<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>n3wt0n! &#187; g2dp</title>
	<atom:link href="http://n3wt0n.com/blog/category/g2dp/feed/" rel="self" type="application/rss+xml" />
	<link>http://n3wt0n.com/blog</link>
	<description>Student4Life</description>
	<lastBuildDate>Wed, 25 Jan 2012 21:40:03 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<item>
		<title>G2DP and the missing parallax</title>
		<link>http://n3wt0n.com/blog/g2dp-and-the-missing-parallax/</link>
		<comments>http://n3wt0n.com/blog/g2dp-and-the-missing-parallax/#comments</comments>
		<pubDate>Wed, 12 May 2010 03:44:05 +0000</pubDate>
		<dc:creator>kyle</dc:creator>
				<category><![CDATA[g2dp]]></category>
		<category><![CDATA[Game Dev]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[parallax]]></category>

		<guid isPermaLink="false">http://n3wt0n.com/blog/?p=801</guid>
		<description><![CDATA[Development on the Generic 2D Platformer library is slow going, but I&#8217;m still making the occasional time to work on it. This last weekend I finally got around to adding parallax in the vertical axis. It&#8217;s something that I&#8217;d just never gotten around to doing, and all that was needed was an additional 4 or [...]]]></description>
			<content:encoded><![CDATA[<p>Development on the Generic 2D Platformer library is slow going, but I&#8217;m still making the occasional time to work on it.</p>
<p>This last weekend I finally got around to adding parallax in the vertical axis. It&#8217;s something that I&#8217;d just never gotten around to doing, and all that was needed was an additional 4 or 6 lines of code.</p>
<p><object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/rUvtw9w_pvk&#038;hl=en_US&#038;fs=1&#038;"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/rUvtw9w_pvk&#038;hl=en_US&#038;fs=1&#038;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object></p>
<div class="plus-one-wrap"><g:plusone href="http://n3wt0n.com/blog/g2dp-and-the-missing-parallax/"></g:plusone></div>]]></content:encoded>
			<wfw:commentRss>http://n3wt0n.com/blog/g2dp-and-the-missing-parallax/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>G2DP merged</title>
		<link>http://n3wt0n.com/blog/g2dp-merged/</link>
		<comments>http://n3wt0n.com/blog/g2dp-merged/#comments</comments>
		<pubDate>Thu, 22 Apr 2010 03:06:11 +0000</pubDate>
		<dc:creator>kyle</dc:creator>
				<category><![CDATA[g2dp]]></category>

		<guid isPermaLink="false">http://n3wt0n.com/blog/?p=797</guid>
		<description><![CDATA[I&#8217;ve imported (copied and pasted) most of the posts from the G2DP site over to this blog. I won&#8217;t link to it as I&#8217;ll be removing it soon. It just seemed silly to me to have a separate home for G2DP when it could just as easily live here.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve imported (copied and pasted) most of the posts from the G2DP site over to this blog. I won&#8217;t link to it as I&#8217;ll be removing it soon. It just seemed silly to me to have a separate home for G2DP when it could just as easily live here.</p>
<div class="plus-one-wrap"><g:plusone href="http://n3wt0n.com/blog/g2dp-merged/"></g:plusone></div>]]></content:encoded>
			<wfw:commentRss>http://n3wt0n.com/blog/g2dp-merged/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Slick beer themed contest almost over</title>
		<link>http://n3wt0n.com/blog/slick-beer-themed-contest-almost-over/</link>
		<comments>http://n3wt0n.com/blog/slick-beer-themed-contest-almost-over/#comments</comments>
		<pubDate>Tue, 27 Oct 2009 07:17:59 +0000</pubDate>
		<dc:creator>kyle</dc:creator>
				<category><![CDATA[g2dp]]></category>
		<category><![CDATA[Game Dev]]></category>

		<guid isPermaLink="false">http://n3wt0n.com/blog/?p=795</guid>
		<description><![CDATA[So, there are only 4 days left for me to finish &#8220;Beer Bottle Rocket Man&#8221;. That&#8217;s the game I&#8217;m submitting for the contest at the Slick forums. How is that relevant to G2DP? Because I&#8217;m using the Generic 2D Platformer game library in Beer Bottle Rocket Man. As I use it, I see areas that [...]]]></description>
			<content:encoded><![CDATA[<p>So, there are only 4 days left for me to finish &#8220;Beer Bottle Rocket Man&#8221;. That&#8217;s the game I&#8217;m submitting for the <a href="http://slick.javaunlimited.net/viewtopic.php?t=1978">contest</a> at the Slick forums.</p>
<p>How is that relevant to G2DP? Because I&#8217;m using the <strong>Generic 2D Platformer</strong> game library in Beer Bottle Rocket Man. As I use it, I see areas that could use improvement. And areas that are potentially broken and need some work done.</p>
<p>So tonight I&#8217;ve added a <strong>drawEntity</strong> method to the Camera class, which allows easy drawing of any entity, in addition to the player, so the developer no longer has to track the screen position of said entity. I had it in place for the player for a long time, but tonight it just made sense to add that functionality.</p>
<div class="plus-one-wrap"><g:plusone href="http://n3wt0n.com/blog/slick-beer-themed-contest-almost-over/"></g:plusone></div>]]></content:encoded>
			<wfw:commentRss>http://n3wt0n.com/blog/slick-beer-themed-contest-almost-over/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Slick&#8217;s setColor method</title>
		<link>http://n3wt0n.com/blog/slicks-setcolor-method/</link>
		<comments>http://n3wt0n.com/blog/slicks-setcolor-method/#comments</comments>
		<pubDate>Tue, 15 Sep 2009 18:19:04 +0000</pubDate>
		<dc:creator>kyle</dc:creator>
				<category><![CDATA[g2dp]]></category>
		<category><![CDATA[Game Dev]]></category>

		<guid isPermaLink="false">http://n3wt0n.com/blog/?p=791</guid>
		<description><![CDATA[I&#8217;m just messing around with the setColor method in Slick. It allows you to manipulate the color property (red, green, blue, alpha) of a corner. The numbers, 0 through 3, represent the four different corners of a tile (as shown in the image). The combinations of corner manipulation with 100% transparency are indicated in the [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m just messing around with the <a href="http://slick.cokeandcode.com/javadoc/org/newdawn/slick/Image.html#setColor(int,%20float,%20float,%20float,%20float)" target="_blank">setColor</a> method in <a href="http://slick.cokeandcode.com/" target="_blank">Slick</a>. It allows you to manipulate the color property (red, green, blue, alpha) of a corner.</p>
<p><a href="http://n3wt0n.com/blog/wp-content/uploads/2010/04/Slick_setColor_Example.png"><img class="alignnone size-medium wp-image-792" title="Slick_setColor_Example" src="http://n3wt0n.com/blog/wp-content/uploads/2010/04/Slick_setColor_Example-280x300.png" alt="" width="280" height="300" /></a></p>
<p>The numbers, 0 through 3, represent the four different corners of a tile (as shown in the image). The combinations of corner manipulation with 100% transparency are indicated in the image.</p>
<div class="plus-one-wrap"><g:plusone href="http://n3wt0n.com/blog/slicks-setcolor-method/"></g:plusone></div>]]></content:encoded>
			<wfw:commentRss>http://n3wt0n.com/blog/slicks-setcolor-method/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Secret Areas</title>
		<link>http://n3wt0n.com/blog/secret-areas/</link>
		<comments>http://n3wt0n.com/blog/secret-areas/#comments</comments>
		<pubDate>Fri, 28 Aug 2009 03:23:56 +0000</pubDate>
		<dc:creator>kyle</dc:creator>
				<category><![CDATA[g2dp]]></category>
		<category><![CDATA[Game Dev]]></category>

		<guid isPermaLink="false">http://n3wt0n.com/blog/?p=788</guid>
		<description><![CDATA[I&#8217;m quite proud of what I&#8217;ve got to show off today. Here we have the hero inside a &#8220;secret area&#8221;. It&#8217;s not so secret if you&#8217;ve been testing out the demo on a regular basis. It&#8217;s the first room of the demo, just with a big rock placed onto the foreground layer. Now the player [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m quite proud of what I&#8217;ve got to show off today.</p>
<p><a href="http://n3wt0n.com/blog/wp-content/uploads/2010/04/g2dp_teaser_08272009.png"><img class="alignnone size-medium wp-image-789" title="g2dp_teaser_08272009" src="http://n3wt0n.com/blog/wp-content/uploads/2010/04/g2dp_teaser_08272009-300x225.png" alt="" width="300" height="225" /></a></p>
<p>Here we have the hero inside a &#8220;secret area&#8221;. It&#8217;s not so secret if you&#8217;ve been testing out the demo on a regular basis. It&#8217;s the first room of the demo, just with a big rock placed onto the foreground layer.</p>
<p>Now the player can see where the hero is at when he&#8217;s standing behind a tile.</p>
<div class="plus-one-wrap"><g:plusone href="http://n3wt0n.com/blog/secret-areas/"></g:plusone></div>]]></content:encoded>
			<wfw:commentRss>http://n3wt0n.com/blog/secret-areas/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Backdrop and controlled jumps</title>
		<link>http://n3wt0n.com/blog/backdrop-and-controlled-jumps/</link>
		<comments>http://n3wt0n.com/blog/backdrop-and-controlled-jumps/#comments</comments>
		<pubDate>Sun, 23 Aug 2009 05:48:24 +0000</pubDate>
		<dc:creator>kyle</dc:creator>
				<category><![CDATA[g2dp]]></category>
		<category><![CDATA[Game Dev]]></category>

		<guid isPermaLink="false">http://n3wt0n.com/blog/?p=786</guid>
		<description><![CDATA[The previous picture really doesn&#8217;t show off the backdrop layer manager, so here&#8217;s a video. If you&#8217;d run the previous demo, you would have noticed that whenever you pressed jump, the hero would jump as high as he could, every time, no matter whether or not you held the jump key or simply tapped it. [...]]]></description>
			<content:encoded><![CDATA[<p>The previous picture really doesn&#8217;t show off the backdrop layer manager, so here&#8217;s a video.</p>
<p>If you&#8217;d run the previous demo, you would have noticed that whenever you pressed jump, the hero would jump as high as he could, every time, no matter whether or not you held the jump key or simply tapped it. I&#8217;ve fixed that, so a tap results in a slight hop.</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/VLPU8tpt6B0&amp;hl=en&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/VLPU8tpt6B0&amp;hl=en&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Edit: I finally found the <a href="http://blog.touchmypixel.com/2009/05/making-layers-parallax-to-a-player/">link to the article</a> that this effect is based on.</p>
<div class="plus-one-wrap"><g:plusone href="http://n3wt0n.com/blog/backdrop-and-controlled-jumps/"></g:plusone></div>]]></content:encoded>
			<wfw:commentRss>http://n3wt0n.com/blog/backdrop-and-controlled-jumps/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Backdrops</title>
		<link>http://n3wt0n.com/blog/backdrops/</link>
		<comments>http://n3wt0n.com/blog/backdrops/#comments</comments>
		<pubDate>Fri, 21 Aug 2009 16:31:46 +0000</pubDate>
		<dc:creator>kyle</dc:creator>
				<category><![CDATA[g2dp]]></category>
		<category><![CDATA[Game Dev]]></category>

		<guid isPermaLink="false">http://n3wt0n.com/blog/?p=782</guid>
		<description><![CDATA[The backdrop layer manager is nearing completion. It&#8217;s functional at the moment, but doesn&#8217;t yet sort the background images in order of ascending width (important). The following picture does not do it justice, but it shows off 4 images, layered accordingly.]]></description>
			<content:encoded><![CDATA[<p>The backdrop layer manager is nearing completion. It&#8217;s functional at the moment, but doesn&#8217;t yet sort the background images in order of ascending width (important).</p>
<p>The following picture does not do it justice, but it shows off 4 images, layered accordingly.</p>
<p><a href="http://n3wt0n.com/blog/wp-content/uploads/2010/04/g2dp_teaser_08212009.png"><img class="alignnone size-medium wp-image-783" title="g2dp_teaser_08212009" src="http://n3wt0n.com/blog/wp-content/uploads/2010/04/g2dp_teaser_08212009-300x239.png" alt="" width="300" height="239" /></a></p>
<div class="plus-one-wrap"><g:plusone href="http://n3wt0n.com/blog/backdrops/"></g:plusone></div>]]></content:encoded>
			<wfw:commentRss>http://n3wt0n.com/blog/backdrops/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Editor object placement</title>
		<link>http://n3wt0n.com/blog/editor-object-placement/</link>
		<comments>http://n3wt0n.com/blog/editor-object-placement/#comments</comments>
		<pubDate>Wed, 19 Aug 2009 23:44:39 +0000</pubDate>
		<dc:creator>kyle</dc:creator>
				<category><![CDATA[g2dp]]></category>
		<category><![CDATA[Game Dev]]></category>

		<guid isPermaLink="false">http://n3wt0n.com/blog/?p=778</guid>
		<description><![CDATA[So once again, I thought I&#8217;d work on the backdrop layer manager. I didn&#8217;t get anything done with it. There&#8217;s something about attempting to work on it (and I don&#8217;t think it would be difficult to code), but there&#8217;s something about it that makes me work hard on something else. I had this little problem [...]]]></description>
			<content:encoded><![CDATA[<p>So once again, I thought I&#8217;d work on the backdrop layer manager. I didn&#8217;t get anything done with it. There&#8217;s something about attempting to work on it (and I don&#8217;t think it would be difficult to code), but there&#8217;s something about it that makes me work hard on something else.</p>
<p>I had this little problem lurking around at the back of my mind. I wanted a simple way of specifying where our hero starts in the level. Up to now I had just been dropping him in the top left of the level (position 10,10).</p>
<p>Not any more. I&#8217;m using the Tiled editor&#8217;s &#8220;group&#8221; layer, as you can see.</p>
<p><a href="http://n3wt0n.com/blog/wp-content/uploads/2010/04/g2dp_tilededitor_08192009.png"><img class="alignnone size-medium wp-image-779" title="g2dp_tilededitor_08192009" src="http://n3wt0n.com/blog/wp-content/uploads/2010/04/g2dp_tilededitor_08192009-300x232.png" alt="" width="300" height="232" /></a></p>
<p>There&#8217;s that &#8220;ACTORGROUP&#8221; layer, that holds the location of the Hero, and later on will tell G2DP where to create the NPCs. Notice the little orange box labelled &#8220;Player&#8221;.</p>
<p><a href="http://n3wt0n.com/blog/wp-content/uploads/2010/04/g2dp_teaser_08192009.png"><img class="alignnone size-full wp-image-780" title="g2dp_teaser_08192009" src="http://n3wt0n.com/blog/wp-content/uploads/2010/04/g2dp_teaser_08192009.png" alt="" width="219" height="164" /></a></p>
<p>That gives us easy hero placement.</p>
<div class="plus-one-wrap"><g:plusone href="http://n3wt0n.com/blog/editor-object-placement/"></g:plusone></div>]]></content:encoded>
			<wfw:commentRss>http://n3wt0n.com/blog/editor-object-placement/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Rotations and Backdrops</title>
		<link>http://n3wt0n.com/blog/rotations-and-backdrops/</link>
		<comments>http://n3wt0n.com/blog/rotations-and-backdrops/#comments</comments>
		<pubDate>Tue, 18 Aug 2009 06:00:54 +0000</pubDate>
		<dc:creator>kyle</dc:creator>
				<category><![CDATA[g2dp]]></category>
		<category><![CDATA[Game Dev]]></category>

		<guid isPermaLink="false">http://n3wt0n.com/blog/?p=771</guid>
		<description><![CDATA[To avoid confusion with the term &#8220;background&#8221;, I&#8217;m deciding to call the background image of G2DP a &#8220;backdrop&#8221;. The potential for confusion is in regard to my naming convention of tiles in the Tiled map editor. I have decided that the maps created in Tiled, and used in G2DP, require three layers. That is a [...]]]></description>
			<content:encoded><![CDATA[<p>To avoid confusion with the term &#8220;background&#8221;, I&#8217;m deciding to call the background image of G2DP a &#8220;backdrop&#8221;. The potential for confusion is in regard to my naming convention of tiles in the Tiled map editor.</p>
<p><img src="http://n3wt0n.com/blog/wp-content/uploads/2010/04/g2dp_tilededitor_08172009.png" alt="" align="right" /><br />
I have decided that the maps created in Tiled, and used in G2DP, require three layers. That is a <strong>requirement</strong>. One layer named &#8220;PLATFORMS&#8221;, one layer named &#8220;FOREGROUND&#8221;, and one layer named, you guessed it, &#8220;BACKGROUND&#8221;.</p>
<p>You do not necessarily have to put any tiles in the foreground or the background. The map renderer just looks for it, and I think it&#8217;s a good property for a two-dimensional platform map to have. Like a bald guy with &#8220;hair colour&#8221; on his drivers license.</p>
<p>The &#8220;background&#8221; of the Tiled map relates to just the individual tiles that the hero does not come in contact with. Therefore, &#8220;backdrop&#8221; refers to the screen&#8217;s background. I&#8217;m not trying to step on any toes, but that seems less confusing for me.</p>
<p>Today started out with the intention of coding a backdrop layer manager, but the plan quickly diverted to fixing the hero&#8217;s &#8220;wiggle walk&#8221;. What is a <em>wiggle walk</em>, I hear you ask? Ever see a kid playing with paper cut-outs glued to a popsicle stick? That&#8217;s what I&#8217;m calling a wiggle walk. I&#8217;m foregoing any player walking animations for a (more charming?) rotation of the hero&#8217;s image. I can&#8217;t make it work in print, so you&#8217;ll have to see for yourself soon enough.</p>
<p>And in case I piqued any interest about the &#8220;backdrop layer manager&#8221;, it&#8217;s just a system of rendering layers of images in such a way that an illusion of depth is added to the background. It simulates the same sensation as when you are driving down a country road and, off in the distance, you see a barn slowly travel across your field of view. But along the side of the road, fence posts zoom by at the speed of the car.</p>
<p>There was a nice article and demonstration in Flash that I found a while back. I can&#8217;t find it, though.</p>
<p>I&#8217;ll leave you with a nice screenshot of what is the beginning of the backdrop layer manager.</p>
<p><a href="http://n3wt0n.com/blog/wp-content/uploads/2010/04/g2dp_teaser_08172009.png"><img class="alignnone size-medium wp-image-773" title="g2dp_teaser_08172009" src="http://n3wt0n.com/blog/wp-content/uploads/2010/04/g2dp_teaser_08172009-300x239.png" alt="" width="300" height="239" /></a></p>
<div class="plus-one-wrap"><g:plusone href="http://n3wt0n.com/blog/rotations-and-backdrops/"></g:plusone></div>]]></content:encoded>
			<wfw:commentRss>http://n3wt0n.com/blog/rotations-and-backdrops/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Problem Solving: Stretched bodies</title>
		<link>http://n3wt0n.com/blog/problem-solving-stretched-bodies/</link>
		<comments>http://n3wt0n.com/blog/problem-solving-stretched-bodies/#comments</comments>
		<pubDate>Wed, 29 Jul 2009 18:48:13 +0000</pubDate>
		<dc:creator>kyle</dc:creator>
				<category><![CDATA[g2dp]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[Game Dev]]></category>

		<guid isPermaLink="false">http://n3wt0n.com/blog/?p=766</guid>
		<description><![CDATA[Each of the tiles pictured below are 32 pixels wide by 32 pixels high. Regardless of whether or not the images make up one long platform, or a curvy one, etc, each 32&#215;32 pixel tile had a 32&#215;32 pixel &#8220;body&#8221; associated with it. In this sense, a body is the &#8220;physical&#8221; object represented in a [...]]]></description>
			<content:encoded><![CDATA[<p>Each of the tiles pictured below are 32 pixels wide by 32 pixels high. Regardless of whether or not the images make up one long platform, or a curvy one, etc, each 32&#215;32 pixel tile had a 32&#215;32 pixel &#8220;body&#8221; associated with it. In this sense, a body is the &#8220;physical&#8221; object represented in a Phys2d world. Static bodies make up the world, because they don&#8217;t move. Other bodies, such as the red box I&#8217;ve pointed to, can move and are subject to gravity and physics. But I&#8217;m getting ahead of myself.</p>
<p><a href="http://n3wt0n.com/blog/wp-content/uploads/2010/04/g2dp_01.png"><img class="alignnone size-medium wp-image-768" title="g2dp_01" src="http://n3wt0n.com/blog/wp-content/uploads/2010/04/g2dp_01-300x239.png" alt="" width="300" height="239" /></a></p>
<p>Earlier this week, I ran into a problem with the hero getting stuck between tiles. Now, he didn&#8217;t fall between them, he just simply stopped moving as if he were colliding with a wall. This was no good, as he was simply walking along a flat surface. This may be a small limitation of the Phys2d engine, but I am certainly not complaining. The solution was actually pretty simple.</p>
<p>Rather than create <em>n</em> number of bodies for <em>n</em> number of tiles, I scan the world and create one long, stretched body for the entire span of adjacent platform tiles. This does not cut down the number of bodies to the bare minimum, as I have a feeling I may be able to subtract the platform tiles from a much larger body, and then invert the values when the scan is done. Still, counting the number of bodies above, the static bodies, the ones that never move, I see 18. That&#8217;s certainly a lot fewer than even the number of tiles used in only the first 5 lines of the map.</p>
<p>Now the hero has flat surfaces to walk on and the number of bodies to keep in memory have been reduced.</p>
<p>Source code snippet/solution found <a href="http://slick.javaunlimited.net/viewtopic.php?p=10851&amp;highlight=#10851">here</a> on the Slick forums.</p>
<div class="plus-one-wrap"><g:plusone href="http://n3wt0n.com/blog/problem-solving-stretched-bodies/"></g:plusone></div>]]></content:encoded>
			<wfw:commentRss>http://n3wt0n.com/blog/problem-solving-stretched-bodies/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

