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	<title>Comments on: Goblin game editor pre-alpha: second screenshot</title>
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	<link>http://geekspeak.creatrixgames.com/goblin-game-editor-pre-alpha-second-screenshot.html</link>
	<description>Flash, Java, and Unity game development blog with a focus on business and marketing.</description>
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		<title>By: jason</title>
		<link>http://geekspeak.creatrixgames.com/goblin-game-editor-pre-alpha-second-screenshot.html/comment-page-1#comment-11</link>
		<dc:creator>jason</dc:creator>
		<pubDate>Fri, 05 Dec 2008 22:20:05 +0000</pubDate>
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		<description>Jesus, you are right. Making a mess is the nature of the work. :) And although I still find Flex tedious, when it finally comes together, it&#039;s a really good feeling.

And the tool&#039;s not half bad now. At this point it&#039;s still very crude, but I am only building enough to finish my immediate project, then over time I will refine it more and expand features. (That&#039;s also a disclaimer that the code is &quot;production&quot; code--ie, quite messy. Ah, there again with making messes.)

All the tile and layer manipulation stuff is in place, and I can load and save maps and run around. Next comes the entity system, which actually doesn&#039;t exist in the core engine yet. Looks like that&#039;s the next thing to implement, but it also means introducing some gameplay stuff, like triggers!

Oh I can&#039;t wait to have some triggers to set up some simple but flexible game logic. Best of all, they&#039;re easy to use and require no extra code. It&#039;ll all be in the data. One of my old games, Little Gods, used a trigger system like this to very nice effect. But I think this version is actually much more powerful.

Once things slow down (ie, after this is out the door in less than a month), I plan to write up some info about how I did some of the Flex stuff, plus whatever you, my dear readers, want to know. Don&#039;t be shy!

So far this blog is mostly about me whining at Flex, but that&#039;s not the primary purpose! 8)</description>
		<content:encoded><![CDATA[<p>Jesus, you are right. Making a mess is the nature of the work. <img src='http://geekspeak.creatrixgames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  And although I still find Flex tedious, when it finally comes together, it&#8217;s a really good feeling.</p>
<p>And the tool&#8217;s not half bad now. At this point it&#8217;s still very crude, but I am only building enough to finish my immediate project, then over time I will refine it more and expand features. (That&#8217;s also a disclaimer that the code is &#8220;production&#8221; code&#8211;ie, quite messy. Ah, there again with making messes.)</p>
<p>All the tile and layer manipulation stuff is in place, and I can load and save maps and run around. Next comes the entity system, which actually doesn&#8217;t exist in the core engine yet. Looks like that&#8217;s the next thing to implement, but it also means introducing some gameplay stuff, like triggers!</p>
<p>Oh I can&#8217;t wait to have some triggers to set up some simple but flexible game logic. Best of all, they&#8217;re easy to use and require no extra code. It&#8217;ll all be in the data. One of my old games, Little Gods, used a trigger system like this to very nice effect. But I think this version is actually much more powerful.</p>
<p>Once things slow down (ie, after this is out the door in less than a month), I plan to write up some info about how I did some of the Flex stuff, plus whatever you, my dear readers, want to know. Don&#8217;t be shy!</p>
<p>So far this blog is mostly about me whining at Flex, but that&#8217;s not the primary purpose! <img src='http://geekspeak.creatrixgames.com/wp-includes/images/smilies/icon_cool.gif' alt='8)' class='wp-smiley' /> </p>
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		<title>By: Jesus A.L.</title>
		<link>http://geekspeak.creatrixgames.com/goblin-game-editor-pre-alpha-second-screenshot.html/comment-page-1#comment-10</link>
		<dc:creator>Jesus A.L.</dc:creator>
		<pubDate>Fri, 05 Dec 2008 06:47:03 +0000</pubDate>
		<guid isPermaLink="false">http://geekspeak.creatrixgames.com/?p=56#comment-10</guid>
		<description>That&#039;s looking pretty cool! I&#039;m glad that you found your solution from your past issues with Flex. Hopefully you won&#039;t come across any other issues with it, but I&#039;m afraid that&#039;s like saying that you won&#039;t find a mess in a busy kitchen; it simply comes with the territory.</description>
		<content:encoded><![CDATA[<p>That&#8217;s looking pretty cool! I&#8217;m glad that you found your solution from your past issues with Flex. Hopefully you won&#8217;t come across any other issues with it, but I&#8217;m afraid that&#8217;s like saying that you won&#8217;t find a mess in a busy kitchen; it simply comes with the territory.</p>
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