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	<title>Comments for luminance</title>
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	<link>http://www.luminance.org</link>
	<description>games and code and stuff</description>
	<pubDate>Tue, 06 Jan 2009 00:26:19 +0000</pubDate>
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		<title>Comment on Camera control, performance, and pacing by Syn</title>
		<link>http://www.luminance.org/gruedorf/2008/12/18/camera-control-performance-and-pacing#comment-13</link>
		<dc:creator>Syn</dc:creator>
		<pubDate>Fri, 19 Dec 2008 06:22:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=104#comment-13</guid>
		<description>&lt;a href="#comment-12" rel="nofollow"&gt;@Syn&lt;/a&gt; 
I mean that in a good way. =)</description>
		<content:encoded><![CDATA[<p><a href="#comment-12" rel="nofollow">@Syn</a><br />
I mean that in a good way. =)</p>
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		<title>Comment on Camera control, performance, and pacing by Syn</title>
		<link>http://www.luminance.org/gruedorf/2008/12/18/camera-control-performance-and-pacing#comment-12</link>
		<dc:creator>Syn</dc:creator>
		<pubDate>Fri, 19 Dec 2008 06:20:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=104#comment-12</guid>
		<description>Why do your puzzles rock?</description>
		<content:encoded><![CDATA[<p>Why do your puzzles rock?</p>
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		<title>Comment on One-way barriers and serialization by name</title>
		<link>http://www.luminance.org/gruedorf/2008/12/15/one-way-barriers-and-serialization#comment-10</link>
		<dc:creator>name</dc:creator>
		<pubDate>Thu, 18 Dec 2008 20:36:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=96#comment-10</guid>
		<description>Interesting.  I've recently picked up XNA in the attempt to make a basic platformer, and I was led to your page on a google search for resolving collisions on sloped surfaces.  

I've been making slow progress, mostly due to my lack of motivation, but since I started, which was about a week and a couple days ago, I've just been fiddling around with some tutorial code I found on the internet, and the platformer starter kit that XNA 3.0 provides.  Watching that Indiana Jones dude in the starter kit run and wallslide and do wall jumps was fun to a certain extent, but I decided to start from scratch, which has been a bit difficult.

I actually found it kind of amusing, because the two primary platformers I'm looking at are the Megaman series, particularly the Zero series, and the Castlevania games, of which I am currently playing Order of Ecclesia, and I thought it was really awesome when I saw that Soma sprite running around.  

Despite my best efforts, I doubt my own projects will go too far, as I don't think I'll have so much time once winter quarter comes around, but I just wanted to say good job on this, and I'll probably come back once in a while and check up what's happening around here.</description>
		<content:encoded><![CDATA[<p>Interesting.  I&#8217;ve recently picked up XNA in the attempt to make a basic platformer, and I was led to your page on a google search for resolving collisions on sloped surfaces.  </p>
<p>I&#8217;ve been making slow progress, mostly due to my lack of motivation, but since I started, which was about a week and a couple days ago, I&#8217;ve just been fiddling around with some tutorial code I found on the internet, and the platformer starter kit that XNA 3.0 provides.  Watching that Indiana Jones dude in the starter kit run and wallslide and do wall jumps was fun to a certain extent, but I decided to start from scratch, which has been a bit difficult.</p>
<p>I actually found it kind of amusing, because the two primary platformers I&#8217;m looking at are the Megaman series, particularly the Zero series, and the Castlevania games, of which I am currently playing Order of Ecclesia, and I thought it was really awesome when I saw that Soma sprite running around.  </p>
<p>Despite my best efforts, I doubt my own projects will go too far, as I don&#8217;t think I&#8217;ll have so much time once winter quarter comes around, but I just wanted to say good job on this, and I&#8217;ll probably come back once in a while and check up what&#8217;s happening around here.</p>
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		<title>Comment on One-way barriers and serialization by Kael</title>
		<link>http://www.luminance.org/gruedorf/2008/12/15/one-way-barriers-and-serialization#comment-8</link>
		<dc:creator>Kael</dc:creator>
		<pubDate>Tue, 16 Dec 2008 03:31:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=96#comment-8</guid>
		<description>&lt;blockquote cite="#commentbody-7"&gt;
&lt;strong&gt;&lt;a href="#comment-7" rel="nofollow"&gt;Syn&lt;/a&gt; :&lt;/strong&gt;
&lt;p&gt;I am impressed on how by using only a few platform components you could make so many fun puzzles. I especially like the unrestricted engine you are building, eg: Wall jumping off sides of platforms, going over the door before it closes. The controls also look good, I can’t wait to try it out.&lt;/p&gt;
&lt;p&gt;I was wondering what kind of game you are aiming to create with this engine? Something much like the DS Castlevania series(RPGesque), something with more puzzle orientation or something else.&lt;/p&gt;
&lt;/blockquote&gt;
I'm aiming to build a game in the same general vein as the DS castlevanias (primarily order of ecclesia), but with a more puzzle-oriented focus, similar to how the newest prince of persia game is structured.

The game world is ideally going to be one large seamless level full of smaller unique environments, and I'm hoping to come up with a set of gimmicks and motifs that apply to each environment, and then construct my puzzles out of those. As a contrived example, some motifs for a clock tower like in the castlevania games would be spinning gears, pistons, swinging pendulums, etc. where an environment like a cave formed by water erosion would have motifs more fitting to its design - adjustable water levels, destructible barriers, etc.</description>
		<content:encoded><![CDATA[<blockquote cite="#commentbody-7"><p>
<strong><a href="#comment-7" rel="nofollow">Syn</a> :</strong></p>
<p>I am impressed on how by using only a few platform components you could make so many fun puzzles. I especially like the unrestricted engine you are building, eg: Wall jumping off sides of platforms, going over the door before it closes. The controls also look good, I can’t wait to try it out.</p>
<p>I was wondering what kind of game you are aiming to create with this engine? Something much like the DS Castlevania series(RPGesque), something with more puzzle orientation or something else.</p>
</blockquote>
<p>I&#8217;m aiming to build a game in the same general vein as the DS castlevanias (primarily order of ecclesia), but with a more puzzle-oriented focus, similar to how the newest prince of persia game is structured.</p>
<p>The game world is ideally going to be one large seamless level full of smaller unique environments, and I&#8217;m hoping to come up with a set of gimmicks and motifs that apply to each environment, and then construct my puzzles out of those. As a contrived example, some motifs for a clock tower like in the castlevania games would be spinning gears, pistons, swinging pendulums, etc. where an environment like a cave formed by water erosion would have motifs more fitting to its design - adjustable water levels, destructible barriers, etc.</p>
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		<title>Comment on One-way barriers and serialization by Syn</title>
		<link>http://www.luminance.org/gruedorf/2008/12/15/one-way-barriers-and-serialization#comment-7</link>
		<dc:creator>Syn</dc:creator>
		<pubDate>Tue, 16 Dec 2008 03:23:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=96#comment-7</guid>
		<description>I am impressed on how by using only a few platform components you could make so many fun puzzles. I especially like the unrestricted engine you are building, eg: Wall jumping off sides of platforms, going over the door before it closes. The controls also look good, I can't wait to try it out.

I was wondering what kind of game you are aiming to create with this engine? Something much like the DS Castlevania series(RPGesque), something with more puzzle orientation or something else.</description>
		<content:encoded><![CDATA[<p>I am impressed on how by using only a few platform components you could make so many fun puzzles. I especially like the unrestricted engine you are building, eg: Wall jumping off sides of platforms, going over the door before it closes. The controls also look good, I can&#8217;t wait to try it out.</p>
<p>I was wondering what kind of game you are aiming to create with this engine? Something much like the DS Castlevania series(RPGesque), something with more puzzle orientation or something else.</p>
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		<title>Comment on Input, doors, and switches by Neox &#187; Blog Archive &#187; General Progress Update 2008-12-07</title>
		<link>http://www.luminance.org/gruedorf/2008/12/06/input-doors-and-switches#comment-6</link>
		<dc:creator>Neox &#187; Blog Archive &#187; General Progress Update 2008-12-07</dc:creator>
		<pubDate>Sun, 07 Dec 2008 10:51:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=53#comment-6</guid>
		<description>[...] being inspired by Kael&#8217;s detailed post I felt like revealing a bit of my engineering solutions that Neox is buildt [...]</description>
		<content:encoded><![CDATA[<p>[...] being inspired by Kael&#8217;s detailed post I felt like revealing a bit of my engineering solutions that Neox is buildt [...]</p>
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		<title>Comment on omg yay! by mcgrue</title>
		<link>http://www.luminance.org/uncategorized/2008/11/28/omg-yay#comment-2</link>
		<dc:creator>mcgrue</dc:creator>
		<pubDate>Fri, 28 Nov 2008 21:06:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=7#comment-2</guid>
		<description>You hear that?  I am like prometheus, but instead of bringing BURNS I bring NIFTY.

...also burns.</description>
		<content:encoded><![CDATA[<p>You hear that?  I am like prometheus, but instead of bringing BURNS I bring NIFTY.</p>
<p>&#8230;also burns.</p>
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