edge of the world, [[Toukai]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039; - 2 - The island kingdom of [[Sonbrand]] issues a paper currency to its citizens, featuring the national insignia of the kingdom. Very dificult to replicate, even by mechanical means.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greystone&#039;&#039;&#039; - 6 - Hewn from the earth, these gems are tumbled into a flat chip-shape and used by the citizens of the mountain kingdom [[Mudoha]] as a currency.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scrips&#039;&#039;&#039; - 1/4 - A highly deflated paper currency used by the kingdom of [[Abbana]]. This low value is due in part to the fact that they are easily reproducable, and that the kingdom is not always willing to back them.&lt;br /&gt;
&lt;br /&gt;
== Bear&#039;s input ==&lt;br /&gt;
&lt;br /&gt;
From what i can see, the main currency will be the GP/Gold Point i believe. With GP, people will be able to:&lt;br /&gt;
&lt;br /&gt;
* Buy items&lt;br /&gt;
* Trade for items&lt;br /&gt;
* Activate quests&lt;br /&gt;
* Advance job class to Gambler&lt;br /&gt;
&lt;br /&gt;
GP can be acquired by fighting monsters and to sell their spoils. Also can be gained for finishing a quest. Also found in treasure boxes?&lt;/div&gt;</summary>
		<author><name>Metalcore</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Currencies&amp;diff=3017</id>
		<title>Archive:Currencies</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Currencies&amp;diff=3017"/>
		<updated>2005-11-10T02:59:00Z</updated>

		<summary type="html">&lt;p&gt;Metalcore: fixed/clarified ratio/multiplier.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Currencies of the 6 kingdoms ==&lt;br /&gt;
&lt;br /&gt;
Each of the 6 kingdoms has it&#039;s own currency, which is used by it and the outlying villages surrounding it. The currencies each have separate, scalable values.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bronze Coin&#039;&#039;&#039; - 1 - This currency is not used anywhere, it&#039;s just a dummy currency to which others are compared. The number shown is how many bronze coins one unit of the currency is worth.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sequins&#039;&#039;&#039; - 3 - The desert kingdom of [[Tulimshar]] uses these thin metal plates, about 4 centimeters wide, for trading. They have an opalescent sheen.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kaite&#039;&#039;&#039; - 1/2 - The black shell of the forest Armadillo is used as a currency in the forest kingdom of [[Shimris]]. It is broken down into small, square chips about 2 cm wide and painted with the official seal of the kingdom.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cubes&#039;&#039;&#039; - 8 - These rough cubes are about 2 centimeters long. They appear to be leftover from some older civilization, and are traced with lines and diagrams that may fit together into some sort of puzzle, if they were all again reassembled. Used in the kingdom at the edge of the world, [[Toukai]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Notes&#039;&#039;&#039; - 2 - The island kingdom of [[Sonbrand]] issues a paper currency to its citizens, featuring the national insignia of the kingdom. Very dificult to replicate, even by mechanical means.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Greystone&#039;&#039;&#039; - 6 - Hewn from the earth, these gems are tumbled into a flat chip-shape and used by the citizens of the mountain kingdom [[Mudoha]] as a currency.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Scrips&#039;&#039;&#039; - 4 - A highly deflated paper currency used by the kingdom of [[Abbana]]. This low value is due in part to the fact that they are easily reproducable, and that the kingdom is not always willing to back them.&lt;br /&gt;
&lt;br /&gt;
== Bear&#039;s input ==&lt;br /&gt;
&lt;br /&gt;
From what i can see, the main currency will be the GP/Gold Point i believe. With GP, people will be able to:&lt;br /&gt;
&lt;br /&gt;
* Buy items&lt;br /&gt;
* Trade for items&lt;br /&gt;
* Activate quests&lt;br /&gt;
* Advance job class to Gambler&lt;br /&gt;
&lt;br /&gt;
GP can be acquired by fighting monsters and to sell their spoils. Also can be gained for finishing a quest. Also found in treasure boxes?&lt;/div&gt;</summary>
		<author><name>Metalcore</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:Story_generator&amp;diff=3016</id>
		<title>Archive talk:Story generator</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:Story_generator&amp;diff=3016"/>
		<updated>2005-11-10T02:53:16Z</updated>

		<summary type="html">&lt;p&gt;Metalcore: comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Would probably be pretty hard to implement, but could prove very interesting. For example, people could group together without being on the same quest if they went to similar places, such as in many Adventure/Fantasy novels. Each character always has his own purpose. However, unlike real life, it&#039;d be very hard to be completely random. Perhaps, after &amp;quot;signing up&amp;quot; for it, it would make say, 4 or 5 missions available, each beginning a certain storyline or storylines. So we could have, say, 15 or 20 &amp;quot;storylines&amp;quot;, and could always add more. Perhaps these should not be officially released nor described on the main site, so as to provide more seemingly randomness to the game. [[User:Metalcore|Metalcore]] 03:53, 10 November 2005 (CET)&lt;/div&gt;</summary>
		<author><name>Metalcore</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:GUI_development&amp;diff=3015</id>
		<title>Archive talk:GUI development</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:GUI_development&amp;diff=3015"/>
		<updated>2005-11-10T02:35:29Z</updated>

		<summary type="html">&lt;p&gt;Metalcore: comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article seems to refer to the entire User Interfact (UI) not the Graphic UI (GUI) exclusively, as implied by the title. I suggest a move to [[User interface development]] or [[UI Development]] [[User:Metalcore|Metalcore]] 03:35, 10 November 2005 (CET)&lt;/div&gt;</summary>
		<author><name>Metalcore</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Guidelines&amp;diff=3010</id>
		<title>Development:Guidelines</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Guidelines&amp;diff=3010"/>
		<updated>2005-11-09T03:17:14Z</updated>

		<summary type="html">&lt;p&gt;Metalcore: english&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== In general ==&lt;br /&gt;
*Don&#039;t be afraid to show us your unfinished pieces, we are there to guide and help you through the process.&lt;br /&gt;
*If possible, hang around the #tmwart channel on irc.freenode.net 24/7.&lt;br /&gt;
*When you&#039;re available / doing work on tmw related stuff, please contact me on the previously mentioned channel.&lt;br /&gt;
*We&#039;re soon going to have a centralized repository for all the art related stuff where we&#039;re going to archive all of your versions, so you can just start to contribute there without the need to track down a dev. The details on the repository and the preferred version numbering are coming soon. EDIT(20050419): Ask me for details, it&#039;s up now.&lt;br /&gt;
*Preferred formats: .png and .ogg&lt;br /&gt;
&lt;br /&gt;
== Concerning conceptual art ==&lt;br /&gt;
*You can always come up with new ideas to present to the team. Actually that&#039;s preferred and we like that.&lt;br /&gt;
*With conceptual art you might want to define important places, capture the generic atmosphere, look, and color scheme of a certain place or define the looks of an important NPC.&lt;br /&gt;
&lt;br /&gt;
== Concerning tiles ==&lt;br /&gt;
*We REALLY need a LOT of these, so if you think you can do ANYTHING, please give it a shot.&lt;br /&gt;
&lt;br /&gt;
*Especially on these actively seek out our attention so we can assign new tasks to you. The fact that we won&#039;t contact you personally every day doesn&#039;t mean we don&#039;t need your efforts.&lt;br /&gt;
&lt;br /&gt;
*You can find the technical specifications of tilesets here: [[Tileset development]]&lt;br /&gt;
&lt;br /&gt;
*Please keep in mind that a mapper has got only 3 layers: 2 of them are always displayed below players and monsters while the other one is displayed always above. The lowest layer is usually used for ground tiles/walls, and since the limited number of layers, ground tiles should be non-transparent even if this increase a lot the number of tiles in a tileset. Transparent tiles should be only used for objects you can place in different places with different backgrounds such as plants, barrels, ... It is preferrable that cups, and food and whatever else stands on a table is drawn with the table tile below it. Paintings shouldn&#039;t have transparent borders, but wall behind them. (if you plan to use for example paintings in different tileset, save them elsewhere as transparent objects and then reapply them to another tile).&lt;br /&gt;
&lt;br /&gt;
*Although we prefer high quality tiles over low quality ones, please keep in mind that we try to resemble the look of old SNES games. So please try not to make the tiles too realistic. This mean please don&#039;t use textures you get from reality, such a picture of a wooden piece and use it for your tiles. We strongly encourage you to manually pixelate every tile and avoid to use gradients or filters such as blur too excessive.&lt;br /&gt;
&lt;br /&gt;
*All the tileset should use some coherence:&lt;br /&gt;
**The direction of the light: south-west for outdoor tilesets (of course there will be exceptions: different (or special) areas could have a different direction of light to give it a subtle different feeling, such as lava caves with subtle orange light from the bottom, and deep in the dark forest with glowing mushrooms), diffuse light for indoor tilesets diffused light is nice, but overusage could lead into problems with contrast between the inside and the outside.&lt;br /&gt;
**The perspective: top-down 45Â° view angle (if in doubt, take a look at current screenshots or search for Secret of Mana screenshots).&lt;br /&gt;
**The proportions: a character is one tile wide and two tiles high.&lt;br /&gt;
**The color style: try to use the same color palette for the whole tileset. the selection of color is important for the feeling of the tileset. weak colors with a high amount of grey for example are good for a sad and cold feeling while bright colors create a happy and warm atmosphere. whatever atmosphere you choose: it should be consistent through the whole tileset. avoid using weird &amp;quot;alien&amp;quot; colors (keep saturation low :P). &lt;br /&gt;
**The tiles in one tileset should be able to be put together in as many different ways as possible to allow the mapper to express his creativity. This is the base requirement for:&lt;br /&gt;
*** Borders between different heights: http://www.enterbrain.co.jp/digifami/digiweb/dot_teck/3nen/05/8.gif&lt;br /&gt;
***Fences http://www.enterbrain.co.jp/digifami/digiweb/dot_teck/3nen/04/053.gif http://www.enterbrain.co.jp/digifami/digiweb/dot_teck/3nen/04/052.gif http://www.enterbrain.co.jp/digifami/digiweb/dot_teck/3nen/04/054.gif&lt;br /&gt;
(please note that the above pictures are only for demonstrational purpose. they are copyrighted and not part of the mana world project).&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
When you are not very experienced at creating pixel art, you should take a look at the following tutorials. You can learn many interesting tricks from them.&lt;br /&gt;
&lt;br /&gt;
*[http://tsugumo.swoo.net/tutorial/ So You Want To Be A Pixel Artist] by Tsugumo.&lt;br /&gt;
*[http://translate.google.com/translate?u=http%3A%2F%2Fwww.enterbrain.co.jp%2Fdigifami%2Fdigiweb%2Fdot_teck%2F3nen%2F3_01.html&amp;amp;langpair=ja%7Cen&amp;amp;hl=en&amp;amp;ie=UTF-8&amp;amp;oe=UTF-8&amp;amp;prev=%2Flanguage_tools Enterbrains Tutorial (translated from Japanese by Google)]. all the above images have been taken from this tutorial.&lt;/div&gt;</summary>
		<author><name>Metalcore</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Server_development&amp;diff=3005</id>
		<title>Archive:Server development</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Server_development&amp;diff=3005"/>
		<updated>2005-11-08T21:21:21Z</updated>

		<summary type="html">&lt;p&gt;Metalcore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Related subtopics ==&lt;br /&gt;
&lt;br /&gt;
* [[Player control]]&lt;br /&gt;
* [[Client-server message list]]&lt;br /&gt;
* [[Pixel based players in a tile based world]]&lt;br /&gt;
* [[Main server loop]]&lt;br /&gt;
* [[Account creation]]&lt;br /&gt;
* [[Database specifications]]&lt;br /&gt;
* [http://themanaworld.org/tmwservdox/index.html Doxygen Server Documentation]&lt;br /&gt;
* [[Design server ideas]]&lt;br /&gt;
* [[Long term server development]]&lt;br /&gt;
&lt;br /&gt;
== Very global idea of some of the main components of the server ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Server global idea.png|{{Image:Server global idea.png}}|right|]]&lt;br /&gt;
&lt;br /&gt;
=== Connection Handler ===&lt;br /&gt;
&lt;br /&gt;
The connection handler has one thread to listen for incoming connections, and one thread for each connected client. I think it&#039;s best to use TCP as the basis of our protocol, because I&#039;d like the reliability which saves a lot of trouble.&lt;br /&gt;
&lt;br /&gt;
The listening threads will drop incoming messages in a message queue, which is processed in the main thread. The incoming messages are then dispatched to a message handler (described below), which won&#039;t have to deal with the threading issues.&lt;br /&gt;
&lt;br /&gt;
=== Message Handler ===&lt;br /&gt;
&lt;br /&gt;
Actually multiple messages handlers (classes implementing handler interface) can register themselves at the connection handler to handle a certain kind of message. An &#039;&#039;IncomingMessage&#039;&#039; class will be used to pass the message around which contains the data, information about the sender and methods to conveniently extract primitive datatypes from the raw message data.&lt;br /&gt;
&lt;br /&gt;
The following diagram illustrates the role of the connection and messages handlers:&lt;br /&gt;
&lt;br /&gt;
[[Image:Server network.png|{{Image:Server network.png}}]]&lt;br /&gt;
&lt;br /&gt;
=== Message Types ===&lt;br /&gt;
&lt;br /&gt;
This provides an overview of the messages which the server will send and/or receive.&lt;br /&gt;
&lt;br /&gt;
The various types of messages the server will recieve include:&lt;br /&gt;
* Login&lt;br /&gt;
* Logout&lt;br /&gt;
* Player chat: a player wants to send a message to other players.&lt;br /&gt;
* Object action: the client has performed a certain action on an object.&lt;br /&gt;
&lt;br /&gt;
The various types of messages the server will send to client include:&lt;br /&gt;
* Player chat: another player has chatted.&lt;br /&gt;
* NPC Dialog: notify the client about in-game dialog.&lt;br /&gt;
* Create object: notify the client about a new object.&lt;br /&gt;
* Update object: notify the client about updated player information.&lt;br /&gt;
* New map: notify the player to load a new map.&lt;br /&gt;
&lt;br /&gt;
(We must create a formal specification of protocol for server)&lt;br /&gt;
&lt;br /&gt;
=== World ===&lt;br /&gt;
&lt;br /&gt;
The server maintains the world state, or a designated part of it (in the case of multiple map servers). This includes a list of active maps (maps without players could be unloaded to save cpu and memory), and a list of all active beings and objects. For the beings and objects, it will also need to know about all possible types of beings and objects. These types will be defined with a combination of XML data and scripts.&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;OutgoingMessage&#039;&#039; class is used to construct messages to be sent towards the clients. A mechanism is required to conveniently determine for which clients a certain message is relevant. These messages will be dropped in an outgoing messages queue (or one for each client, not sure yet), and finally be sent.&lt;br /&gt;
&lt;br /&gt;
=== Persistent Storage ===&lt;br /&gt;
&lt;br /&gt;
When the server crashes or needs to be restarted for other reasons, it would be rather inconvenient if this resulted in a world reset. Because of this we need a persistent storage of world data that includes all active beings and objects, that is continuously (but at a slow pace) being kept up to date. At the same time this means this will also be the place where character data is kept, and when a client reconnects he can expect the player to be still at the same spot as when he left through this method.&lt;br /&gt;
&lt;br /&gt;
This last thing will need a special notice, because the above describes a server that is potentially cooperating with other servers in order to together be able to handle the required bandwidth and processing resources. Hence it would be convenient when the persistent storage was a centralized database used by all map servers. This is unfeasable and too unreliable though, so we&#039;ll probably need to use a mixture of slow-pace updating of a local database, and very-slow-pace updating of a central database. Or probably better than the last thing, very-slow-pace replication to other servers.&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&lt;br /&gt;
The Mana World aims to be a dynamic, ever improving game. Scripting allows more flexible control over various components of the game, such as enemy behaviours and in-game events. Scripting will be implemented server side (although in the future some scripting features may be migrated to the client), this allows a greater control over in-game objects, events, and various other components of the game.&lt;br /&gt;
&lt;br /&gt;
Many scripting languages would be suitable for embedding in the server, such as Lua, Io and Ruby (plus alot more). Each language has their pros and cons, and some are larger and more featureful than others. It is also possible to use a language interface such as SWIG to take care of the language implementation details, allowing a multitude of languages to be used. More research must be done into the suitability of various scripting languages for use in The Mana World.&lt;br /&gt;
&lt;br /&gt;
Suggested suitable languages:&lt;br /&gt;
* [http://www.lua.org/ Lua]&lt;br /&gt;
* [http://www.iolanguage.com/ Io]&lt;br /&gt;
* [http://www.ruby-lang.org/ Ruby]&lt;br /&gt;
&lt;br /&gt;
UPDATE: Ruby has been chosen as the language for use in TMW server.&lt;br /&gt;
&lt;br /&gt;
Suitable uses of scripting:&lt;br /&gt;
* Enemy behaviour&lt;br /&gt;
* Dynamic NPC behaviour&lt;/div&gt;</summary>
		<author><name>Metalcore</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Playersets&amp;diff=2992</id>
		<title>Development:Playersets</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Development:Playersets&amp;diff=2992"/>
		<updated>2005-11-07T22:12:37Z</updated>

		<summary type="html">&lt;p&gt;Metalcore: english&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General specs ==&lt;br /&gt;
* &#039;&#039;&#039;Frame size:&#039;&#039;&#039; 32x64&lt;br /&gt;
* &#039;&#039;&#039;Color depth:&#039;&#039;&#039; 32 bpp (including alpha layer)&lt;br /&gt;
* &#039;&#039;&#039;Directions:&#039;&#039;&#039; 4 (north, south, east, west)&lt;br /&gt;
* Action list&lt;br /&gt;
** Current basic needs&lt;br /&gt;
*** Standing (1 frame)&lt;br /&gt;
*** Death (1 frame)&lt;br /&gt;
*** Sitting (1 frame)&lt;br /&gt;
*** Walking (6 frames)&lt;br /&gt;
*** Attacking with punch/single-hand thrusting weapon&lt;br /&gt;
*** Attacking with bow&lt;br /&gt;
*** Casting spell&lt;br /&gt;
**Extra sequences&lt;br /&gt;
*** Running (6 frames)&lt;br /&gt;
*** Skim-floating (amulet movement) (3 frames)&lt;br /&gt;
*** Waving (3 frames)&lt;br /&gt;
*** Picking up item (3 frames)&lt;br /&gt;
*** Getting hit (2 frames)&lt;br /&gt;
*** Attacking with single-hand slashing weapon&lt;br /&gt;
*** Attacking with two-hand thrusting weapon&lt;br /&gt;
*** Attacking with thrown weapon&lt;br /&gt;
*** Attacking with two-hand slashing weapon&lt;br /&gt;
*** Attacking with two-hand smashing weapon&lt;br /&gt;
*** Targeting spell on self&lt;br /&gt;
*** Targeting area of effect spell&lt;br /&gt;
*** Targeting spell on single target&lt;br /&gt;
&lt;br /&gt;
== Walking animation in progress ==&lt;br /&gt;
&lt;br /&gt;
=== New player by Talaroc and Jetryl ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Player-character-full-sheet-talaroc.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://img.photobucket.com/albums/v605/daajenai/man-untweaked.png&lt;br /&gt;
http://img.photobucket.com/albums/v605/daajenai/man-tweaked.png&lt;br /&gt;
http://img.photobucket.com/albums/v605/daajenai/dude-nohair.png&lt;br /&gt;
&lt;br /&gt;
[[User:moltheni|moltheni]]&#039;s modifications: &amp;lt;p&amp;gt;&lt;br /&gt;
26/07 &lt;br /&gt;
*I think eyes are too much big, what do you think of these? &amp;lt;br&amp;gt;&lt;br /&gt;
http://lev.altervista.org/tmw_eyes.GIF &lt;br /&gt;
*I&#039;ve also made three &#039;getting hit&#039; frames &amp;lt;br&amp;gt;&lt;br /&gt;
http://lev.altervista.org/tmw_chara_getting_hit.GIF &amp;lt;br&amp;gt;&lt;br /&gt;
08/08 &lt;br /&gt;
*I&#039;ve tried to improve the side standing pose and walkin animation (two versions of the walk, short or long arms..), I still haven&#039;t colored them :P &amp;lt;br&amp;gt;&lt;br /&gt;
http://lev.altervista.org/tmw_charasidestand.GIF standing pose&amp;lt;br&amp;gt;&lt;br /&gt;
http://lev.altervista.org/tmw_charasidewalk.GIF walks&lt;br /&gt;
&lt;br /&gt;
=== Old animation by Talaroc ===&lt;br /&gt;
&lt;br /&gt;
The first (on the left) image is the &amp;quot;standing&amp;quot; sprite.&lt;br /&gt;
&lt;br /&gt;
[[Image:Playerset south talaroc.png]] [[Image:South walk by talaroc animated.gif]]&lt;br /&gt;
&lt;br /&gt;
==== Sprite mods by Kyokai ====&lt;br /&gt;
&lt;br /&gt;
http://img109.exs.cx/img109/9112/kyokai7yv.png My character for TMW (someday)&lt;br /&gt;
http://img76.exs.cx/img76/6519/kirin7bf.png The NPC KirinDekagen&lt;br /&gt;
&lt;br /&gt;
=== Necromus ===&lt;br /&gt;
&lt;br /&gt;
http://www.filehigh.com/serve.php?u=1823&amp;amp;i=5825&amp;amp;t=.gif&lt;br /&gt;
&lt;br /&gt;
Side view walking frame (incomplete).&lt;br /&gt;
&lt;br /&gt;
=== Old animation by Neko-mon ===&lt;br /&gt;
&lt;br /&gt;
http://www.geocities.com/cless_alv/walking4.gif&lt;br /&gt;
http://www.lindeijer.nl/~bjorn/walking3_6frames.gif&lt;br /&gt;
http://www.lindeijer.nl/~bjorn/walking3_4frames.gif&lt;br /&gt;
&lt;br /&gt;
12, 6 and 4 frame versions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== Comments ====&lt;br /&gt;
* [[User:BjÃ¸rn|BjÃ¸rn]]: I&#039;ve made the 6 frame versions by simply deleting all even frames in your animation. In my opinion it&#039;s still a fine animation and it&#039;s saving quite a bit of work. For the 4 frame version I have created a single neutral stand frame and used the two leg extremes, so it&#039;s actually only 3 different images.&lt;br /&gt;
&lt;br /&gt;
* [[User:Neko-mon|Neko-mon]]: I made little fixes in the 12 frames image.&lt;br /&gt;
&lt;br /&gt;
* [[User:moltheni|moltheni]]: Can I make some sprites too? If you tell me what is needed (and what others are doing) I can help!&amp;lt;br&amp;gt;p.s.: Aren&#039;t the eyes of the sidewalk sprites too much.. ehm... on the bottom (sorry for the english)?&amp;lt;br&amp;gt;and the shadow of the legs of the back-standing-pose-frame is inverted.&lt;br /&gt;
&lt;br /&gt;
* [[User:Bear|Bear]]:If you want to do something in Graphics, contact Rotonen, OR you can ask me about a few things. It might not be my part to lead graphics, but it would be good to get some monsters done. *just a critic* :D&lt;br /&gt;
&lt;br /&gt;
* [[User:ElvenProgrammer|ElvenProgrammer]]: moltheni, you can contact me as well. Feel free to propose improvements to the spriteset by Talaroc, especially on side walking and sit pose.&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Metalcore</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Artist_meeting_29/09/05&amp;diff=2989</id>
		<title>Archive:Artist meeting 29/09/05</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive:Artist_meeting_29/09/05&amp;diff=2989"/>
		<updated>2005-11-07T01:50:41Z</updated>

		<summary type="html">&lt;p&gt;Metalcore: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Information ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Duration:&#039;&#039;&#039; 1:42 hours (20:55-22:37 GMT)&lt;br /&gt;
* &#039;&#039;&#039;Attendance:&#039;&#039;&#039; [[User:Rotonen|Rotonen]], [[User:Irukard|Irukard]], [[User:Crush|Crush]], [[User:Nafti|Nafti]], [[User:Pajarico|Pajarico]], [[User:Modanung|Modanung]], m[a]tt&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Leapmonster.jpg|thumb|Leap monster]]&lt;br /&gt;
[[Image:Tulimshar street.jpg|thumb|Tulimshar street view]]&lt;br /&gt;
&lt;br /&gt;
* No real news:&lt;br /&gt;
** ElvenProgrammer had to leave so Rotonen was the moderator this time.&lt;br /&gt;
** Crush is still working in new trees and has almost completed the woodland tileset. He thinks it will be ready for mapping in the next week.&lt;br /&gt;
** Modanung did some artwork. He still is pro-hugging.&lt;br /&gt;
** Irukard has been busy with studies, so no new material till next week.&lt;br /&gt;
** Pajarico couldn&#039;t show anything since his scanner broke. He suggested a [http://forums.themanaworld.org/viewtopic.php?p=9392#9392 new approach] for the palace and people agreed.&lt;br /&gt;
** Rotonen asked for a more detailed map of the city, to get a precise view of what tiles do we need. Also, he wants to do a world that &amp;quot;lives&amp;quot; even when the players are not there (in other words, npcs leads their own lifes).&lt;br /&gt;
&lt;br /&gt;
* A new page has been added: [[Assignments]], so the artists can schedule their tasks.&lt;br /&gt;
* As they weren&#039;t really any important news, we started to talk about stuff that&#039;s halfway between development (coding) and artist tasks:&lt;br /&gt;
** Implement engine for particle effects.&lt;br /&gt;
** Implement water reflection and sparklings (anime-like).&lt;br /&gt;
** 3d pre-rendering of magic effects and fluids, althought this was vaguely discussed. Modanung suggested to use this technique only as a base.&lt;br /&gt;
&lt;br /&gt;
* That&#039;s all, folks. If you feel like I missed something, edit this page. -- [[User:Pajarico|Pajarico]] 19:03, 30 Sep 2005 (CEST)&lt;br /&gt;
&lt;br /&gt;
* You forgot to mention that Modanung wants to marry me in game, so we have to add weddings as soon as possible --[[User:ElvenProgrammer|ElvenProgrammer]] 20:24, 30 Sep 2005 (CEST)&lt;br /&gt;
&lt;br /&gt;
[[Category:Artist meetings]]&lt;/div&gt;</summary>
		<author><name>Metalcore</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Main_Page&amp;diff=2988</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Main_Page&amp;diff=2988"/>
		<updated>2005-11-07T01:43:34Z</updated>

		<summary type="html">&lt;p&gt;Metalcore: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align: center; margin: 20px; font-style: italic;&amp;quot;&amp;gt;Welcome to The Mana World wiki! This wiki is meant to provide information to our players, to provide an easy way to contribute to the development of certain parts of the game and to improve collaboration between people on the development team. We hope you will find what you are looking for. To be able to edit you have to login, but signing up is free and requires no activation.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| cellspacing=&amp;quot;3&amp;quot; cellpadding=&amp;quot;5&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot; &lt;br /&gt;
|width=&amp;quot;50%&amp;quot; style=&amp;quot;border: 1px solid #e0c8b8; color: #000; background-color: #faeee6&amp;quot;|&lt;br /&gt;
== Project information ==&lt;br /&gt;
* [[Project description]]&lt;br /&gt;
* [[Screenshots]]&lt;br /&gt;
* [[Developers]]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Dependencies]]&lt;br /&gt;
* [[System requirements]]&lt;br /&gt;
* [[Roadmap]]&lt;br /&gt;
* [[Ports]]&lt;br /&gt;
* [http://cvs.sourceforge.net/viewcvs.py/themanaworld/tmw/ChangeLog?rev=HEAD&amp;amp;view=markup Change log]&lt;br /&gt;
&lt;br /&gt;
==== References ====&lt;br /&gt;
&lt;br /&gt;
* [[Guilds]]&lt;br /&gt;
* [[Monster reference]]&lt;br /&gt;
* [[Item reference]]&lt;br /&gt;
&lt;br /&gt;
==== Organization ====&lt;br /&gt;
&lt;br /&gt;
* [[Suggestions]]&lt;br /&gt;
* [[Bugs]]&lt;br /&gt;
* [[Design document]]&lt;br /&gt;
* [http://themanaworld.org/archive/galerie.php Gallery]&lt;br /&gt;
* [[Developer meetings]]&lt;br /&gt;
* [[Quotes]]&lt;br /&gt;
* [[Summer 2005 real life developer meeting]]&lt;br /&gt;
&lt;br /&gt;
|width=&amp;quot;50%&amp;quot; style=&amp;quot;border: 1px solid #c9c9ff; color: #000; background-color: #f3f3ff&amp;quot;|&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;World&#039;&#039;&#039;&lt;br /&gt;
:[[World development]], [[World backstory]], [[Map development]], [[Landmarks]], [[Kingdoms]], [[Organisations]], [[Important NPCs]], [[Finished NPCs]], [[Quest development|Quests]], [[Calendar]], [[Create new NPCs]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graphics&#039;&#039;&#039;&lt;br /&gt;
:[[Guidelines]], [[Assignments]], [[Concept art]], [[Tileset development|Tilesets]], [[Playerset development|Playerset]], [[NPC development|NPCs]], [[Monsterset development|Monsters]], [[Hairset development|Hairsets]], [[Itemset development|Itemsets]], [[Equipment development|Equipment]], [[:Special:Newimages|New images gallery]], [[Military Uniforms|Uniforms]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GUI / Interface&#039;&#039;&#039;&lt;br /&gt;
:[[GUI development]], [[Keyboard usage]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sound&#039;&#039;&#039;&lt;br /&gt;
:[[SFX]], [[Music]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game&#039;&#039;&#039;&lt;br /&gt;
:[[Game systems]], [[Update system]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Server&#039;&#039;&#039;&lt;br /&gt;
:[[Server development]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RFCs&#039;&#039;&#039;&lt;br /&gt;
:[[Rendering]], [[Action Layers]]&lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__ __NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Metalcore</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:Assignments&amp;diff=2986</id>
		<title>Archive talk:Assignments</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:Assignments&amp;diff=2986"/>
		<updated>2005-11-07T01:20:08Z</updated>

		<summary type="html">&lt;p&gt;Metalcore: Talk:Assignation moved to Talk:Assignments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I believe the word you guys were looking for is &amp;quot;Assignments&amp;quot;, not Assignation, but I wasn&#039;t going to move it without confirmation [[User:Metalcore|Metalcore]] 21:05, 6 November 2005 (CET)&lt;br /&gt;
&lt;br /&gt;
Yes, that&#039;s what we meant. Feel free to move it. :) [[User:Modanung|Modanung]] 23:43, 6 November 2005 (CET)&lt;/div&gt;</summary>
		<author><name>Metalcore</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:Assignments&amp;diff=2981</id>
		<title>Archive talk:Assignments</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:Assignments&amp;diff=2981"/>
		<updated>2005-11-06T20:05:22Z</updated>

		<summary type="html">&lt;p&gt;Metalcore: name change?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I believe the word you guys were looking for is &amp;quot;Assignments&amp;quot;, not Assignation, but I wasn&#039;t going to move it without confirmation [[User:Metalcore|Metalcore]] 21:05, 6 November 2005 (CET)&lt;/div&gt;</summary>
		<author><name>Metalcore</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Player_Groups&amp;diff=2978</id>
		<title>Player Groups</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Player_Groups&amp;diff=2978"/>
		<updated>2005-11-06T05:16:55Z</updated>

		<summary type="html">&lt;p&gt;Metalcore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This will be the list of the guilds of The Mana World. If you wish to start a clan/guild PM me with the name and details and i will be sure to add it here. Thanks. ~Magick~&lt;br /&gt;
&lt;br /&gt;
*[[Current Guilds]]&lt;br /&gt;
**[[Guilds in making]]&lt;/div&gt;</summary>
		<author><name>Metalcore</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:Quest_scripting&amp;diff=2977</id>
		<title>Archive talk:Quest scripting</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Archive_talk:Quest_scripting&amp;diff=2977"/>
		<updated>2005-11-06T04:33:56Z</updated>

		<summary type="html">&lt;p&gt;Metalcore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the record, I&#039;m somewhat fluent with Ruby, especially if it&#039;s nothing too complicated [[User:Metalcore|Metalcore]] 05:33, 6 November 2005 (CET)&lt;/div&gt;</summary>
		<author><name>Metalcore</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Metalcore&amp;diff=2976</id>
		<title>User:Metalcore</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Metalcore&amp;diff=2976"/>
		<updated>2005-11-06T04:31:30Z</updated>

		<summary type="html">&lt;p&gt;Metalcore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Name&#039;&#039;&#039;: Evan Seeds&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;E-mail&#039;&#039;&#039;: evanseeds@gmail.com&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AIM&#039;&#039;&#039;: Metalcore424&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Metalcore</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=User:Metalcore&amp;diff=2975</id>
		<title>User:Metalcore</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=User:Metalcore&amp;diff=2975"/>
		<updated>2005-11-06T04:30:29Z</updated>

		<summary type="html">&lt;p&gt;Metalcore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Name: Evan Seeds&lt;br /&gt;
E-mail: evanseeds@gmail.com&lt;br /&gt;
AIM: Metalcore424&lt;/div&gt;</summary>
		<author><name>Metalcore</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=FAQ&amp;diff=2973</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=FAQ&amp;diff=2973"/>
		<updated>2005-11-06T04:21:07Z</updated>

		<summary type="html">&lt;p&gt;Metalcore: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the FAQ for The Mana World. If you have a question, search for it in the Table of Contents. If you cannot find it, please post it on the [[Talk:FAQ|talk page]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===When I try to login using the account that usually works, I get following message: Unable to connect to Login Server===&lt;br /&gt;
&lt;br /&gt;
This means that the game server is not online at the moment you try to login. Try again later.&lt;br /&gt;
&lt;br /&gt;
If you really want to make sure, look for &amp;quot;host&amp;quot; to be equal some host (&#039;&#039;host=animesites.de&#039;&#039;) and &amp;quot;port&amp;quot; to be filled (&#039;&#039;port=6901&#039;&#039;) in config.xml. If that is the case and you still are not convinced it really is down, run &amp;quot;ping -c1 &amp;lt;host&amp;gt;&amp;quot; to check if the server&#039;s machine is up at or run &amp;quot;telnet &amp;lt;host&amp;gt; &amp;lt;port&amp;gt;&amp;quot; to also check if the server software is listening on the port you specified. Telnet should timeout after a while if it cannot connect to the specific port on the host. or (for the official server) just use the server link on the home page ;)&lt;br /&gt;
&lt;br /&gt;
===What are the keyboard shortcuts in The Mana World?===&lt;br /&gt;
&lt;br /&gt;
See the README file that came with your install for the list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===When installing under Debian GNU/Linux, I get the following libguichan error, And I cannot find libguichan in the repositories. What can I do?===&lt;br /&gt;
 Package libguichan is not available, but is referred to by another package&amp;lt;br&amp;gt;&lt;br /&gt;
 This may mean that the package is missing, has been obsoleted, or&amp;lt;br&amp;gt;&lt;br /&gt;
 is only available from another source&amp;lt;br&amp;gt;&lt;br /&gt;
 Package libguichan has no installation candidate&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Download the Debian package here: http://guichan.sourceforge.net/downloads.shtml&lt;br /&gt;
&lt;br /&gt;
===Does TMW have an IRC channel?===&lt;br /&gt;
&lt;br /&gt;
Yes it does, Server:  irc.freenode.net   Channel: #manaworld.&lt;br /&gt;
for a direct link: irc://irc.freenode.net:6667/manaworld&lt;/div&gt;</summary>
		<author><name>Metalcore</name></author>
	</entry>
	<entry>
		<id>https://oldwiki.devbox.themanaworld.org/index.php?title=Project_description&amp;diff=2971</id>
		<title>Project description</title>
		<link rel="alternate" type="text/html" href="https://oldwiki.devbox.themanaworld.org/index.php?title=Project_description&amp;diff=2971"/>
		<updated>2005-11-06T03:50:56Z</updated>

		<summary type="html">&lt;p&gt;Metalcore: Fixed the English&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Mana World is a project that tries to create a free and open source MMORPG game with the looks of &amp;quot;old-fashioned&amp;quot; 2D RPG games such as those released for the SNES / Super Famicon in the early 90&#039;s. The game itself will be free to download and will also have no monthly fee.&lt;br /&gt;
&lt;br /&gt;
The Mana World aims to be a unique place for people to interact by not only fighting but also forming a community, a microcosm inside the game. Although the game is dynamic and does not have a linear story, it should include background story such as countries, tribes, culture, climate, etc. Quests should lead to other quests. Quests should also encourage forming groups/parties so as to promote the community feel.&lt;br /&gt;
&lt;br /&gt;
Additionally, the developers care about cross compilable source code and efficient resource management in order to make the game playable on as many platforms and operating systems as possible. Low end hardware such as x86 PIIs or G3 PPCs should be the minimum requirement.&lt;/div&gt;</summary>
		<author><name>Metalcore</name></author>
	</entry>
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