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	<title>Comments for WX3 LABS</title>
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	<link>http://lab.wx3.com/wordpress</link>
	<description>Wx3 Labs Dev blog</description>
	<lastBuildDate>Fri, 25 Mar 2011 15:54:43 -0500</lastBuildDate>
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		<title>Comment on Starcom Postmortem by Stef</title>
		<link>http://lab.wx3.com/wordpress/?page_id=3&#038;cpage=1#comment-8735</link>
		<dc:creator>Stef</dc:creator>
		<pubDate>Fri, 25 Mar 2011 15:54:43 +0000</pubDate>
		<guid isPermaLink="false">http://lab.wx3.com/wordpress/?page_id=3#comment-8735</guid>
		<description>Thanks for covering most of the development &amp; marketing cycles, it was really interesting to read!</description>
		<content:encoded><![CDATA[<p>Thanks for covering most of the development &amp; marketing cycles, it was really interesting to read!</p>
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		<title>Comment on Starcom Postmortem by Nathaniel</title>
		<link>http://lab.wx3.com/wordpress/?page_id=3&#038;cpage=1#comment-5234</link>
		<dc:creator>Nathaniel</dc:creator>
		<pubDate>Mon, 04 Oct 2010 00:39:43 +0000</pubDate>
		<guid isPermaLink="false">http://lab.wx3.com/wordpress/?page_id=3#comment-5234</guid>
		<description>I thought you might be interested to know that I did a speedrun of Starcom in 7 minutes, 46 seconds. You can find it here: http://speeddemosarchive.com/Starcom.html

I recommend downloading the high quality version (click on the time near the top to go to the download page).</description>
		<content:encoded><![CDATA[<p>I thought you might be interested to know that I did a speedrun of Starcom in 7 minutes, 46 seconds. You can find it here: <a href="http://speeddemosarchive.com/Starcom.html" rel="nofollow">http://speeddemosarchive.com/Starcom.html</a></p>
<p>I recommend downloading the high quality version (click on the time near the top to go to the download page).</p>
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		<title>Comment on Starcom Postmortem by Tino</title>
		<link>http://lab.wx3.com/wordpress/?page_id=3&#038;cpage=1#comment-4991</link>
		<dc:creator>Tino</dc:creator>
		<pubDate>Sun, 12 Sep 2010 09:29:47 +0000</pubDate>
		<guid isPermaLink="false">http://lab.wx3.com/wordpress/?page_id=3#comment-4991</guid>
		<description>I am just a player who was delighted by the game.. and i am still hoping that the &quot;to be continued&quot; at the end of the game has a meaning!</description>
		<content:encoded><![CDATA[<p>I am just a player who was delighted by the game.. and i am still hoping that the &#8220;to be continued&#8221; at the end of the game has a meaning!</p>
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		<title>Comment on Starcom Postmortem by FlashExe</title>
		<link>http://lab.wx3.com/wordpress/?page_id=3&#038;cpage=1#comment-4753</link>
		<dc:creator>FlashExe</dc:creator>
		<pubDate>Fri, 27 Aug 2010 21:19:44 +0000</pubDate>
		<guid isPermaLink="false">http://lab.wx3.com/wordpress/?page_id=3#comment-4753</guid>
		<description>Yo.
Just another Kongregate player who wanted to comment and present a couple of ideas on two things that Vinny said.

1)  With the retro thrusters, they should either be excluded from the game, or be activated after the player has stopped moving for a couple of seconds.  Otherwise making the ship remain completely stationary would be a real pain.

2)  With the missle lock, an easy solution would be to add a toggle &quot;permanent lock&quot; key.  The player could lock on to say, a Destroyer and then press &quot;L&quot;, and no matter what the player moves his mouse over, it would remain locked on to the Destroyer.  Then he could either press &quot;L&quot; again, or kill the destroyer to reset the game to automatic targeting.

Anyways, great game and keep up the good work.</description>
		<content:encoded><![CDATA[<p>Yo.<br />
Just another Kongregate player who wanted to comment and present a couple of ideas on two things that Vinny said.</p>
<p>1)  With the retro thrusters, they should either be excluded from the game, or be activated after the player has stopped moving for a couple of seconds.  Otherwise making the ship remain completely stationary would be a real pain.</p>
<p>2)  With the missle lock, an easy solution would be to add a toggle &#8220;permanent lock&#8221; key.  The player could lock on to say, a Destroyer and then press &#8220;L&#8221;, and no matter what the player moves his mouse over, it would remain locked on to the Destroyer.  Then he could either press &#8220;L&#8221; again, or kill the destroyer to reset the game to automatic targeting.</p>
<p>Anyways, great game and keep up the good work.</p>
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		<title>Comment on Starcom Postmortem by skyboy</title>
		<link>http://lab.wx3.com/wordpress/?page_id=3&#038;cpage=1#comment-4584</link>
		<dc:creator>skyboy</dc:creator>
		<pubDate>Sat, 21 Aug 2010 16:06:36 +0000</pubDate>
		<guid isPermaLink="false">http://lab.wx3.com/wordpress/?page_id=3#comment-4584</guid>
		<description>One problem that I consider pretty big (since it makes targeting things difficult while moving) is that while you&#039;re moving, if you fire you bullet will be traveling along with you, and it really shouldn&#039;t do that, since you have to be moving pretty fast to fire a bullet at a right angle to how you&#039;re moving and have it move with you.

Also I decompiled it to see why there was so much lag on my computer, and even delayed responses to key presses, and key releases. There are a lot of untyped variables (untyped variables or variables typed as * (same thing) are easily 4x slower than a typed object, and for things like int it&#039;s more than 10x as slow), and unnecessary copying of variables all over the place. 
In the sequel, you should explicitly type every variable you create, and you don&#039;t need to make a copy of the XML before you write it to the ByteArray (ByteArray makes a copy of the memory at that location, so when you do that, you have three copies in memory, this can lead to a memory leak).</description>
		<content:encoded><![CDATA[<p>One problem that I consider pretty big (since it makes targeting things difficult while moving) is that while you&#8217;re moving, if you fire you bullet will be traveling along with you, and it really shouldn&#8217;t do that, since you have to be moving pretty fast to fire a bullet at a right angle to how you&#8217;re moving and have it move with you.</p>
<p>Also I decompiled it to see why there was so much lag on my computer, and even delayed responses to key presses, and key releases. There are a lot of untyped variables (untyped variables or variables typed as * (same thing) are easily 4x slower than a typed object, and for things like int it&#8217;s more than 10x as slow), and unnecessary copying of variables all over the place.<br />
In the sequel, you should explicitly type every variable you create, and you don&#8217;t need to make a copy of the XML before you write it to the ByteArray (ByteArray makes a copy of the memory at that location, so when you do that, you have three copies in memory, this can lead to a memory leak).</p>
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		<title>Comment on Starcom Postmortem by PAUL</title>
		<link>http://lab.wx3.com/wordpress/?page_id=3&#038;cpage=1#comment-2927</link>
		<dc:creator>PAUL</dc:creator>
		<pubDate>Wed, 16 Jun 2010 05:38:50 +0000</pubDate>
		<guid isPermaLink="false">http://lab.wx3.com/wordpress/?page_id=3#comment-2927</guid>
		<description>havoc is also good for mine fields and some small ships
shield is a life saver some times but a burden from long recharge to use</description>
		<content:encoded><![CDATA[<p>havoc is also good for mine fields and some small ships<br />
shield is a life saver some times but a burden from long recharge to use</p>
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		<title>Comment on Starcom Postmortem by Thomas</title>
		<link>http://lab.wx3.com/wordpress/?page_id=3&#038;cpage=1#comment-1732</link>
		<dc:creator>Thomas</dc:creator>
		<pubDate>Mon, 22 Mar 2010 01:20:30 +0000</pubDate>
		<guid isPermaLink="false">http://lab.wx3.com/wordpress/?page_id=3#comment-1732</guid>
		<description>Yeah. It was a pretty sweet game. Clear you put a lot of thought into it.

With the whole, length thing, that&#039;s the good thing about non linear gaming. Make it so that people can grind, fight random battles. Maybe have a warp module, which can jump you to different sorts of missions (protect, kill x, collect x) which at different stages of the game have new real missions, made by you, and otherwise, have generic random starmap missions.</description>
		<content:encoded><![CDATA[<p>Yeah. It was a pretty sweet game. Clear you put a lot of thought into it.</p>
<p>With the whole, length thing, that&#8217;s the good thing about non linear gaming. Make it so that people can grind, fight random battles. Maybe have a warp module, which can jump you to different sorts of missions (protect, kill x, collect x) which at different stages of the game have new real missions, made by you, and otherwise, have generic random starmap missions.</p>
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		<title>Comment on Starcom Postmortem by Rodrigo</title>
		<link>http://lab.wx3.com/wordpress/?page_id=3&#038;cpage=1#comment-1521</link>
		<dc:creator>Rodrigo</dc:creator>
		<pubDate>Fri, 26 Feb 2010 22:07:31 +0000</pubDate>
		<guid isPermaLink="false">http://lab.wx3.com/wordpress/?page_id=3#comment-1521</guid>
		<description>Loved the game, its the third time I&#039;m playing it... 
you could and should continue developing it... I hate the fact that I get to the last boss without buy lots of stuff because I can&#039;t afford it (when without the Armor V this time) and the game ends at the boss... you can create a classic on this one with more playtime.
Thanks for your effots to do a great game.</description>
		<content:encoded><![CDATA[<p>Loved the game, its the third time I&#8217;m playing it&#8230;<br />
you could and should continue developing it&#8230; I hate the fact that I get to the last boss without buy lots of stuff because I can&#8217;t afford it (when without the Armor V this time) and the game ends at the boss&#8230; you can create a classic on this one with more playtime.<br />
Thanks for your effots to do a great game.</p>
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		<title>Comment on Starcom Postmortem by Francesco</title>
		<link>http://lab.wx3.com/wordpress/?page_id=3&#038;cpage=1#comment-978</link>
		<dc:creator>Francesco</dc:creator>
		<pubDate>Tue, 29 Dec 2009 11:27:15 +0000</pubDate>
		<guid isPermaLink="false">http://lab.wx3.com/wordpress/?page_id=3#comment-978</guid>
		<description>I found a bug, after one of the first missions about recovering a missilelauncher, I returned to base to sell some stuff, but I&#039;m not allowed to exit! When I press &quot;leave starbase&quot; the screen blinks and I&#039;m still inside :(</description>
		<content:encoded><![CDATA[<p>I found a bug, after one of the first missions about recovering a missilelauncher, I returned to base to sell some stuff, but I&#8217;m not allowed to exit! When I press &#8220;leave starbase&#8221; the screen blinks and I&#8217;m still inside <img src='http://lab.wx3.com/wordpress/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
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		<title>Comment on Starcom Postmortem by Player</title>
		<link>http://lab.wx3.com/wordpress/?page_id=3&#038;cpage=1#comment-616</link>
		<dc:creator>Player</dc:creator>
		<pubDate>Fri, 09 Oct 2009 20:45:59 +0000</pubDate>
		<guid isPermaLink="false">http://lab.wx3.com/wordpress/?page_id=3#comment-616</guid>
		<description>An annoying bug I found was the turret suddenly stopped firing completely.
It happened when I turned the sound off. Now it won´t fire regardless, even if I start a new game.</description>
		<content:encoded><![CDATA[<p>An annoying bug I found was the turret suddenly stopped firing completely.<br />
It happened when I turned the sound off. Now it won´t fire regardless, even if I start a new game.</p>
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