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	<title>[refrag]</title>
	
	<link>http://www.refrag.com</link>
	<description>Portfolio, Blog and Web Playground</description>
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		<title>The Evil Machinations of Fluffy McSnuggleBottom – LD #25 Post-Mortem</title>
		<link>http://www.refrag.com/2012/12/18/the-evil-machinations-of-fluffy-mcsnugglebottom-ld-25-post-mortem/</link>
		<comments>http://www.refrag.com/2012/12/18/the-evil-machinations-of-fluffy-mcsnugglebottom-ld-25-post-mortem/#comments</comments>
		<pubDate>Tue, 18 Dec 2012 09:21:20 +0000</pubDate>
		<dc:creator>kaylasara</dc:creator>
				<category><![CDATA[Random Blog]]></category>

		<guid isPermaLink="false">http://www.refrag.com/?p=1048</guid>
		<description><![CDATA[The Evil Machinations of Fluffy McSnuggleBottom was a game developed over 48hrs for the Ludum Dare #25 Game Jam. &#62; Play here: http://www.refrag.com/gamedev/LD25/ &#62; Rate/Vote/Comment &#62; Time-lapse here: http://www.youtube.com/watch?v=LnqqZIqjIdA The Theme &#38; My Idea: In truth I had a very specific goal coming into this Ludum Dare weekend. I wanted to prototype a mix of game mechanics and see if it [...]]]></description>
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		<title>Ludum Dare #25 – Day 2</title>
		<link>http://www.refrag.com/2012/12/16/ludum-dare-25-day-2/</link>
		<comments>http://www.refrag.com/2012/12/16/ludum-dare-25-day-2/#comments</comments>
		<pubDate>Sun, 16 Dec 2012 09:48:13 +0000</pubDate>
		<dc:creator>kaylasara</dc:creator>
				<category><![CDATA[Random Blog]]></category>

		<guid isPermaLink="false">http://www.refrag.com/?p=1040</guid>
		<description><![CDATA[A lot of progress today&#8230; but the game is still more scattered than I&#8217;d like at this point in the weekend. Essentially there are 4 gameplay components: Super light platforming RPG random battles Dialog Conversation Trees Dialog Mini-Game The player builds their Aggression, Wit, and Skill by defeating enemies. These stats are used to complete [...]]]></description>
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		<title>Ludum Dare #25 Begin</title>
		<link>http://www.refrag.com/2012/12/15/ludum-dare-25-begin/</link>
		<comments>http://www.refrag.com/2012/12/15/ludum-dare-25-begin/#comments</comments>
		<pubDate>Sat, 15 Dec 2012 08:13:19 +0000</pubDate>
		<dc:creator>kaylasara</dc:creator>
				<category><![CDATA[Random Blog]]></category>

		<guid isPermaLink="false">http://www.refrag.com/?p=1035</guid>
		<description><![CDATA[Well it&#8217;s time for another Ludum and its tri-annual Dare. The theme this time around is &#8220;You are the Villain&#8221;. The first thing that came to me is that Villainy is often a matter of perspective. Many times I&#8217;ve been around people that have been antagonistic to me, but are they deep down evil? Probably not. [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Some progress…</title>
		<link>http://www.refrag.com/2012/11/22/some-progress/</link>
		<comments>http://www.refrag.com/2012/11/22/some-progress/#comments</comments>
		<pubDate>Thu, 22 Nov 2012 09:18:17 +0000</pubDate>
		<dc:creator>kaylasara</dc:creator>
				<category><![CDATA[Random Blog]]></category>

		<guid isPermaLink="false">http://www.refrag.com/?p=1030</guid>
		<description><![CDATA[After a few slow days I picked up some steam tonight and I now have the 3 primary gameplay states in place: battle, platforming &#038; dialog. The way they all interact is still a bit hacky, but it&#8217;s enough to start building on and polishing. I also am improving my touch handling with some swipe [...]]]></description>
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		<title>Slow going…</title>
		<link>http://www.refrag.com/2012/11/19/slow-going/</link>
		<comments>http://www.refrag.com/2012/11/19/slow-going/#comments</comments>
		<pubDate>Mon, 19 Nov 2012 08:42:20 +0000</pubDate>
		<dc:creator>kaylasara</dc:creator>
				<category><![CDATA[Random Blog]]></category>

		<guid isPermaLink="false">http://www.refrag.com/?p=1028</guid>
		<description><![CDATA[I&#8217;ve been taking a bit of downtime this month trying to rest a bit. Got some good coding in today though. Built the starting framework of a turn-based &#8220;RPG&#8221; battle system. It works pretty nice with a good text panel handling messages and callbacks. I also extended my game libraries to allow for State Switching. [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Distracted…</title>
		<link>http://www.refrag.com/2012/11/05/distracted-2/</link>
		<comments>http://www.refrag.com/2012/11/05/distracted-2/#comments</comments>
		<pubDate>Mon, 05 Nov 2012 08:58:53 +0000</pubDate>
		<dc:creator>kaylasara</dc:creator>
				<category><![CDATA[Random Blog]]></category>

		<guid isPermaLink="false">http://www.refrag.com/?p=1025</guid>
		<description><![CDATA[Was making good progress on the Roller Derby 20XX port. But as soon as I started on some UI work I lost interest. I probably need a few weeks of love on the project to get it to a shippable quality level. In the meantime I&#8217;ve jumped back to some of my Dialog/Conversation engine work [...]]]></description>
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		<slash:comments>2</slash:comments>
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		<title>And more…</title>
		<link>http://www.refrag.com/2012/10/22/and-more/</link>
		<comments>http://www.refrag.com/2012/10/22/and-more/#comments</comments>
		<pubDate>Mon, 22 Oct 2012 08:23:42 +0000</pubDate>
		<dc:creator>kaylasara</dc:creator>
				<category><![CDATA[Random Blog]]></category>

		<guid isPermaLink="false">http://www.refrag.com/?p=1021</guid>
		<description><![CDATA[Got a few hours of work done on the Starling/Nape port of Roller Derby 20xx this weekend. Added: score UI &#8220;turbo charge&#8221; UI and better logic hero &#8220;hit&#8221; logic enemy states: START, FLYIN, ACTIVE, DEAD I also moved the enemy textures to a single atlas which improved performance on the Nexus One. Goal for this [...]]]></description>
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		<title>It looks kinda like a game…</title>
		<link>http://www.refrag.com/2012/10/19/it-looks-kinda-like-a-game/</link>
		<comments>http://www.refrag.com/2012/10/19/it-looks-kinda-like-a-game/#comments</comments>
		<pubDate>Fri, 19 Oct 2012 07:26:16 +0000</pubDate>
		<dc:creator>kaylasara</dc:creator>
				<category><![CDATA[Random Blog]]></category>

		<guid isPermaLink="false">http://www.refrag.com/?p=1017</guid>
		<description><![CDATA[Finished added the other background layers, created a particle effect that fires every 25 points, oh yeah and started actually keeping track of points. Points also increase the pit size, and falling off the end of the world resets the level. This game is getting pretty functional. Lots of polish, feature work and code clean-up [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Lots of quick and noticeable changes</title>
		<link>http://www.refrag.com/2012/10/18/lots-of-quick-and-noticeable-changes/</link>
		<comments>http://www.refrag.com/2012/10/18/lots-of-quick-and-noticeable-changes/#comments</comments>
		<pubDate>Thu, 18 Oct 2012 07:30:14 +0000</pubDate>
		<dc:creator>kaylasara</dc:creator>
				<category><![CDATA[Random Blog]]></category>

		<guid isPermaLink="false">http://www.refrag.com/?p=1013</guid>
		<description><![CDATA[I spent tonight ticking off a bunch of less important boxes but just wanted to visually move the project to something more &#8220;game-like&#8221;. I added &#8220;parallax&#8221; clouds and a better coloured background. I&#8217;m also generating the platform &#8220;Pipes&#8221;. To save time and keep using the already existing sprite strip, I&#8217;m using my original TileBlock code [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Code code code… Profile</title>
		<link>http://www.refrag.com/2012/10/17/code-code-code-profile/</link>
		<comments>http://www.refrag.com/2012/10/17/code-code-code-profile/#comments</comments>
		<pubDate>Wed, 17 Oct 2012 07:51:38 +0000</pubDate>
		<dc:creator>kaylasara</dc:creator>
				<category><![CDATA[Random Blog]]></category>

		<guid isPermaLink="false">http://www.refrag.com/?p=1009</guid>
		<description><![CDATA[Tonights big wins: Selective colliding in Nape : I don&#8217;t want the enemies to collide with the hero, but I want to sense when the objects touch. I also want the enemies to fall through the floor when they die. I got all this working with 3 CbTypes and 2 InteractionFilters Enemies Die: And recycle [...]]]></description>
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