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<channel>
	<title>The Way of the Wampus</title>
	<atom:link href="http://www.livingmidnight.com/devblog/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.livingmidnight.com/devblog</link>
	<description>a Blog by Oli Coombs - Developer at Living Midnight</description>
	<lastBuildDate>Mon, 04 Jun 2012 19:31:53 +0000</lastBuildDate>
	<language>en-US</language>
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		<title>Change of plan</title>
		<link>http://www.livingmidnight.com/devblog/2012/06/04/140/</link>
		<comments>http://www.livingmidnight.com/devblog/2012/06/04/140/#comments</comments>
		<pubDate>Mon, 04 Jun 2012 19:30:04 +0000</pubDate>
		<dc:creator>Wampus</dc:creator>
				<category><![CDATA[Chaos: The Battle of Wizards]]></category>
		<category><![CDATA[Indie Development]]></category>
		<category><![CDATA[NaGaDeMo]]></category>

		<guid isPermaLink="false">http://www.livingmidnight.com/devblog/?p=140</guid>
		<description><![CDATA[So, on Friday I did a quick assessment of what would be required to get a passable isometric projection style game done in a month. I realised it wasn&#8217;t realistic to attempt it. I mean, coding the engine complete with &#8230;<p class="read-more"><a href="http://www.livingmidnight.com/devblog/2012/06/04/140/">Read more &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p>So, on Friday I did a quick assessment of what would be required to get a passable isometric projection style game done in a month. I realised it wasn&#8217;t realistic to attempt it. I mean, coding the engine complete with collision detection, basic physics, screen-to-world translation, etc. could be done in a month. Coding prototypes is real quick. However, Creating a decent game after the groundwork has been done would take another month, at least. So, since it was the first day of NaGaDeMo I changed my plan back to writing Chaos Rematch, had a relaxing weekend and started again with a vengeance today.</p>
<p>For what its worth, here is a screenshot of the isometric engine as it stood after one night&#8217;s brainstorming:-</p>
<p><a href="http://i904.photobucket.com/albums/ac242/wheeethefibble/webpics/isometric.jpg"><img src="http://i904.photobucket.com/albums/ac242/wheeethefibble/webpics/isometric.jpg" alt="" width="611" height="454" /></a></p>
<p>Albert from Puli Games added more advanced smooth shading to the sourcecode:-</p>
<p><a href="http://i904.photobucket.com/albums/ac242/wheeethefibble/webpics/isoshading.jpg"><img src="http://i904.photobucket.com/albums/ac242/wheeethefibble/webpics/isoshading.jpg" alt="" width="640" height="480" /></a></p>
<p>Nice, eh? He also went on to create a rudimentary editor:-</p>
<p><a href="http://i904.photobucket.com/albums/ac242/wheeethefibble/webpics/isoedit.jpg"><img src="http://i904.photobucket.com/albums/ac242/wheeethefibble/webpics/isoedit.jpg" alt="" width="1024" height="480" /></a></p>
<p>Unfortunately when I compiled the code with the new shading for Android I found the performance cost was very high indeed. For desktops and laptops there would never be a problem but most mobile devices just wouldn&#8217;t have the GPU to cope. So, before I did my time requirement assessment on Friday I worked on an alternative shading routine that would, in theory at most, double the performance cost of rendering a scene. The original performed very fast indeed so doubling would still allow for excellent framerate on current mid-range mobile devices. Even my Nook Color deals with 8x demand without looking bad.</p>
<p>Initially the method I wanted to use needed 1296 32&#215;32 blocks of texture memory to render shadows for top-down sides. I managed to reduce that to 6 16&#215;16 blocks by rendering each corner separately without loss of image fidelity. Not often possible to reduce memory usage by a factor of 216.</p>
<p>Now, on with Chaos Rematch&#8230;</p>
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		<title>National Game Development Month</title>
		<link>http://www.livingmidnight.com/devblog/2012/06/01/national-game-development-month/</link>
		<comments>http://www.livingmidnight.com/devblog/2012/06/01/national-game-development-month/#comments</comments>
		<pubDate>Fri, 01 Jun 2012 19:07:09 +0000</pubDate>
		<dc:creator>Wampus</dc:creator>
				<category><![CDATA[Indie Development]]></category>
		<category><![CDATA[NaGaDeMo]]></category>

		<guid isPermaLink="false">http://www.livingmidnight.com/devblog/?p=135</guid>
		<description><![CDATA[Signed up for National Game Development Month. My aim is to start a new game and complete it by the end of June. I&#8217;m going to blog about it regularly, which will be breaking with my almost non-existent blogging habit. &#8230;<p class="read-more"><a href="http://www.livingmidnight.com/devblog/2012/06/01/national-game-development-month/">Read more &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p>Signed up for <a title="National Game Development Month" href="http://nagademo.com/" target="_blank">National Game Development Month</a>. My aim is to start a new game and complete it by the end of June. I&#8217;m going to blog about it regularly, which will be breaking with my almost non-existent blogging habit. There will also be updates by twitter: <s>@</s>livingmidnight and YouTube: <a title="Living Midnight on YouTude" href="http://www.youtube.com/user/LivingMidnight" target="_blank">http://www.youtube.com/user/LivingMidnight</a></p>
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		<title>A game in 10 hours</title>
		<link>http://www.livingmidnight.com/devblog/2012/03/29/a-game-in-10-hours/</link>
		<comments>http://www.livingmidnight.com/devblog/2012/03/29/a-game-in-10-hours/#comments</comments>
		<pubDate>Thu, 29 Mar 2012 18:37:56 +0000</pubDate>
		<dc:creator>Wampus</dc:creator>
				<category><![CDATA[Announcements]]></category>
		<category><![CDATA[Indie Development]]></category>
		<category><![CDATA[Stuff and Nonsense]]></category>

		<guid isPermaLink="false">http://www.livingmidnight.com/devblog/?p=126</guid>
		<description><![CDATA[The video of Kerri and me trying to create a game in 5 hours, which turned into 10, is now up on YouTube:- You can download the game for the PC platform from here: http://www.mediafire.com/?dunx1hbafl7yt9v Just unzip and play.]]></description>
				<content:encoded><![CDATA[<p>The video of Kerri and me trying to create a game in 5 hours, which turned into 10, is now up on YouTube:-</p>
<p><span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='620' height='379' src='http://www.youtube.com/embed/OomZIlFkW8I?version=3&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;wmode=transparent' frameborder='0'></iframe></span></p>
<p>You can download the game for the PC platform from here: <a title="Download Wampus's Basement for PC" href="http://www.mediafire.com/?dunx1hbafl7yt9v" target="_blank">http://www.mediafire.com/?dunx1hbafl7yt9v</a></p>
<p>Just unzip and play.</p>
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		<title>Chaos update</title>
		<link>http://www.livingmidnight.com/devblog/2012/03/25/chaos-update/</link>
		<comments>http://www.livingmidnight.com/devblog/2012/03/25/chaos-update/#comments</comments>
		<pubDate>Sun, 25 Mar 2012 20:31:55 +0000</pubDate>
		<dc:creator>Wampus</dc:creator>
				<category><![CDATA[Chaos: The Battle of Wizards]]></category>
		<category><![CDATA[Indie Development]]></category>

		<guid isPermaLink="false">http://www.livingmidnight.com/devblog/?p=120</guid>
		<description><![CDATA[Some time ago I posted about starting a project to create an unofficial sequel to Chaos: The Battle of Wizards. That project is getting a boost. From now until its finished most of the posts here will be about my &#8230;<p class="read-more"><a href="http://www.livingmidnight.com/devblog/2012/03/25/chaos-update/">Read more &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p>Some time ago I posted about starting a project to <a title="Unofficial sequal to Chaos: The Battle of Wizards" href="http://www.livingmidnight.com/devblog/2011/12/20/im-creating-an-unofficial-sequel-to-chaos-the-battle-of-wizards/" target="_blank">create an unofficial sequel to Chaos: The Battle of Wizards</a>. That project is getting a boost. From now until its finished most of the posts here will be about my take on the classic Chaos game.</p>
<p>Although Chaos has been cloned a great many times I&#8217;ve never seen a version available on iOS. I wanted to fix that. However, I didn&#8217;t just want to create a clone of the original game because there are plenty of those on other platforms. For example, on Android <a title="Android version of Chaos" href="https://play.google.com/store/apps/details?id=chaos.app" target="_blank">there is a version available</a> by a guy called Richard Quirky. It is very faithful to the original while also fixing a few bugs and extending some features. He&#8217;s done a real good job and I wouldn&#8217;t want to duplicate the effort. So, a sequel of sorts definitely seemed the way to go.</p>
<p>Its a hard thing to try to capture what was great about a 27 year old computer game and thoroughly update it without loosing something in the process. I hope I can make up for any losses by adding enough cool new things to make the fans happy.</p>
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		<title>Resizing textures for all devices</title>
		<link>http://www.livingmidnight.com/devblog/2012/03/23/resizing-textures-for-all-devices/</link>
		<comments>http://www.livingmidnight.com/devblog/2012/03/23/resizing-textures-for-all-devices/#comments</comments>
		<pubDate>Fri, 23 Mar 2012 22:27:04 +0000</pubDate>
		<dc:creator>Wampus</dc:creator>
				<category><![CDATA[Indie Development]]></category>
		<category><![CDATA[Prittle Prattle]]></category>

		<guid isPermaLink="false">http://www.livingmidnight.com/devblog/?p=117</guid>
		<description><![CDATA[Apps designed to work with multiple resolutions have a design problem to overcome regarding different resolutions. You might be working with something as small as 480&#215;320 to as big as the new iPad&#8217;s 2048&#215;1536 resolution. Obviously textures that fit nicely &#8230;<p class="read-more"><a href="http://www.livingmidnight.com/devblog/2012/03/23/resizing-textures-for-all-devices/">Read more &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p>Apps designed to work with multiple resolutions have a design problem to overcome regarding different resolutions. You might be working with something as small as 480&#215;320 to as big as the new iPad&#8217;s 2048&#215;1536 resolution. Obviously textures that fit nicely a 480 width screen would look awful zoomed up over 4 times their original definition. However, if you start with large textures and shrink them down when rendered on smaller screens the performance can be poor. Small devices are usually less powerful too. One way to overcome the performance hit on smaller devices is to have larger, better defined texture sheets for larger resolutions and smaller, less defined texture sheets for smaller resolutions.</p>
<p>The above works well and it links in with another issue. If you want to be able to zoom in and out of the action, say, in an action video game, the further out you go the bigger the performance hit with having to render so many textures while zooming in can result in loosing a lot of definition. The solution is similar to what I mentioned in the above paragraph and also the mip-mapping techniques used in 3D games &#8211; different textures for different magnifications.</p>
<p>What I&#8217;m trying to do today is create a 2D texture rendering system that can not only adjust itself for multiple resolutions but also use different quality textures depending on how close to the action the current zoom level is. In theory I think it should be possible to use OpenGL mip-mapping to achieve this. Instead I will create my own system capable of retrofitting old code because I know the technique I use works for sure. Ideally I want to take any set of large sprites, run them through something like <a title="TexturePacker" href="http://www.texturepacker.com/" target="_blank">TexturePacker</a> (a GREAT bit of software, btw) and let my system take care of the rest. In the end it could speed up development time considerably.</p>
<p>In other news, inspired by <a title="ludumdare" href="http://ludumdare.com/" target="_blank">Ludum Dare</a> and other similar competitions/projects I attempted to write a game in 5 hours. The time taken doubled to 10 hours and I ended up including previously written code. Even still, the experience was fun and I got a game out of it. Will post a video, download link and explanation soon.</p>
<p>Oh, and a PowFish update is immanent.</p>
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		<title>Awesome</title>
		<link>http://www.livingmidnight.com/devblog/2012/02/09/113/</link>
		<comments>http://www.livingmidnight.com/devblog/2012/02/09/113/#comments</comments>
		<pubDate>Fri, 10 Feb 2012 03:47:45 +0000</pubDate>
		<dc:creator>Wampus</dc:creator>
				<category><![CDATA[Awesome]]></category>

		<guid isPermaLink="false">http://www.livingmidnight.com/devblog/?p=113</guid>
		<description><![CDATA[Wow, I just finished watching the &#8216;live action &#8220;reveal&#8221;&#8216; trailer of Sleeping Dogs by Square Enix. I think it will be the best Sleeping Dogs game of all time. To celebrate I am announcing the live action reveal trailer of &#8230;<p class="read-more"><a href="http://www.livingmidnight.com/devblog/2012/02/09/113/">Read more &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p>Wow, I just finished watching the <a href="http://www.gamingunion.net/news/square-enix-announce-sleeping-dogs-with-live-action-trailer--7714.html">&#8216;live action &#8220;reveal&#8221;&#8216; trailer of Sleeping Dogs</a> by Square Enix. I think it will be the best Sleeping Dogs game of all time. To celebrate I am announcing the live action reveal trailer of PowFish.</p>
<p><span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='620' height='379' src='http://www.youtube.com/embed/Cz5Ug2poNnw?version=3&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;wmode=transparent' frameborder='0'></iframe></span></p>
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		<title>I feel bad for Spry Fox</title>
		<link>http://www.livingmidnight.com/devblog/2012/02/07/i-feel-bad-for-spry-fox/</link>
		<comments>http://www.livingmidnight.com/devblog/2012/02/07/i-feel-bad-for-spry-fox/#comments</comments>
		<pubDate>Wed, 08 Feb 2012 00:41:04 +0000</pubDate>
		<dc:creator>Wampus</dc:creator>
				<category><![CDATA[Indie Development]]></category>

		<guid isPermaLink="false">http://www.livingmidnight.com/devblog/?p=108</guid>
		<description><![CDATA[I&#8217;ve been following the story of Spry Fox&#8217;s lawsuit against 6waves Lolapps quite closely. If you don&#8217;t know about this, basically Spy Fox created a great browser-based puzzle game called Triple Town. They later developed it for mobile devices but &#8230;<p class="read-more"><a href="http://www.livingmidnight.com/devblog/2012/02/07/i-feel-bad-for-spry-fox/">Read more &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p>I&#8217;ve been following the story of Spry Fox&#8217;s lawsuit against 6waves Lolapps quite closely. If you don&#8217;t know about this, basically Spy Fox created a great browser-based puzzle game called Triple Town. They later developed it for mobile devices but they were beaten to the finish line by 6waves Lolapps who released Yeti Town &#8211; a clone of triple town featuring practically identical game mechanics. What sets this apart from similar stories of game clones is that Spry Fox were in negotiations with 6waves about publishing Triple Town on Facebook. Ouch. <a title="GameSutra - Spry Fox sues 6Waves Lolapps" href="http://www.gamasutra.com/view/news/39892/Triple_Towns_Spry_Fox_sues_Yeti_Town_dev_6Waves_Lolapps.php" target="_blank">Read more here</a>.</p>
<p>What I find particularly tragic about the above is that Spry Fox obviously try hard to operate with originality and integrity. Daniel Cook, the Chief Creative Officer at Spry Fox, offers up a great deal of resources, wisdom and inspiration <a href="http://www.lostgarden.com/" target="_blank">at his personal blog Lost Garden</a>. He&#8217;s a good person. Its a good company. We all benefit from the kind of creativity and generosity they display. Whether 6waves Lolapps is legally at fault over Yeti Town remains to be seen but I just feel bad for Spry Fox.</p>
<p>Now, I can hardly be called the world&#8217;s most original game designer. PowFish is inspired by Bejeweled and Tetris, Chaos Rematch is an expanded, reimagined homage to Chaos (Chaos is in the Public Domain) and Robot Ninja Assassin will blend many well known game mechanics. Regardless I very much doubt the developers responsible for games I borrow from would ever feel ripped off. Far from it. A game with similar elements to another is a far cry from a blatant clone that competes in the same market as an original.</p>
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		<title>Won a prize :D</title>
		<link>http://www.livingmidnight.com/devblog/2012/01/10/101/</link>
		<comments>http://www.livingmidnight.com/devblog/2012/01/10/101/#comments</comments>
		<pubDate>Tue, 10 Jan 2012 22:48:27 +0000</pubDate>
		<dc:creator>Wampus</dc:creator>
				<category><![CDATA[Announcements]]></category>
		<category><![CDATA[Awesome]]></category>
		<category><![CDATA[Indie Development]]></category>

		<guid isPermaLink="false">http://www.livingmidnight.com/devblog/?p=101</guid>
		<description><![CDATA[Why yes, my first app PowFish did just win a prize. I&#8217;m elated&#8230; Can&#8217;t party until later though, so trying to calm down&#8230;]]></description>
				<content:encoded><![CDATA[<p>Why yes, <a href="http://developer.palm.com/blog/2012/01/app-hack-winner-got-game/" target="_blank">my first app PowFish did just win a prize</a>. I&#8217;m elated&#8230;</p>
<p><img class="alignnone" title="party hard" src="http://i904.photobucket.com/albums/ac242/wheeethefibble/webpics/1298772231894.gif" alt="party hard" width="300" height="225" /></p>
<p>Can&#8217;t party until later though, so trying to calm down&#8230;</p>
<p><img class="alignnone" title="emotion is not logical" src="http://i904.photobucket.com/albums/ac242/wheeethefibble/webpics/Spocksmall.jpg" alt="emotion is not logical" width="300" height="300" /></p>
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		<title>Stay on target</title>
		<link>http://www.livingmidnight.com/devblog/2012/01/10/stay-on-target/</link>
		<comments>http://www.livingmidnight.com/devblog/2012/01/10/stay-on-target/#comments</comments>
		<pubDate>Tue, 10 Jan 2012 19:35:42 +0000</pubDate>
		<dc:creator>Wampus</dc:creator>
				<category><![CDATA[Indie Development]]></category>

		<guid isPermaLink="false">http://www.livingmidnight.com/devblog/?p=99</guid>
		<description><![CDATA[Inspired by Asobitch&#8217;s 1UP game series (52 games in a year!) and the AGameAWeek website by Jayenkai I had been contemplating writing something small &#8211; something that would only take a week to a fortnight. I could write it for fun &#8230;<p class="read-more"><a href="http://www.livingmidnight.com/devblog/2012/01/10/stay-on-target/">Read more &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p>Inspired by <a href="http://www.youtube.com/watch?v=vwMtTP1LRag">Asobitch&#8217;s 1UP game series (52 games in a year!)</a> and the <a href="http://jayenkai.socoder.net/">AGameAWeek</a> website by Jayenkai I had been contemplating writing something small &#8211; something that would only take a week to a fortnight. I could write it for fun and release it for free. It would be great.</p>
<p>So, I sat down at my desk this morning all ready to start and found I couldn&#8217;t do it. Why? Because even though it may be a good idea right now as I&#8217;m recovering from fighting off a flu and a stomach bug (Yes, I&#8217;m that unlucky) and could use a break, I found I felt stressed out by the thought of leaving the Chaos Rematch game hanging. I have so much to do, which is true even more than usual, so I&#8217;m afraid if I delay Chaos Rematch I might find it slow going to pick it back up again.</p>
<p>Even still, today as a side project I&#8217;m going to try to get FMOD tracker playing on iOS and Android. I also want to look into SunVox Tracker since that doesn&#8217;t require a hefty license charge to use. Ideally I want to keep game size down to a minimum, under 20 megs at the very least. Tracker music is one way to do that. PowFish was quite large for what it was, which was mostly due to the music.</p>
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		<title>doh!</title>
		<link>http://www.livingmidnight.com/devblog/2011/12/26/doh/</link>
		<comments>http://www.livingmidnight.com/devblog/2011/12/26/doh/#comments</comments>
		<pubDate>Tue, 27 Dec 2011 07:19:43 +0000</pubDate>
		<dc:creator>Wampus</dc:creator>
				<category><![CDATA[Indie Development]]></category>

		<guid isPermaLink="false">http://www.livingmidnight.com/devblog/?p=94</guid>
		<description><![CDATA[Reports of a bug on some devices running PowFish started coming in just before Christmas. It was a pretty serious bug. Some players find that achieving over 5 challenges wiped out their data. By that I mean all their high &#8230;<p class="read-more"><a href="http://www.livingmidnight.com/devblog/2011/12/26/doh/">Read more &#187;</a></p>]]></description>
				<content:encoded><![CDATA[<p>Reports of a bug on some devices running PowFish started coming in just before Christmas. It was a pretty serious bug. Some players find that achieving over 5 challenges wiped out their data. By that I mean all their high scores, achievements and the availability of zen mode &#8211; everything. When I realised what was happening I got real down about it.</p>
<p>The bug itself was very simple to track down and remove, once I knew about it. However, because of the holiday period I can&#8217;t issue the fix until my updates can be submitted and reviewed. Instead I have to be patient, keep busy with some minor improvements, code the Chaos game and watch the bad app ratings &amp; reviews. *sigh*</p>
<p>I&#8217;m disappointed the bug managed to to get through play testing but it can&#8217;t have helped that the great majority of play testing was on the Android and PC platforms, neither of which have the bug. It also seems that when testing for iOS, the debug mode I created was actually preventing the error from occurring.</p>
<p>Anyway, it was learning experience, that&#8217;s for sure.</p>
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