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	<title>Comments for Chris Moeller Web • Engineering, Design and Programming</title>
	<atom:link href="http://chrismweb.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://chrismweb.com</link>
	<description>Game Programming, Engineering and Development</description>
	<lastBuildDate>Sun, 20 May 2012 15:55:32 +0000</lastBuildDate>
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		<title>Comment on Creating a Asteroids Flash Game Part 8: Lives, Scores, Restarting, Pausing, Creating Levels, and a Basic GUI by Roman</title>
		<link>http://chrismweb.com/2011/02/07/creating-an-asteroids-game-part-8-lives-scores-restarting-pausing-creating-levels-and-a-basic-gui/#comment-2297</link>
		<dc:creator>Roman</dc:creator>
		<pubDate>Sun, 20 May 2012 15:55:32 +0000</pubDate>
		<guid isPermaLink="false">http://chrismweb.com/?p=201#comment-2297</guid>
		<description>Great tutorial so far!

I&#039;d like to point out that there are a few lines of code that need to be added to the Ship.as, GameSprite.as, and Asteroid.as classes that aren&#039;t explained in this section of the tutorial and could be the cause of some of your errors.  The solution can be found in the source code.</description>
		<content:encoded><![CDATA[<p>Great tutorial so far!</p>
<p>I’d like to point out that there are a few lines of code that need to be added to the Ship.as, GameSprite.as, and Asteroid.as classes that aren’t explained in this section of the tutorial and could be the cause of some of your errors.  The solution can be found in the source code.</p>
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		<title>Comment on Creating a Asteroids Flash Game Part 4: Using Keyboard Controls to Move Around the Ship on screen by Steven</title>
		<link>http://chrismweb.com/2011/01/27/creating-an-asteroids-game-part-4-using-keyboard-controls-to-move-around-the-ship-on-screen/#comment-2291</link>
		<dc:creator>Steven</dc:creator>
		<pubDate>Sat, 19 May 2012 04:24:31 +0000</pubDate>
		<guid isPermaLink="false">http://chrismweb.com/?p=156#comment-2291</guid>
		<description>Thanks so much for the excellent tutorial!  I&#039;m coming from the C++ and Java worlds, so this has been a fantastic way to get the feel for a new language.

That being said, I have a suggestion for improving the performance of your keyboard routine.  Instead of creating an array to track items that are pressed which requires searching linearly through the array each time a key is pressed, released, and checked, create a boolean array map of all the keycodes.  This allows you to directly update each key individually and look it up in one step.
A quick search online found that the maximum keycode is 222, so if you do the following:

private static const MAX_KEYCODE:int = 222;
var key_states:Array;

public function Game(stageWidth:int, stageHeight:int)
{
   key_states = new Array(MAX_KEYCODE);
   for (var i:int = 0; i = 0 &amp;&amp; e.keyCode = 0 &amp;&amp; e.keyCode = 0 &amp;&amp; keycode &lt; MAX_KEYCODE)
      return key_states[keycode];
   else
      return false;
}

Cheers, and thanks again!
Steve</description>
		<content:encoded><![CDATA[<p>Thanks so much for the excellent tutorial!  I’m coming from the C++ and Java worlds, so this has been a fantastic way to get the feel for a new language.</p>
<p>That being said, I have a suggestion for improving the performance of your keyboard routine.  Instead of creating an array to track items that are pressed which requires searching linearly through the array each time a key is pressed, released, and checked, create a boolean array map of all the keycodes.  This allows you to directly update each key individually and look it up in one step.<br />
A quick search online found that the maximum keycode is 222, so if you do the following:</p>
<p>private static const MAX_KEYCODE:int = 222;<br />
var key_states:Array;</p>
<p>public function Game(stageWidth:int, stageHeight:int)<br />
{<br />
   key_states = new Array(MAX_KEYCODE);<br />
   for (var i:int = 0; i = 0 &amp;&amp; e.keyCode = 0 &amp;&amp; e.keyCode = 0 &amp;&amp; keycode &lt; MAX_KEYCODE)<br />
      return key_states[keycode];<br />
   else<br />
      return false;<br />
}</p>
<p>Cheers, and thanks again!<br />
Steve</p>
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		<title>Comment on Creating a Asteroids Flash Game Part 4: Using Keyboard Controls to Move Around the Ship on screen by kereil</title>
		<link>http://chrismweb.com/2011/01/27/creating-an-asteroids-game-part-4-using-keyboard-controls-to-move-around-the-ship-on-screen/#comment-2232</link>
		<dc:creator>kereil</dc:creator>
		<pubDate>Sun, 06 May 2012 16:23:57 +0000</pubDate>
		<guid isPermaLink="false">http://chrismweb.com/?p=156#comment-2232</guid>
		<description>if you don&#039;t want to use array to find what key have been pressed you can use 

switch(e.keyCode)
{
case Keyboard.LEFT:
				{
					TurnLeft = false;
					break;
				}
				case Keyboard.RIGHT:
				{
					TurnRight = false;
					break;
				}
				case Keyboard.UP:
				{	
					MoveForward = false;
					break;
				}
				case Keyboard.DOWN:
				{
					MoveBack = false;
					break;
				}
			}</description>
		<content:encoded><![CDATA[<p>if you don’t want to use array to find what key have been pressed you can use </p>
<p>switch(e.keyCode)<br />
{<br />
case Keyboard.LEFT:<br />
				{<br />
					TurnLeft = false;<br />
					break;<br />
				}<br />
				case Keyboard.RIGHT:<br />
				{<br />
					TurnRight = false;<br />
					break;<br />
				}<br />
				case Keyboard.UP:<br />
				{<br />
					MoveForward = false;<br />
					break;<br />
				}<br />
				case Keyboard.DOWN:<br />
				{<br />
					MoveBack = false;<br />
					break;<br />
				}<br />
			}</p>
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	<item>
		<title>Comment on How to start creating android games using the LibGDX game development framework by RABEYA</title>
		<link>http://chrismweb.com/2011/10/18/how-to-start-creating-android-games-using-the-libgdx-game-development-framework/#comment-2214</link>
		<dc:creator>RABEYA</dc:creator>
		<pubDate>Tue, 01 May 2012 08:20:29 +0000</pubDate>
		<guid isPermaLink="false">http://chrismweb.com/?p=784#comment-2214</guid>
		<description>WOW THANK U SOOO MUCH........ :) IT HELPED ME ALOT</description>
		<content:encoded><![CDATA[<p>WOW THANK U SOOO MUCH.….… <img src='http://chrismweb.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  IT HELPED ME ALOT</p>
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	</item>
	<item>
		<title>Comment on The Witcher 2: Assassins of Kings Review by Chris Moeller</title>
		<link>http://chrismweb.com/2011/05/17/the-witcher-2-assassins-of-kings-review-part-1/#comment-2210</link>
		<dc:creator>Chris Moeller</dc:creator>
		<pubDate>Mon, 30 Apr 2012 23:13:09 +0000</pubDate>
		<guid isPermaLink="false">http://chrismweb.com/?p=673#comment-2210</guid>
		<description>Did you play the updated version?

Before the patches is when I played, and they supposedly tilted the difficulty curve quite a bit. When I played you could only take on one guy at a time- two would chop you down like a block of wood, because it wouldn&#039;t let you attack when you have been hit.


I like how they did the story- and don&#039;t think they really need any gimmicks to make people &quot;explore more&quot;. I see it as more of bad game design when you can&#039;t find where the heck you need to go. Skyrim and The Witcher both do a fairly good job of putting neat stuff in between goal points, so you usually have to stop and explore new things that pop up along the way, and sometimes get distracted doing stuff that is not part of the main quest because it is interesting. 

I&#039;ll have to play again with the &#039;enhanced edition&#039;, and see how it has changed/ been improved. 

Thanks for the comment!</description>
		<content:encoded><![CDATA[<p>Did you play the updated version?</p>
<p>Before the patches is when I played, and they supposedly tilted the difficulty curve quite a bit. When I played you could only take on one guy at a time– two would chop you down like a block of wood, because it wouldn’t let you attack when you have been hit.</p>
<p>I like how they did the story– and don’t think they really need any gimmicks to make people “explore more”. I see it as more of bad game design when you can’t find where the heck you need to go. Skyrim and The Witcher both do a fairly good job of putting neat stuff in between goal points, so you usually have to stop and explore new things that pop up along the way, and sometimes get distracted doing stuff that is not part of the main quest because it is interesting. </p>
<p>I’ll have to play again with the ‘enhanced edition’, and see how it has changed/ been improved. </p>
<p>Thanks for the comment!</p>
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	<item>
		<title>Comment on The Witcher 2: Assassins of Kings Review by Pronoberock</title>
		<link>http://chrismweb.com/2011/05/17/the-witcher-2-assassins-of-kings-review-part-1/#comment-2209</link>
		<dc:creator>Pronoberock</dc:creator>
		<pubDate>Mon, 30 Apr 2012 17:50:18 +0000</pubDate>
		<guid isPermaLink="false">http://chrismweb.com/?p=673#comment-2209</guid>
		<description>Not sure why you got so frustrated with the beginning combat. I played the game for the first time on dark and rarely ever use Quen. Also, I am glad they didn&#039;t have spot on quest locations. It makes it so you have to indulge at least a little into the quests. Additionally,I hate it when game dumb down everything so you can be practically be invincible and just look at the map for where you need to go. It makes games boring and discourages diving into the story.</description>
		<content:encoded><![CDATA[<p>Not sure why you got so frustrated with the beginning combat. I played the game for the first time on dark and rarely ever use Quen. Also, I am glad they didn’t have spot on quest locations. It makes it so you have to indulge at least a little into the quests. Additionally,I hate it when game dumb down everything so you can be practically be invincible and just look at the map for where you need to go. It makes games boring and discourages diving into the story.</p>
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	</item>
	<item>
		<title>Comment on Creating a Flash Asteroids Game Part 6: Creating Asteroids by Chris Moeller</title>
		<link>http://chrismweb.com/2011/02/07/creating-an-asteroids-game-part-6-creating-asteroids/#comment-2187</link>
		<dc:creator>Chris Moeller</dc:creator>
		<pubDate>Tue, 24 Apr 2012 23:21:46 +0000</pubDate>
		<guid isPermaLink="false">http://chrismweb.com/?p=197#comment-2187</guid>
		<description>Cool! I checked it out, and your new game looks like an awesome improvement over straight asteroids! 

Great job, I&#039;d like to see what games people have went on to create :D

Need to create some more tutorials soon- been too long, and I&#039;d like to get a game development group going.</description>
		<content:encoded><![CDATA[<p>Cool! I checked it out, and your new game looks like an awesome improvement over straight asteroids! </p>
<p>Great job, I’d like to see what games people have went on to create <img src='http://chrismweb.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>Need to create some more tutorials soon– been too long, and I’d like to get a game development group going.</p>
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	<item>
		<title>Comment on Creating a Asteroids Flash Game Part 4: Using Keyboard Controls to Move Around the Ship on screen by Chris Moeller</title>
		<link>http://chrismweb.com/2011/01/27/creating-an-asteroids-game-part-4-using-keyboard-controls-to-move-around-the-ship-on-screen/#comment-2146</link>
		<dc:creator>Chris Moeller</dc:creator>
		<pubDate>Tue, 10 Apr 2012 02:28:14 +0000</pubDate>
		<guid isPermaLink="false">http://chrismweb.com/?p=156#comment-2146</guid>
		<description>Thanks for commenting! 
I&#039;ll hopefully add some more tutorials soon :D
Also check out &#039;emanuele feronato&#039; site, and kirupa.com for other good tutorials!</description>
		<content:encoded><![CDATA[<p>Thanks for commenting!<br />
I’ll hopefully add some more tutorials soon <img src='http://chrismweb.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /><br />
Also check out ‘emanuele feronato’ site, and kirupa.com for other good tutorials!</p>
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	<item>
		<title>Comment on Creating a Asteroids Flash Game Part 4: Using Keyboard Controls to Move Around the Ship on screen by Adham Saad</title>
		<link>http://chrismweb.com/2011/01/27/creating-an-asteroids-game-part-4-using-keyboard-controls-to-move-around-the-ship-on-screen/#comment-2145</link>
		<dc:creator>Adham Saad</dc:creator>
		<pubDate>Tue, 10 Apr 2012 01:56:00 +0000</pubDate>
		<guid isPermaLink="false">http://chrismweb.com/?p=156#comment-2145</guid>
		<description>First tutorial for Action Script 3 for me , this is so great !!
Thank you very much !!</description>
		<content:encoded><![CDATA[<p>First tutorial for Action Script 3 for me , this is so great !!<br />
Thank you very much !!</p>
]]></content:encoded>
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	<item>
		<title>Comment on Creating a Asteroids Flash Game Part 5: Creating and Firing bullets, and making objects “wrap around” the screen by Chris Moeller</title>
		<link>http://chrismweb.com/2011/02/07/creating-an-asteroids-game-part-5-creating-and-firing-bullets-and-making-objects-%e2%80%9cwrap-around%e2%80%9d-the-screen/#comment-2144</link>
		<dc:creator>Chris Moeller</dc:creator>
		<pubDate>Mon, 09 Apr 2012 06:59:52 +0000</pubDate>
		<guid isPermaLink="false">http://chrismweb.com/?p=189#comment-2144</guid>
		<description>You can send me your code if you can&#039;t figure it out, and I can take a look. 

It&#039;s best to &#039;trace&#039; things out to see to make sure things are happening when they are supposed to. 
I&#039;d say when you add a bullet to the array have it trace(&#039;added bullet&#039;);, when you update/render the bullet, trace out :trace(&#039;bullet updating&#039;);

That is the best way to track down the problem- validate each thing. Even try not rendering the ship to see if the bullets are being rendered behind it, and just aren&#039;t updating and moving across the screen.

Let me know!</description>
		<content:encoded><![CDATA[<p>You can send me your code if you can’t figure it out, and I can take a look. </p>
<p>It’s best to ‘trace’ things out to see to make sure things are happening when they are supposed to.<br />
I’d say when you add a bullet to the array have it trace(‘added bullet’);, when you update/render the bullet, trace out :trace(‘bullet updating’);</p>
<p>That is the best way to track down the problem– validate each thing. Even try not rendering the ship to see if the bullets are being rendered behind it, and just aren’t updating and moving across the screen.</p>
<p>Let me know!</p>
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