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	<title>Make yer own!</title>
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	<description>So you&#039;ve decided you want to write a game...</description>
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		<title>A Thought Occurs</title>
		<link>http://hurgle.com/blog/2009/11/21/a-thought-occurs/</link>
		<comments>http://hurgle.com/blog/2009/11/21/a-thought-occurs/#comments</comments>
		<pubDate>Sat, 21 Nov 2009 07:47:06 +0000</pubDate>
		<dc:creator>J Artis</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://hurgle.com/blog/2009/11/21/a-thought-occurs/</guid>
		<description><![CDATA[http://steve-yegge.blogspot.com/2008/12/fable-ii-arguably-better-than-getting.html
Busywork jobs only exist in MMORPGs to limit per-player CPU usage. They&#8217;re not fun. &#8220;Innovatively&#8221; bringing them into a single-player game was just flat-out brain damaged.
This is Zynga&#8217;s whole business model.
]]></description>
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		<item>
		<title>You&#8217;re in control!</title>
		<link>http://hurgle.com/blog/2009/10/14/youre-in-control/</link>
		<comments>http://hurgle.com/blog/2009/10/14/youre-in-control/#comments</comments>
		<pubDate>Wed, 14 Oct 2009 05:11:42 +0000</pubDate>
		<dc:creator>J Artis</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://hurgle.com/blog/?p=85</guid>
		<description><![CDATA[Have a nice extended vacation? Time to get our noses back to the grindstone and add some things to our game to make it more of a &#8220;game&#8221; and less of a &#8220;slideshow&#8221;. I think it&#8217;s as good a time as any to introduce a control scheme, and something we can directly interact with &#8211; [...]]]></description>
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		<item>
		<title>An Allegro Side Note</title>
		<link>http://hurgle.com/blog/2009/09/14/an-allegro-side-note/</link>
		<comments>http://hurgle.com/blog/2009/09/14/an-allegro-side-note/#comments</comments>
		<pubDate>Mon, 14 Sep 2009 20:30:37 +0000</pubDate>
		<dc:creator>J Artis</dc:creator>
				<category><![CDATA[Getting Started]]></category>
		<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Allegro]]></category>

		<guid isPermaLink="false">http://hurgle.com/blog/?p=81</guid>
		<description><![CDATA[Hey all you Allegro guys! You may or may not have a problem in your project where it seems to flicker &#8211; this is casue by it attempting to clear and redraw the screen a hojillion times per second. We can solve this using a technique known as double buffering. Remember how we were drawing [...]]]></description>
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		<item>
		<title>Form From Functions</title>
		<link>http://hurgle.com/blog/2009/09/09/form-from-functions/</link>
		<comments>http://hurgle.com/blog/2009/09/09/form-from-functions/#comments</comments>
		<pubDate>Wed, 09 Sep 2009 04:01:45 +0000</pubDate>
		<dc:creator>J Artis</dc:creator>
				<category><![CDATA[Getting Started]]></category>

		<guid isPermaLink="false">http://howto.hurgle.com/?p=68</guid>
		<description><![CDATA[Remember our last lesson? With putting things on the screen? Good times, good times. If you&#8217;re an astute observer, you noticed that to actually put the image on the screen took some strange commands &#8211; blit() in Allegro, and spriteBatch.Draw() in XNA. They each took a number of pieces of information to do exactly what [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>HEY LOOK!</title>
		<link>http://hurgle.com/blog/2009/09/08/hey-look/</link>
		<comments>http://hurgle.com/blog/2009/09/08/hey-look/#comments</comments>
		<pubDate>Tue, 08 Sep 2009 05:06:56 +0000</pubDate>
		<dc:creator>J Artis</dc:creator>
				<category><![CDATA[Getting Started]]></category>

		<guid isPermaLink="false">http://hurgle.com/blog/?p=53</guid>
		<description><![CDATA[Still got your sample project around from last week? Good. (If not, go back and make a new one &#8211; and hang on to it this time.) We&#8217;re going to make our very first steps toward building our Space Invaders game &#8211; we&#8217;re going to draw something on the screen. Granted, it may not SOUND [...]]]></description>
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		<title>Our Design Document</title>
		<link>http://hurgle.com/blog/2009/09/07/our-design-document/</link>
		<comments>http://hurgle.com/blog/2009/09/07/our-design-document/#comments</comments>
		<pubDate>Mon, 07 Sep 2009 04:01:16 +0000</pubDate>
		<dc:creator>J Artis</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://hurgle.com/blog/?p=48</guid>
		<description><![CDATA[I think it&#8217;s time we finalize our Space Invaders design document. This will probably look a bit overblown at first, but the more detail we have, the less we have to guess when we&#8217;re putting together our code. As with the entire series of tutorials here, feel free to deviate as much as you wish [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Development Styles</title>
		<link>http://hurgle.com/blog/2009/09/04/development-styles/</link>
		<comments>http://hurgle.com/blog/2009/09/04/development-styles/#comments</comments>
		<pubDate>Fri, 04 Sep 2009 04:01:50 +0000</pubDate>
		<dc:creator>J Artis</dc:creator>
				<category><![CDATA[Getting Started]]></category>

		<guid isPermaLink="false">http://hurgle.com/blog/?p=39</guid>
		<description><![CDATA[There are a wide variety of &#8220;development methods&#8221; out there, and a lot of them have their very useful purposes in a large team or corporate environment. Odds are that if you&#8217;re reading this blog, you&#8217;re not a large team or corporate developer &#8211; or at least you aren&#8217;t for the sake of learning to [...]]]></description>
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		<item>
		<title>Do it again &#8211; Loops in your game</title>
		<link>http://hurgle.com/blog/2009/09/03/do-it-again-loops-in-your-game/</link>
		<comments>http://hurgle.com/blog/2009/09/03/do-it-again-loops-in-your-game/#comments</comments>
		<pubDate>Thu, 03 Sep 2009 04:01:56 +0000</pubDate>
		<dc:creator>J Artis</dc:creator>
				<category><![CDATA[Getting Started]]></category>

		<guid isPermaLink="false">http://hurgle.com/blog/?p=28</guid>
		<description><![CDATA[The very first computer programs, for gigantic systems that filled entire floors of buildings, were essentially just giant equations. Whole basements were full of nothing but extremely large, extremely precise calculators. The notable thing about these old systems is that they were one-pass &#8211; you gave it some input, you started it running, it gave [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Remembering Important Things</title>
		<link>http://hurgle.com/blog/2009/09/02/remembering-important-things/</link>
		<comments>http://hurgle.com/blog/2009/09/02/remembering-important-things/#comments</comments>
		<pubDate>Wed, 02 Sep 2009 04:01:52 +0000</pubDate>
		<dc:creator>J Artis</dc:creator>
				<category><![CDATA[Getting Started]]></category>

		<guid isPermaLink="false">http://hurgle.com/blog/?p=24</guid>
		<description><![CDATA[At the very heart and soul, programming a computer is nothing more than math, math, math. Don&#8217;t let that frighten you away, though, we&#8217;re not talking ridiculous amounts of super-calculus or anything (at least, not yet) &#8211; it&#8217;s all the same skills you use to balance a checkbook. Programming languages exist almost for the soul [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Your First Automatic Program</title>
		<link>http://hurgle.com/blog/2009/09/01/your-first-automatic-program/</link>
		<comments>http://hurgle.com/blog/2009/09/01/your-first-automatic-program/#comments</comments>
		<pubDate>Tue, 01 Sep 2009 04:01:34 +0000</pubDate>
		<dc:creator>J Artis</dc:creator>
				<category><![CDATA[Getting Started]]></category>
		<category><![CDATA[Allegro]]></category>
		<category><![CDATA[IDE]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://hurgle.com/blog/?p=10</guid>
		<description><![CDATA[If we&#8217;re going to write a video game, or a program of any sort, we&#8217;ll need to look into some of the tools of the trade. I&#8217;ve worked in several different environments, and you are going to end up doing the same (trust me), but for now I&#8217;m going to pick out two specifically that [...]]]></description>
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