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	<title>Awesomeness In a Box! &#187; Uncategorized</title>
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	<link>http://www.awesomenessinabox.com</link>
	<description>The Art and Games of David Burchanowski</description>
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		<title>I MA3D A GAME WITH ZOMBIES IN IT!!!</title>
		<link>http://www.awesomenessinabox.com/164-i-ma3d-a-game-with-zombies-in-it</link>
		<comments>http://www.awesomenessinabox.com/164-i-ma3d-a-game-with-zombies-in-it#comments</comments>
		<pubDate>Thu, 03 Jun 2010 06:44:44 +0000</pubDate>
		<dc:creator>David</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.awesomenessinabox.com/?p=164</guid>
		<description><![CDATA[Over the past 3 1/2 or so weeks I&#8217;ve been working on an entry for Tigsource&#8217;s Action52 Remake Compo. It&#8217;s been a blast. I&#8217;ve got a lot more stuff in my engine now (like sound, lua scripting and proper text rendering), and after this I am NEVER going to touch the OpenGL fixed function pipeline [...]]]></description>
			<content:encoded><![CDATA[<p>Over the past 3 1/2 or so weeks I&#8217;ve been working on an entry for Tigsource&#8217;s <a href="http://forums.tigsource.com/index.php?topic=12439">Action52 Remake Compo</a>. It&#8217;s been a blast. I&#8217;ve got a lot more stuff in my engine now (like sound, lua scripting and proper text rendering), and after this I am NEVER going to touch the OpenGL fixed function pipeline ever again. YEAH.</p>
<p>For those who got here by means other than the Tigsource forums, a bunch of indie game developers are remaking all 52 games of the pretty horrid Action52 for the original NES, with the exception that we&#8217;re trying to make them fun and finished this time around. I redid Dedant, an arena shooter with ants and spiders and what I assume are rocks being thrown around. Yawn. Needs MOAR ZOMBIES. Oh, it&#8217;s got those now? Sweet.</p>
<p>Screenshots of the magic:<br />
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<p>Download this bad boy <a href="http://www.awesomenessinabox.com/files/Dedant.zip">-here-</a>.</p>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>Badguys and Buttons</title>
		<link>http://www.awesomenessinabox.com/153-badguys-and-buttons</link>
		<comments>http://www.awesomenessinabox.com/153-badguys-and-buttons#comments</comments>
		<pubDate>Wed, 10 Mar 2010 07:42:27 +0000</pubDate>
		<dc:creator>David</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.awesomenessinabox.com/?p=153</guid>
		<description><![CDATA[Put the monster model in with a simple button firing attack. He&#8217;s a possessed puppet so he fires death buttons at you. It makes sense to me anyway&#8230; Also, I made quite a few optimizations to the rendering code that yielded some pretty good speedups. Next up, giving the Muse a staff so she can [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.awesomenessinabox.com/wp-content/uploads/2010/03/buttons.jpg" rel="lightbox"><img src="http://www.awesomenessinabox.com/wp-content/uploads/2010/03/buttons-300x231.jpg" alt="" title="buttons" width="300" height="231" class="alignnone size-medium wp-image-152" /></a></p>
<p>Put the monster model in with a simple button firing attack. He&#8217;s a possessed puppet so he fires death buttons at you. It makes sense to me anyway&#8230;</p>
<p>Also, I made quite a few optimizations to the rendering code that yielded some pretty good speedups.</p>
<p>Next up, giving the Muse a staff so she can fight back!</p>
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		<title>Progress report</title>
		<link>http://www.awesomenessinabox.com/137-progress-report</link>
		<comments>http://www.awesomenessinabox.com/137-progress-report#comments</comments>
		<pubDate>Sun, 07 Mar 2010 08:41:47 +0000</pubDate>
		<dc:creator>David</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.awesomenessinabox.com/?p=137</guid>
		<description><![CDATA[Over the past few months I&#8217;ve gotten quite a bit done on my game. Since reworking the animation system, I&#8217;ve more or less completely rewritten the rendering backend. The old one worked okay, but I was starting to run into some real problems, not the least of which was the fact that the rendering commands [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.awesomenessinabox.com/wp-content/uploads/2010/03/Allaloneinadarkdarkplace.jpg" rel="lightbox"><img src="http://www.awesomenessinabox.com/wp-content/uploads/2010/03/Allaloneinadarkdarkplace-300x231.jpg" alt="" title="Allaloneinadarkdarkplace" width="300" height="231" class="aligncenter size-medium wp-image-138"/></a></p>
<p>Over the past few months I&#8217;ve gotten quite a bit done on my game. Since reworking the animation system, I&#8217;ve more or less completely rewritten the rendering backend. The old one worked okay, but I was starting to run into some real problems, not the least of which was the fact that the rendering commands weren&#8217;t really abstracted, and so there was no way for me to break away from my reliance on OpenGL. That&#8217;s all been fixed now, and the actual code for device access sits in a separate layer from the scene logic.</p>
<p>More art has been done as well. I&#8217;ve got textures in, final models for the protagonist, some attacks and the basic generic monster.</p>
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		<title>Long time no update</title>
		<link>http://www.awesomenessinabox.com/95-long-time-no-update</link>
		<comments>http://www.awesomenessinabox.com/95-long-time-no-update#comments</comments>
		<pubDate>Sat, 29 Aug 2009 19:07:43 +0000</pubDate>
		<dc:creator>David</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.awesomenessinabox.com/?p=95</guid>
		<description><![CDATA[There are fifty billion excuses I could put up here to explain over half a year of silence. I&#8217;ve been busy at work. Aliens ate my work, and then my dog too. I&#8217;ve been catatonic since that awesome knife fight with an entire platoon of highly skilled ninjas, which I won, but then walked into [...]]]></description>
			<content:encoded><![CDATA[<p>There are fifty billion excuses I could put up here to explain over half a year of silence. I&#8217;ve been busy at work. Aliens ate my work, and then my dog too. I&#8217;ve been catatonic since that awesome knife fight with an entire platoon of highly skilled ninjas, which I won, but then walked into a wall immediately afterwards and laid myself out flat. Etc.</p>
<p>&#8230;I&#8217;m really just lazy</p>
<p>I have been squeezing time in to work on my projects, though, even if I haven&#8217;t been writing about them much. The animation tool for my engine is now complete, and looks a little something like this:</p>
<p><a href='http://www.awesomenessinabox.com/wp-content/uploads/2009/08/animatedmusethefirst.jpg' rel="lightbox"><img src="http://www.awesomenessinabox.com/wp-content/uploads/2009/08/animatedmusethefirst-300x218.jpg" alt="" title="animatedmusethefirst" width="300" height="218" class="alignleft size-medium wp-image-96" /></a></p>
<p>As much as I would have liked to have just written a plugin for Blender, it&#8217;s API is kinda cumbersome on the animation side of things. So I whipped this together over a few weeks. It works quite well.</p>
<p>I&#8217;ve also been experimenting with photorealistic renders in Yafray. I don&#8217;t know that I will necessarily ever finish any of them, but it&#8217;s been been a nice relaxing break from work.</p>
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		<title>Shader Support</title>
		<link>http://www.awesomenessinabox.com/86-shader-support</link>
		<comments>http://www.awesomenessinabox.com/86-shader-support#comments</comments>
		<pubDate>Fri, 10 Oct 2008 05:22:13 +0000</pubDate>
		<dc:creator>David</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.awesomenessinabox.com/?p=86</guid>
		<description><![CDATA[Added support into the engine for specifying custom shaders. Below is a model I put together one evening for testing purposes. It&#8217;s the propeller-head man, and he&#8217;s looking sharp sporting dual materials and cel-shade vertex and pixel shading programs to boot.]]></description>
			<content:encoded><![CDATA[<p>Added support into the engine for specifying custom shaders. Below is a model I put together one evening for testing purposes. It&#8217;s the propeller-head man, and he&#8217;s looking sharp sporting dual materials and cel-shade vertex and pixel shading programs to boot.</p>
<p><a href='http://www.awesomenessinabox.com/wp-content/uploads/2008/10/screenshot-tsunami-cel-test1.jpg' rel="lightbox"><img src="http://www.awesomenessinabox.com/wp-content/uploads/2008/10/screenshot-tsunami-cel-test1-300x233.jpg" alt="" title="Shaders in the Tsunami engine" width="300" height="233" class="aligncenter size-medium wp-image-88" /></a> </p>
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