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		<title>[video] Little Gamers : Teh Game</title>
		<link>http://www.allegro.cc/forums/view/586578</link>
		<description>Allegro.cc Forum Thread</description>
		<webMaster>matthew@allegro.cc (Matthew Leverton)</webMaster>
		<lastBuildDate>Thu, 27 Jul 2006 10:05:20 +0000</lastBuildDate>
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		<description><![CDATA[<div class="mockup v2"><p>I would like to show you all a new video of the &quot;engine&quot; of my new game.</p><p>I&#39;m spawning a lot of zombies (that I&#39;ve designed this week ^^).</p><p>I&#39;ve implemented &quot;gibbage&quot; and headshots (ala GTA where the head fly off and the body spills blood before falling on the ground).</p><p>For some mass pwnage <img src="http://www.allegro.cc/forums/smileys/cheesy.gif" alt=":D" /></p><p>- <a href="http://picwin.mircscripts.org/LG/zombies.swf.html"><b>Flash video (6 Mo)</b></a> (better quality than the xvid one)<br />- <a href="http://picwin.mircscripts.org/LG/zombie.avi"><b>xviD video (5 Mo)</b></a></p><p>Any comments are welcome <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" /></p><p>As you can see I&#39;ve followed everyone&#39;s advice and changed the mouse aiming to a &quot;soldat-like&quot; mode.</p><p>BTW I&#39;m only capturing a part of the window to save some FPS <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" /> But that should be obvious.
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		<author>no-reply@allegro.cc (Epsi)</author>
		<pubDate>Fri, 21 Jul 2006 01:05:43 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Looks kinda good, I&#39;m really looking forward to demo. I like the graphics style and the weapon selection + characters look amazing.
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		<author>no-reply@allegro.cc (OICW)</author>
		<pubDate>Fri, 21 Jul 2006 02:47:57 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Looks good. Nice graphics and a lot of cool weapons.
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		<author>no-reply@allegro.cc (Trent Gamblin)</author>
		<pubDate>Fri, 21 Jul 2006 03:46:56 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Very promising. Keep up the good work <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" />
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		<author>no-reply@allegro.cc (Vasco Freitas)</author>
		<pubDate>Fri, 21 Jul 2006 05:44:55 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Pretty neat. I envy your graphics. The chainsaw looks way too evil though. You should add a baseball bat as weapon <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" /><br />Look forward to it.
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		<author>no-reply@allegro.cc (Felipe Maia)</author>
		<pubDate>Fri, 21 Jul 2006 06:36:21 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Nice. I like the Chinese Throwing Stars!
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		<author>no-reply@allegro.cc (BAF)</author>
		<pubDate>Fri, 21 Jul 2006 06:48:01 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>those links don&#39;t work for me <img src="http://www.allegro.cc/forums/smileys/sad.gif" alt=":(" />
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		<author>no-reply@allegro.cc (valdir salgueiro)</author>
		<pubDate>Fri, 21 Jul 2006 18:07:02 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I wanna watch! <img src="http://www.allegro.cc/forums/smileys/angry.gif" alt="&gt;:(" />
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		<author>no-reply@allegro.cc (Jonny Cook)</author>
		<pubDate>Fri, 21 Jul 2006 20:13:19 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Cannot find server <img src="http://www.allegro.cc/forums/smileys/angry.gif" alt="&gt;:(" />
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		<author>no-reply@allegro.cc (Steve++)</author>
		<pubDate>Fri, 21 Jul 2006 20:17:45 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>The HTML page does not work for me for some reason, but <a href="http://picwin.mircscripts.org/LG/zombies.swf">http://picwin.mircscripts.org/LG/zombies.swf</a> works.
</p></div>]]>
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		<author>no-reply@allegro.cc (BAF)</author>
		<pubDate>Sat, 22 Jul 2006 04:34:30 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>My only suggestions would be that you modify the characters limb&#39;s so that they are not static as they walk, the feet especially as the sliding seems odd, but swaying arms couldn&#39;t hurt, and also that the sword and light saber be a bit more like the chainsaw in that they would impale the zombies rather than merely poke them. That or chop their limb&#39;s off.
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		<author>no-reply@allegro.cc (relpatseht)</author>
		<pubDate>Sat, 22 Jul 2006 11:23:42 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Very nice.<br />But aren&#39;t there a bit too many weapons? It&#39;s quite hard to implement and balance that huge (if you think most action games have no more than 6) number of weapons
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		<author>no-reply@allegro.cc (FMC)</author>
		<pubDate>Sat, 22 Jul 2006 14:20:23 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Sorry the link was down yesterday, a problem with my host.</p><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
My only suggestions would be that you modify the characters limb&#39;s so that they are not static as they walk, the feet especially as the sliding seems odd, but swaying arms couldn&#39;t hurt
</p></div></div><p>

Definitly no, it&#39;s the Little Gamers style, I cannot change that (and I like it for it&#39;s simplicity).</p><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
But aren&#39;t there a bit too many weapons? It&#39;s quite hard to implement and balance that huge (if you think most action games have no more than 6) number of weapons
</p></div></div><p>

Many of them will be only for boss or secret weapons. And I don&#39;t think it will be hard to balance <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" />
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		<author>no-reply@allegro.cc (Epsi)</author>
		<pubDate>Sat, 22 Jul 2006 14:43:51 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>You should keep the gibs around, don&#39;t fade them out like that. Probably wouldn&#39;t cause any significant lag. Maybe have the characters kick them up as they walk. Possibly implement some kind of physics so they stack. They just seemed kind of... less than over-the-top to me. But maybe sound might help.
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		<author>no-reply@allegro.cc (Epoch)</author>
		<pubDate>Sun, 23 Jul 2006 04:09:04 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
You should keep the gibs around, don&#39;t fade them out like that. Probably wouldn&#39;t cause any significant lag. Maybe have the characters kick them up as they walk. Possibly implement some kind of physics so they stack. They just seemed kind of... less than over-the-top to me. But maybe sound might help.
</p></div></div><p>

Actually I didn&#39;t made them disapear at first, but after a while it eats the CPU/FPS when you have a lot (it&#39;s not some magic pink bitmap, it&#39;s alpha transparency bitmaps, so it&#39;s best not to have too much of those on screen).</p><p>As it will be fast paced action you won&#39;t really notice them anyway <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" />
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		<author>no-reply@allegro.cc (Epsi)</author>
		<pubDate>Sun, 23 Jul 2006 04:34:06 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>FBlend?</p><p>And maybe just cull them when they&#39;ve been offscreen for a little while? Or is it just going to be bursts of extremely gorey action, instead of a long running battle kind of situation?
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		<author>no-reply@allegro.cc (Epoch)</author>
		<pubDate>Sun, 23 Jul 2006 04:47:12 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>gorey action <img src="http://www.allegro.cc/forums/smileys/cheesy.gif" alt=":D" />
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		<author>no-reply@allegro.cc (Epsi)</author>
		<pubDate>Sun, 23 Jul 2006 05:02:20 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Dude that is so tight.  I mean, who doesn&#39;t want to throw a damn xbox controller at someone?  You should be able to throw records like in Shaun of the Dead.  That would be awesome.  Hahahaha.  <img src="http://www.allegro.cc/forums/smileys/grin.gif" alt=";D" />  Very nice graphics by the way dude.  Oh, and hey FMC, it shouldn&#39;t be too hard to balance.  Have you ever played Zombies Ate My Neighbors?  They have a ton of weapons in that game.  <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" />
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		<author>no-reply@allegro.cc (Paladin)</author>
		<pubDate>Sun, 23 Jul 2006 21:01:51 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
Definitly no, it&#39;s the Little Gamers style, I cannot change that (and I like it for it&#39;s simplicity).
</p></div></div><p>
Little Gamers doesn&#39;t have an animated style; it&#39;s a static webcomic.</p><p>-<a href="http://www.vgcats.com/temp/lgninja.htm">Another interpretation.</a>
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		<author>no-reply@allegro.cc (23yrold3yrold)</author>
		<pubDate>Mon, 24 Jul 2006 01:27:52 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
Little Gamers doesn&#39;t have an animated style; it&#39;s a static webcomic.
</p></div></div><p>

I&#39;m talking about the legs <img src="http://www.allegro.cc/forums/smileys/wink.gif" alt=";)" />
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		<author>no-reply@allegro.cc (Epsi)</author>
		<pubDate>Mon, 24 Jul 2006 03:20:23 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Um, yes? Why can&#39;t they shuffle when he walks?
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		<author>no-reply@allegro.cc (23yrold3yrold)</author>
		<pubDate>Mon, 24 Jul 2006 04:04:53 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>I fail to see how the style of the legs prevents them from being animated while walking. Don&#39;t get me wrong, I am all in favor of cutting graphical features and calling it the style of the game or retro, but in this situation, I think the loss of graphical quality is greater than the threshold for that cop out. This is especially true considering the animation of other extremeties (zombies heads bobbing when poked, weapon holding arm moving, etc), making the game look as if leg animation was intended but not yet implemented, thus giving the graphics an incomplete quality.</p><p>For a little more constructive criticism, I would suggest (in no particular order) that zombies fall over in the direction opposite of that which they were shot from; throwable weapons stay around a little longer, ie: throwing stars stick in the zombie for a period of time before vanishing and X-Box controllers bounce off and stay on the ground a while; perhaps have zombies fade out rather than disappear all at once; and give some of the larger weapons visible kickback. </p><p>That is about all I can think of for improvements for the time being; however, I would like to add  that this does appear to be a rather good game, at least from a graphical standpoint.
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		<author>no-reply@allegro.cc (relpatseht)</author>
		<pubDate>Mon, 24 Jul 2006 04:17:37 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
I fail to see how the style of the legs prevents them from being animated while walking. Don&#39;t get me wrong, I am all in favor of cutting graphical features and calling it the style of the game or retro, but in this situation, I think the loss of graphical quality is greater than the threshold for that cop out. This is especially true considering the animation of other extremeties (zombies heads bobbing when poked, weapon holding arm moving, etc), making the game look as if leg animation was intended but not yet implemented, thus giving the graphics an incomplete quality.
</p></div></div><p>

That&#39;s true, but LG legs are (I think) harder to animate than the mentionned objects. I&#39;ll try to separate the feet and see how it looks once animated anyway, it&#39;s worth a try.</p><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
For a little more constructive criticism, I would suggest (in no particular order) that zombies fall over in the direction opposite of that which they were shot from; throwable weapons stay around a little longer, ie: throwing stars stick in the zombie for a period of time before vanishing and X-Box controllers bounce off and stay on the ground a while; perhaps have zombies fade out rather than disappear all at once; and give some of the larger weapons visible kickback.
</p></div></div><p>

Thanks for the feedback, I&#39;ll try to add that (characters falling is easy, xbox bouncing too, but weapons &quot;sticking&quot; to another object might be harder to implement)</p><p>Edit:<br />In the meantime, I&#39;ve designed the desert eagle:  </p><p><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/c/e/ce4094e99c2ec1fb909ba170950347a0.png" alt="deagleiu4.png" width="158" height="139" /></p><p>:]
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		<author>no-reply@allegro.cc (Epsi)</author>
		<pubDate>Tue, 25 Jul 2006 03:49:11 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Cool I hope this will be a really nasty gun for enemies, muhehehe <img src="http://www.allegro.cc/forums/smileys/grin.gif" alt=";D" />
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		<author>no-reply@allegro.cc (OICW)</author>
		<pubDate>Tue, 25 Jul 2006 11:43:36 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
Cool I hope this will be a really nasty gun for enemies, muhehehe
</p></div></div><p>

Yeah I&#39;ve added a new death anim just for this gun: exploding heads (à la RE4). <img src="http://www.allegro.cc/forums/smileys/grin.gif" alt=";D" />
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		<author>no-reply@allegro.cc (Epsi)</author>
		<pubDate>Tue, 25 Jul 2006 12:36:05 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Hehe, I&#39;m really looking forward to play it. <img src="http://www.allegro.cc/forums/smileys/cool.gif" alt="8-)" />
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		<author>no-reply@allegro.cc (OICW)</author>
		<pubDate>Tue, 25 Jul 2006 13:37:50 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
Hehe, I&#39;m really looking forward to play it. <img src="http://www.allegro.cc/forums/smileys/cool.gif" alt="8-)" />
</p></div></div><p>
Me too, however I&#39;m using Linux so I could only <i>ask</i> you to compile it for that.</p><p>Though, why do you have comic makers as playable characters?
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		<author>no-reply@allegro.cc (Archon)</author>
		<pubDate>Wed, 26 Jul 2006 07:27:34 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>For reasons fairly obvious if you&#39;ve read the comic. <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" /></p><p><span class="remote-thumbnail"><span class="json">{"name":"00000002.jpg","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/f\/a\/faf33ed5ae5a3e2e0135eb9511d8e8f6.gif","w":771,"h":235,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/f\/a\/faf33ed5ae5a3e2e0135eb9511d8e8f6"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/f/a/faf33ed5ae5a3e2e0135eb9511d8e8f6-240.jpg" alt="00000002.jpg" width="240" height="73" /></span><br /><span class="remote-thumbnail"><span class="json">{"name":"00001399.jpg","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/0\/9096e5848db59d7ebf80a38e9e001f41.jpg","w":764,"h":208,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/9\/0\/9096e5848db59d7ebf80a38e9e001f41"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/9/0/9096e5848db59d7ebf80a38e9e001f41-240.jpg" alt="00001399.jpg" width="240" height="65" /></span><br /><span class="remote-thumbnail"><span class="json">{"name":"00000009.jpg","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/5\/058fc7bc4fbdb37238adcef1dc47bdb4.gif","w":771,"h":235,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/5\/058fc7bc4fbdb37238adcef1dc47bdb4"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/0/5/058fc7bc4fbdb37238adcef1dc47bdb4-240.jpg" alt="00000009.jpg" width="240" height="73" /></span><br /><span class="remote-thumbnail"><span class="json">{"name":"00000269.jpg","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/8\/d87e20bf7926be4e3fe3d096100ccbde.gif","w":769,"h":237,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/d\/8\/d87e20bf7926be4e3fe3d096100ccbde"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/d/8/d87e20bf7926be4e3fe3d096100ccbde-240.jpg" alt="00000269.jpg" width="240" height="73" /></span><br /><span class="remote-thumbnail"><span class="json">{"name":"00000569.jpg","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/1\/b\/1b795ca29b4a7b08996ebdccc6d585b2.gif","w":771,"h":237,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/1\/b\/1b795ca29b4a7b08996ebdccc6d585b2"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/1/b/1b795ca29b4a7b08996ebdccc6d585b2-240.jpg" alt="00000569.jpg" width="240" height="73" /></span><br /><span class="remote-thumbnail"><span class="json">{"name":"00000599.jpg","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/c\/a\/ca9e40268a2927db242b11b00b443311.gif","w":771,"h":237,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/c\/a\/ca9e40268a2927db242b11b00b443311"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/c/a/ca9e40268a2927db242b11b00b443311-240.jpg" alt="00000599.jpg" width="240" height="73" /></span><br /><span class="remote-thumbnail"><span class="json">{"name":"00000639.jpg","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/2\/e2efabe2bc0c6532108da7d90e8d0731.gif","w":771,"h":237,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/e\/2\/e2efabe2bc0c6532108da7d90e8d0731"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/e/2/e2efabe2bc0c6532108da7d90e8d0731-240.jpg" alt="00000639.jpg" width="240" height="73" /></span><br /><span class="remote-thumbnail"><span class="json">{"name":"00000618.jpg","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/f\/4f01f0b0bab2294baeb60987fe5e787f.gif","w":771,"h":237,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/4\/f\/4f01f0b0bab2294baeb60987fe5e787f"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/4/f/4f01f0b0bab2294baeb60987fe5e787f-240.jpg" alt="00000618.jpg" width="240" height="73" /></span><br /><span class="remote-thumbnail"><span class="json">{"name":"00000816.jpg","src":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/1\/01a515a0ecd3bd0007789fa28bd565f7.gif","w":771,"h":237,"tn":"\/\/djungxnpq2nug.cloudfront.net\/image\/cache\/0\/1\/01a515a0ecd3bd0007789fa28bd565f7"}</span><img src="http://www.allegro.cc//djungxnpq2nug.cloudfront.net/image/cache/0/1/01a515a0ecd3bd0007789fa28bd565f7-240.jpg" alt="00000816.jpg" width="240" height="73" /></span></p><p>All I care to dig up right now. I like that Piro/Tycho one. <img src="http://www.allegro.cc/forums/smileys/grin.gif" alt=";D" />
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		<author>no-reply@allegro.cc (23yrold3yrold)</author>
		<pubDate>Wed, 26 Jul 2006 07:55:26 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
Me too, however I&#39;m using Linux so I could only ask you to compile it for that
</p></div></div><p>
Well then I kinda need a QueryPerformance equivalent (I&#39;m in a crusade against the normal Ticks() <img src="http://www.allegro.cc/forums/smileys/tongue.gif" alt=":P" />).</p><p>23yrold3yrold yes, and don&#39;t forget the <a href="http://www.little-gamers.com/index.php?comicID=1035">cardboard samourai</a> <img src="http://www.allegro.cc/forums/smileys/grin.gif" alt=";D" />
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		<author>no-reply@allegro.cc (Epsi)</author>
		<pubDate>Wed, 26 Jul 2006 10:07:45 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>Told you, all I had the patience to dig up. That one after the one you posted is hilarious, btw. ^_^
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		<author>no-reply@allegro.cc (23yrold3yrold)</author>
		<pubDate>Wed, 26 Jul 2006 10:17:05 +0000</pubDate>
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	<item>
		<description><![CDATA[<div class="mockup v2"><p><span class="source-code"><a href="http://www.delorie.com/djgpp/doc/libc/libc_421.html" target="_blank">gettimeofday</a></span>
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Kitty Cat)</author>
		<pubDate>Wed, 26 Jul 2006 10:18:27 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>there is a &quot;search&quot; for characters in the archive mode for quick searchs like that <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" /></p><p>and gettimeofday() ?
</p><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
Note that although this function returns microseconds for compatibility reasons, the values are precise to less than 1/20 of a second only
</p></div></div><p>

Eviiiiiiiiiiiiiiil
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Epsi)</author>
		<pubDate>Wed, 26 Jul 2006 10:26:12 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
Eviiiiiiiiiiiiiiil
</p></div></div><p>
I think that&#39;s just for the DJGPP version. My man pages don&#39;t seem to mention anything like that.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Kitty Cat)</author>
		<pubDate>Wed, 26 Jul 2006 10:56:08 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>Epsi, um, yeah, check this out: <a href="http://www.die.net/doc/linux/man/man2/gettimeofday.2.html">http://www.die.net/doc/linux/man/man2/gettimeofday.2.html</a>
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Thomas Fjellstrom)</author>
		<pubDate>Wed, 26 Jul 2006 11:39:26 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>That cardboard samurai reminds me the Black knight from the Holy Grail.
</p><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
Come on, fight, it&#39;s just a scratch...
</p></div></div><p>

Edit: aww I just saw how long they&#39;re doing that comic <img src="http://www.allegro.cc/forums/smileys/shocked.gif" alt=":o" />
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (OICW)</author>
		<pubDate>Wed, 26 Jul 2006 12:01:56 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>Is Epsi a fan of little-gamers or is he affiliated with the drawers?
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Archon)</author>
		<pubDate>Wed, 26 Jul 2006 13:11:57 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>I&#39;m working in collaboration with the authors (Mr. Madsen has drawn some of the weapons).
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Epsi)</author>
		<pubDate>Wed, 26 Jul 2006 16:20:32 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>
</p><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
I&#39;m working in collaboration with the authors
</p></div></div><p>
That&#39;s cool. <img src="http://www.allegro.cc/forums/smileys/smiley.gif" alt=":)" />
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Richard Phipps)</author>
		<pubDate>Wed, 26 Jul 2006 16:23:47 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title">Quote:</div><div class="quote"><p>
I&#39;m working in collaboration with the authors (Mr. Madsen has drawn some of the weapons).
</p></div></div><p>
How did you know them initially?
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Archon)</author>
		<pubDate>Thu, 27 Jul 2006 07:09:44 +0000</pubDate>
	</item>
	<item>
		<description><![CDATA[<div class="mockup v2"><p>I&#39;ve mailed them about the project more than one year ago, and they were enthusiastic about it.
</p></div>]]>
		</description>
		<author>no-reply@allegro.cc (Epsi)</author>
		<pubDate>Thu, 27 Jul 2006 10:05:20 +0000</pubDate>
	</item>
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