I...I'm so sorry.
No I'm not. :D
noise dept.
"I'm Dorothy Gale from Kansas"

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The Stonewall Inn
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PUT YOUR BEARD IN MY MOUTH
he wasn't even looking at me and he found me
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shark vs the universe
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if i look back, i am lost
Lint Roller? I Barely Know Her
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Game Changer & Make Some Noise
Sweet Seals For You, Always

roma★

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@lbolgatz-blog
I...I'm so sorry.
No I'm not. :D

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Color Shot
I made a game yesterday! It was good to get something out there. This one experiments a bit with some ideas I've had about matching colors of shots to colors of enemies. Enjoy!
I've decided to go in a completely different direction than before, and now my games will be in Flash (Actionscript 3.1). The blue rectangle is being controlled by me. The yellow one represents and enemy. The gray area represents a barrier in the game, and handles collisions between itself and everything else that moves. The red square represents the collision box when I attack, and if you look closely you can see the yellow rectangular "enemy" get pushed away when my attacks hit it.
I've decided that the engine, as it is now, should suffice for my efforts at actually making a game. Today, I've made a flat ground object with randomly-placed and randomly-sized buildings on it. The ground also has randomly-placed water on it, for later functionality in the game.
Features Added:
-Weapons now deal damage to the player
-Damage done to the player will cause a notification to appear informing the player of the direction of the source of the damage
-Damage to the player now plays a sound

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Features Added:
-Decals (bullet holes) no longer appear on non-stationary objects
-Non-stationary objects are now propelled by impacts from weapon fire
-Player hit detection from weapon fire
-Other player with weapon that fires partially implemented (still buggy)
-Other player's weapons and sounds are emitted from its location and take distance into account
Features Added:
-Weapon dropping/picking up
-New machine-gun-like weapon (which implements the auto-fire feature)
-Camera kickback when firing weapons (view jerking)
Yesterday I promised and today I deliver! We're going to have guns. Lots of guns.
Features Added:
-On-demand reloading
-A new shotgun-like weapon
-Weapon switching (and the ability to have more than one weapon)
-Decals (bullet holes) remove themselves after a while
-Weapon impact control implemented (how many objects does a weapon's shot go through before stopping)
-Weapon fire/auto-fire control implemented (click for each shot/hold down to shoot)
10.02.11 - Weapons, Items, Health and Armor
All code today, but some pretty exciting stuff
Features added:
-Support for items with health, items that can be picked up and dropped
-Player health, armor, multiple weapons, item inventory
-Weapon changing and weapon change delay control
-Framework laid for damage system and healing system for game objects with health (including players)
-Warning debug message system for non-fatal unsafe operations
Again, this won't be a super exciting update, but I have managed to get some pretty important things done. I've reorganized how weapons and the HUD work, and tied together some pretty big things in the code. I've also added a new section, Engine, to the to-do list, which contains things that I need to get done in the code.
Features added:
-Weapon reloading
-HUD now shows current clip ammo and remaining ammo
-Weapon specifications can now be set (fire rate, accuracy, reload time, clip size, etc.)
-Secondary fire for weapons (not shown in video because while the functionality is there, I haven't actually used it yet)

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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09.29.2011 - Weapons and HUD Elements
Today's programming work was all internal, as it's not quite finished yet. Expect tomorrow's update to be much more exciting, as the reorganization and cleaning of the code will allow me (once it's finished) to add things very efficiently.
Features Added:
-HUD element support
-Weapon settings support (fire rate, shots fired, clip size, etc.)
-Secondary fire
Features Added:
-Transparent 2D animations
-Decals (bullet holes, etc.)
-HUD Ammo Implementation
Issues:
-Decals' origins are in the corner of the projected image, causing them to be offset from the point at which they are placed
Workaround: Make decal images themselves offset
Possible Solution: 3D math to offset the images along the plane of their orientation
Bugs Found:
-Sprite sheets 1 frame wide or tall will not be animated
-Sprite sheets with uneven frames (2x3 instead of 2x2) will not be rendered correctly
Workaround: Both of the above problems can be fixed by making images square, and simply leaving the space for the extra frames transparent
-Decals will not rotate correctly on some surfaces (the problem is due to inaccurate angle calculation)
Features Added:
-Fading HUD text
-Multiple instances of identical sound playing at once
-3D position-based audio
-Position-based dual (near and far) audio track support
-Background music
Features Added:
-3D Animation Support
-2D Imagery Support
-2D Animation Support
-Particle Effect Support
-HUD text printing
Issues:
-Physics support for 3D animated models can't be the same as non-animated 3D models

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Bugs Fixed:
-Fixed 3D HUD rendering glitch
-Fixed shadows rendering over 3D HUD
Features Added:
-Ray casting now fully-supported
-Skybox support added
-InputHandler now distinguishes between what is being pressed and what has just been pressed
-Zooming in and out with left shift now supported, with smooth transitions