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	<title>Comments for GDTech</title>
	<atom:link href="http://gamesandtech.wordpress.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://gamesandtech.wordpress.com</link>
	<description>A Blog About Game Development &#38; Technology</description>
	<lastBuildDate>Wed, 09 Dec 2009 21:48:28 +0000</lastBuildDate>
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		<item>
		<title>Comment on Comparing Objects in Actionscript [FINAL] by Comparing Objects in Actionscript &#171; GDTech</title>
		<link>http://gamesandtech.wordpress.com/2008/04/18/comparing-objects-in-actionscript-final/#comment-62</link>
		<dc:creator>Comparing Objects in Actionscript &#171; GDTech</dc:creator>
		<pubDate>Wed, 09 Dec 2009 21:48:28 +0000</pubDate>
		<guid isPermaLink="false">http://gamesandtech.wordpress.com/?p=18#comment-62</guid>
		<description>[...] subject that correct some shortcomings in this post. Comparing Objects in Actionscript [REVISITED] Comparing Objects in Actionscript [FINAL] Possibly related posts: (automatically generated)Comparing Objects in Actionscript [...]</description>
		<content:encoded><![CDATA[<p>[...] subject that correct some shortcomings in this post. Comparing Objects in Actionscript [REVISITED] Comparing Objects in Actionscript [FINAL] Possibly related posts: (automatically generated)Comparing Objects in Actionscript [...]</p>
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		<title>Comment on Actionscript 3 Hidden Gem: addFrameScript by Darren Schnare</title>
		<link>http://gamesandtech.wordpress.com/2008/07/28/actionscript-3-hidden-gem-addframescript/#comment-49</link>
		<dc:creator>Darren Schnare</dc:creator>
		<pubDate>Sun, 27 Sep 2009 15:35:11 +0000</pubDate>
		<guid isPermaLink="false">http://gamesandtech.wordpress.com/?p=42#comment-49</guid>
		<description>My apologies, I had forgotten to add the line where the &lt;code&gt;__playing&lt;/code&gt; field was declared. Figured that would have been obvious.

Scythe: This was a big problem in several instances in a 2D side scrolling game that I helped develop just over a year ago. As stated above, each time we added a framescript dynamically while the playhead was playing we crashed the player. We isolated the cause to the &lt;code&gt;addFrameScript&lt;/code&gt; method. We even tested it  with a simple file containing a playing movieclip and added framescripts to it, we got the same problems.

Now I can&#039;t recall the exact player version but I know it was one of the earlier versions of player 9. 

One other issue we found with &lt;code&gt;addFrameScript&lt;/code&gt; was that the calls tended to fail and even be completely erased with components on the timeline. That is to say that prior calls to &lt;code&gt;addFrameScript&lt;/code&gt; with valid function pointers, before any instances were added to the timeline, the functions wouldn&#039;t execute at all with components on the timeline. So the bottom line is that (for player 9.x anyways) it&#039;s best to just use components on the timeline or &lt;code&gt;addFrameScripts&lt;/code&gt; but not both at the same time.

With player 10.x is out now I&#039;ve tested this again and it seems that there has no more problems. I was able to add frame scripts while the playhead was playing and while components were on the timeline.

As for the formatting problems, sorry about that, but I just verified again that the code does in fact work as posted. Just it was missing the &lt;code&gt;__playing&lt;/code&gt; field.

The code now has the proper formatting and the missing field.</description>
		<content:encoded><![CDATA[<p>My apologies, I had forgotten to add the line where the <code>__playing</code> field was declared. Figured that would have been obvious.</p>
<p>Scythe: This was a big problem in several instances in a 2D side scrolling game that I helped develop just over a year ago. As stated above, each time we added a framescript dynamically while the playhead was playing we crashed the player. We isolated the cause to the <code>addFrameScript</code> method. We even tested it  with a simple file containing a playing movieclip and added framescripts to it, we got the same problems.</p>
<p>Now I can&#8217;t recall the exact player version but I know it was one of the earlier versions of player 9. </p>
<p>One other issue we found with <code>addFrameScript</code> was that the calls tended to fail and even be completely erased with components on the timeline. That is to say that prior calls to <code>addFrameScript</code> with valid function pointers, before any instances were added to the timeline, the functions wouldn&#8217;t execute at all with components on the timeline. So the bottom line is that (for player 9.x anyways) it&#8217;s best to just use components on the timeline or <code>addFrameScripts</code> but not both at the same time.</p>
<p>With player 10.x is out now I&#8217;ve tested this again and it seems that there has no more problems. I was able to add frame scripts while the playhead was playing and while components were on the timeline.</p>
<p>As for the formatting problems, sorry about that, but I just verified again that the code does in fact work as posted. Just it was missing the <code>__playing</code> field.</p>
<p>The code now has the proper formatting and the missing field.</p>
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		<title>Comment on Actionscript 3 Hidden Gem: addFrameScript by Scythe</title>
		<link>http://gamesandtech.wordpress.com/2008/07/28/actionscript-3-hidden-gem-addframescript/#comment-48</link>
		<dc:creator>Scythe</dc:creator>
		<pubDate>Mon, 21 Sep 2009 19:15:39 +0000</pubDate>
		<guid isPermaLink="false">http://gamesandtech.wordpress.com/?p=42#comment-48</guid>
		<description>Great info! (Don&#039;t listen to those other commenters.)

But I&#039;m still a little curious. What is it about addFrameScript that freezes the program and makes it necessary to override it like that? I see that in the override function you&#039;re using gotoAndPlay() instead of play(). If you try to use play() on a frame that has addFrameScript in it will that freeze the program even if it was stopped when addFrameScript was called? What if you use gotoAndPlay to go to a frame that has addFrameScript?</description>
		<content:encoded><![CDATA[<p>Great info! (Don&#8217;t listen to those other commenters.)</p>
<p>But I&#8217;m still a little curious. What is it about addFrameScript that freezes the program and makes it necessary to override it like that? I see that in the override function you&#8217;re using gotoAndPlay() instead of play(). If you try to use play() on a frame that has addFrameScript in it will that freeze the program even if it was stopped when addFrameScript was called? What if you use gotoAndPlay to go to a frame that has addFrameScript?</p>
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		<title>Comment on Actionscript 3 Hidden Gem: addFrameScript by I</title>
		<link>http://gamesandtech.wordpress.com/2008/07/28/actionscript-3-hidden-gem-addframescript/#comment-47</link>
		<dc:creator>I</dc:creator>
		<pubDate>Mon, 17 Aug 2009 21:24:20 +0000</pubDate>
		<guid isPermaLink="false">http://gamesandtech.wordpress.com/?p=42#comment-47</guid>
		<description>Your code doesn&#039;t work.</description>
		<content:encoded><![CDATA[<p>Your code doesn&#8217;t work.</p>
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	<item>
		<title>Comment on Actionscript 3 Hidden Gem: addFrameScript by Macaca</title>
		<link>http://gamesandtech.wordpress.com/2008/07/28/actionscript-3-hidden-gem-addframescript/#comment-46</link>
		<dc:creator>Macaca</dc:creator>
		<pubDate>Sat, 04 Jul 2009 11:40:44 +0000</pubDate>
		<guid isPermaLink="false">http://gamesandtech.wordpress.com/?p=42#comment-46</guid>
		<description>Yer code examples would be somewhat more usefull (by becoming readeble) if some proper indenting would be applied. Also some form of syntax highlighting and a wider template blog would be nice. Posting grey left-aligned code in a 400-500 wide column misses the point of displaying nice code.</description>
		<content:encoded><![CDATA[<p>Yer code examples would be somewhat more usefull (by becoming readeble) if some proper indenting would be applied. Also some form of syntax highlighting and a wider template blog would be nice. Posting grey left-aligned code in a 400-500 wide column misses the point of displaying nice code.</p>
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		<title>Comment on Comparing Objects in Actionscript [FINAL] by ActionScript 101: Object comparisons &#171; :maohao:</title>
		<link>http://gamesandtech.wordpress.com/2008/04/18/comparing-objects-in-actionscript-final/#comment-45</link>
		<dc:creator>ActionScript 101: Object comparisons &#171; :maohao:</dc:creator>
		<pubDate>Sun, 08 Mar 2009 00:39:28 +0000</pubDate>
		<guid isPermaLink="false">http://gamesandtech.wordpress.com/?p=18#comment-45</guid>
		<description>[...] Here, [...]</description>
		<content:encoded><![CDATA[<p>[...] Here, [...]</p>
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	<item>
		<title>Comment on Comparing Objects in Actionscript [FINAL] by Brandon</title>
		<link>http://gamesandtech.wordpress.com/2008/04/18/comparing-objects-in-actionscript-final/#comment-44</link>
		<dc:creator>Brandon</dc:creator>
		<pubDate>Tue, 03 Mar 2009 21:30:52 +0000</pubDate>
		<guid isPermaLink="false">http://gamesandtech.wordpress.com/?p=18#comment-44</guid>
		<description>Brilliant! Thanks a ton!</description>
		<content:encoded><![CDATA[<p>Brilliant! Thanks a ton!</p>
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	<item>
		<title>Comment on All Girl Arcade by Tony King</title>
		<link>http://gamesandtech.wordpress.com/2008/04/15/link-of-the-day-all-girl-arcade/#comment-42</link>
		<dc:creator>Tony King</dc:creator>
		<pubDate>Mon, 24 Nov 2008 16:56:12 +0000</pubDate>
		<guid isPermaLink="false">http://gamesandtech.wordpress.com/?p=16#comment-42</guid>
		<description>Great article. I play games free at http://N2Flash.com 

N2Flash.com offers over 1000 free games, including classic Nintendo games. You can customize your homepage, compete for high scores, and even win free prizes like an iPod.

-Tony King</description>
		<content:encoded><![CDATA[<p>Great article. I play games free at <a href="http://N2Flash.com" rel="nofollow">http://N2Flash.com</a> </p>
<p>N2Flash.com offers over 1000 free games, including classic Nintendo games. You can customize your homepage, compete for high scores, and even win free prizes like an iPod.</p>
<p>-Tony King</p>
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	<item>
		<title>Comment on CartoonSmart by mike7777</title>
		<link>http://gamesandtech.wordpress.com/2008/04/02/cartoonsmart/#comment-41</link>
		<dc:creator>mike7777</dc:creator>
		<pubDate>Wed, 19 Nov 2008 03:09:24 +0000</pubDate>
		<guid isPermaLink="false">http://gamesandtech.wordpress.com/?p=13#comment-41</guid>
		<description>Thank you for all the useful course links!

Cheers,

Mike,
www.3darkitektur.dk</description>
		<content:encoded><![CDATA[<p>Thank you for all the useful course links!</p>
<p>Cheers,</p>
<p>Mike,<br />
<a href="http://www.3darkitektur.dk" rel="nofollow">http://www.3darkitektur.dk</a></p>
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	<item>
		<title>Comment on The Boost C++ Libraries on a Mac by Darren Schnare</title>
		<link>http://gamesandtech.wordpress.com/2008/09/28/the-boost-c-libraries-on-a-mac/#comment-40</link>
		<dc:creator>Darren Schnare</dc:creator>
		<pubDate>Mon, 29 Sep 2008 14:07:45 +0000</pubDate>
		<guid isPermaLink="false">http://gamesandtech.wordpress.com/?p=59#comment-40</guid>
		<description>Perhaps I should have downloaded the .tar.gz files instead, coming from a Windows centric world I opted to download the .zip files. Noted for next time.

Thanks AK, this was exactly why I intended to use the boost libraries ... portability. I wanted to write the C++ code once and be able to build on multiple environments with no difficulties.

Michael, I prefer to use the fstrem library found in the STL for creating and opening files, but I still needed a reliable and portable means for creating and traversing directory hierarchies. I could have chosen to go your route, but then I&#039;d be shooting myself in the foot when I needed the system to run on a Windows machine. I opted for a solution that wouldn&#039;t require any code maintenance or refactoring  when porting to other environments.</description>
		<content:encoded><![CDATA[<p>Perhaps I should have downloaded the .tar.gz files instead, coming from a Windows centric world I opted to download the .zip files. Noted for next time.</p>
<p>Thanks AK, this was exactly why I intended to use the boost libraries &#8230; portability. I wanted to write the C++ code once and be able to build on multiple environments with no difficulties.</p>
<p>Michael, I prefer to use the fstrem library found in the STL for creating and opening files, but I still needed a reliable and portable means for creating and traversing directory hierarchies. I could have chosen to go your route, but then I&#8217;d be shooting myself in the foot when I needed the system to run on a Windows machine. I opted for a solution that wouldn&#8217;t require any code maintenance or refactoring  when porting to other environments.</p>
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