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	<title>Comments on: </title>
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	<link>https://mm.soldat.pl/development-log/575</link>
	<description>Michał Marcinkowski&#039;s: Gamedev Log &#38; Articles</description>
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		<title>By: nanno</title>
		<link>https://mm.soldat.pl/development-log/575/comment-page-1#comment-111112</link>
		<dc:creator><![CDATA[nanno]]></dc:creator>
		<pubDate>Tue, 06 Oct 2009 06:06:34 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=575#comment-111112</guid>
		<description><![CDATA[You can do that by pressing Up and left to go up or just left to pass by the stairs. Jumping could be a different key and it won&#039;t make the character hard to control.]]></description>
		<content:encoded><![CDATA[<p>You can do that by pressing Up and left to go up or just left to pass by the stairs. Jumping could be a different key and it won&#8217;t make the character hard to control.</p>
]]></content:encoded>
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		<title>By: Makron666</title>
		<link>https://mm.soldat.pl/development-log/575/comment-page-1#comment-111107</link>
		<dc:creator><![CDATA[Makron666]]></dc:creator>
		<pubDate>Tue, 06 Oct 2009 05:22:17 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=575#comment-111107</guid>
		<description><![CDATA[I was going to suggest making the decision by checking where the player is looking, but that would create a major gameplay problem, such as looking at someone on ground level and attempting to climb the stairs.]]></description>
		<content:encoded><![CDATA[<p>I was going to suggest making the decision by checking where the player is looking, but that would create a major gameplay problem, such as looking at someone on ground level and attempting to climb the stairs.</p>
]]></content:encoded>
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	<item>
		<title>By: Zoey101</title>
		<link>https://mm.soldat.pl/development-log/575/comment-page-1#comment-111101</link>
		<dc:creator><![CDATA[Zoey101]]></dc:creator>
		<pubDate>Tue, 06 Oct 2009 02:51:28 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=575#comment-111101</guid>
		<description><![CDATA[&gt;=[

After playing that demo thing you guys have this game seems pretty awesome. When is it going to come out? soon? I&#039;m looking at the older posts here and it dates back to 2007.]]></description>
		<content:encoded><![CDATA[<p>&gt;=[</p>
<p>After playing that demo thing you guys have this game seems pretty awesome. When is it going to come out? soon? I&#8217;m looking at the older posts here and it dates back to 2007.</p>
]]></content:encoded>
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	<item>
		<title>By: asd</title>
		<link>https://mm.soldat.pl/development-log/575/comment-page-1#comment-111090</link>
		<dc:creator><![CDATA[asd]]></dc:creator>
		<pubDate>Mon, 05 Oct 2009 23:41:04 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=575#comment-111090</guid>
		<description><![CDATA[Doesn&#039;t Little Big Adventure solve this problem by adding layers? I haven&#039;t played the game, but it looks so in the promo materials. As far as I get it, the problem is: how to easily and firmly decide whether you are going straight or up the stairs, when you run and jump forward. This would be a clean solution: stairs are on one layer, floor is on the other; you can change the layer with a special button. Of course then it is a problem o communicating which layer the player currently is on, so it would be clear. This is even more non-trivial in a graphically 2d game like Link-Dead.

Making the gameplay multilayered would of course be a big design decision.

I am curious of your solution.]]></description>
		<content:encoded><![CDATA[<p>Doesn&#8217;t Little Big Adventure solve this problem by adding layers? I haven&#8217;t played the game, but it looks so in the promo materials. As far as I get it, the problem is: how to easily and firmly decide whether you are going straight or up the stairs, when you run and jump forward. This would be a clean solution: stairs are on one layer, floor is on the other; you can change the layer with a special button. Of course then it is a problem o communicating which layer the player currently is on, so it would be clear. This is even more non-trivial in a graphically 2d game like Link-Dead.</p>
<p>Making the gameplay multilayered would of course be a big design decision.</p>
<p>I am curious of your solution.</p>
]]></content:encoded>
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	<item>
		<title>By: archont</title>
		<link>https://mm.soldat.pl/development-log/575/comment-page-1#comment-111062</link>
		<dc:creator><![CDATA[archont]]></dc:creator>
		<pubDate>Mon, 05 Oct 2009 20:42:28 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=575#comment-111062</guid>
		<description><![CDATA[The simplest solution is always the best.

With that in mind:
if(Math::random()&gt;0.5)
{
   this.state = STATE_CLIMBING;
} else {
   this.state = STATE_ONWARD!!!!;
}]]></description>
		<content:encoded><![CDATA[<p>The simplest solution is always the best.</p>
<p>With that in mind:<br />
if(Math::random()&gt;0.5)<br />
{<br />
   this.state = STATE_CLIMBING;<br />
} else {<br />
   this.state = STATE_ONWARD!!!!;<br />
}</p>
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