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	<title>Comments for Buro-kun Code Blog</title>
	<atom:link href="http://inlandstudios.com/blog/?feed=comments-rss2" rel="self" type="application/rss+xml" />
	<link>http://inlandstudios.com/blog</link>
	<description>Coding, Games, Rants, and the Pursuit of Happiness</description>
	<lastBuildDate>Sat, 31 Oct 2009 16:04:11 +0000</lastBuildDate>
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		<title>Comment on Picking a Graphics API by triverse</title>
		<link>http://inlandstudios.com/blog/?p=534&#038;cpage=1#comment-39</link>
		<dc:creator>triverse</dc:creator>
		<pubDate>Sat, 31 Oct 2009 16:04:11 +0000</pubDate>
		<guid isPermaLink="false">http://inlandstudios.com/blog/?p=534#comment-39</guid>
		<description>The biggest deciding factor I can see here is do you plan on supporting the PSP and Nintendo DS platforms?  I would love to see a version of Zombpocalypse on PSP if it would be feasibly possible.</description>
		<content:encoded><![CDATA[<p>The biggest deciding factor I can see here is do you plan on supporting the PSP and Nintendo DS platforms?  I would love to see a version of Zombpocalypse on PSP if it would be feasibly possible.</p>
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		<title>Comment on Uncanny Likeness by waluigi</title>
		<link>http://inlandstudios.com/blog/?p=247&#038;cpage=1#comment-38</link>
		<dc:creator>waluigi</dc:creator>
		<pubDate>Tue, 09 Jun 2009 03:17:30 +0000</pubDate>
		<guid isPermaLink="false">http://inlandstudios.com/blog/?p=247#comment-38</guid>
		<description>Zombie Apocalypse has been in development since October 2007 and the design concept was created well before that.  Sorry to burst your bubble.  I guess you just have to chalk it up to &quot;great minds think alike&quot;.</description>
		<content:encoded><![CDATA[<p>Zombie Apocalypse has been in development since October 2007 and the design concept was created well before that.  Sorry to burst your bubble.  I guess you just have to chalk it up to &#8220;great minds think alike&#8221;.</p>
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		<title>Comment on Tileable Textures Made Easy by digitalgibs</title>
		<link>http://inlandstudios.com/blog/?p=273&#038;cpage=1#comment-37</link>
		<dc:creator>digitalgibs</dc:creator>
		<pubDate>Thu, 28 May 2009 01:03:04 +0000</pubDate>
		<guid isPermaLink="false">http://inlandstudios.com/blog/?p=273#comment-37</guid>
		<description>Updated post.

1) yes the mask should be linked, sorry.
2) forgot to mention that you need to make sure that you ONLY have the layer mask selected when drawing the shape.

Also this technique should work fine for all versions of Photoshop.</description>
		<content:encoded><![CDATA[<p>Updated post.</p>
<p>1) yes the mask should be linked, sorry.<br />
2) forgot to mention that you need to make sure that you ONLY have the layer mask selected when drawing the shape.</p>
<p>Also this technique should work fine for all versions of Photoshop.</p>
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		<title>Comment on Tileable Textures Made Easy by tiling</title>
		<link>http://inlandstudios.com/blog/?p=273&#038;cpage=1#comment-36</link>
		<dc:creator>tiling</dc:creator>
		<pubDate>Wed, 27 May 2009 23:38:30 +0000</pubDate>
		<guid isPermaLink="false">http://inlandstudios.com/blog/?p=273#comment-36</guid>
		<description>Thanks for giving simple instructions on tiling... it might be too simple for me, though. I am trying this in both CS3 and 4. When I dup the layer and add a mask, I assume it needs to be unlinked since it is in your screenshot. When I use the round rect tool, I get a new layer and can&#039;t seem to get the shape into the mask layer as you did... more steps please?</description>
		<content:encoded><![CDATA[<p>Thanks for giving simple instructions on tiling&#8230; it might be too simple for me, though. I am trying this in both CS3 and 4. When I dup the layer and add a mask, I assume it needs to be unlinked since it is in your screenshot. When I use the round rect tool, I get a new layer and can&#8217;t seem to get the shape into the mask layer as you did&#8230; more steps please?</p>
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		<title>Comment on Smarter than your Average Zombie by digitalgibs</title>
		<link>http://inlandstudios.com/blog/?p=210&#038;cpage=1#comment-31</link>
		<dc:creator>digitalgibs</dc:creator>
		<pubDate>Mon, 20 Apr 2009 03:47:30 +0000</pubDate>
		<guid isPermaLink="false">http://inlandstudios.com/blog/?p=210#comment-31</guid>
		<description>Possibly.  Or maybe import a simple model from the modeling package used to create the levels (Maya, Max, etc..) that is already cleanly cut up.  That way you can use the connected edges of the mesh as your physical AI connections.  Logical connections (jumping down or over barriers) would still require either an automatic detection or a tool as you mentioned.  The tool could be as simple as clicking on two areas (polygons) and click a button to &quot;link&quot; them together logically.  Ofcourse you&#039;d have to manually input the possible actions that can be taken when using that connection.

example:
[ ] jump
[X] walk down off ledge
[X] climb 64 (climb using animation for 64 units high)
[ ] wall crawl (safe to walk up this wall)

etc..</description>
		<content:encoded><![CDATA[<p>Possibly.  Or maybe import a simple model from the modeling package used to create the levels (Maya, Max, etc..) that is already cleanly cut up.  That way you can use the connected edges of the mesh as your physical AI connections.  Logical connections (jumping down or over barriers) would still require either an automatic detection or a tool as you mentioned.  The tool could be as simple as clicking on two areas (polygons) and click a button to &#8220;link&#8221; them together logically.  Ofcourse you&#8217;d have to manually input the possible actions that can be taken when using that connection.</p>
<p>example:<br />
[ ] jump<br />
[X] walk down off ledge<br />
[X] climb 64 (climb using animation for 64 units high)<br />
[ ] wall crawl (safe to walk up this wall)</p>
<p>etc..</p>
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		<title>Comment on 15 Seconds by aiursrage2k</title>
		<link>http://inlandstudios.com/blog/?p=166&#038;cpage=1#comment-30</link>
		<dc:creator>aiursrage2k</dc:creator>
		<pubDate>Mon, 20 Apr 2009 03:42:30 +0000</pubDate>
		<guid isPermaLink="false">http://inlandstudios.com/blog/?p=166#comment-30</guid>
		<description>I found a topic which says talks abit about mature hardcore gamers. Which would probably be your target audience (a niche in the hardcore mature gamers), try to get on steam, d2d
http://forums.indiegamer.com/showthread.php?t=16312</description>
		<content:encoded><![CDATA[<p>I found a topic which says talks abit about mature hardcore gamers. Which would probably be your target audience (a niche in the hardcore mature gamers), try to get on steam, d2d<br />
<a href="http://forums.indiegamer.com/showthread.php?t=16312" rel="nofollow">http://forums.indiegamer.com/showthread.php?t=16312</a></p>
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		<title>Comment on Smarter than your Average Zombie by aiursrage2k</title>
		<link>http://inlandstudios.com/blog/?p=210&#038;cpage=1#comment-29</link>
		<dc:creator>aiursrage2k</dc:creator>
		<pubDate>Mon, 20 Apr 2009 03:35:34 +0000</pubDate>
		<guid isPermaLink="false">http://inlandstudios.com/blog/?p=210#comment-29</guid>
		<description>So it would have been easier to have a tool which allows you to draw the nodes and node connections</description>
		<content:encoded><![CDATA[<p>So it would have been easier to have a tool which allows you to draw the nodes and node connections</p>
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		<title>Comment on 15 Seconds by digitalgibs</title>
		<link>http://inlandstudios.com/blog/?p=166&#038;cpage=1#comment-28</link>
		<dc:creator>digitalgibs</dc:creator>
		<pubDate>Sat, 11 Apr 2009 05:09:03 +0000</pubDate>
		<guid isPermaLink="false">http://inlandstudios.com/blog/?p=166#comment-28</guid>
		<description>Very true.  Console development is expensive and unfortunately Zombpocalypse is not even close to XNA compatible.  I&#039;ve considered making a lower-end version of the game if I get around to enhancing the gameplay.  Less focus on gaming hardware and more gameplay.  Too bad a lot of the games&#039; visual details flatten out when the bells and whistles are turned off =(.</description>
		<content:encoded><![CDATA[<p>Very true.  Console development is expensive and unfortunately Zombpocalypse is not even close to XNA compatible.  I&#8217;ve considered making a lower-end version of the game if I get around to enhancing the gameplay.  Less focus on gaming hardware and more gameplay.  Too bad a lot of the games&#8217; visual details flatten out when the bells and whistles are turned off =(.</p>
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	<item>
		<title>Comment on 15 Seconds by aiursrage2k</title>
		<link>http://inlandstudios.com/blog/?p=166&#038;cpage=1#comment-27</link>
		<dc:creator>aiursrage2k</dc:creator>
		<pubDate>Sat, 11 Apr 2009 03:09:28 +0000</pubDate>
		<guid isPermaLink="false">http://inlandstudios.com/blog/?p=166#comment-27</guid>
		<description>I think the problem with Zombapocalypse was that it was too hardcore to be a casual game, you needed a gaming machine to play the game. The gamers that have gaming machines will be playing hardcore games like mirrors edge or Portal. 

Maybe if you gone fore XBox live (castle crashers, geometry wars,etc)  it could have been a hit and made some coin</description>
		<content:encoded><![CDATA[<p>I think the problem with Zombapocalypse was that it was too hardcore to be a casual game, you needed a gaming machine to play the game. The gamers that have gaming machines will be playing hardcore games like mirrors edge or Portal. </p>
<p>Maybe if you gone fore XBox live (castle crashers, geometry wars,etc)  it could have been a hit and made some coin</p>
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		<title>Comment on Games are NOT Movies by Ash</title>
		<link>http://inlandstudios.com/blog/?p=124&#038;cpage=1#comment-15</link>
		<dc:creator>Ash</dc:creator>
		<pubDate>Thu, 05 Feb 2009 10:36:39 +0000</pubDate>
		<guid isPermaLink="false">http://inlandstudios.com/blog/?p=124#comment-15</guid>
		<description>Agreed.  Another unsatisfied, overzealous game dev  wishing for his moment on ET and fat paycheck for doing likely less work than many of the true hardworking innovators and industry drivers out there.  While he was busy drafting his whiny article, I was staying late and making cool, hey maybe even INNOVATIVE stuff.</description>
		<content:encoded><![CDATA[<p>Agreed.  Another unsatisfied, overzealous game dev  wishing for his moment on ET and fat paycheck for doing likely less work than many of the true hardworking innovators and industry drivers out there.  While he was busy drafting his whiny article, I was staying late and making cool, hey maybe even INNOVATIVE stuff.</p>
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