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	<title>
	Comments on: GHGC Dev Log 4: Rules Of Retraction	</title>
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	<link>https://www.pentadact.com/2013-11-08-ghgc-dev-log-4-rules-of-retraction/</link>
	<description>We&#039;re back on a default theme because comments broke on my custom one and I don&#039;t have the energy to figure out why</description>
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		<title>
		By: Heat Signature, A Stealth Space Game About Temperature - a post on Tom Francis' blog		</title>
		<link>https://www.pentadact.com/2013-11-08-ghgc-dev-log-4-rules-of-retraction/#comment-502383</link>

		<dc:creator><![CDATA[Heat Signature, A Stealth Space Game About Temperature - a post on Tom Francis' blog]]></dc:creator>
		<pubDate>Tue, 03 Dec 2013 22:04:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=6689#comment-502383</guid>

					<description><![CDATA[[&#8230;] GHGC is still my main project, I&#8217;m just taking a break from the brutal process of learning Unity to make something quick in Game Maker, where I already speak the language. How far I take this depends on how the next few features work out. [&#8230;]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] GHGC is still my main project, I&#8217;m just taking a break from the brutal process of learning Unity to make something quick in Game Maker, where I already speak the language. How far I take this depends on how the next few features work out. [&#8230;]</p>
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		<title>
		By: Yaniv		</title>
		<link>https://www.pentadact.com/2013-11-08-ghgc-dev-log-4-rules-of-retraction/#comment-491672</link>

		<dc:creator><![CDATA[Yaniv]]></dc:creator>
		<pubDate>Wed, 20 Nov 2013 09:26:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=6689#comment-491672</guid>

					<description><![CDATA[Hi Francis,
did you consider using Playmaker ? it&#039;s a visual scripting tools for unity.
It&#039;s great : http://www.hutonggames.com/
Cheers]]></description>
			<content:encoded><![CDATA[<p>Hi Francis,<br />
did you consider using Playmaker ? it&#8217;s a visual scripting tools for unity.<br />
It&#8217;s great : <a href="http://www.hutonggames.com/" rel="nofollow ugc">http://www.hutonggames.com/</a><br />
Cheers</p>
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		<title>
		By: Chris Davies		</title>
		<link>https://www.pentadact.com/2013-11-08-ghgc-dev-log-4-rules-of-retraction/#comment-485130</link>

		<dc:creator><![CDATA[Chris Davies]]></dc:creator>
		<pubDate>Thu, 14 Nov 2013 23:51:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=6689#comment-485130</guid>

					<description><![CDATA[Well, I was going to say that this is essentially Worms Ninja Ropes: The Game, but seems like world+dog has beaten me to it.

The Worms: Armageddon community has gotten strange and inbred over the years and all they play are &quot;shopper&quot; maps where you start with only ninja ropes, and all weapons are picked up from crates. I&#039;ve always thought you could make an interesting anthropological study of ancient game communities and their weird evolved languages and traditions.]]></description>
			<content:encoded><![CDATA[<p>Well, I was going to say that this is essentially Worms Ninja Ropes: The Game, but seems like world+dog has beaten me to it.</p>
<p>The Worms: Armageddon community has gotten strange and inbred over the years and all they play are &#8220;shopper&#8221; maps where you start with only ninja ropes, and all weapons are picked up from crates. I&#8217;ve always thought you could make an interesting anthropological study of ancient game communities and their weird evolved languages and traditions.</p>
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		<title>
		By: Jason L		</title>
		<link>https://www.pentadact.com/2013-11-08-ghgc-dev-log-4-rules-of-retraction/#comment-475992</link>

		<dc:creator><![CDATA[Jason L]]></dc:creator>
		<pubDate>Sat, 09 Nov 2013 01:36:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=6689#comment-475992</guid>

					<description><![CDATA[I&#039;ve just reverified that it was the &lt;a href=&quot;http://www.fileplanet.com/11582/download/Worms-Armageddon-Demo&quot; rel=&quot;nofollow&quot;&gt;Worms Armageddon demo&lt;/a&gt;, with its &#039;Crazy Crates&#039; ninja rope training/time trial minigame, that essentially served as a separate freeware game for my brother and me. The iconic mechanics, on a perfectly tuned level.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve just reverified that it was the <a href="http://www.fileplanet.com/11582/download/Worms-Armageddon-Demo" rel="nofollow">Worms Armageddon demo</a>, with its &#8216;Crazy Crates&#8217; ninja rope training/time trial minigame, that essentially served as a separate freeware game for my brother and me. The iconic mechanics, on a perfectly tuned level.</p>
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		<title>
		By: Pentadact		</title>
		<link>https://www.pentadact.com/2013-11-08-ghgc-dev-log-4-rules-of-retraction/#comment-475874</link>

		<dc:creator><![CDATA[Pentadact]]></dc:creator>
		<pubDate>Fri, 08 Nov 2013 23:42:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=6689#comment-475874</guid>

					<description><![CDATA[Rich: Very kind! If it&#039;s yours and you&#039;re totally OK with me using it in a potentially commercial thing, I&#039;d be much obliged - pentadact@gmail.com

I&#039;m using Unity&#039;s own Asset Server for version control, figured their thing would be more closely integrated. Not quite sure how to set it up on my webspace though, so it&#039;s just running on one of my machines at the moment. (I backup offsite once a day by other means)]]></description>
			<content:encoded><![CDATA[<p>Rich: Very kind! If it&#8217;s yours and you&#8217;re totally OK with me using it in a potentially commercial thing, I&#8217;d be much obliged &#8211; <a href="mailto:pentadact@gmail.com">pentadact@gmail.com</a></p>
<p>I&#8217;m using Unity&#8217;s own Asset Server for version control, figured their thing would be more closely integrated. Not quite sure how to set it up on my webspace though, so it&#8217;s just running on one of my machines at the moment. (I backup offsite once a day by other means)</p>
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		<title>
		By: Meathelix		</title>
		<link>https://www.pentadact.com/2013-11-08-ghgc-dev-log-4-rules-of-retraction/#comment-475779</link>

		<dc:creator><![CDATA[Meathelix]]></dc:creator>
		<pubDate>Fri, 08 Nov 2013 22:15:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=6689#comment-475779</guid>

					<description><![CDATA[What version control are you using? Don&#039;t think you&#039;ve covered it in a previous vid, have you?]]></description>
			<content:encoded><![CDATA[<p>What version control are you using? Don&#8217;t think you&#8217;ve covered it in a previous vid, have you?</p>
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		<title>
		By: Meathelix		</title>
		<link>https://www.pentadact.com/2013-11-08-ghgc-dev-log-4-rules-of-retraction/#comment-475665</link>

		<dc:creator><![CDATA[Meathelix]]></dc:creator>
		<pubDate>Fri, 08 Nov 2013 20:31:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=6689#comment-475665</guid>

					<description><![CDATA[I&#039;ve got a behavior you can add to the player (or camera? can&#039;t remember) that will give you the follow behavior you&#039;re wanting without doing the hard parenting thing. It has parameters for camera smoothing rate as well as a dead zone in the middle where it won&#039;t move.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve got a behavior you can add to the player (or camera? can&#8217;t remember) that will give you the follow behavior you&#8217;re wanting without doing the hard parenting thing. It has parameters for camera smoothing rate as well as a dead zone in the middle where it won&#8217;t move.</p>
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		<title>
		By: Naveen		</title>
		<link>https://www.pentadact.com/2013-11-08-ghgc-dev-log-4-rules-of-retraction/#comment-475626</link>

		<dc:creator><![CDATA[Naveen]]></dc:creator>
		<pubDate>Fri, 08 Nov 2013 19:49:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=6689#comment-475626</guid>

					<description><![CDATA[Oh yeah, and in Worms when you had velocity and you hit the wall of  say, a building (even though there weren&#039;t any buildings, but basically a vertical object), you would bounce off. And I don&#039;t know if you want that here, but it&#039;s a cool thing when you&#039;re scaling a building and rather than just waiting for your block to get to the top it has the physics where you&#039;re rappelling down a building and kicking off except it works going up the building too.]]></description>
			<content:encoded><![CDATA[<p>Oh yeah, and in Worms when you had velocity and you hit the wall of  say, a building (even though there weren&#8217;t any buildings, but basically a vertical object), you would bounce off. And I don&#8217;t know if you want that here, but it&#8217;s a cool thing when you&#8217;re scaling a building and rather than just waiting for your block to get to the top it has the physics where you&#8217;re rappelling down a building and kicking off except it works going up the building too.</p>
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		<title>
		By: Naveen		</title>
		<link>https://www.pentadact.com/2013-11-08-ghgc-dev-log-4-rules-of-retraction/#comment-475622</link>

		<dc:creator><![CDATA[Naveen]]></dc:creator>
		<pubDate>Fri, 08 Nov 2013 19:43:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=6689#comment-475622</guid>

					<description><![CDATA[In the original Worms games (well, not original, I&#039;m pretty young). But in the games that I used to play with my older brother, Armageddon specifically, this reminds me of that, and I remember how much skill it required. I used to suck at it but my brother was so good, he could traverse the map which wasn&#039;t a cave. I.e. not grappling to the roof but rather jumping and grappling the ground, and just travelling a large space as if he was walking on these giant stilts or something. It took me a while to be able to use it well and it feels fucking awesome, but I could never do it as well as my brother.]]></description>
			<content:encoded><![CDATA[<p>In the original Worms games (well, not original, I&#8217;m pretty young). But in the games that I used to play with my older brother, Armageddon specifically, this reminds me of that, and I remember how much skill it required. I used to suck at it but my brother was so good, he could traverse the map which wasn&#8217;t a cave. I.e. not grappling to the roof but rather jumping and grappling the ground, and just travelling a large space as if he was walking on these giant stilts or something. It took me a while to be able to use it well and it feels fucking awesome, but I could never do it as well as my brother.</p>
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		<title>
		By: Matt Woelk		</title>
		<link>https://www.pentadact.com/2013-11-08-ghgc-dev-log-4-rules-of-retraction/#comment-475535</link>

		<dc:creator><![CDATA[Matt Woelk]]></dc:creator>
		<pubDate>Fri, 08 Nov 2013 18:08:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=6689#comment-475535</guid>

					<description><![CDATA[These rope physics remind me very much of the rope in the Worms series of games. This is great though, because that rope was so much fun that after I discovered it, I used it when there was no good reason just because it was so fun!

In short: looking forward to playing your game someday. :) Also, how about a co-op or battle mode? Imagine swarms of swinging rectangles.]]></description>
			<content:encoded><![CDATA[<p>These rope physics remind me very much of the rope in the Worms series of games. This is great though, because that rope was so much fun that after I discovered it, I used it when there was no good reason just because it was so fun!</p>
<p>In short: looking forward to playing your game someday. :) Also, how about a co-op or battle mode? Imagine swarms of swinging rectangles.</p>
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		<title>
		By: Laurens Mathot		</title>
		<link>https://www.pentadact.com/2013-11-08-ghgc-dev-log-4-rules-of-retraction/#comment-475507</link>

		<dc:creator><![CDATA[Laurens Mathot]]></dc:creator>
		<pubDate>Fri, 08 Nov 2013 17:39:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=6689#comment-475507</guid>

					<description><![CDATA[A quick way to maximize the game view, is the right-click the tab, and click &#039;maximize&#039;. It&#039;s usually faster than toggling the &#039;maximize on play&#039; button and restarting the game.]]></description>
			<content:encoded><![CDATA[<p>A quick way to maximize the game view, is the right-click the tab, and click &#8216;maximize&#8217;. It&#8217;s usually faster than toggling the &#8216;maximize on play&#8217; button and restarting the game.</p>
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		<title>
		By: ghosttie		</title>
		<link>https://www.pentadact.com/2013-11-08-ghgc-dev-log-4-rules-of-retraction/#comment-475367</link>

		<dc:creator><![CDATA[ghosttie]]></dc:creator>
		<pubDate>Fri, 08 Nov 2013 15:52:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.pentadact.com/?p=6689#comment-475367</guid>

					<description><![CDATA[Buildings and lamp posts - how super heroic :)

My friends and I had a lot of this sort of grappling hook fun in the original Worms about a million years ago - shoot-swing-release, shoot-swing-release all the way across the map without falling, which would end your turn.

The following camera was hilarious :)]]></description>
			<content:encoded><![CDATA[<p>Buildings and lamp posts &#8211; how super heroic :)</p>
<p>My friends and I had a lot of this sort of grappling hook fun in the original Worms about a million years ago &#8211; shoot-swing-release, shoot-swing-release all the way across the map without falling, which would end your turn.</p>
<p>The following camera was hilarious :)</p>
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