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	<title>Bullet Mechanics &#187; seu</title>
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	<link>http://bulletmechanics.com</link>
	<description>Bringing the fight to YOUR door</description>
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		<title>Fading away&#8230; and back</title>
		<link>http://bulletmechanics.com/2010/09/fading-away-and-back/</link>
		<comments>http://bulletmechanics.com/2010/09/fading-away-and-back/#comments</comments>
		<pubDate>Tue, 31 Aug 2010 23:09:15 +0000</pubDate>
		<dc:creator>Jason</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[BlitzMax]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[seu]]></category>
		<category><![CDATA[shmup]]></category>
		<category><![CDATA[shoot ‘em up]]></category>

		<guid isPermaLink="false">http://bulletmechanics.com/?p=233</guid>
		<description><![CDATA[It’s new Blast Engine functionality time again; objects can now specify an alpha blending level and movement commands are able to set a destination value and speed, so things can materialise and dematerialise at will. A similar set/destination/speed system is going to be added for object scaling at some point, although this is less for [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>That&#8217;s a bu-ug!</title>
		<link>http://bulletmechanics.com/2010/08/thats-a-bu-ug/</link>
		<comments>http://bulletmechanics.com/2010/08/thats-a-bu-ug/#comments</comments>
		<pubDate>Fri, 20 Aug 2010 13:17:58 +0000</pubDate>
		<dc:creator>Jason</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[BlitzMax]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[seu]]></category>
		<category><![CDATA[shmup]]></category>
		<category><![CDATA[shoot ‘em up]]></category>

		<guid isPermaLink="false">http://bulletmechanics.com/?p=228</guid>
		<description><![CDATA[Some days I wonder if it&#8217;s worth getting out of bed&#8230; during a bit of routine testing of the Blast Engine a couple of days back a bizarre bug appeared; enemies can be given a name like &#8220;level 1 boss&#8221; and it&#8217;ll get used as reference elsewhere, not only can the timeline jump be set [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>More showing off</title>
		<link>http://bulletmechanics.com/2010/08/more-showing-off/</link>
		<comments>http://bulletmechanics.com/2010/08/more-showing-off/#comments</comments>
		<pubDate>Tue, 17 Aug 2010 17:32:29 +0000</pubDate>
		<dc:creator>Jason</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[BlitzMax]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[seu]]></category>
		<category><![CDATA[shmup]]></category>
		<category><![CDATA[shoot ‘em up]]></category>

		<guid isPermaLink="false">http://bulletmechanics.com/?p=222</guid>
		<description><![CDATA[Righty ho, another test video and there are a few improvements &#8211; of the visible changes (there&#8217;s quite a few from the last version that literally nobody bar me will ever be aware of or even care about!), there are some newly-created airborne enemies and ground bases and the latter has six frames of animation [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>And finally&#8230;</title>
		<link>http://bulletmechanics.com/2010/08/and-finally/</link>
		<comments>http://bulletmechanics.com/2010/08/and-finally/#comments</comments>
		<pubDate>Sat, 14 Aug 2010 01:16:53 +0000</pubDate>
		<dc:creator>Jason</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[BlitzMax]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[seu]]></category>
		<category><![CDATA[shmup]]></category>
		<category><![CDATA[shoot ‘em up]]></category>

		<guid isPermaLink="false">http://bulletmechanics.com/?p=216</guid>
		<description><![CDATA[I know my memory is getting worse but this is ridiculous&#8230; okay, there have been swathes of changes to the Blast Engine&#8217;s internal workings over the last couple of days but, because they&#8217;re all little incremental things, I haven&#8217;t blogged about them &#8211; so instead, here&#8217;s a round- up of the Blast Engine News [shuffles [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>It&#8217;s showtime&#8230; sort of</title>
		<link>http://bulletmechanics.com/2010/08/its-showtime-sort-of/</link>
		<comments>http://bulletmechanics.com/2010/08/its-showtime-sort-of/#comments</comments>
		<pubDate>Wed, 04 Aug 2010 18:18:01 +0000</pubDate>
		<dc:creator>Jason</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[BlitzMax]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[seu]]></category>
		<category><![CDATA[shmup]]></category>
		<category><![CDATA[shoot ‘em up]]></category>

		<guid isPermaLink="false">http://bulletmechanics.com/?p=212</guid>
		<description><![CDATA[I&#8217;ve been working on the Blast Engine again, today saw the text display over the playfield bolted in and I&#8217;ve strapped a simple bit of code that bumps the score by five points for every hit on an enemy and twenty five more if it goes bang afterwards. Today saw me experimenting with CamStudio as [...]]]></description>
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		<slash:comments>0</slash:comments>
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