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	<title>Comments for michaeljbowen.com</title>
	<atom:link href="http://blog.michaeljbowen.com/?feed=comments-rss2" rel="self" type="application/rss+xml" />
	<link>http://blog.michaeljbowen.com</link>
	<description>Adventures in Flash Game Programming</description>
	<pubDate>Tue, 07 Sep 2010 09:20:13 +0000</pubDate>
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		<item>
		<title>Comment on Instantiating a prefab from the library in C# with Unity 3D by BRUCE</title>
		<link>http://blog.michaeljbowen.com/?p=80#comment-830</link>
		<dc:creator>BRUCE</dc:creator>
		<pubDate>Thu, 01 Jul 2010 14:29:11 +0000</pubDate>
		<guid isPermaLink="false">http://blog.michaeljbowen.com/?p=80#comment-830</guid>
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		<content:encoded><![CDATA[<p><strong><br />
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<p></strong></p>
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		<title>Comment on Book: ActionScript for Multiplayer Games and Virtual Worlds by tcarr9</title>
		<link>http://blog.michaeljbowen.com/?p=53#comment-822</link>
		<dc:creator>tcarr9</dc:creator>
		<pubDate>Thu, 25 Mar 2010 13:31:44 +0000</pubDate>
		<guid isPermaLink="false">http://blog.michaeljbowen.com/?p=53#comment-822</guid>
		<description>Check your client build's server.xml file to make sure it is pointing to your own IP and port.  If that doesn't fix the problem, please follow up on the ElectroServer forums: http://www.electro-server.com/forum/?c=1</description>
		<content:encoded><![CDATA[<p>Check your client build&#8217;s server.xml file to make sure it is pointing to your own IP and port.  If that doesn&#8217;t fix the problem, please follow up on the ElectroServer forums: <a href="http://www.electro-server.com/forum/?c=1" rel="nofollow">http://www.electro-server.com/forum/?c=1</a></p>
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	</item>
	<item>
		<title>Comment on Book: ActionScript for Multiplayer Games and Virtual Worlds by Dan</title>
		<link>http://blog.michaeljbowen.com/?p=53#comment-821</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Thu, 25 Mar 2010 02:53:01 +0000</pubDate>
		<guid isPermaLink="false">http://blog.michaeljbowen.com/?p=53#comment-821</guid>
		<description>&lt;a href="#comment-820" rel="nofollow"&gt;@admin &lt;/a&gt; 
which plugin? i already have the timestampplugin and gms plugin</description>
		<content:encoded><![CDATA[<p><a href="#comment-820" rel="nofollow">@admin </a><br />
which plugin? i already have the timestampplugin and gms plugin</p>
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	</item>
	<item>
		<title>Comment on Book: ActionScript for Multiplayer Games and Virtual Worlds by admin</title>
		<link>http://blog.michaeljbowen.com/?p=53#comment-820</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Thu, 25 Mar 2010 02:35:51 +0000</pubDate>
		<guid isPermaLink="false">http://blog.michaeljbowen.com/?p=53#comment-820</guid>
		<description>&lt;a href="#comment-819" rel="nofollow"&gt;@Dan&lt;/a&gt; 
Dan, did you install the server-side plugin for the tank game correctly?</description>
		<content:encoded><![CDATA[<p><a href="#comment-819" rel="nofollow">@Dan</a><br />
Dan, did you install the server-side plugin for the tank game correctly?</p>
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	</item>
	<item>
		<title>Comment on Book: ActionScript for Multiplayer Games and Virtual Worlds by Dan</title>
		<link>http://blog.michaeljbowen.com/?p=53#comment-819</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Thu, 25 Mar 2010 02:18:42 +0000</pubDate>
		<guid isPermaLink="false">http://blog.michaeljbowen.com/?p=53#comment-819</guid>
		<description>I have the book, but everytime I open one of the game files, it doesn't work, even if I open ElectroServer. What files do I need to install or open in order to play the tank game?</description>
		<content:encoded><![CDATA[<p>I have the book, but everytime I open one of the game files, it doesn&#8217;t work, even if I open ElectroServer. What files do I need to install or open in order to play the tank game?</p>
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	<item>
		<title>Comment on Instantiating a prefab from the library in C# with Unity 3D by Sean Christmann</title>
		<link>http://blog.michaeljbowen.com/?p=80#comment-818</link>
		<dc:creator>Sean Christmann</dc:creator>
		<pubDate>Thu, 18 Feb 2010 00:31:07 +0000</pubDate>
		<guid isPermaLink="false">http://blog.michaeljbowen.com/?p=80#comment-818</guid>
		<description>Since people are saying using the in game editor is preferable for this kind of use case, I think I have a solution that's kinda ok. I made an Empty Object in game called RuntimeAssets and attached a script called RuntimeAssets that looks like this

public class RuntimeAssets : MonoBehaviour {
	
	private static RuntimeAssets bundle;
	public static RuntimeAssets getBundle(){
		if(bundle == null){
			bundle = GameObject.Find("RuntimeAssets").GetComponent();
		}
		return bundle;
	}

	public GameObject projectile_1;
	public GameObject projectile_2;
	public GameObject highlighter;
	
}

I can assign projectile_1, projectile_2, etc to prefabs in the editor, and from code I can call RuntimeAssets.getBundle().projectile_1 to dynamically assign.</description>
		<content:encoded><![CDATA[<p>Since people are saying using the in game editor is preferable for this kind of use case, I think I have a solution that&#8217;s kinda ok. I made an Empty Object in game called RuntimeAssets and attached a script called RuntimeAssets that looks like this</p>
<p>public class RuntimeAssets : MonoBehaviour {</p>
<p>	private static RuntimeAssets bundle;<br />
	public static RuntimeAssets getBundle(){<br />
		if(bundle == null){<br />
			bundle = GameObject.Find(&#8221;RuntimeAssets&#8221;).GetComponent();<br />
		}<br />
		return bundle;<br />
	}</p>
<p>	public GameObject projectile_1;<br />
	public GameObject projectile_2;<br />
	public GameObject highlighter;</p>
<p>}</p>
<p>I can assign projectile_1, projectile_2, etc to prefabs in the editor, and from code I can call RuntimeAssets.getBundle().projectile_1 to dynamically assign.</p>
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		<title>Comment on Flash 10 Speed Test: copyPixel vs. Scrolling Sprite vs. Scrolling MovieClip by Touch My Pixel Blog &#187; Blog Archive &#187; Getting smooth verticle scrolling with flash</title>
		<link>http://blog.michaeljbowen.com/?p=11#comment-817</link>
		<dc:creator>Touch My Pixel Blog &#187; Blog Archive &#187; Getting smooth verticle scrolling with flash</dc:creator>
		<pubDate>Wed, 03 Feb 2010 12:31:34 +0000</pubDate>
		<guid isPermaLink="false">http://blog.michaeljbowen.com/?p=11#comment-817</guid>
		<description>[...] This seems to have a few issues with rendering (for us thus far) But it is a LOT smoother. It seems that it shouldnt have too much of a speed decrease (like transparent/opaque) either, after looking at some tests [...]</description>
		<content:encoded><![CDATA[<p>[...] This seems to have a few issues with rendering (for us thus far) But it is a LOT smoother. It seems that it shouldnt have too much of a speed decrease (like transparent/opaque) either, after looking at some tests [...]</p>
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		<title>Comment on Instantiating a prefab from the library in C# with Unity 3D by Harito</title>
		<link>http://blog.michaeljbowen.com/?p=80#comment-816</link>
		<dc:creator>Harito</dc:creator>
		<pubDate>Thu, 28 Jan 2010 15:26:06 +0000</pubDate>
		<guid isPermaLink="false">http://blog.michaeljbowen.com/?p=80#comment-816</guid>
		<description>Agreed with Michael, the in-editor method is only preferable where you want to place entities in a level and edit their properties. Classic example being triggers to open doors, exploding barrels, etc.

However, when you want assets that aren't placed in the level to be included, you would be SOL. Take, for instance, if my player has 2 weapons that he always own, you'd want to always include all assets related to them. And just place a player spawn in the level. This merely one example. There's also the case of wanting things to be more strongly typed in code, instead of just referring to a prefab which may point to any which object.</description>
		<content:encoded><![CDATA[<p>Agreed with Michael, the in-editor method is only preferable where you want to place entities in a level and edit their properties. Classic example being triggers to open doors, exploding barrels, etc.</p>
<p>However, when you want assets that aren&#8217;t placed in the level to be included, you would be SOL. Take, for instance, if my player has 2 weapons that he always own, you&#8217;d want to always include all assets related to them. And just place a player spawn in the level. This merely one example. There&#8217;s also the case of wanting things to be more strongly typed in code, instead of just referring to a prefab which may point to any which object.</p>
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	</item>
	<item>
		<title>Comment on Instantiating a prefab from the library in C# with Unity 3D by Ren</title>
		<link>http://blog.michaeljbowen.com/?p=80#comment-814</link>
		<dc:creator>Ren</dc:creator>
		<pubDate>Fri, 18 Dec 2009 13:03:04 +0000</pubDate>
		<guid isPermaLink="false">http://blog.michaeljbowen.com/?p=80#comment-814</guid>
		<description>Putting the assets in the Resources folder worked alright. 
But how could I attach scripts to the newly created object?</description>
		<content:encoded><![CDATA[<p>Putting the assets in the Resources folder worked alright.<br />
But how could I attach scripts to the newly created object?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Book: ActionScript for Multiplayer Games and Virtual Worlds by admin</title>
		<link>http://blog.michaeljbowen.com/?p=53#comment-812</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Mon, 12 Oct 2009 13:03:39 +0000</pubDate>
		<guid isPermaLink="false">http://blog.michaeljbowen.com/?p=53#comment-812</guid>
		<description>&lt;a href="#comment-811" rel="nofollow"&gt;@Isap&lt;/a&gt; 
Isap, all of the book examples use Java for the server side code. However, Electroserver supports both Java and Actionscript for server side code, so you can use Actionscript if you like.</description>
		<content:encoded><![CDATA[<p><a href="#comment-811" rel="nofollow">@Isap</a><br />
Isap, all of the book examples use Java for the server side code. However, Electroserver supports both Java and Actionscript for server side code, so you can use Actionscript if you like.</p>
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