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	<title>Comments for Penny For Your Thoughts</title>
	<atom:link href="http://www.sjpennycook.co.uk/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.sjpennycook.co.uk</link>
	<description>Life, music, games and computers.</description>
	<lastBuildDate>Mon, 20 Feb 2012 22:59:28 +0000</lastBuildDate>
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		<title>Comment on Mass Effect: Deception by Steven Wright</title>
		<link>http://www.sjpennycook.co.uk/2012/02/mass-effect-deception/comment-page-1/#comment-1016</link>
		<dc:creator>Steven Wright</dc:creator>
		<pubDate>Mon, 20 Feb 2012 22:59:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.sjpennycook.co.uk/?p=456#comment-1016</guid>
		<description>I must be bored to be reading this.</description>
		<content:encoded><![CDATA[<p>I must be bored to be reading this.</p>
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		<title>Comment on Ludum Dare 21 by luvva</title>
		<link>http://www.sjpennycook.co.uk/2011/08/ludum-dare-21/comment-page-1/#comment-969</link>
		<dc:creator>luvva</dc:creator>
		<pubDate>Tue, 23 Aug 2011 13:43:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.sjpennycook.co.uk/?p=406#comment-969</guid>
		<description>thoughts on the level select: I&#039;m betting timing should be the way to do the scores, and then have &#039;total time&#039; at the end, so that people can brag about it.

and some more thoughts on the multiplayer:

you could add a &#039;key&#039; item, which unlocks a specific prisoner. Once a prisoner reaches the exit, you could have a wall close off a couple of squares behind him (to prevent him from being caught).

how about using switches, which change the level by adding/getting rid of blocks (colour-coded) when activated? (similar to the door switch).

you could use wasd and the arrow keys alternately if you only want to put in two prisoners, but for more than two, tab would probably be best: that way, you don&#039;t need a mouse to complete the level quickly. You could also number your prisoners so that they know which one they&#039;re moving. 

For &lt;i&gt;really&lt;/i&gt; tough levels, you could technically have two controlled at once, and then use the shift key to swap over the second &#039;controller&#039;.

it&#039;s definitely looking promising to being the best game yet :P</description>
		<content:encoded><![CDATA[<p>thoughts on the level select: I&#8217;m betting timing should be the way to do the scores, and then have &#8216;total time&#8217; at the end, so that people can brag about it.</p>
<p>and some more thoughts on the multiplayer:</p>
<p>you could add a &#8216;key&#8217; item, which unlocks a specific prisoner. Once a prisoner reaches the exit, you could have a wall close off a couple of squares behind him (to prevent him from being caught).</p>
<p>how about using switches, which change the level by adding/getting rid of blocks (colour-coded) when activated? (similar to the door switch).</p>
<p>you could use wasd and the arrow keys alternately if you only want to put in two prisoners, but for more than two, tab would probably be best: that way, you don&#8217;t need a mouse to complete the level quickly. You could also number your prisoners so that they know which one they&#8217;re moving. </p>
<p>For <i>really</i> tough levels, you could technically have two controlled at once, and then use the shift key to swap over the second &#8216;controller&#8217;.</p>
<p>it&#8217;s definitely looking promising to being the best game yet <img src='http://www.sjpennycook.co.uk/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
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		<title>Comment on Ludum Dare 21 by John Pennycook</title>
		<link>http://www.sjpennycook.co.uk/2011/08/ludum-dare-21/comment-page-1/#comment-968</link>
		<dc:creator>John Pennycook</dc:creator>
		<pubDate>Tue, 23 Aug 2011 02:41:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.sjpennycook.co.uk/?p=406#comment-968</guid>
		<description>I hadn&#039;t actually spotted the footprints bug -- thanks!  I&#039;ll fix that for the next &quot;release&quot;.

The guard problem is more complicated than it appears.  It&#039;s not the light that triggers the switch, but that at least one of the enemy&#039;s pixels is in contact with it.  It&#039;s the same bug that prevents you from pushing a box in the direction of an enemy, and a side-effect of the smooth animation that I hacked into the game in the last few hours of the competition. But you&#039;re right, it needs to be fixed! :D

I did have some thoughts similar to your multiplayer idea -- I was contemplating putting multiple prisoners on a single level, and having them co-operate to reach the exit.  I figured that you could click on a prisoner to change which one you were controlling, or something like that.

I think this is definitely one of my better (best?) games, so I&#039;ll probably keep working on it for a while.  Level select/a tutorial/congratulations page/score are all great ideas.  Keep them coming!</description>
		<content:encoded><![CDATA[<p>I hadn&#8217;t actually spotted the footprints bug &#8212; thanks!  I&#8217;ll fix that for the next &#8220;release&#8221;.</p>
<p>The guard problem is more complicated than it appears.  It&#8217;s not the light that triggers the switch, but that at least one of the enemy&#8217;s pixels is in contact with it.  It&#8217;s the same bug that prevents you from pushing a box in the direction of an enemy, and a side-effect of the smooth animation that I hacked into the game in the last few hours of the competition. But you&#8217;re right, it needs to be fixed! <img src='http://www.sjpennycook.co.uk/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>I did have some thoughts similar to your multiplayer idea &#8212; I was contemplating putting multiple prisoners on a single level, and having them co-operate to reach the exit.  I figured that you could click on a prisoner to change which one you were controlling, or something like that.</p>
<p>I think this is definitely one of my better (best?) games, so I&#8217;ll probably keep working on it for a while.  Level select/a tutorial/congratulations page/score are all great ideas.  Keep them coming!</p>
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		<title>Comment on Ludum Dare 21 by luvva</title>
		<link>http://www.sjpennycook.co.uk/2011/08/ludum-dare-21/comment-page-1/#comment-964</link>
		<dc:creator>luvva</dc:creator>
		<pubDate>Mon, 22 Aug 2011 10:27:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.sjpennycook.co.uk/?p=406#comment-964</guid>
		<description>Much better! the last level particularly made me think, which is always/never a good situation. That one works pretty well as a mid-late level.

No problems with the frame rate this time, and I&#039;m liking the new &#039;door&#039; mechanic- it makes it much more structured.

A couple of niggly bits I noticed: the footprints, when you restart, remain on the squares for a short time. One guard came across them, and sped up- obviously, the footprints wouldn&#039;t technically be there.

Niggly bit number 2, is that a guard doesn&#039;t need to be &#039;on&#039; the door switch to open the exit, the square that the guard searches also triggers the door. I appreciate that that one would require a new object extension though, so it&#039;s a lot of hassle for such a small thing.

So yep- the game itself working well! Could I recommend having a &#039;congratulations&#039; page, rather than making it loop? A larger level size (possibly with scrolling) would give you more flexibility for more diverse levels aswell. Rather than having instructions, could you not just use a simple tutorial? (Walking along a corridor). You could even use a 2-player mode, with two escapees working together using the arrow keys for some added complication. (and a level select never goes amiss)

*Notes that he is now rambling, but you could make a fantastic game out of it, and then release it somewhere and make some revenue. (I&#039;d recommend kongregate.com)*

In summary: much improved!</description>
		<content:encoded><![CDATA[<p>Much better! the last level particularly made me think, which is always/never a good situation. That one works pretty well as a mid-late level.</p>
<p>No problems with the frame rate this time, and I&#8217;m liking the new &#8216;door&#8217; mechanic- it makes it much more structured.</p>
<p>A couple of niggly bits I noticed: the footprints, when you restart, remain on the squares for a short time. One guard came across them, and sped up- obviously, the footprints wouldn&#8217;t technically be there.</p>
<p>Niggly bit number 2, is that a guard doesn&#8217;t need to be &#8216;on&#8217; the door switch to open the exit, the square that the guard searches also triggers the door. I appreciate that that one would require a new object extension though, so it&#8217;s a lot of hassle for such a small thing.</p>
<p>So yep- the game itself working well! Could I recommend having a &#8216;congratulations&#8217; page, rather than making it loop? A larger level size (possibly with scrolling) would give you more flexibility for more diverse levels aswell. Rather than having instructions, could you not just use a simple tutorial? (Walking along a corridor). You could even use a 2-player mode, with two escapees working together using the arrow keys for some added complication. (and a level select never goes amiss)</p>
<p>*Notes that he is now rambling, but you could make a fantastic game out of it, and then release it somewhere and make some revenue. (I&#8217;d recommend kongregate.com)*</p>
<p>In summary: much improved!</p>
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		<title>Comment on Ludum Dare 21 by John Pennycook</title>
		<link>http://www.sjpennycook.co.uk/2011/08/ludum-dare-21/comment-page-1/#comment-963</link>
		<dc:creator>John Pennycook</dc:creator>
		<pubDate>Sun, 21 Aug 2011 18:11:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.sjpennycook.co.uk/?p=406#comment-963</guid>
		<description>Thanks for the feedback. :)

Trapping the enemy is something that is definitely possible with the current game mechanics; I&#039;ve just completely failed at implementing a level that uses it!  The AI doesn&#039;t follow the right wall -- it actually keeps track of the squares that it has visited, and tries to visit new squares.  Again, the only reason it looks like the AI is simpler than that is bad level design (you can probably spot a recurring theme...).

The frame rate is an issue?  Damn.  It&#039;s the bloody footprints; I&#039;ll try and fix that.</description>
		<content:encoded><![CDATA[<p>Thanks for the feedback. <img src='http://www.sjpennycook.co.uk/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Trapping the enemy is something that is definitely possible with the current game mechanics; I&#8217;ve just completely failed at implementing a level that uses it!  The AI doesn&#8217;t follow the right wall &#8212; it actually keeps track of the squares that it has visited, and tries to visit new squares.  Again, the only reason it looks like the AI is simpler than that is bad level design (you can probably spot a recurring theme&#8230;).</p>
<p>The frame rate is an issue?  Damn.  It&#8217;s the bloody footprints; I&#8217;ll try and fix that.</p>
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		<title>Comment on Ludum Dare 21 by luvva</title>
		<link>http://www.sjpennycook.co.uk/2011/08/ludum-dare-21/comment-page-1/#comment-962</link>
		<dc:creator>luvva</dc:creator>
		<pubDate>Sun, 21 Aug 2011 18:05:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.sjpennycook.co.uk/?p=406#comment-962</guid>
		<description>Nice and simple, and shows a lot of potential! (Considering time taken, the sprites are perfect!)

Rather than having a &#039;manic chase&#039;, is there not the mechanic of trapping your pursuer? and if you had 2 or 3 pursuers, on strategic patrols, that&#039;d work wonders. Playing with the AI so that it doesnt follow the right wall all the time would make it a whole lot more flexible. For a simple scoring system, how long does it take a person to complete all the levels?

One thing I noticed is that the frame rate&#039;s not even sometimes. For the third level, this pretty much spells death.

OH- and for more inspiration, the rock pushing games in pokemon!</description>
		<content:encoded><![CDATA[<p>Nice and simple, and shows a lot of potential! (Considering time taken, the sprites are perfect!)</p>
<p>Rather than having a &#8216;manic chase&#8217;, is there not the mechanic of trapping your pursuer? and if you had 2 or 3 pursuers, on strategic patrols, that&#8217;d work wonders. Playing with the AI so that it doesnt follow the right wall all the time would make it a whole lot more flexible. For a simple scoring system, how long does it take a person to complete all the levels?</p>
<p>One thing I noticed is that the frame rate&#8217;s not even sometimes. For the third level, this pretty much spells death.</p>
<p>OH- and for more inspiration, the rock pushing games in pokemon!</p>
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	<item>
		<title>Comment on Winchester Mystery House by luvva</title>
		<link>http://www.sjpennycook.co.uk/2011/08/winchester-mystery-house/comment-page-1/#comment-954</link>
		<dc:creator>luvva</dc:creator>
		<pubDate>Sat, 13 Aug 2011 23:41:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.sjpennycook.co.uk/?p=371#comment-954</guid>
		<description>This. sounds. awesome.</description>
		<content:encoded><![CDATA[<p>This. sounds. awesome.</p>
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		<title>Comment on L.A. Noire: The Collected Stories by Dave Spigel</title>
		<link>http://www.sjpennycook.co.uk/2011/07/l-a-noire-the-collected-stories/comment-page-1/#comment-938</link>
		<dc:creator>Dave Spigel</dc:creator>
		<pubDate>Wed, 20 Jul 2011 10:47:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.sjpennycook.co.uk/?p=351#comment-938</guid>
		<description>Needs more Raymond Chandler.</description>
		<content:encoded><![CDATA[<p>Needs more Raymond Chandler.</p>
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		<title>Comment on Santa Clara by cindy.pennycook@btinternet.com</title>
		<link>http://www.sjpennycook.co.uk/2011/05/santa-clara/comment-page-1/#comment-642</link>
		<dc:creator>cindy.pennycook@btinternet.com</dc:creator>
		<pubDate>Fri, 20 May 2011 21:29:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.sjpennycook.co.uk/?p=305#comment-642</guid>
		<description>I loved your post, and the photos, thank you,
xxxx</description>
		<content:encoded><![CDATA[<p>I loved your post, and the photos, thank you,<br />
xxxx</p>
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		<title>Comment on Santa Clara by Steven</title>
		<link>http://www.sjpennycook.co.uk/2011/05/santa-clara/comment-page-1/#comment-641</link>
		<dc:creator>Steven</dc:creator>
		<pubDate>Fri, 20 May 2011 14:25:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.sjpennycook.co.uk/?p=305#comment-641</guid>
		<description>I almost believed this blog post... then you said you enjoyed RED..... You&#039;re secretly skiving for 3 months... There&#039;s no way you could enjoy RED....... Fess up!</description>
		<content:encoded><![CDATA[<p>I almost believed this blog post&#8230; then you said you enjoyed RED&#8230;.. You&#8217;re secretly skiving for 3 months&#8230; There&#8217;s no way you could enjoy RED&#8230;&#8230;. Fess up!</p>
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