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		<title>Blog for Matthew Langley at GarageGames.com</title>
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		<link>http://www.garagegames.com/</link>
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		<dc:date>2008-07-20T06:04:20+00:00</dc:date>
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		<dc:date>2006-11-30T01:42:58+00:00</dc:date>
		<dc:creator>Matthew Langley</dc:creator>
		<title>Torque Game Builder 1.1.3 Goes Live!</title>
		<link>http://www.garagegames.com/blogs/33542/11746</link>
		<description>&lt;img src='http://tdn.garagegames.com/wiki/images/0/0c/Top_logo.png'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;TGB 1.1.3&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;i&gt;Note: Windows only release, Mac release is still on the way.&lt;/i&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;It's been two months and a day since our last release and we've been busy working on lots of features, updates, and bug fixes.  The two most exciting new additions are the new Documentation Framework and the Text Object.  We've also remedied lots of issues ranging from small and annoying to some issues that have been causing problems for users lately.&lt;br&gt;&lt;br&gt;&lt;b&gt;New Documentation Framework in 1.1.3&lt;/b&gt;&lt;br&gt;&lt;br&gt;The first release version of the new Documenation Framework is included with 1.1.3.  We've added lots of new features to how you utilize the existing docs and have done some revamping of the docs as well.  Here is a breif overview of the features:&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;- Full Table of Contents with headers and sub-headings expandable and collapsable for entire doc base.&lt;br&gt;- Table of Contents tool tips for each document listed.&lt;br&gt;- Autogenerated hub pages for each tutorial set.&lt;br&gt;- Component Tutorials that are in a seperate tutorial file (such as &amp;quot;Create a New Project&amp;quot;) that can be easily linked into any documents.&lt;br&gt;- Multi-Page Search of the entire doc base with a single word and psuedo phrase match.&lt;br&gt;- Searched page word highlighting, with add/remove highlighting options.&lt;br&gt;- The entire doc base is parsed for TGB Reference and Glossary methods and terms to stub in dynamic links that you can click to get definitions.&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Here are some pictures of the new framework in action!&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://tdn.garagegames.com/wiki/images/a/a5/DefinitionGlossaryMethodImage.JPG'  border=1 alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://tdn.garagegames.com/wiki/images/7/7d/MainDocImageSmall.JPG'  border=1 alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://tdn.garagegames.com/wiki/images/f/ff/DocComponentImage.JPG'  border=1 alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Text Object in 1.1.3&lt;/b&gt;&lt;br&gt;&lt;br&gt;TGB now includes a robust t2dTextObject!&lt;br&gt;&lt;br&gt;&lt;img src='http://tdn.garagegames.com/wiki/images/thumb/d/d3/EditingText.png/800px-EditingText.png'  border=1 alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Alignment Tools in 1.1.3&lt;/b&gt;&lt;br&gt;&lt;br&gt;You now have alignment tools to work with in the Level Builder:&lt;br&gt;&lt;br&gt;&lt;img src='http://tdn.garagegames.com/wiki/images/1/17/AlignSelectedObjects.png'  border=1 alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;TGB Bug Fixes in 1.1.3&lt;/b&gt;&lt;br&gt;&lt;br&gt;Here are the bug fixes that went into 1.1.3!&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;br&gt;- Changed canvas to post a quit message on multiple instances running&lt;br&gt;- controls will not longer attempt to set themselves as first responder. Broke this into a separate commit so that it can be reverted if necessary.&lt;br&gt;- TextObject Editing Tool sets rotation to 0.0f when editing on TextObject being edited.  &lt;br&gt; - Rotation is restored when the editing is complete.&lt;br&gt; - This stops a number of nasty things from happening when sizing margins on rotated objects&lt;br&gt;- UNICODE safe font enumeration on Windows&lt;br&gt;- t2dScroller string table entry twiddling&lt;br&gt;- t2dPath updates (fixes and new con methods)&lt;br&gt; - getAttachedObjectCount&lt;br&gt; - getAttachedObject( index )&lt;br&gt; - getNode( index ) - return &amp;quot;%f %f %f %f&amp;quot;&lt;br&gt;- New Align icons&lt;br&gt;- Fixed bad CLAMP collision mNotZero check which caused incorrect CLAMP collision behavior&lt;br&gt;- Added drawArrowNut function to base tool&lt;br&gt;- Moved text object autosizing into editor only&lt;br&gt;- Added arrow heads for text object margin sizing&lt;br&gt;- Fixed Wordwrap sizing in TextObject&lt;br&gt;- Modified appearance of margin editing guides to TextEdit tool&lt;br&gt;- Removed Deprecated LevelBuilder Primitive Tool&lt;br&gt;- (~) Console should now never be shown larger than the current resolution&lt;br&gt;- Changed all menu shortcuts to use Cmd instead of Ctrl on MacOS&lt;br&gt;- TextObject word wrap undo functions properly&lt;br&gt;- Auto Cache all printable ascii characters for fonts used in TextObjects&lt;br&gt;-More text object tweaks:&lt;br&gt;   -Lines with a single word will wrap in the middle of the word.&lt;br&gt;   -Sizing fixes so that the bounding box is never smaller than the text it contains.&lt;br&gt;      -Height autosizes when in word wrap mode.&lt;br&gt;      -Width and height autosize when not in word wrap mode.&lt;br&gt;   -Bounding box in edit mode is now a dashed line and only the horizontal sizing nobs are rendered.&lt;br&gt;- Updated Tabs Graphics&lt;br&gt;- Updated LB Version to 1.1.3&lt;br&gt;- Fixed #0002224 Particle Effect KILL mode particles dissapearing in Create Tab&lt;br&gt;- Fixed Con::execute argv corruption bug&lt;br&gt;- Deprecated ScriptClass as it was causing confusion for users, was misleading in it's name, and wasn't used for anything&lt;br&gt;- Removed Deprecated ScriptClass references&lt;br&gt;- Sorted dynamic fields when serialized.&lt;br&gt;- Added sanity to WinConsole singleton&lt;br&gt;- Fixed bad default key event return values in levelBuilder/levelBuilderBaseTool.h and levelBuilder/levelBuilderSceneEdit.cc&lt;br&gt;- Fixed trivial velocity overlap solving issue&lt;br&gt;- Fixed onMouseEnter/onMouseLeave crash bug&lt;br&gt;- Added mClamp console function.&lt;br&gt;- Finished up align tools. Still need icons for match size.&lt;br&gt;- Moved basic align functionality to common so it can be used in games.&lt;br&gt;-Fixed memory corruption bug in getDirectoryList.&lt;br&gt;   -This was the cause of the debug break in vc8 debug builds.&lt;br&gt;-Console spam from text object cleanup.&lt;br&gt;-Added guides for snapping to the tool manager.&lt;br&gt;   -By default, the level editor creates guides at the camera bounds.&lt;br&gt;   -Added onCameraChanged callback for properly updating the guides when the camera extents change.&lt;br&gt;-Added getCurrentCameraSize function to t2dSceneWindow for easier grabbing of camera size.&lt;br&gt;-t2dTextObject changes.&lt;br&gt;   -Hide overlap defaults to false.&lt;br&gt;-Added a generic undo class for automatically creating undos on a set of objects for particular fields.&lt;br&gt;   -Use like this: ToolManager.createUndo( %simSetOfObjects, %spaceSeparatedListOfFields, %actionName );&lt;br&gt;   -Then: ToolManager.finish();&lt;br&gt;-Camera position, size, and zoom are saved and restored when testing a level.&lt;br&gt;-Renamed some align images so they can be referenced easier.&lt;br&gt;-More t2dTextObject and text object editing updates.&lt;br&gt;   -Fixed font size chooser logic. It was off by one previously.&lt;br&gt;   -Default size of fonts is set to the pixel size of the object at the design resolution.&lt;br&gt;   -Added text object back into &amp;quot;other objects&amp;quot; rollout.&lt;br&gt;   -Fixed weird sizing issues on creation.&lt;br&gt;   -Fixed problem where sometimes font textures would not be added to correctly.&lt;br&gt;-Made zoom options in view menu zoom to the actual size based on the design resolution.&lt;br&gt;-Merged in stuff from RC2.&lt;br&gt;   -Collision upscale fix.&lt;br&gt;   -Rendering of NTSC safe zone in the level builder scene window.&lt;br&gt;   -Camera view and origin are rendered on top of objects in the level builder now.&lt;br&gt;&lt;br&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Huge Thanks to Our Community&lt;/b&gt;&lt;br&gt;&lt;br&gt;Want to extent a huge thanks to our great community.  I am seeing more and more great things shown off and being developed.  Also a huge thanks to everyone one of you in the TGB community that has either posted an issue, a detailed bug, a fix, and for all of those that help eachother out.  It's definately an insipiring sight to see how helpful everyone is to eachother, it definately motivates us :)&lt;br&gt;&lt;br&gt;&lt;br&gt;Enjoy and look forward to hearing feedback!&lt;br&gt;Matthew Langley&lt;br&gt;&lt;br&gt;&lt;a href='http://www.greatgamesexperiment.com/user/MattKingTut'&gt;&lt;img src='http://static.greatgamesexperiment.com/badge/user/mattkingtut/gge400x56.png' border=0&gt;&lt;/a&gt;</description>
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	<item rdf:about="http://www.garagegames.com/blogs/33542/11558">
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		<dc:date>2006-11-05T20:31:58+00:00</dc:date>
		<dc:creator>Matthew Langley</dc:creator>
		<title>The Future of the TGB Documentation</title>
		<link>http://www.garagegames.com/blogs/33542/11558</link>
		<description>&lt;b&gt;The future of the TGB Documentation&lt;/b&gt;&lt;br&gt;&lt;br&gt;Since a picture is worth a thousand words, let me first post a picture.&lt;br&gt;&lt;br&gt;&lt;img src='http://tdn.garagegames.com/wiki/images/8/88/DocFrameworkPic1.JPG'  border = 1 alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;This is the new face of the TGB Documentation &lt;i&gt;(note: the visuals in all of these pictures may and probably will be be updated before release)&lt;/i&gt;.  Here is a list of featurs the new documentation supports (I like to call the Torque Documentation Framework).&lt;br&gt;&lt;br&gt;&lt;b&gt;Features:&lt;/b&gt;&lt;br&gt;&lt;br&gt;- The entire doc base can be accessed and navigated through a single interface (no folder scouring anymore).&lt;br&gt;- Full Table of Contents with headers and sub-headings expandable and collapsable.&lt;br&gt;- Table of Contents tool tips for each document listed.&lt;br&gt;- Autogenerated hub pages for each tutorial set.&lt;br&gt;- What I like to call &amp;quot;Component Tutorials&amp;quot;... basically &amp;quot;stub&amp;quot; or &amp;quot;breakout&amp;quot; tutorials that are in a seperate tutorial file (such as &amp;quot;Create a New Project&amp;quot;) that can be easily linked into any documents.&lt;br&gt;- Multi-Page Search of the entire doc base with a single word and psuedo phrase match.&lt;br&gt;- Searched page word highlighting, with add/remove highlighting options.&lt;br&gt;- Document versioning, this is an internal feature that won't affect users much, though it will help insure we only build the proper docs for the proper release.&lt;br&gt;- The entire docbase is parsed for TGB Reference and Glossary methods and terms to stub in dynamic links that you can click to get definitations (pictures represent this much better, &lt;b&gt;definately my favorite feature&lt;/b&gt;).&lt;br&gt;&lt;br&gt;&lt;br&gt;Ok now that a breif description of each new feature is listed, lets see some pictures!&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Full Table of Contents with headers and sub-headings expandable and collapsable&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://tdn.garagegames.com/wiki/images/b/b5/DocFrameworkPic6.JPG'  border = 1 alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;As you can see there are headings and sub headings.  On the internal end of this every &amp;lt;h*&amp;gt; tag is parsed out and properly logged.  Here is a great example of this working with the Glossary and entire TGB Reference.&lt;br&gt;&lt;br&gt;&lt;img src='http://tdn.garagegames.com/wiki/images/8/86/DocFrameworkPic10.JPG'  border = 1 alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Table of Contents tool tips for each document listed&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://tdn.garagegames.com/wiki/images/c/c8/DocFrameworkPic7.JPG'  border = 1 alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;When you hover over a document listing in the ToC (Table of Contents) a tooltip will appear (if there is one) describing the tutorial.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;What I like to call &amp;quot;Component Tutorials&amp;quot;... basically &amp;quot;stub&amp;quot; or &amp;quot;breakout&amp;quot; tutorials that are in a seperate tutorial file (such as &amp;quot;Create a New Project&amp;quot;) that can be easily linked into any documents&lt;/b&gt;&lt;br&gt;&lt;br&gt;Now this is one of the most exciting new changes... the impact this will have on the docs is immense.  Presently we are still very busy stubing out &amp;quot;Component Tutorials&amp;quot;.  Once we finish the tutorials will be a great deal shorter with all of the repetative section in easy to click stubs in case you need it.&lt;br&gt;&lt;br&gt;Here you will see the text &amp;quot;If you're unsure on how to do this click here.&amp;quot; underlined.&lt;br&gt;&lt;br&gt;&lt;img src='http://tdn.garagegames.com/wiki/images/b/b4/DocFrameworkPic8.JPG'  border = 1 alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;If you then click that text this will slide open below it.&lt;br&gt;&lt;br&gt;&lt;img src='http://tdn.garagegames.com/wiki/images/3/3c/DocFrameworkPic9.JPG'  border = 1 alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;No messy links, you simply click the text and the stub (component) tutorial appears right in front of your eyes.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Multi-Page Search of the entire doc base with a single word and psuedo phrase match&lt;/b&gt;&lt;br&gt;&lt;br&gt;Another of my favorite features.  Multi-Page searching... there is a search box in the top right while you navigate the doc base.  You can simply type a word into it then  hit the enter key or click the spyglass.&lt;br&gt;&lt;br&gt;&lt;img src='http://tdn.garagegames.com/wiki/images/1/11/DocFrameworkPic2.JPG'  border = 1 alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;Then you will be presented with the search results page.&lt;br&gt;&lt;br&gt;&lt;img src='http://tdn.garagegames.com/wiki/images/3/33/DocFrameworkPic3.JPG'  border = 1 alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Searched page word highlighting, with add/remove highlighting options&lt;/b&gt;&lt;br&gt;&lt;br&gt;Now if we click the &amp;quot;Static Sprites&amp;quot; tutorial the tutorial page will appear and the document will highlight our searched word(s) with a nice little highight progress bar.&lt;br&gt;&lt;br&gt;&lt;img src='http://tdn.garagegames.com/wiki/images/8/82/DocFrameworkPic4.JPG'  border = 1 alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://tdn.garagegames.com/wiki/images/1/13/DocFrameworkPic5.JPG'  border = 1 alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;The entire docbase is parsed for TGB Reference and Glossary methods and terms to stub in dynamic links that you can click to get definitations &lt;/b&gt;&lt;br&gt;&lt;br&gt;Saved the best for last.  This is definately my favorite feature (as well as the trickiest to implement and debug).  All methods from the TGB Reference and terms from the Glossary are parsed out of the &lt;b&gt;entire docbase&lt;/b&gt;.  What this means is if you run accross &lt;i&gt;onLevelLoaded()&lt;/i&gt; in the docs it will be red.  If you hover over it you will get all versions of onLevelLoaded in a tooltip.  If you click a version the definition will appear for you!  A visual representation is much better.&lt;br&gt;&lt;br&gt;All of the red words are methods that you can get definitions for.&lt;br&gt;&lt;br&gt;&lt;img src='http://tdn.garagegames.com/wiki/images/d/d6/DocFrameworkPic11.JPG'  border = 1 alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://tdn.garagegames.com/wiki/images/9/9f/DocFrameworkPic12.JPG'  border = 1 alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://tdn.garagegames.com/wiki/images/2/2d/DocFrameworkPic13.JPG'  border = 1 alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;The same works for Glossary terms, though they appear as blue.&lt;br&gt;&lt;br&gt;&lt;img src='http://tdn.garagegames.com/wiki/images/5/55/DocFrameworkPic14.JPG'  border = 1 alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;Well hopefully this reassures any TGB users that we are indeed working on the TGB Documentation.  In fact we are &lt;b&gt;heavily&lt;/b&gt; working on it (as you can see).  This Doc Framework is getting close to finished though some visual appearance still needs to be worked on and some issues still dealt with.  The beauty of the system is the entire resulting documentation folder is auto-generated from the source one based on multiple parsers and the entire Table of Contents is auto-generated.  &lt;br&gt;&lt;br&gt;This also means the entire TGB Doc Base is moving to html files so keeping TDN in sync with it will be a much easier task.</description>
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	<item rdf:about="http://www.garagegames.com/blogs/33542/10483">
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		<dc:date>2006-05-16T03:59:38+00:00</dc:date>
		<dc:creator>Matthew Langley</dc:creator>
		<title>TGB Bounties Extended!</title>
		<link>http://www.garagegames.com/blogs/33542/10483</link>
		<description>&lt;a href='http://tdn.garagegames.com/mantis/view_all_bug_page.php' target=_blank&gt;&lt;img src='http://tdn.garagegames.com/wiki/images/e/e9/Tgbcomplation.jpg'  align=center alt=&quot;&quot;&gt;&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;TGB Bounties extended until Friday&lt;/b&gt;&lt;br&gt;&lt;br&gt;We have gotten a great response and wanted to give everyone a last chance.  There have been some great submissions so far for the TGB bounties, as you can see!  They are outlined as followed:&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;i&gt;bounties can be reached &lt;a href='http://tdn.garagegames.com/mantis/view_all_bug_page.php' target=_blank&gt;here&lt;/a&gt;.  Ensure you are looking at &amp;quot;TGB Bounties&amp;quot; in the top right.&lt;/i&gt;&lt;/b&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;Art&lt;/b&gt;&lt;br&gt;&lt;br&gt;Puzzle Art - &lt;i&gt;Nauris Krauze&lt;/i&gt;  &lt;br&gt;Breakout Mini-Game Art - &lt;i&gt;Arland 'sydney075'&lt;/i&gt;&lt;br&gt;Animated Fish - &lt;i&gt;Phil Mansfield&lt;/i&gt;&lt;br&gt;Tile Map Set - &lt;i&gt;Djaggernaut&lt;/i&gt;&lt;br&gt;Wack-A-Mole Mini-Game Art&lt;br&gt;Shape Sprites&lt;br&gt;&lt;br&gt;&lt;b&gt;Doc&lt;/b&gt;&lt;br&gt;&lt;br&gt;Wack-A-Mole Mini-Game Tutorial - &lt;i&gt;Michael Woerister&lt;/i&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;A &lt;b&gt;&lt;i&gt;huge thanks&lt;/i&gt;&lt;/b&gt; goes out to to those from the community who have submited bounties, simply outstanding work... also be sure to check if there are any updates on bounties you may have already submited work for, feel free to also e-mail me directly if you have any questions:&lt;br&gt;&lt;br&gt;&lt;b&gt;mattl@garagegames.com&lt;/b&gt;&lt;br&gt;&lt;br&gt;There still are &lt;b&gt;plenty&lt;/b&gt; more bounties to be done, inlucindg &lt;i&gt;art, code, and docs&lt;/i&gt;.  In fact we just added three new doc bounties to the list, these are feature mini tutorials that are tied to the Level Builder.  These tutorials should be samples of how to add one type of aspect to your level (such as a Scroller or Tile Map) and should cover all details about customize that object.&lt;br&gt;&lt;br&gt;About three days remaining until we have cut off bounty submissions.  We know there are a lot of talented community members out there that enjoy TGB.  This is probably your best chance to contribute to the Torque Game Builder (and community) while receiving a paid bounty in return :)&lt;br&gt;&lt;br&gt;&lt;br&gt;Hope to see some great bounty submissions,&lt;br&gt;- Matt L.</description>
	</item>
	<item rdf:about="http://www.garagegames.com/blogs/33542/10464">
		<dc:format>text/html</dc:format>
		<dc:date>2006-05-12T20:11:36+00:00</dc:date>
		<dc:creator>Matthew Langley</dc:creator>
		<title>Final review of TGB Bounties today</title>
		<link>http://www.garagegames.com/blogs/33542/10464</link>
		<description>&lt;b&gt;Final review of TGB Bounties today.&lt;/b&gt;  Due to Justin being extremely busy, I will be receiving bounties and doing a pass for the final review today.  So if you have a bounty submited, check the submission post and look for comments I might have posted.  Also if you are still planning to quickly submit a bounty (or need an extra day to edit an existin gone), drop me an e-mail and give me details.  Some great submissions so far!  Hope to hear from people with pending requests and those that might want to drop a submission in last minute.&lt;br&gt;&lt;br&gt;&lt;a href='http://tdn.garagegames.com/mantis/view_all_bug_page.php?page_number=1' target=_blank&gt;Here&lt;/a&gt; is the TGB Bounty page (make sure to login and change your view - top right - to TGB Bounties.&lt;br&gt;&lt;br&gt;&lt;i&gt;&lt;b&gt;P.S.&lt;/b&gt;&lt;/i&gt; - In &lt;a href='http://www.garagegames.com/mg/forums/result.thread.php?qt=44043'&gt;This&lt;/a&gt; thread I posted a couple fixes to the Animation Builder from Beta 3 (script files) that most TGB users will want :)</description>
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	<item rdf:about="http://www.garagegames.com/blogs/33542/10406">
		<dc:format>text/html</dc:format>
		<dc:date>2006-05-04T22:12:51+00:00</dc:date>
		<dc:creator>Matthew Langley</dc:creator>
		<title>Call to the TGB Community</title>
		<link>http://www.garagegames.com/blogs/33542/10406</link>
		<description>Well its been a while since I've posted a plan!  I've been busy working on TGB.  As TGB users probably know its coming along great.  We're really excited to see it grow and how great the tools are becoming.  The community has been great as well.  It is so exciting to see how many people have come to use and love TGB (including myself, before and after working for GG) and I'm proud to be part of this community!&lt;br&gt;&lt;br&gt;I have been starting a full on assault at the incredible doc beast. TGB already has great docs, but having as many docs as we do it means massive updating (especially considering how many changes have happened) and even with all that we have we want many more.  We are very dedicated to providing as many docs as possible for TGB.  The doc base is growing and the demand for more docs is higher than ever.  Currently we are to the point that docs will require more help than what we can provide in house.  So this is a call to the TGB community for anyone that might be willing to assist us.  The help is very much appreciated and if you assist this also may mean getting access to early NDA versions.  &lt;br&gt;&lt;br&gt;In &lt;a href='http://www.garagegames.com/mg/forums/result.thread.php?qt=43826'&gt;this&lt;/a&gt; forum thread I detail the different areas we are needing assistance.  This is a call to the TGB community to anyone who may be wanting to assist with TGB.  We have already received an amazing amount of input and help from the community allowing us to solve issues (and find them) much quicker and more effectively than we could've on our own.&lt;br&gt;&lt;br&gt;As you may have already seen, there currently are a couple documentation tasks on the TGB bounties list, this is outside of those bounties, so feel free to check out the bounty list &lt;a href='http://www.garagegames.com/blogs/5249/10271'&gt;here&lt;/a&gt;.&lt;br&gt;&lt;br&gt;&lt;a href='http://www.garagegames.com/mg/forums/result.thread.php?qt=43826'&gt;Forum Thread with Details&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;P.S. My next plan will have plenty of pictures and some great personal news :)</description>
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	<item rdf:about="http://www.garagegames.com/blogs/33542/9920">
		<dc:format>text/html</dc:format>
		<dc:date>2006-02-28T03:00:55+00:00</dc:date>
		<dc:creator>Matthew Langley</dc:creator>
		<title>New TGB Particle Editor (Preview)</title>
		<link>http://www.garagegames.com/blogs/33542/9920</link>
		<description>Well for the past 2-3 weeks I've been working on the new TGB (Torque Game Builder formerly known as Torque 2D) Particle Editor.  I've had a blast among a few headaches along the way.  In the end the editor is coming along very nicely...  I couldn't hold the excitement in any longer, had to sneak out some shots and details :)&lt;br&gt;&lt;br&gt;&lt;b&gt;&lt;i&gt;Note:&lt;/i&gt;&lt;/b&gt;  These pics are early dev shots, they are not final so the interface will probably be different by the time we release it.&lt;br&gt;&lt;br&gt;The biggest thing I wanted to do with the new Particle Editor (inspired by melv and his docs for the particle editor) was make everything configurable in a graph control, a real graph control.  I mean this is how we visualize particles, the life and decay, the speed change, visibility change, etc, so why not edit it like this?&lt;br&gt;&lt;br&gt;Well as some of you may know the existing Torque 2D (ported from Torque) graph control is extremely lacking, in fact it crashes the engine if you play with it too much lol... so I took the base, fixed it and almost completely rewrote it into a new Gui Control.  I tried to expose a lot of functionality so further Torque 2D users can use this in there GUIs and hopefully it will be ported back to the Torque Core.  &lt;br&gt;&lt;br&gt;Here's a pic of the Level Builder interface (looking awesome even if it is a work in progress) with a particle selected and the particle editor open in the right toolbar.&lt;br&gt;&lt;br&gt;&lt;img src='http://static.flickr.com/43/105514632_6563e3a44b.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;This is the only shot I will have of the entire interface since I don't want to throw huge images up here and if I kept them at this size you wouldn't be able to see any details in the editor.&lt;br&gt;&lt;br&gt;A lot of the interface is fairly similar... the options and toggles, except now in a nice tabbed format.  &lt;br&gt;&lt;br&gt;You can even go back and edit it in the traditional (what I call) Table format, though it was made a bit easier.  &lt;br&gt;&lt;br&gt;The biggest benefit is the new graph control...  on top of being able to edit your particle effects actually as graphs, you can view multipe graphs at the same time.  This allows you to see the relation between different graph fields.  Say the relation to Visibility change and Size change, now that could be useful?  Well here you have it.&lt;br&gt;&lt;br&gt;&lt;img src='http://static.flickr.com/38/105514633_52ad6fec69.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;(Note: the rest of the pics will be zoomed in to show the details).&lt;br&gt;&lt;br&gt;Each Graph Key is a point on the graph, represented by a handle bar, you can click and drag the points to change them immediately.  You can even set it up to update it &lt;i&gt;as you move&lt;/i&gt; or you can leave it to update when you release your mouse (this and a few other configurations are given to you to tweak performance).  &lt;br&gt;&lt;br&gt;The beauty of the graph control is each graph has its own min and max for both time and value, so you can see everything relative to eachother.  How many graphs can you see at once?  You might ask... all 32 emitter graph fields if you want :)  There is no limit, you have the control...  right now you have two lists that you can move graphs over in a simple shift select (for a group) and a click of a button and you can see and edit your graph... later we may be adding even easier to use and simpler ways to move your graphs back and forth.&lt;br&gt;&lt;br&gt;To conserve space the position of a point is only rendered on a selected or last selected point, though you do have the option to render them on all points (tends to clutter it up so is set to off by default, again you get a lot of control though :).  &lt;br&gt;&lt;br&gt;&lt;img src='http://static.flickr.com/55/105514634_eb77ad036b.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;A simple click an drag and you can see how the particle effect changes... its so much fun making particle effects lol :)  (thanks to Melv's marvelous particle engine).&lt;br&gt;&lt;br&gt;If you click on a spot that isn't a handle then it creates a point in your selected graph.  To make using multiple graphs easy, if you select a point in another graph you then select that graph...&lt;br&gt;&lt;br&gt;&lt;img src='http://static.flickr.com/42/105514635_dcf21b79e1.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;On top of that if you hover over a handle a tool tip renders the graph it is so you can easily tell what you are selecting (of course you can turn these tooltips off too :)...&lt;br&gt;&lt;br&gt;Here is a quick pic of me having too much fun with the three color graph fields open lol.&lt;br&gt;&lt;br&gt;&lt;img src='http://static.flickr.com/53/105514636_1614bca9ca.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;Note: the white line is a screenshot glitch, its really part of the selection box that didn't get taken by the screenshot.&lt;br&gt;&lt;br&gt;Well theres a quick sneak peek of the New Particle Editor... its turning out to be great, then again TGB is becoming amazing!  &lt;br&gt;&lt;br&gt;Its an honor to work on the TGB dev team :)</description>
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	<item rdf:about="http://www.garagegames.com/blogs/33542/9713">
		<dc:format>text/html</dc:format>
		<dc:date>2006-02-06T23:15:13+00:00</dc:date>
		<dc:creator>Matthew Langley</dc:creator>
		<title>A lot has happened</title>
		<link>http://www.garagegames.com/blogs/33542/9713</link>
		<description>Well its been quite a while since I've posted a plan and a lot of things have happened in the meantime.  &lt;br&gt;&lt;br&gt;As some of you know I graduated about 3 months ago and have since been interning up here at GarageGames.  First of all if anyone is considering apply for an internship and debating whether or not it would be worth it, I highly recommend you do, if only for the added experience.  In just a couple months you can learn a great deal as well as being up here with some awesome and incredible people (which I'm sure I don't have to tell you).  Also GG lets interns work on some very cool projects as well as taking your input as serious as anyone elses.  Pretty much what you'd expect from GG.  &lt;br&gt;&lt;br&gt;The best news I have is that I've been hired :)  Its definately an honor to be working which the amazing talent and skill at GG, every day is a productive and fun day.&lt;br&gt;&lt;br&gt;While being up here I have done some of the same that I did before coming up here, basically work on Torque 2D docs.  Its an honor working on the T2D dev team and I enjoy working on T2D as well as documenting it so that worked for me.  I've also gotten to work on some other great things.  The one I'm most excited about is the T2D Checkers Demo and T2D Checkers Tutorial, I coded the game and typed the tutorial using the amazing art from Nauris Krauze and Craig Fortune.&lt;br&gt;&lt;br&gt;The Checkers Demo is fully multiplayer utilizing commandToServer and commandToClient (which is fully functional in the latest versions of Torque 2D)... the tutorial goes over creating the basic framework of it...  Now for the demo game I didn't want to just make a clone of the same checkers game, so I added a few little special effects in there to show off Torque 2D's particle system, camera system, and overall scripting system.  For on the game is fully scripted, it took me roughly 2-3 days to script it and maybe a day or two more of polishing, thats probably even an overestimation of time since I worked on things within that time span as well.  &lt;br&gt;&lt;br&gt;Now I'm going to show off some of the aspects of it, its hard not to be excited about T2D.  &lt;br&gt;&lt;br&gt;Here is the checker board and starting pieces.&lt;br&gt;&lt;br&gt;&lt;img src='http://static.flickr.com/26/96481344_ca89a189ca.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;When you move the mouse the eye's of the checker pieces follow the mouse, if they look and see an enemy they change to a mad face, if they see a friend they change to a happy face, if they see nothing they change to a nuetral face, here are two pics of both the team's at mad faces, lol quite entertaining to watch actually.... maybe a bit freaky too.&lt;br&gt;&lt;br&gt;&lt;img src='http://static.flickr.com/40/96481357_53950d26fe.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;img src='http://static.flickr.com/12/96481351_121d290e48.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;If you jump a piece the camera zooms in to the jumped piece, it turns red, its eyes go crazy, steam comes out in two directions and it explodes... like this.&lt;br&gt;&lt;br&gt;&lt;img src='http://static.flickr.com/43/96481354_25a29316a6.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;img src='http://static.flickr.com/28/96481347_01b3834c69.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;If you win a game you get a nice fireworks show... like this.&lt;br&gt;&lt;br&gt;&lt;img src='http://static.flickr.com/40/96481353_37664c0340.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;If you lose, you get notified that the winner is seeing a nice fireworks show :)&lt;br&gt;&lt;br&gt;Well to see more you'll have to purchase T2D and check out the checkers demo include, all of the source scripts are included with T2D and I created a 44 page tutorial on setting up the checkers networking/game framework. &lt;br&gt;&lt;br&gt;Well back to work on T2D docs and stuffs, hope you all enjoy the checkers demo and tutorial... The latest T2D release features an awesome Level Builder by Justin and Adam that just plain rocks.</description>
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	<item rdf:about="http://www.garagegames.com/blogs/33542/9327">
		<dc:format>text/html</dc:format>
		<dc:date>2005-12-09T02:54:55+00:00</dc:date>
		<dc:creator>Matthew Langley</dc:creator>
		<title>Preview of a TDN T2D Strategy Article</title>
		<link>http://www.garagegames.com/blogs/33542/9327</link>
		<description>Well figured I'd post some shots of the TDN Strategy demo game I'm going to build the Strategy tutorial set off of, tomorrow I start with the doc part of it, there are some fairly advance parts of it that I'm debating whether to include or not, but the base of it will definately become the TDN Strategy tutorial articles :)  This is one of the things I've been working on while interning at Garage Games.&lt;br&gt;&lt;br&gt;NOTE:  be warned there are 18 images in this post so it migh take a sec... figured I'd at least give a disclaimer lol&lt;br&gt;&lt;br&gt;This pic is of the basic world tile set with the game gui... I crammed as much functionality in the gui as possible.  The selection box takes up most of the gui since you can select up to 20 units at once, then you can select a single unit from that point... To the right is the object properties, with a description of the object and actions.  Also theres a part on the right that says &amp;quot;Selection = None&amp;quot;  which will list the object selected.  The camera movement is something I worked a bit on to get it as close to perfect in my standards... there are three levels of sensitivity towards the edge of the game window, so the closer you get to the edge the camera moves from slow - medium - to fast.  There is also an easing system that softly slows the camera to a halt when you stop panning it.  I'm very pleased with how the camera system worked out.&lt;br&gt;&lt;img src='http://www.razedskyz.com/Bob/torque/plan/tdnstrategy/image1.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;This pic is of the base, the gold mine and the selection box.  The selection box can be set up two ways, the one thats set up now allows a static sprite to represent each line and is automatically resized to fit the selection area box... I also have script in there to load an image map that automatically resizes to that, so if you want some sort of tint to your selection box it is very easy.... (again all this will be instructed in a step by step tutorial :)&lt;br&gt;&lt;img src='http://www.razedskyz.com/Bob/torque/plan/tdnstrategy/image2.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;Here you can see the base's gui pop up in the action box as well as some description text.  Your gold, soldier and worker counts are displayed (samples of information you can set up).  The functioning button from here is the &amp;quot;Create&amp;quot; menu.&lt;br&gt;&lt;img src='http://www.razedskyz.com/Bob/torque/plan/tdnstrategy/image3.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;Here is the create menu... a button for a worker and soldier with the costs next to them...  theres text to show what you are creating as well as a progress bar&lt;br&gt;&lt;img src='http://www.razedskyz.com/Bob/torque/plan/tdnstrategy/image4.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;Here is the creation in action, the progress bar animates and the text lists the Worker thats being created&lt;br&gt;&lt;img src='http://www.razedskyz.com/Bob/torque/plan/tdnstrategy/image5.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;When you click to create something when you are already creating a unit it will then queue the object (I created a whole queue script class to easily manage as many queue's as you may need)... if the queue is active then the &amp;quot;Look at Queue&amp;quot; button is visible&lt;br&gt;&lt;img src='http://www.razedskyz.com/Bob/torque/plan/tdnstrategy/image6.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;Here a unit is already created with a text label and its own little life bar...  you can also see the queue in the actionbox...  there are four slots for queue'd objects that are listed like this  &lt;br&gt;&lt;br&gt;&amp;quot;circlesWorker +2&amp;quot;&lt;br&gt;&lt;br&gt;You can then click the button to decrement the value queued, the buttons are updated real time with the proper counts&lt;br&gt;&lt;img src='http://www.razedskyz.com/Bob/torque/plan/tdnstrategy/image7.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;Here you can see the result after I click it to remove the queued works&lt;br&gt;&lt;img src='http://www.razedskyz.com/Bob/torque/plan/tdnstrategy/image8.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;You can now see from the base's main menu that the gold has lessened and it keeps a count of how many workers we have&lt;br&gt;&lt;img src='http://www.razedskyz.com/Bob/torque/plan/tdnstrategy/image9.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;In this pic we have four workers, all of them selected.  The selection boxes are on all of them, in fact I created a whole &amp;quot;borderBox&amp;quot; system that allows you to specify a max units selectable and it deals with assigned an appropriate selection box static sprite object.  &lt;br&gt;&lt;br&gt;In the bottom left selection box gui area you can see buttons for each object.  Now one thing that you can't tell is the code behind this automatically fits the ammount of selection buttons needed to the gui control.  To demonstrate look at the next pic&lt;br&gt;&lt;img src='http://www.razedskyz.com/Bob/torque/plan/tdnstrategy/image10.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;Here is the same ammount of units selections in a different size box, I simply hit F10 to go to the GUI editor, resized the selection box, then went back into the game and selected the objects... it figures out how many rows and columns it can fit.  Nothing too amazing, but shows how you can dynamically generate Torque GUI elements, and yes just the traditional Torque GUI elements :) Also note that since the objects are of the same type the action gui for that type is still activated&lt;br&gt;&lt;img src='http://www.razedskyz.com/Bob/torque/plan/tdnstrategy/image9_5.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;The worker's gold mining is a hard thing to display in a static picture, though in this picture you can see some mining, while some are heading back to the base to deposit the gold or back to the mine to mine more&lt;br&gt;&lt;img src='http://www.razedskyz.com/Bob/torque/plan/tdnstrategy/image11.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;Heres a group of enemies that I'm sending over to cause trouble... for testing purposes I allow myself to select and move enemies, though their action boxes don't come up.  Note the different color name tags too :)&lt;br&gt;&lt;img src='http://www.razedskyz.com/Bob/torque/plan/tdnstrategy/image12.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;Here is the life bar lowering on one object thats being attacked... now that theres some soldiers on each side its time to have some box on box fighting lol&lt;br&gt;&lt;img src='http://www.razedskyz.com/Bob/torque/plan/tdnstrategy/image13.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;The rest of these pics are various ones of the battle going on, you can see the small life bars updating&lt;br&gt;&lt;img src='http://www.razedskyz.com/Bob/torque/plan/tdnstrategy/image14.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;img src='http://www.razedskyz.com/Bob/torque/plan/tdnstrategy/image15.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;img src='http://www.razedskyz.com/Bob/torque/plan/tdnstrategy/image16.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;img src='http://www.razedskyz.com/Bob/torque/plan/tdnstrategy/image17.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;Ok well if you've read and seen all these pics and you don't have T2D then you ought to go pick it up... the TDN article will be coming up soon so be watching for it if there was something mentioned here that you'd care to learn to do and expand upon yourself... this is meant to be a TDN Article steping you through developing the initial steps of a T2D Strategy game</description>
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	<item rdf:about="http://www.garagegames.com/blogs/33542/9234">
		<dc:format>text/html</dc:format>
		<dc:date>2005-11-22T19:12:09+00:00</dc:date>
		<dc:creator>Matthew Langley</dc:creator>
		<title>Finally another plan, a lot has been going on</title>
		<link>http://www.garagegames.com/blogs/33542/9234</link>
		<description>Finally another plan, a lot has been going on, guess I'll start where I left off (with IGC and then my college final presentation - which went fairly well).&lt;br&gt;&lt;br&gt;The next big event was my girlfriend and I being &lt;b&gt;engaged&lt;/b&gt;... again.  We had been engaged at the beginning of the year for about a month and then realized our lives were far too hectic and we needed to learn a lot more before we were ready for it.  So now we are at the point where we are more than ready :)&lt;br&gt;&lt;br&gt;On to another big step in our lives... we moved up to Eugene, Oregon.  It was a 1400+ mile drive in a uhaul towing Channa's car.  Neither of us had driven a Uhaul nevertheless one towing a car.  I am currently interning at Garage Games and Channa and I have an apartment together.  Due to some overages we got back on student loans we can float ourselves until things work out with work for both of us.  So far its been a blast working with the GG people.  Definately a dedicated and insipiring bunch, though -loads- of fun.&lt;br&gt;&lt;br&gt;Well no pictures this plan, though next plan I promise to get some  up, I have  pictures from IGC as well as our trip up to Eugene.&lt;br&gt;&lt;br&gt;ADD: by the way, if you missed it check out Melv's latest &lt;a href='http://www.garagegames.com/blogs/5416/9212'&gt;plan&lt;/a&gt;... if you haven't become a T2D convert yet then that should definately motivate you :)</description>
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	<item rdf:about="http://www.garagegames.com/blogs/33542/9014">
		<dc:format>text/html</dc:format>
		<dc:date>2005-10-20T06:16:36+00:00</dc:date>
		<dc:creator>Matthew Langley</dc:creator>
		<title>Ok on to another plan...  Final Presentation</title>
		<link>http://www.garagegames.com/blogs/33542/9014</link>
		<description>Ok on to another plan... my &lt;a href='http://www.garagegames.com/blogs/33542/9010'&gt;last plan&lt;/a&gt; was about IGC...  when I got back from IGC (with two teammates) we had 2 days to finish our final game and help get our presentation up and running, this was for our college final project and we presented it to local industry game developers.  &lt;br&gt;&lt;br&gt;First want to thank the two game companies that had people come and give us some &lt;b&gt;great&lt;/b&gt; and honest feedback...  &lt;br&gt;&lt;br&gt;&lt;b&gt;Rainbow and Tulga&lt;/b&gt; (formerly Artifact)&lt;br&gt;&lt;br&gt;If either happen to either read this plan or get the word passed down about it then your feedback was much appreciated as well as the time you gave to us to give it as well as discuss further things.&lt;br&gt;&lt;br&gt;&lt;i&gt;(I also wanted to throw in a big thank you to my schools Career Service department, especially Robert Starks.  He really has done a top notch job at keeping in contact with us and really seems to care and be motivated towards developing the course as well as helping students)&lt;/i&gt;&lt;br&gt;&lt;br&gt;Well we had roughly 6 people in our team, in all honesty 3 of us were the main contributors with another coming in at the last minute and giving a good effort...  This is the brutal truth.&lt;br&gt;&lt;br&gt;The main contributors break down to&lt;br&gt;&lt;br&gt;Eugene Schaeffer - Game Design, Level Design, Environmental Scripting&lt;br&gt;Channa Gilchrist - GUI Design/Creation and GUI Scripting&lt;br&gt;Me - Programming/ Scripting/ Integration&lt;br&gt;Matthew Dezendorf - Presentation&lt;br&gt;&lt;br&gt;Eugene did an awesome job with the levels and environments and great design too.  Channa did a great job with the GUIs.  She really tried to get a lot of feedback from the community through her plans and her GUI design really developed nicely, she also learned some GUI scripting rather quickly.  Matthew Dezendorf came through in the last minute with the presentation.&lt;br&gt;&lt;br&gt;Well in the end the presentation came out very nice.  We did a dry run in front of teachers the day before and it was a pretty sad sight lol.  Fortunately we did that practice run so we could stay late and work on the presentation a &lt;b&gt;lot&lt;/b&gt;.  The day that mattered came out very well.  I was more than pleased with it.  On top of that we had a working game prototype even considering we only had 2 months to do it in.  We really came through even through some very big limitations.  The prototype was done in Torque (a previous plan of mine went over some of he formation system I developed for that which I am thinking of releasing as a resource).&lt;br&gt;&lt;br&gt;All in all it turned out very well, a couple people dissapointed us but then again that happens.  We pulled through in the end and now my BA in Game Design is complete.  In future plans I'll post some pictures of IGC and of our final project, maybe even demo of our game (the multiplayer works well considering its built in TGE).&lt;br&gt;&lt;br&gt;Well as good as this and my last plan are I saved the best for last, but thats for my next plan :)</description>
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