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	<title>Bullet Mechanics &#187; OOP</title>
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	<description>Bringing the fight to YOUR door</description>
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		<title>Today Oi &#8216;Ave Mostly&#8230;</title>
		<link>http://bulletmechanics.com/2009/05/today-oi-ave-mostly/</link>
		<comments>http://bulletmechanics.com/2009/05/today-oi-ave-mostly/#comments</comments>
		<pubDate>Sat, 16 May 2009 01:19:58 +0000</pubDate>
		<dc:creator>Jason</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[BlitzMax]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[OOP]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[seu]]></category>
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		<guid isPermaLink="false">http://bulletmechanics.com/?p=107</guid>
		<description><![CDATA[&#8230;been wroiting a tile editor. Well okay, i&#8217;ve just been working at it for the last four or so hours but despite being a hideous botch internally it somehow compiles in SuperStrict and can edit, load and save tile data! Now all i need are some actual tile graphics&#8230;]]></description>
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		<title>Possibly wonky decision</title>
		<link>http://bulletmechanics.com/2009/05/possibly-wonky-decision/</link>
		<comments>http://bulletmechanics.com/2009/05/possibly-wonky-decision/#comments</comments>
		<pubDate>Thu, 14 May 2009 23:01:30 +0000</pubDate>
		<dc:creator>Jason</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[BlitzMax]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[OOP]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[seu]]></category>
		<category><![CDATA[shmup]]></category>
		<category><![CDATA[shoot ‘em up]]></category>
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		<guid isPermaLink="false">http://bulletmechanics.com/?p=104</guid>
		<description><![CDATA[i&#8217;ve been thinking quite a bit about how the Blast Engine works. At the moment, attack patterns are literally a single &#8220;move&#8221;, meaning that they contain X and Y positions, angle and speed of movement to initialise things, then speed of rotation, speed of movement and destination speed along with an optional timer that keeps [...]]]></description>
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		<title>Bullets, bullets everywhere</title>
		<link>http://bulletmechanics.com/2009/05/bullets-bullets-everywhere/</link>
		<comments>http://bulletmechanics.com/2009/05/bullets-bullets-everywhere/#comments</comments>
		<pubDate>Sat, 09 May 2009 15:26:12 +0000</pubDate>
		<dc:creator>Jason</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[BlitzMax]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[OOP]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[seu]]></category>
		<category><![CDATA[shmup]]></category>
		<category><![CDATA[shoot ‘em up]]></category>
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		<guid isPermaLink="false">http://bulletmechanics.com/?p=97</guid>
		<description><![CDATA[i&#8217;ve just given the Blast Engine a multi-speed firing mode; previously, the &#8220;Aim&#8221; firing command threw a single bullet in the player&#8217;s direction and the &#8220;Aim-V&#8221; chucked a V of five their way, now &#8220;Aim-M&#8221; will launch four bullets directly at the player but with different movement speeds so they begin as a cluster and [...]]]></description>
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		<title>It&#8217;s a blast blast blast!</title>
		<link>http://bulletmechanics.com/2009/05/its-a-blast-blast-blast/</link>
		<comments>http://bulletmechanics.com/2009/05/its-a-blast-blast-blast/#comments</comments>
		<pubDate>Mon, 04 May 2009 13:36:15 +0000</pubDate>
		<dc:creator>Jason</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[BlitzMax]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[OOP]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[seu]]></category>
		<category><![CDATA[shmup]]></category>
		<category><![CDATA[shoot ‘em up]]></category>
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		<guid isPermaLink="false">http://bulletmechanics.com/?p=91</guid>
		<description><![CDATA[The BlitzMax OOP engine has&#8230; erm, grown. It&#8217;s now nicknamed Blast Engine (because project folders need names more than anything) and, despite being a single command engine at the moment, can lob a frighteningly complex array of nasties about the place! Rings of nasties, bosses that zoom on, decellerate and sit there, spinning and spitting [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Moving along</title>
		<link>http://bulletmechanics.com/2009/04/moving-along/</link>
		<comments>http://bulletmechanics.com/2009/04/moving-along/#comments</comments>
		<pubDate>Thu, 23 Apr 2009 09:30:02 +0000</pubDate>
		<dc:creator>Jason</dc:creator>
				<category><![CDATA[Research]]></category>
		<category><![CDATA[BlitzMax]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[OOP]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[seu]]></category>
		<category><![CDATA[shmup]]></category>
		<category><![CDATA[shoot ‘em up]]></category>
		<category><![CDATA[vertical]]></category>
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		<guid isPermaLink="false">http://bulletmechanics.com/?p=81</guid>
		<description><![CDATA[Well, a few days have passed and here&#8217;s another update; the scripting now has the option to repeat an entry (meaning that entire waves can be defined from a single item), there are now three object types with their own firing pattern and sprite design (well okay, two and a half since the third is [...]]]></description>
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