
<rss version="2.0">
  <channel> 
    <title>Lucario621's Recent Projects</title> 
    <link>http://scratch.mit.edu/feeds/getRecentUserProjects/14876</link> 
    <description>Recent Projects Feed for Lucario621</description> 
    <language>en-us</language> 
    <pubDate>Thu, 26 Nov 2009 14:59:58 GMT</pubDate> 
    <docs></docs> 
    <generator>CakePHP</generator> 
    <managingEditor>Han and Andres</managingEditor> 
    <webMaster>genghisu</webMaster> 
	
     
    <item> 
      <title>A* Pathfinder</title> 
      <link>http://scratch.mit.edu/projects/Lucario621/775705</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/Lucario621/775705_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;I worked on this a while ago. Although when I saw shadow_7283's project, and I told them I was working on this, than they sorta got desprate saying 'Upload this please!'. So I finished this, and uploaded this.
 
This is A* pathfinding for scratch. It is based on a 11 by 15 grid, and it works pretty well. In mode one, you can click on tiles to change it between a block and no block, and use left and right arrow keys to move the start block, and A and D to move the destination. In mode 2, it will actually go to the place. If you close it all up, it's smart enough to say 'Error!' and stop the project. Its not perfect, but its the best you can find in scratch.
 
Keep in mind though, that only use this method of pathfinding, for scratch games that are tilebased. If you want to make a different non-tilebased game, which requires pathfinding, use http://scratch.mit.edu/projects/AddZero/186736 , Addzero's AI Navigate 1, which can be used for racing games. tower defence, etc.

How the A* method works: First it finds out which blocks its possible to go to. this can be from 0 if its all closed in, to 8 if theres no walls next to it. Then it calculates for each one, if it is in a diagonal direction, or vertical/horizontal. If its diagonal is 14 (10 x sqrt. of 2 approx.), or else its just 10. Then it calculates how many blocks it is from the destination. It multiplies that by 10, and keeps track of it. Then for each block it adds the two together, and it goes to the block with the lowest value.
 
Enjoy!</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/Lucario621/775705_sm.png</imagelink>
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    <item> 
      <title>Epic Smiley Dance</title> 
      <link>http://scratch.mit.edu/projects/Lucario621/766545</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/Lucario621/766545_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;Lol. Heres how I made it:
 
1. On a DSi, I downloaded flipnote studio for free.
 
2. I went to Hatena Online and downloaded a template animation.
 
3. I drew by myself the epic smiley, and erased the normal head, and instead copied and pasted the epic smiley head.
 
4. The music came with it.
 
5. I saved it as a GIF as seperate frames, and then put it on a SD Card and saved it on my computer.
 
6. I imported each one onto a scratch project.
 
7. I recorded the music, which was a little difficult because my microphone isn't very sensetive to sounds, so it would record half of the clip.
 
8. I made simple scripts, and experimented with the wait block and how long it should be. The animation speed still isn't perfect, but I can't really get it to be the way I want it.
 
9. I uploaded it :)
 
Overall though I'm not a animation fan. Just lately my friend kinda inspired me to check for new most popular animations every day, and I found this one so it was worth it :).
 
If I get 50 love-its I'll upload a template so you can make you're own!</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/Lucario621/766545_sm.png</imagelink>
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    <item> 
      <title>Mario Level Creator Player FIXED</title> 
      <link>http://scratch.mit.edu/projects/Lucario621/755324</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/Lucario621/755324_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;[NEW NOTES]
 
IN the previous version, it was definately good, but there were to main, somewhat minor glitches. One of course, was the sensing, which was a bit off. This is been fixed. Also, if you turned the block below Mario to sky, than it would not show the falling animation. This has been fixed.
 
Next I will be adding Level codes :)
 
[ORIGINAL NOTES]
 
The odds are that you say my 1-script 1-sprite level creator on the front page. Well with my recent array-based projects interest, I decided to step it up a level, and make a Mario Level Game Player.
 
In this project, once it loads, you can move around the level, standing, jumping, and walking, whiel customizing one screen of a  mario level with 5 different types of blocks, most of the kind that are from the original game. The sky, the bricks, the ground, the tile, and the question block.
 
For the most part, the animation is correct. I was having trouble making it so the falling animation doesn't repeat itself, but I got it down. As far as sensing, its mostly good, but not perfect. If anybody could fix it well, it would be gladly appreciated.
 
Enjoy!
 
Coming soon....
 
1-script 1-sprite Pathfinder
Currently it is 1-script 1-sprite, but I still have to finish it, and with the current lag, I might have to make it 1 or 2 sprite, or most likely a couple of scripts. (3-4 maybe)
 
Mario Level Creator Scrolling Version
If I can get it done, there might be 5 screens of levels, and it will scroll. This would require each section of the 165 tiles to be a sprite, so it would take a while to duplicate and change each script by a tiny part, which is what I worry that is lengthy. This may or not be doable.

Mario Level Creator w/ Level codes (scrolling or no scrolling)
Whether I get it to scroll or not, I have an idea of how the level codes will work. I actually have a comment on the stamper sprite on this project that says how I will do it, so download :). Although you won't be able to copy and paste it out, but of course that's just scratch's limitations.</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/Lucario621/755324_sm.png</imagelink>
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    <item> 
      <title>CatBOT 0.5.2</title> 
      <link>http://scratch.mit.edu/projects/Lucario621/754270</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/Lucario621/754270_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;OMG front page...

YAY I'M POPULARRRZZZ!!! But seriously people, this is just being used for a collab. Please wait for the final version :)

Now derogatory and complementary phrases can have spaces between them. Before it didn't understand it.</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/Lucario621/754270_sm.png</imagelink>
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    <item> 
      <title>Pong - Level Up</title> 
      <link>http://scratch.mit.edu/projects/Lucario621/749635</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/Lucario621/749635_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;A test for one of the modes for a Pong game I'm making. Tell me what should be fixed and what not, as I want this to be the best as possible. Suprisingly enough, this senses better online.
 
Controls: The paddle moves the the mouse, and it automatically locks on. If you want to stop it from turning, click and hold for the desired amount of time.
 
How this works: Basically there are 6 main sprites. The paddle, the ball, and the 4 sensors. These sensors, are not average sensors you put around the ball, each sensor has black lines telling where the sides and walls of everything are. If the ball is touching one of them, it will bounce in the acoording direction. The formula is complicated, but definately doable. Took a while for me to figure out. But credit to Paddle2See. The count down uses ghost effects, and yeah.
 
There are some problems though. One is that it doesn't respond that well, because it broadcasts whenever the ball hits a wall or the paddle. Also the Paddle sometimes freezes, and the ball may go through the walls. So not perfect. I have ideas to improve which I'll work on.
 
Hiscore: Me with 2. Not easy to beat lol. One bounce at the middle-top, and another at the bottom-right.
 
Enjoy!</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/Lucario621/749635_sm.png</imagelink>
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    <item> 
      <title>Super Smash Bros. Ball Halloween Version</title> 
      <link>http://scratch.mit.edu/projects/Lucario621/739478</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/Lucario621/739478_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;Curator Picked 10/11 and 11/11
 
[HALLOWEEN COMMENTS]
Happy Halloween!
 
For this game I took my original Super Smash Bros. Ball, and I drew all by myself 11 Halloween characters, and put them as characters. In addition I made the current stages darker, and spookier, and made the background halloween-like. Also this is my submission for the Scratch Olympics Halloween. Enjoy!
 
[ORIGINAL COMMENTS]
 
This is a game based off of keroro645's Super Smash Bros. Ball project. I generally made froms scratch (both ways) this project, by using my projects, his Super Smash Bros. Ball project, and Archmage's Merry Smashmas as resources. This is a replica of Super Smash Bros. Brawl, where some people were playing, and suddenly they turned into balls. They didn't know how to fight, but they found out they needed to bounce each other off the stage. This has many similar characters, and is 2-player or against a CPU.
 
Controls:
Simply you use arrow keys for Player 1, and you use awsd for Player 2. Left and Right to move, Up to jump, and Down to fall faster if you're in the air. No attacks or anything in this game. Just knock each other off...
 
Credits:
Archmage, for generally with his Merry Smashmas inspiring me to make this game, and all of my other Super Smash Bros. projects. And with that, I credit Nintendo for making all of the games in the Super Smash Bros. Series. I also thank Keroro645, for generally having the idea for this game, and for all of the characters and sprites. This game wouldn't have been so snazzy without him :).
 
FAQs:
 
Q: How do I choose my character?
A: When it gets to the menu, drag the 'P1' or 'P2' chip on the character you want. Make sure that its only touching the character you want, and not two characters.
 
Q: How do I do two-player?
A: On the bottom-left where it shows which character you have chosen, above where there is where the 'P1' and 'P2' chip is, there are corrosponding 'HUMAN' or 'CPU' (Computer) labels. Simply click it, and it will switch to the opposite.
 
Q: How do I choose the stage?
A: Under where it shows the picture of the stage, there are two buttons, one pointing to the right, and one to the left. Click on them to choose the stage.
 
Q: Why isn't (character) in the game?
A: Well for the most part, I just chose characters from the main Super Smash Bros. Series, and that I thought fit. Also filesize is a problem. Considering the limit is 10MB, and the game is currently about 12MB+, it would be difficult to fit in. Although this is just uncompressed images and sounds, so its possible.
 
Q: How long did it take for you to make this game?
A: Considering I had most of the basic engine and movement done in my Super Smash Bros. Engine previously, it was only a matter of copying things. Though this project still took a lot of sprite designing, and CPU improving, and more, so it did take around 2 weeks, with around a couple of days of time within that. Overall its hard to remember though.
 
Q: Who is the voice of the 3,2,1,Go!, it doesn't sound like its from SSBB or SSMB
A: I originally was trying to find voices from SSBB or SSBM, but they were either difficult to find or took up to 45 minutes to load, and once it was half way loading, and for some reason it closed itself, I just decided to record it with my Dad :). If any of you could record 3,2,1,Go! from the sound effects option so you don't hear other character's intro sounds, it would be great. Also for the P1 and P2 wins. This would be greatly appreciated.
 
Q: Can you add (character/stage) to the game?
A: As far as characters, I'm pretty sure I have what I want, and not anything else. Maybe a few exceptions, but thats it. For stages though, I could definately add some. If you had the stage, (seperately, and cut out, aka just the stage no background or characters), and the background for the stage. I might think about it. Although another problem is the filesize. Considering the limit is 10MB, and the game is currently about 12MB+, it would be difficult to fit in. Although this is just uncompressed images and sounds, so its possible.
 
Q:Where is the Damage Counter?
A:Well because this game just revolves around bouncing each other off the stage, I decided that it wasn't very essential. I also noticed that without it the game runs faster, so thats another reason. I'll probably add this into an options menu.
 
If anybody else has any questions I might add them.
 
(Possible) Future Improvements:
 
-Possibly 3-4 player. This would definately take up some lag, and require some additional formulas to the location of the 'camera', but doable. Again I think the problem is just lag, so I'll probably not do this.
 
-Story Mode/Classic Mode. Because this project is large enough, in another project there could be this mode, but it would take lots of scripting and designing, so it would probably not be worth it.

-Items. I don't really have time to do this, and it would probably slow down the game, but I might do it in my free time.
 
Coming soon... Super Smash Bros. Ball - Halloween Version!
 
Enjoy!</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/Lucario621/739478_sm.png</imagelink>
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    <item> 
      <title>3D Pong - The Next Generation (Test)</title> 
      <link>http://scratch.mit.edu/projects/Lucario621/732751</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/Lucario621/732751_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;I was working on a Pong project of mine, and I was thinking of this project by BATzerk, and an idea popped up in my head. Pong, in 3D. By this of course, I meant like a rally. You've probably seen another style of pong on the website, but this is different. Please give feedback :)</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/Lucario621/732751_sm.png</imagelink>
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    <item> 
      <title>1-sprite 1-script Level-Creator Player</title> 
      <link>http://scratch.mit.edu/projects/Lucario621/720176</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/Lucario621/720176_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;Was previously on Scratch Design Studio on Frontpage.
 
With the new fad of 1-sprite 1-script projects, I decided to make my Level-Player Creator into one. This was a little difficult yet east, so I hope you enjoy! In this project you can create your own level by click on the area you want to change to and if its currently air, then it will become ground, and if its currently ground, it will become air. Of course at the same time, it starts with a custom stage, and it doesn't use any sensor blocks (a.k.a. touching color blank and such). Instead it looks if the array section below the ball is ground, and if so it will stop. It also senses in all 4 directions. It works pretty much nearly perfect!</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/Lucario621/720176_sm.png</imagelink>
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    <item> 
      <title>Board Game</title> 
      <link>http://scratch.mit.edu/projects/Lucario621/705350</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/Lucario621/705350_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;WOOHOO! I CAN FINALLY UPLOAD PROJECTS!!! Anyway, I've been DYING to upload this, so this is a Board game project which you can play with 4 (not up to 4 lol) people.

In this game theres a lot of nice features. Volume control, ability to switch between circle pieces and SORRY! piecies, and more.

What was hard about this project: 1. Making the spiral board. harder than it looks. I had to make lots of circles, and blend them together, just using the scratch tools. The other hard part, was recording all of the x and y locations for each of the sprites locations for each space. So 2 locations (x and y), multuplied by 4 characters, multiplied by 31 spaces is well, a lot. And they're all in the lists.

Anyway, enjoy! And feel free to add your own pieces, or make the board a special theme or something else!

And last but not least: ALL of the graphics were made by me, and the sounds. Well the short music loop came with scratch, but other than that i didn't use spriters resource or anything.</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/Lucario621/705350_sm.png</imagelink>
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    <item> 
      <title>Super Smash Bros. Ball</title> 
      <link>http://scratch.mit.edu/projects/Lucario621/705346</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/Lucario621/705346_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;This is a game based off of keroro645's Super Smash Bros. Ball project. I generally made this from scratch (both ways), by using my projects, his Super Smash Bros. Ball project, and Archmage's Merry Smashmas as resources. This is a replica of Super Smash Bros. Brawl, where some people were playing, and suddenly they turned into balls. They didn't know how to fight, but they found out they needed to bounce each other off the stage. This has many similar characters, and is 2-player or against a CPU.
 
NOTE: This is not made for offline gameplay in presentation mode, so it may be very slow online. Sorry for the inconvinience

Controls:
Simply you use arrow keys for Player 1, and you use awsd for Player 2. Left and Right to move, Up to jump, and Down to fall faster if you're in the air. No attacks or anything in this game. Just knock each other off...
 
Credits:
Archmage, for generally with his Merry Smashmas inspiring me to make this game, and all of my other Super Smash Bros. projects. And with that, I credit Nintendo for making all of the games in the Super Smash Bros. Series. I also thank Keroro645, for generally having the idea for this game, and for all of the characters and sprites. This game wouldn't have been so snazzy without him :).
 
FAQs:
 
Q: Why can't I choose (character in white)?
A: At the minute, I don't have sprites for those. I'm waiting for Keroro to finish them, but he's busy a lot, so it'll be a while until he finishes them. If you choose it, than your character will be random.
 
Q: How do I choose my character?
A: When it gets to the menu, drag the 'P1' or 'P2' chip on the character you want. Make sure that its only touching the character you want, and not two characters.
 
Q: How do I do two-player?
A: On the bottom-left where it shows which character you have chosen, above where there is where the 'P1' and 'P2' chip is, there are corrosponding 'HUMAN' or 'CPU' (Computer) labels. Simply click it, and it will switch to the opposite.
 
Q: How do I choose the stage?
A: Under where it shows the picture of the stage, there are two buttons, one pointing to the right, and one to the left. Click on them to choose the stage.
 
Q: Why isn't (character) in the game?
A: Well for the most part, I just chose characters from the main Super Smash Bros. Series, and that I thought fit. Also filesize is a problem. Considering the limit is 10MB, and the game is currently about 12MB+, it would be difficult to fit in. Although this is just uncompressed images and sounds, so its possible.
 
Q: How long did it take for you to make this game?
A: Considering I had most of the basic engine and movement done in my Super Smash Bros. Engine previously, it was only a matter of copying things. Though this project still took a lot of sprite designing, and CPU improving, and more, so it did take around 2 weeks, with around a couple of days of time within that. Overall its hard to remember though.
 
Q: Can you add (character/stage) to the game?
A: As far as characters, I'm pretty sure I have what I want, and not anything else. Maybe a few exceptions, but thats it. For stages though, I could definately add some. If you had the stage, (seperately, and cut out, aka just the stage no background or characters), and the background for the stage. I might think about it. Although another problem is the filesize. Considering the limit is 10MB, and the game is currently about 12MB+, it would be difficult to fit in. Although this is just uncompressed images and sounds, so its possible.
 
Q:Where is the Damage Counter?
A:Well because this game just revolves around bouncing each other off the stage, I decided that it wasn't very essential. I also noticed that without it the game runs faster, so thats another reason. I'll probably add this into an options menu.
 
If anybody else has any questions I might add them.
 
(Possible) Future Improvements:
 
-Possibly 3-4 player. This would definately take up some lag, and require some additional formulas to the location of the 'camera', but doable. Again I think the problem is just lag, so I'll probably not do this.
 
-Story Mode/Classic Mode. Because this project is large enough, in another project there could be this mode, but it would take lots of scripting and designing, so it would probably not be worth it.

-Items. I don't really have time to do this, and it would probably slow down the game, but I might do it in my free time.
 
Coming soon... Super Smash Bros. Ball - Halloween Version!
 
Enjoy!</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/Lucario621/705346_sm.png</imagelink>
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    <item> 
      <title>Don't click the stick fig</title> 
      <link>http://scratch.mit.edu/projects/Lucario621/705338</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/Lucario621/705338_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;Test - Atleast thats what it was. I had this problem for...just about a year. Firewall didn't help. I thought it might have been the &quot;Internet speed&quot; thing and how it times out, but I guess not. Only when I changed a setting on McAfee, it worked, and POOF! It works :) I turn the setting back on cautiously of course, but I'm glad it works.

Anyway, this is a small project I a long time ago for fun. Although this is generally from a flash thing on onemorelevel.com, so this isn't completely original. Atleast its funny :)</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/Lucario621/705338_sm.png</imagelink>
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    <item> 
      <title>Level Creator-Player 0.6</title> 
      <link>http://scratch.mit.edu/projects/Lucario621/364875</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/Lucario621/364875_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;In this project you can create your own level by click on the area you want to change to and if its currently air, then it will become ground, and if its currently ground, it will become air. Of course at the same time, it starts with a custom stage, and it doesn't use any sensor blocks (a.k.a. touching color blank and such). Instead it looks if the array section below the ball is ground, and if so it will stop. It also senses in all 4 directions. It works pretty much nearly perfect!</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/Lucario621/364875_sm.png</imagelink>
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    <item> 
      <title>Super Smash Bros. Engine 4.0</title> 
      <link>http://scratch.mit.edu/projects/Lucario621/356111</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/Lucario621/356111_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;This is a basic CPU that attacks you and stuff. Not totally awesome though. The updates are: 1 I made the CPU have better recovery. Now if your to the left of the edge, instead of following you off the edge, it stops, also if he's past the edge then he'll try to get back to land. Though I don't plan to make the recovery any better unless I make attacks that make the player go down, aka Meteor Smashes. Also I used a few scripts from archmage so if you notice how the enemy follows you a lot, ask him. Enjoy!</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/Lucario621/356111_sm.png</imagelink>
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    <item> 
      <title>SSBB Menu - Version 1.5</title> 
      <link>http://scratch.mit.edu/projects/Lucario621/334208</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/Lucario621/334208_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;Well just like the Engine, I will have to make a very realistic menu, and so far, I've been doing very well with that. What I change from SSBB-Unfinished is, the menu buttons look a lot less blurier (TOOK A LOT OF EFFORT TO DO), I added DK and got rid of a couple characters so in the future there will not be very much lag.</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/Lucario621/334208_sm.png</imagelink>
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    <item> 
      <title>Ball enviroment</title> 
      <link>http://scratch.mit.edu/projects/Lucario621/121475</link> 
      <description>&lt;img src=&quot;http://scratch.mit.edu/static/projects/Lucario621/121475_sm.png&quot; width=&quot;148&quot; height=&quot;111&quot; border=&quot;1&quot; alt=&quot;&quot; /&gt;Here you do nothing . . . just watch the ball go through the ball enviroment. It bounces with perfect angles which is what this project is all about. With this you could get rid of the gravity and wind and you could make a version of mini-golf, or edit it so you can control the ball with the arrow keys for more fun. You decide. Enjoy!P.S. I give lots of Credit to Paddle2See because I looked at his Ricochet Minigolf and found out how to do this.</description> 
	  <imagelink>http://scratch.mit.edu/static/projects/Lucario621/121475_sm.png</imagelink>
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