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	<title>Tiny Subversions &#187; meggyjr</title>
	<atom:link href="http://tinysubversions.com/category/meggyjr/feed/" rel="self" type="application/rss+xml" />
	<link>http://tinysubversions.com</link>
	<description></description>
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		<title>Led&#8217;s Get Shooting: Meggy-Inspired Shooter</title>
		<link>http://tinysubversions.com/2010/01/leds-get-shooting-meggy-inspired-shooter/</link>
		<comments>http://tinysubversions.com/2010/01/leds-get-shooting-meggy-inspired-shooter/#comments</comments>
		<pubDate>Tue, 12 Jan 2010 17:38:27 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
				<category><![CDATA[art]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[meggyjr]]></category>

		<guid isPermaLink="false">http://tinysubversions.com/?p=1403</guid>
		<description><![CDATA[This is pretty neat! TIGSource just ended the Assemblee compo, a two-part challenge where people posted art/sound assets one month, and the second month people had to make games out of the posted assets. Forum member oryx posted some amazing 8&#215;8 sprites: I thought these were great, and then it occurred to me: 8&#215;8 sprites? [...]]]></description>
			<content:encoded><![CDATA[<p><a class="post_image_link"  href="http://tinysubversions.com/2010/01/leds-get-shooting-meggy-inspired-shooter/"  title="Permanent link to Led&#8217;s Get Shooting: Meggy-Inspired Shooter" ><img class="post_image alignnone"  src="http://tinysubversions.com/pics/ledscrop.png"  width="619"  height="150"  alt="screenshot of Led's Get Shooting" /></a>
</p><p>This is pretty neat! TIGSource just ended the Assemblee compo, a two-part challenge where people posted art/sound assets one month, and the second month people had to make games out of the posted assets. Forum member oryx <a href="http://forums.tigsource.com/index.php?topic=8970.0" >posted some amazing 8&#215;8 sprites</a>:</p>
<p style="text-align: center;" ><a href="http://forums.tigsource.com/index.php?topic=8970.0" ><img class="aligncenter"  title="Oryx's 8x8 Sprites"  src="http://tinysubversions.com/pics/croporyx.png"  alt=""  width="576"  height="150" /></a></p>
<p>I thought these were great, and then it occurred to me: 8&#215;8 sprites? Those can be rendered on a <a href="http://tinysubversions.com/2009/02/its-alive/" >Meggy Jr RGB</a>! So I took out the Meggy, installed the drawing program, and <a href="http://forums.tigsource.com/index.php?topic=8970.msg282625#msg282625" >drew some of Oryx&#8217;s sprites</a>.</p>
<p style="text-align: center;" ><a href="http://forums.tigsource.com/index.php?topic=8970.msg282625#msg282625" ><img class="aligncenter"  title="My Meggy-rendered sprites."  src="http://tinysubversions.com/pics/montage.jpg"  alt=""  width="256"  height="252" /></a></p>
<p>Well, it turns out that <a href="http://forums.tigsource.com/index.php?action=profile;u=7722" >FrozenCow</a> on the TIGSource forums made a game based off the rendering style of my camera-captured Meggy Jr, using some of Oryx&#8217;s sprites! It&#8217;s reminiscent of Petri Purho&#8217;s <em><a href="http://www.kloonigames.com/blog/games/post_it" >Post I.T. Shooter</a></em>. It&#8217;s called <em><a href="http://forums.tigsource.com/index.php?topic=10397" >Led&#8217;s Get Shooting!</a></em>, and you can <a href="http://forums.tigsource.com/index.php?topic=10397" >download it here</a> (Windows).</p>
<p><a href="http://forums.tigsource.com/index.php?topic=10397" ><img class="aligncenter"  title="Led's Get Shooting"  src="http://tinysubversions.com/pics/leds.png"  alt=""  width="644"  height="505" /></a></p>
<p>So yeah. I didn&#8217;t end up making a game for Assemblee like I had planned, but someone else stepped in and did the next best thing. I love it when I indirectly provide inspiration for a game.</p>
]]></content:encoded>
			<wfw:commentRss>http://tinysubversions.com/2010/01/leds-get-shooting-meggy-inspired-shooter/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>MeggySeqSynth Improvisation</title>
		<link>http://tinysubversions.com/2009/06/meggyseqsynth-improvisation/</link>
		<comments>http://tinysubversions.com/2009/06/meggyseqsynth-improvisation/#comments</comments>
		<pubDate>Mon, 08 Jun 2009 03:57:00 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
				<category><![CDATA[meggyjr]]></category>
		<category><![CDATA[meggyseqsynth]]></category>
		<category><![CDATA[music]]></category>

		<guid isPermaLink="false">http://tinysubversions.com/?p=1163</guid>
		<description><![CDATA[I was messing around with my MeggySeqSynth tonight and decided to record my improvisations. Here you go:]]></description>
			<content:encoded><![CDATA[<p></p><p>I was messing around with my <a href="http://www.flickr.com/photos/dariusk/3485628113/" >MeggySeqSynth</a> tonight and decided to record my improvisations. Here you go:
<div></div>
<p><embed height="27"  width="400"  type="application/x-shockwave-flash"  src="http://www.google.com/reader/ui/3247397568-audio-player.swf?audioUrl=http://tinysubversions.com/rawmeggy.mp3"  quality="best"  bgcolor="#ffffff"  wmode="window"  flashvars="playerMode=embedded" ></embed></p>
]]></content:encoded>
			<wfw:commentRss>http://tinysubversions.com/2009/06/meggyseqsynth-improvisation/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Toys Before Games</title>
		<link>http://tinysubversions.com/2009/02/toys-before-games/</link>
		<comments>http://tinysubversions.com/2009/02/toys-before-games/#comments</comments>
		<pubDate>Fri, 27 Feb 2009 17:30:00 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[meggyjr]]></category>
		<category><![CDATA[prototyping]]></category>

		<guid isPermaLink="false">http://tinysubversions.com/?p=1133</guid>
		<description><![CDATA[Something I&#8217;ve heard for a while now, maybe it was from Chaim Gingold, or from Will Wright, and probably a bunch of other people is this: you should make the toy first, and the game later. Basically, you prototype the core interaction. Not as a game, but more as just a sensual experience. For example, [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>Something I&#8217;ve heard for a while now, maybe it was from Chaim Gingold, or from Will Wright, and probably a bunch of other people is this: you should make the toy first, and the game later. Basically, you prototype the core interaction. Not as a game, but more as just a sensual experience.
<div></div>
<div>For example, the moment that my Meggy Roguelike started coming together was when <a href="http://tinysubversions.blogspot.com/2009/02/walls-collision-detection-scrolling-and.html" >I had a dot moving around a scrolling map</a>. It was not a game, but that core interaction of moving around the map was so sensually delightful I knew that the game would be fun on some core level.</div>
<div></div>
<div>Similarly, the <a href="http://tinysubversions.blogspot.com/2009/02/first-demo-meggysynth.html" >MeggySynth</a>, in addition to being its own project, is also a kind of proof of concept for a rhythm game idea I have. The point of this prototype? To determine whether pressing buttons to make beepy melodies and flashing lights is fun. Answer: yes.</div>
<div></div>
<div>So I&#8217;m finding that this whole notion of prototyping the toy first is proving to be a really good idea. This is not to say that it&#8217;s trivial to make the toy into a game, but it gives me the confidence as a creator to move ahead.</div>
]]></content:encoded>
			<wfw:commentRss>http://tinysubversions.com/2009/02/toys-before-games/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>My Meggy Level Editor</title>
		<link>http://tinysubversions.com/2009/02/my-meggy-level-editor/</link>
		<comments>http://tinysubversions.com/2009/02/my-meggy-level-editor/#comments</comments>
		<pubDate>Tue, 24 Feb 2009 21:03:00 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
				<category><![CDATA[meggyjr]]></category>
		<category><![CDATA[tools]]></category>

		<guid isPermaLink="false">http://tinysubversions.com/?p=1129</guid>
		<description><![CDATA[If you&#8217;d like to see the level design tool I made for the Meggy roguelike, Jeff just posted something on the IGDA Tools SIG blog, The Toolsmiths, about my state-of-the-art level editor and why sometimes the simplest tools are the best for the job.]]></description>
			<content:encoded><![CDATA[<p></p><p>If you&#8217;d like to see the level design tool I made for the Meggy roguelike, <a href="http://www.jeffongames.com/" >Jeff</a> just posted something on the IGDA Tools SIG blog, The Toolsmiths, about my state-of-the-art level editor and <a href="http://toolssig.wordpress.com/2009/02/24/sweating-the-small-stuff/" >why sometimes the simplest tools are the best for the job</a>.
<div></div>
<div><img border="0"  src="http://toolssig.files.wordpress.com/2009/02/leveleditor.png?w=655&amp;h=469"  style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 655px; height: 469px;"  alt="" /></div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Multiple Dungeons Working</title>
		<link>http://tinysubversions.com/2009/02/multiple-dungeons-working/</link>
		<comments>http://tinysubversions.com/2009/02/multiple-dungeons-working/#comments</comments>
		<pubDate>Tue, 24 Feb 2009 14:48:00 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
				<category><![CDATA[meggyjr]]></category>

		<guid isPermaLink="false">http://tinysubversions.com/?p=1128</guid>
		<description><![CDATA[Multiple Dungeons Working, originally uploaded by dariusk. I have multiple dungeons working now. There&#8217;s also a fun &#8220;feature&#8221; &#8212; I handle the dungeons by just incrementing an offset on a big bitmap with all the dungeons in it. If I offset past the last dungeon, the game interprets random areas of memory as a dungeon. [...]]]></description>
			<content:encoded><![CDATA[<p></p><div style="text-align: left; padding: 3px;" ><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000"  width="500"  height="375"  codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" ><param name="flashvars"  value="intl_lang=en-us&amp;photo_secret=c55ed060c9&amp;photo_id=3305914829&amp;show_info_box=true" /><param name="bgcolor"  value="#000000" /><param name="allowFullScreen"  value="true" /><param name="src"  value="http://www.flickr.com/apps/video/stewart.swf?v=67090" /><param name="allowfullscreen"  value="true" /><embed type="application/x-shockwave-flash"  width="500"  height="375"  src="http://www.flickr.com/apps/video/stewart.swf?v=67090"  allowfullscreen="true"  bgcolor="#000000"  flashvars="intl_lang=en-us&amp;photo_secret=c55ed060c9&amp;photo_id=3305914829&amp;show_info_box=true" ></embed></object><br/>
<span style="font-size: 0.8em; margin-top: 0px;" ><a href="http://www.flickr.com/photos/dariusk/3305914829/" >Multiple Dungeons Working</a>, originally uploaded by <a href="http://www.flickr.com/people/dariusk/" >dariusk</a>.</span></div>
<p class="flickr-yourcomment" >I have multiple dungeons working now. There&#8217;s also a fun &#8220;feature&#8221; &#8212; I handle the dungeons by just incrementing an offset on a big bitmap with all the dungeons in it. If I offset past the last dungeon, the game interprets random areas of memory as a dungeon. Which is pretty cool.</p>
<p>Apologies for the flickering &#8212; the refresh rate of my camera and the refresh rate of the Meggy LEDs do NOT get along.</p>
<p>Next steps? The player should be able to see their inventory by holding down B and scrolling left/right. I may also add a leveling system and a status screen that they see in their inventory UI. I&#8217;ll design some more levels. And I&#8217;ll add new monsters, or scaling difficulty for monsters. This may involve an overhaul of the combat system &#8212; I&#8217;m not looking forward to it, as combat is the most complex code I have right now.</p>
]]></content:encoded>
			<wfw:commentRss>http://tinysubversions.com/2009/02/multiple-dungeons-working/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Roaming Monsters, Potions, Updated Game Over</title>
		<link>http://tinysubversions.com/2009/02/roaming-monsters-potions-updated-game-over/</link>
		<comments>http://tinysubversions.com/2009/02/roaming-monsters-potions-updated-game-over/#comments</comments>
		<pubDate>Sat, 21 Feb 2009 02:55:00 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
				<category><![CDATA[meggyjr]]></category>

		<guid isPermaLink="false">http://tinysubversions.com/?p=1124</guid>
		<description><![CDATA[Roaming Monsters, Potions, Updated Game Over, originally uploaded by dariusk. I made a bunch of changes to this build, mostly in the way the code is structured to be a lot more object-oriented. Oddly, making things more OO somehow reduced the code footprint, which I wasn&#8217;t expecting. But then, I know next to nothing about [...]]]></description>
			<content:encoded><![CDATA[<p></p><div style="text-align: left; padding: 3px;" ><object type="application/x-shockwave-flash"  width="500"  height="375"  data="http://www.flickr.com/apps/video/stewart.swf?v=67090"  classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" ><param name="flashvars"  value="intl_lang=en-us&amp;photo_secret=9f037a9b3a&amp;photo_id=3295848551&amp;show_info_box=true" /></param><param name="movie"  value="http://www.flickr.com/apps/video/stewart.swf?v=67090" /></param><param name="bgcolor"  value="#000000" /></param><param name="allowFullScreen"  value="true" /></param><embed type="application/x-shockwave-flash"  src="http://www.flickr.com/apps/video/stewart.swf?v=67090"  bgcolor="#000000"  allowfullscreen="true"  flashvars="intl_lang=en-us&amp;photo_secret=9f037a9b3a&amp;photo_id=3295848551&amp;flickr_show_info_box=true"  height="375"  width="500" ></embed></object><br/><span style="font-size: 0.8em; margin-top: 0px;" ><a href="http://www.flickr.com/photos/dariusk/3295848551/" >Roaming Monsters, Potions, Updated Game Over</a>, originally uploaded by <a href="http://www.flickr.com/people/dariusk/" >dariusk</a>.</span></div>
<p class="flickr-yourcomment" >I made a bunch of changes to this build, mostly in the way the code is structured to be a lot more object-oriented. Oddly, making things more OO somehow reduced the code footprint, which I wasn&#8217;t expecting. But then, I know next to nothing about compilers and OO.</p>
<p>I did add a few new features.</p>
<p>There can be multiple monsters. Monsters spawn randomly and now move around the maze. If you beat a monster in combat, it dies and doesn&#8217;t come back.</p>
<p>There are potions that randomly spawn. You can pick them up, and to use them you press A on the map to restore 1 HP.</p>
<p>There&#8217;s a new game over screen, adapted from <a href="skulladay.blogspot.com/2007/06/16-8-x-8-skull.html" >Skull-A-Day</a>. </p>
<p>Overall, it&#8217;s really starting to come together as an actual game. I still need to figure out how the player will advance to subsequent maps, and I might implement a character leveling system &#8212; though that implies stats for a character!</p>
]]></content:encoded>
			<wfw:commentRss>http://tinysubversions.com/2009/02/roaming-monsters-potions-updated-game-over/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Combat, HP, Game Over</title>
		<link>http://tinysubversions.com/2009/02/combat-hp-game-over/</link>
		<comments>http://tinysubversions.com/2009/02/combat-hp-game-over/#comments</comments>
		<pubDate>Fri, 20 Feb 2009 15:48:00 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
				<category><![CDATA[meggyjr]]></category>

		<guid isPermaLink="false">http://tinysubversions.com/?p=1123</guid>
		<description><![CDATA[Combat, HP, Game Over, originally uploaded by dariusk. I&#8217;ve implemented a bare bones combat system. You encounter the monster (red), and after a random delay it beeps. If you press the A button during the beep, you hit the monster (and he dims a little). If you hit him again, you win the combat. If [...]]]></description>
			<content:encoded><![CDATA[<p></p><div style="text-align: left; padding: 3px;" ><object type="application/x-shockwave-flash"  width="500"  height="375"  data="http://www.flickr.com/apps/video/stewart.swf?v=67090"  classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" ><param name="flashvars"  value="intl_lang=en-us&amp;photo_secret=76f100d141&amp;photo_id=3294627365&amp;show_info_box=true" /></param><param name="movie"  value="http://www.flickr.com/apps/video/stewart.swf?v=67090" /></param><param name="bgcolor"  value="#000000" /></param><param name="allowFullScreen"  value="true" /></param><embed type="application/x-shockwave-flash"  src="http://www.flickr.com/apps/video/stewart.swf?v=67090"  bgcolor="#000000"  allowfullscreen="true"  flashvars="intl_lang=en-us&amp;photo_secret=76f100d141&amp;photo_id=3294627365&amp;flickr_show_info_box=true"  height="375"  width="500" ></embed></object><br/><span style="font-size: 0.8em; margin-top: 0px;" ><a href="http://www.flickr.com/photos/dariusk/3294627365/" >Combat, HP, Game Over</a>, originally uploaded by <a href="http://www.flickr.com/people/dariusk/" >dariusk</a>.</span></div>
<p class="flickr-yourcomment" >I&#8217;ve implemented a bare bones combat system. You encounter the monster (red), and after a random delay it beeps. If you press the A button during the beep, you hit the monster (and he dims a little). If you hit him again, you win the combat. If you don&#8217;t hit the A button in time, you lose 1 HP. To prevent button mashing, you also lose 1 HP if you hit the button too soon.</p>
<p>If you lose all your HP, game over. HP is indicated by the 8&#215;1 LED array at the top of the Meggy.</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Keys and Doors are Working</title>
		<link>http://tinysubversions.com/2009/02/keys-and-doors-are-working/</link>
		<comments>http://tinysubversions.com/2009/02/keys-and-doors-are-working/#comments</comments>
		<pubDate>Thu, 19 Feb 2009 22:53:00 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
				<category><![CDATA[meggyjr]]></category>

		<guid isPermaLink="false">http://tinysubversions.com/?p=1122</guid>
		<description><![CDATA[Keys and Doors are Working, originally uploaded by dariusk. Hey, whaddya know, you can now pick up a key and unlock a door with it.]]></description>
			<content:encoded><![CDATA[<p></p><div style="text-align: left; padding: 3px;" ><object type="application/x-shockwave-flash"  width="500"  height="375"  data="http://www.flickr.com/apps/video/stewart.swf?v=67090"  classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" ><param name="flashvars"  value="intl_lang=en-us&amp;photo_secret=179cc05fa1&amp;photo_id=3293151707&amp;show_info_box=true" /></param><param name="movie"  value="http://www.flickr.com/apps/video/stewart.swf?v=67090" /></param><param name="bgcolor"  value="#000000" /></param><param name="allowFullScreen"  value="true" /></param><embed type="application/x-shockwave-flash"  src="http://www.flickr.com/apps/video/stewart.swf?v=67090"  bgcolor="#000000"  allowfullscreen="true"  flashvars="intl_lang=en-us&amp;photo_secret=179cc05fa1&amp;photo_id=3293151707&amp;flickr_show_info_box=true"  height="375"  width="500" ></embed></object><br/><span style="font-size: 0.8em; margin-top: 0px;" ><a href="http://www.flickr.com/photos/dariusk/3293151707/" >Keys and Doors are Working</a>, originally uploaded by <a href="http://www.flickr.com/people/dariusk/" >dariusk</a>.</span></div>
<p class="flickr-yourcomment" >Hey, whaddya know, you can now pick up a key and unlock a door with it.</p>
]]></content:encoded>
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		<slash:comments>3</slash:comments>
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		<item>
		<title>Walls, Collision Detection, Scrolling, and a Key</title>
		<link>http://tinysubversions.com/2009/02/walls-collision-detection-scrolling-and-a-key/</link>
		<comments>http://tinysubversions.com/2009/02/walls-collision-detection-scrolling-and-a-key/#comments</comments>
		<pubDate>Thu, 19 Feb 2009 20:14:00 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
				<category><![CDATA[meggyjr]]></category>

		<guid isPermaLink="false">http://tinysubversions.com/?p=1121</guid>
		<description><![CDATA[Walls, Collision Detection, Scrolling, and a Key, originally uploaded by dariusk. Here we go. The roguelike is coming together. Right now I&#8217;m prototyping. For this prototype, the level is not generated, it&#8217;s just a bitmap dump. There will be working doors and keys. I&#8217;ll have combat in it, but I&#8217;m not sure if monsters will [...]]]></description>
			<content:encoded><![CDATA[<p></p><div style="text-align: left; padding: 3px;" ><object type="application/x-shockwave-flash"  width="500"  height="375"  data="http://www.flickr.com/apps/video/stewart.swf?v=67090"  classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" ><param name="flashvars"  value="intl_lang=en-us&amp;photo_secret=dc5ceabaed&amp;photo_id=3293650216&amp;show_info_box=true" /></param><param name="movie"  value="http://www.flickr.com/apps/video/stewart.swf?v=67090" /></param><param name="bgcolor"  value="#000000" /></param><param name="allowFullScreen"  value="true" /></param><embed type="application/x-shockwave-flash"  src="http://www.flickr.com/apps/video/stewart.swf?v=67090"  bgcolor="#000000"  allowfullscreen="true"  flashvars="intl_lang=en-us&amp;photo_secret=dc5ceabaed&amp;photo_id=3293650216&amp;flickr_show_info_box=true"  height="375"  width="500" ></embed></object><br/><span style="font-size: 0.8em; margin-top: 0px;" ><a href="http://www.flickr.com/photos/dariusk/3293650216/" >Walls, Collision Detection, Scrolling, and a Key</a>, originally uploaded by <a href="http://www.flickr.com/people/dariusk/" >dariusk</a>.</span></div>
<p class="flickr-yourcomment" >Here we go. The roguelike is coming together.</p>
<p>Right now I&#8217;m prototyping. For this prototype, the level is not generated, it&#8217;s just a bitmap dump. There will be working doors and keys. I&#8217;ll have combat in it, but I&#8217;m not sure if monsters will be mobile. Really, I just want to get the feel for the core gameplay and see if I like it. Kind of a vert slice, if you will :P</p>
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		<title>It&#8217;s Alive!</title>
		<link>http://tinysubversions.com/2009/02/its-alive/</link>
		<comments>http://tinysubversions.com/2009/02/its-alive/#comments</comments>
		<pubDate>Thu, 19 Feb 2009 16:51:00 +0000</pubDate>
		<dc:creator>Darius Kazemi</dc:creator>
				<category><![CDATA[meggyjr]]></category>

		<guid isPermaLink="false">http://tinysubversions.com/?p=1120</guid>
		<description><![CDATA[Meggy Jr RGB &#8211; It&#8217;s Alive!Originally uploaded by dariusk Look, I put it together, and it works.]]></description>
			<content:encoded><![CDATA[<p></p><div style="float: right; margin-left: 10px; margin-bottom: 10px;" ><object type="application/x-shockwave-flash"  width="260"  height="195"  data="http://www.flickr.com/apps/video/stewart.swf?v=67090"  classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" ><param name="flashvars"  value="intl_lang=en-us&amp;photo_secret=9b962e6be0&amp;photo_id=3292441941&amp;show_info_box=true" /></param><param name="movie"  value="http://www.flickr.com/apps/video/stewart.swf?v=67090" /></param><param name="bgcolor"  value="#000000" /></param><param name="allowFullScreen"  value="true" /></param><embed type="application/x-shockwave-flash"  src="http://www.flickr.com/apps/video/stewart.swf?v=67090"  bgcolor="#000000"  allowfullscreen="true"  flashvars="intl_lang=en-us&amp;photo_secret=9b962e6be0&amp;photo_id=3292441941&amp;flickr_show_info_box=true"  height="195"  width="260" ></embed></object><br/><span style="font-size: 0.9em; margin-top: 0px;" ><a href="http://www.flickr.com/photos/dariusk/3292441941/" >Meggy Jr RGB &#8211; It&#8217;s Alive!</a><br/>Originally uploaded by <a href="http://www.flickr.com/people/dariusk/" >dariusk</a></span></div>
<p>Look, I put it together, and it works.<br clear="all" /></p>
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