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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, 19 Feb 2012 05:49:43 +0000</lastBuildDate>
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		<title>Comment on SVN in Shared Hosting with Hostgator by Dave Bergschneider</title>
		<link>http://chrismweb.com/2011/02/24/svn-in-shared-hosting-with-hostgator/#comment-2003</link>
		<dc:creator>Dave Bergschneider</dc:creator>
		<pubDate>Sun, 19 Feb 2012 05:49:43 +0000</pubDate>
		<guid isPermaLink="false">http://chrismweb.com/?p=341#comment-2003</guid>
		<description>Great article. I just wish they would give resellers the same SSH controls versus trying to bleed them dry at $10 a pop per sub-account.</description>
		<content:encoded><![CDATA[<p>Great article. I just wish they would give resellers the same SSH controls versus trying to bleed them dry at $10 a pop per sub-account.</p>
]]></content:encoded>
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	<item>
		<title>Comment on Transitioning from C++ to Actionscript using FlashDevelop by Ze emigrante</title>
		<link>http://chrismweb.com/2011/02/08/transitioning-from-c-to-actionscript-using-flashdevelop/#comment-1954</link>
		<dc:creator>Ze emigrante</dc:creator>
		<pubDate>Wed, 08 Feb 2012 23:55:35 +0000</pubDate>
		<guid isPermaLink="false">http://chrismweb.com/?p=235#comment-1954</guid>
		<description>Try this: Math.pow(-1,0.25);</description>
		<content:encoded><![CDATA[<p>Try this: Math.pow(-1,0.25);</p>
]]></content:encoded>
	</item>
	<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-1947</link>
		<dc:creator>Chris Moeller</dc:creator>
		<pubDate>Sat, 04 Feb 2012 23:15:02 +0000</pubDate>
		<guid isPermaLink="false">http://chrismweb.com/?p=189#comment-1947</guid>
		<description>The code to delete them is:

if (current_time-bullets[i].life &gt; bullets_max_life)
					bullets_to_delete.push(i);

and:
bullets.splice(bullets_to_delete[j], 1);

so to check what is going wrong, you can trace out the values to see what they are, such as above the &#039;if&#039; statement:

trace(&quot; bullet age: &quot;+(current_time-bullets[i].life+&quot; , bullets_max_life: &quot;+bullets_max_life);

so then you have to check if the bullet age is increasing like it should, or if the max life is accidentally set very high. When the bullet is older than the life, it will splice them out of the array, and they won&#039;t be able to render any more.</description>
		<content:encoded><![CDATA[<p>The code to delete them is:</p>
<p>if (current_time-bullets[i].life &gt; bullets_max_life)<br />
					bullets_to_delete.push(i);</p>
<p>and:<br />
bullets.splice(bullets_to_delete[j], 1);</p>
<p>so to check what is going wrong, you can trace out the values to see what they are, such as above the ‘if’ statement:</p>
<p>trace(“ bullet age: “+(current_time-bullets[i].life+” , bullets_max_life: “+bullets_max_life);</p>
<p>so then you have to check if the bullet age is increasing like it should, or if the max life is accidentally set very high. When the bullet is older than the life, it will splice them out of the array, and they won’t be able to render any more.</p>
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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 Derrick</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-1940</link>
		<dc:creator>Derrick</dc:creator>
		<pubDate>Sat, 04 Feb 2012 02:36:00 +0000</pubDate>
		<guid isPermaLink="false">http://chrismweb.com/?p=189#comment-1940</guid>
		<description>I am wondering then if I am having the same issue on part of this. 
For some reason my bullets are never deleting. If I shoot,
 they continue to trail across the screen indefinitly 
until I close the game. The code I see on my end while 
doing the tutorial is:

if (CheckKeyDown(SPACE) &amp;&amp; current_time-last_fired &gt; firing_delay)

Not sure if thats what is causing the issue, but I get no
syntax errors, and the game starts fine up to this point.</description>
		<content:encoded><![CDATA[<p>I am wondering then if I am having the same issue on part of this.<br />
For some reason my bullets are never deleting. If I shoot,<br />
 they continue to trail across the screen indefinitly<br />
until I close the game. The code I see on my end while<br />
doing the tutorial is:</p>
<p>if (CheckKeyDown(SPACE) &amp;&amp; current_time-last_fired &gt; firing_delay)</p>
<p>Not sure if thats what is causing the issue, but I get no<br />
syntax errors, and the game starts fine up to this point.</p>
]]></content:encoded>
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	<item>
		<title>Comment on Creating a Flash Asteroids Game Part 6: Creating Asteroids by Clasher135</title>
		<link>http://chrismweb.com/2011/02/07/creating-an-asteroids-game-part-6-creating-asteroids/#comment-1838</link>
		<dc:creator>Clasher135</dc:creator>
		<pubDate>Thu, 22 Dec 2011 02:46:20 +0000</pubDate>
		<guid isPermaLink="false">http://chrismweb.com/?p=197#comment-1838</guid>
		<description>Done writing my algorithm, here&#039;s a thread w/ the code and a picture.

http://www.kongregate.com/forums/5-the-arts/topics/231065-how-should-i-make-my-procedurally-generated-asteroids-look-cooler</description>
		<content:encoded><![CDATA[<p>Done writing my algorithm, here’s a thread w/ the code and a picture.</p>
<p><a href="http://www.kongregate.com/forums/5-the-arts/topics/231065-how-should-i-make-my-procedurally-generated-asteroids-look-cooler" rel="nofollow">http://www.kongregate.com/forums/5-the-arts/topics/231065-how-should-i-make-my-procedurally-generated-asteroids-look-cooler</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Creating a Flash Asteroids Game Part 6: Creating Asteroids by Clasher135</title>
		<link>http://chrismweb.com/2011/02/07/creating-an-asteroids-game-part-6-creating-asteroids/#comment-1837</link>
		<dc:creator>Clasher135</dc:creator>
		<pubDate>Thu, 22 Dec 2011 01:08:30 +0000</pubDate>
		<guid isPermaLink="false">http://chrismweb.com/?p=197#comment-1837</guid>
		<description>Now that I think about it, would it be possible to increase asteroid variety by flipping the 2 sprites we&#039;ve already coded in? 2(number of asteroid sprites) * 2(whether or not they are flipped horizontally) * 2(whether or not they are flipped vertically) = 8, 6 more sprites than before.</description>
		<content:encoded><![CDATA[<p>Now that I think about it, would it be possible to increase asteroid variety by flipping the 2 sprites we’ve already coded in? 2(number of asteroid sprites) * 2(whether or not they are flipped horizontally) * 2(whether or not they are flipped vertically) = 8, 6 more sprites than before.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Creating a Flash Asteroids Game Part 6: Creating Asteroids by Clasher135</title>
		<link>http://chrismweb.com/2011/02/07/creating-an-asteroids-game-part-6-creating-asteroids/#comment-1836</link>
		<dc:creator>Clasher135</dc:creator>
		<pubDate>Thu, 22 Dec 2011 01:02:13 +0000</pubDate>
		<guid isPermaLink="false">http://chrismweb.com/?p=197#comment-1836</guid>
		<description>Sorry, I was unclear. I did not mean the asteroids&#039; sprites, i meant their stats, as depicted by my code. Now that you mention it though, randomly generating the asteroid sprites sounds cool. I think I&#039;ll try it out.</description>
		<content:encoded><![CDATA[<p>Sorry, I was unclear. I did not mean the asteroids’ sprites, i meant their stats, as depicted by my code. Now that you mention it though, randomly generating the asteroid sprites sounds cool. I think I’ll try it out.</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-1825</link>
		<dc:creator>Chris Moeller</dc:creator>
		<pubDate>Sun, 18 Dec 2011 21:17:56 +0000</pubDate>
		<guid isPermaLink="false">http://chrismweb.com/?p=197#comment-1825</guid>
		<description>Cool, you&#039;ll have to show your asteroids when you&#039;re finished!</description>
		<content:encoded><![CDATA[<p>Cool, you’ll have to show your asteroids when you’re finished!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Creating a Flash Asteroids Game Part 6: Creating Asteroids by Clasher135</title>
		<link>http://chrismweb.com/2011/02/07/creating-an-asteroids-game-part-6-creating-asteroids/#comment-1823</link>
		<dc:creator>Clasher135</dc:creator>
		<pubDate>Sun, 18 Dec 2011 20:52:31 +0000</pubDate>
		<guid isPermaLink="false">http://chrismweb.com/?p=197#comment-1823</guid>
		<description>Hello. I wrote a procedural generation algorithm(that is the correct term, right?) for the asteroids!

			for (var i:int = thelevel2 + 3; i &gt;= 0; i--)
			{
				asteroids.push(new asteroid(
				archetect.width / (Math.floor(1 + (Math.random() * 5))),
				archetect.height / (Math.floor(1 + (Math.random() * 5))),
				0, 
				Math.floor(Math.random() * 4), 
				Math.floor(Math.random() * 2))
				);
			}</description>
		<content:encoded><![CDATA[<p>Hello. I wrote a procedural generation algorithm(that is the correct term, right?) for the asteroids!</p>
<p>			for (var i:int = thelevel2 + 3; i &gt;= 0; i–)<br />
			{<br />
				asteroids.push(new asteroid(<br />
				archetect.width / (Math.floor(1 + (Math.random() * 5))),<br />
				archetect.height / (Math.floor(1 + (Math.random() * 5))),<br />
				0,<br />
				Math.floor(Math.random() * 4),<br />
				Math.floor(Math.random() * 2))<br />
				);<br />
			}</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Creating a Asteroids Flash Game Part 7: Detecting Collisions and Creating Particle Explosions by Clasher135</title>
		<link>http://chrismweb.com/2011/02/07/creating-an-asteroids-game-part-7-detecting-collisions-and-creating-particle-explosions/#comment-1821</link>
		<dc:creator>Clasher135</dc:creator>
		<pubDate>Sun, 18 Dec 2011 19:14:53 +0000</pubDate>
		<guid isPermaLink="false">http://chrismweb.com/?p=199#comment-1821</guid>
		<description>Hi, I figured out a way to highlight the collision points to help with changing them once I add my own graphics in. Here&#039;s the code:

public function highlightcollisionpts():void 
		{
			collisionptsvis = new Sprite(); 
			collisionptsvis.graphics.lineStyle(2, 0xFFFFFF)
			for (var i:int = collisionpts.length - 1; i &gt;= 0; i--)
			{
				collisionptsvis.graphics.drawRect(collisionpts[i].x, collisionpts[i].y, 2, 2);
			}
			Game.archetect.draw(collisionptsvis);
		}</description>
		<content:encoded><![CDATA[<p>Hi, I figured out a way to highlight the collision points to help with changing them once I add my own graphics in. Here’s the code:</p>
<p>public function highlightcollisionpts():void<br />
		{<br />
			collisionptsvis = new Sprite();<br />
			collisionptsvis.graphics.lineStyle(2, 0xFFFFFF)<br />
			for (var i:int = collisionpts.length — 1; i &gt;= 0; i–)<br />
			{<br />
				collisionptsvis.graphics.drawRect(collisionpts[i].x, collisionpts[i].y, 2, 2);<br />
			}<br />
			Game.archetect.draw(collisionptsvis);<br />
		}</p>
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