<?xml version="1.0" encoding="UTF-8"?>
<rss xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><atom:link rel="hub" href="http://tumblr.superfeedr.com/" xmlns:atom="http://www.w3.org/2005/Atom"/><description>Corey Zeke Womack (Torrunt)’s place of flash games and random projects.</description><title>Torrunt's Place of Stuff</title><generator>Tumblr (3.0; @torrunt)</generator><link>http://torrunt.net/</link><item><title>Started work on the new Rupert’s Zombie Diary game awhile...</title><description>&lt;iframe width="400" height="225" src="http://www.youtube.com/embed/EqG7aVLcD6g?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Started work on the new Rupert’s Zombie Diary game awhile ago. Added a bunch of stuff, some of which is shown in the video above (new enemies, special weapons, etc).
&lt;br/&gt;&lt;br/&gt;
Someone mentioned the AI movement (especially in the Chickens) didn’t look right. Before (in the video above) they just moved up if the player was higher and down if they was lower and they should be ‘approaching’ the player instead. So I had a crack at fixing that and will work on making it work right with other enemy types (ones that are a bit more complicated than the Zombie Chickens). Here is the result of that:

&lt;/p&gt;&lt;center&gt;&lt;iframe width="560" height="315" src="http://www.youtube.com/embed/kwmmpUxlioY" frameborder="0"&gt;&lt;/iframe&gt;&lt;/center&gt;</description><link>http://torrunt.net/post/42585295721</link><guid>http://torrunt.net/post/42585295721</guid><pubDate>Fri, 08 Feb 2013 23:53:00 +0800</pubDate><category>Rupert's Zombie Diary</category><category>Rupert's Zombie Diary: Special Edition</category><category>Flash</category><category>game</category><category>zombie</category><category>shooter</category><category>zombie chickens</category></item><item><title>Firefight is now out on Kongregate. It includes integration with...</title><description>&lt;img src="http://25.media.tumblr.com/655ab46d9bb17ab157a0d749a00966cb/tumblr_mgk7mapLjR1qivi6yo1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Firefight is now out on &lt;a href="http://www.kongregate.com"&gt;Kongregate&lt;/a&gt;. It includes integration with their API (leaderboards and possibility of achievements) and a few interface changes (which is now also in the &lt;a href="http://www.newgrounds.com/portal/view/593790"&gt;Newgrounds&lt;/a&gt; version).

&lt;/p&gt;&lt;center&gt;&lt;a href="http://www.kongregate.com/games/Torrunt/firefight"&gt;Play it here.&lt;/a&gt;&lt;/center&gt;
&lt;br/&gt;

What’s new in the Kongregate Update:&lt;br/&gt;
- Kongregate Leaderboards/Statistics integration&lt;br/&gt;
- Shop interface improvements&lt;br/&gt;
- Slight tweaks to the Global Leaderboard interface&lt;br/&gt;
- Can now have 2 control customisations at the same time&lt;br/&gt;
- Enemies and other entities are now exported as bitmaps which will hopefully improve performance a little bit&lt;br/&gt;
- Fixed glitch when skipping splash screens&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;

I’ll probably do the same for &lt;a href="http://www.newgrounds.com/portal/view/594607"&gt;Alien Hominid Xtreme&lt;/a&gt; and release that in a couple of weeks. Rupert’s Zombie Diary was going to be the first to be added to Kongregate but there were problems with the project file. So instead we are working on &lt;b&gt;Rupert’s Zombie Diary: Special Edition&lt;/b&gt;. This will use the new art assets (plus more) that we were using for the sequel that kind of got put on hiatus. It will remade using the same engine as our game “Hell Games” and apart from the new look it will also feature more weapons, mini-bosses, flying heads/arms/guts and more.</description><link>http://torrunt.net/post/40417833426</link><guid>http://torrunt.net/post/40417833426</guid><pubDate>Sun, 13 Jan 2013 18:25:00 +0800</pubDate><category>kongregate</category><category>newgrounds</category><category>flash</category><category>game</category><category>Rupert's Zombie Diary</category><category>firefight</category><category>Alien Hominid</category><category>Alien Hominid Xtreme</category><category>Rupert's Zombie Diary: Special Edition</category></item><item><title>I did a bit of work on my game demake (for that little Facepunch...</title><description>&lt;iframe width="400" height="225" src="http://www.youtube.com/embed/KzNTs8z0K2s?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;I did a bit of work on my game demake (for that little &lt;a href="http://www.facepunch.com/showthread.php?t=1228162"&gt;Facepunch programming competition&lt;/a&gt;) after not doing anything on it for awhile. As you can see it now got a bit of a low-bit graphics thing going on. Was too lazy to try and make any sprites.&lt;/p&gt;

&lt;p&gt;You can play what I have so far here: &lt;a href="http://www.newgrounds.com/dump/item/409aa1201e419c0b470a500babe3281f"&gt;http://www.newgrounds.com/dump/item/409aa1201e419c0b470a500babe3281f&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;To go along with the pixelated ‘filter’ I also made some sound effects with Bfxr (shooting, jumping, landing, grapple hook and projectile collision sound effects). To make fighting the AI more enjoyable I simply made them move to your last known location and to mix it up a bit I made them, you and projectiles to be random colours. I improved the entity collision a bit too, allowing entities to land and move on top of others (still a bit buggy for the AI though as you can tell by the end of the video).&lt;/p&gt;

&lt;p&gt;I was originally going to make a Just Cause demake but I’m contemplating about doing something else. Maybe a 2D Mount &amp; Blade, can just take what I have now, remove the guns, add horses, a map view and some battle/siege levels.&lt;/p&gt;</description><link>http://torrunt.net/post/38389941199</link><guid>http://torrunt.net/post/38389941199</guid><pubDate>Fri, 21 Dec 2012 00:49:00 +0800</pubDate><category>flash</category><category>game</category><category>demake</category><category>game demake</category><category>facepunch</category><category>just cause 2</category><category>mount &amp;amp; blade</category></item><item><title>I was thinking of making a Just Cause 2 demake for a little game...</title><description>&lt;iframe width="400" height="225" src="http://www.youtube.com/embed/tGylPfqpJr4?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;I was thinking of making a Just Cause 2 demake for a little &lt;a href="http://www.facepunch.com/showthread.php?t=1228162"&gt;game demake competition&lt;/a&gt; that’s going on in the programming forum I visit. But  I first wanted to make sure I could make the grapple hook and parachute work and fun in a 2D environment. So I made and added them to the current flash game I’ve been working on. They are still a bit buggy and need some tweaking to get it to play more like it does in Just Cause 2 but it doesn’t seem that bad so far.&lt;/p&gt;

&lt;p&gt;I also had to add support to my Camera class to allow for zooming because it would be hard to use the grapple hook if you couldn’t see that much (in the video the ‘camera’ is a 0.5 scale). I improved my raycasting function as well so it returns the collision point instead of just a boolean, mainly so the grappling hook would hook into the sides of a tile rather than a random place inside it. This also means all projectile weapons have better level collision now, which is nice.&lt;/p&gt;</description><link>http://torrunt.net/post/36726393260</link><guid>http://torrunt.net/post/36726393260</guid><pubDate>Wed, 28 Nov 2012 15:05:00 +0800</pubDate><category>flash</category><category>game</category><category>demake</category><category>game demake</category><category>just cause 2</category><category>programming</category><category>facepunch</category></item><item><title>AS3 Developer Console v1.08
A new version of my AS3 Developer...</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_m67wt8O5vc1qivi6yo1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;&lt;h2&gt;AS3 Developer Console v1.08&lt;/h2&gt;
A new version of my AS3 Developer Console is now out!&lt;br/&gt;
I finally got around to fixing these problems I’ve been finding. If you’re wondering what happen to v1.07, that was the version of the console that was included in my game &lt;a href="http://torrunt.net/post/20635406220"&gt;Firefight&lt;/a&gt;. It wasn’t that different from v1.06 so I never released it.&lt;br/&gt;&lt;br/&gt;&lt;a href="http://code.google.com/p/as3developerconsole/downloads/detail?name=developerconsole_v1.08.as"&gt;Google Code&lt;/a&gt; - &lt;a href="https://github.com/Torrunt/AS3-Developer-Console"&gt;GitHub&lt;/a&gt;
&lt;br/&gt;&lt;br/&gt;&lt;b&gt;v1.08 - (26/06/2012)&lt;/b&gt;&lt;br/&gt;&lt;ul&gt;&lt;li&gt;Temporary Variables. When assigning a variable that doesn’t exist a temporary variable will be made that can be used through the console (can be turned off)
&lt;/li&gt;&lt;li&gt;Added option for slide open/close animation (on by default)
&lt;/li&gt;&lt;li&gt;When creating new instances you can now pass arguments to the constructor (eg: new flash.geom.Point(5,2))
&lt;/li&gt;&lt;li&gt;Objects returned from functions can now have their members accessed (eg: getChildAt(0).x)
&lt;/li&gt;&lt;li&gt;Multidimensional Arrays are now supported (up to 3D, but can be modified easily to support more) (eg: level[0][0])
&lt;/li&gt;&lt;li&gt;Tracing fps now works properly in certain circumstances (wouldn’t work if it couldn’t access the console from the main class before)
&lt;/li&gt;&lt;li&gt;Input text box now removes ` characters when typed (useful if you use the ` key to toggle the console)
&lt;/li&gt;&lt;li&gt;Whenever a NaN value is attempted to be assigned to a Number variable a warning is printed to the console and the value is not assigned
&lt;/li&gt;&lt;li&gt;Echo, error and warn functions can now take multiple arguments (will separate them with spaces)
&lt;ul&gt;&lt;li&gt;If the last argument in echo() is a string with the # character in front it will use that as the colour of the echo (eg: echo(1, 2, 3, “#00FF00”))
&lt;/li&gt;&lt;/ul&gt;&lt;/li&gt;&lt;/ul&gt;&lt;ul&gt;&lt;li&gt;Variable “opened” is now private, use function “isOpen()” instead
&lt;/li&gt;&lt;li&gt;tracerOneCiclePerLine is now true by default
&lt;/li&gt;&lt;li&gt;Changed some default text colours
&lt;/li&gt;&lt;li&gt;Changed default font to “Courier New” (from “Arial”)
&lt;/li&gt;&lt;/ul&gt;&lt;h3&gt;Quick Update to Firefight&lt;/h3&gt;
I also quickly updated &lt;a href="http://www.newgrounds.com/portal/view/593790"&gt;Firefight on Newgrounds&lt;/a&gt; to include this new version.
&lt;br/&gt;
Now that you can pass arguments to constructors and create temporary variables you can do this to create a new weapon:

&lt;div style="background-color:#EFEFEF"&gt;
&lt;code&gt;
rifle = new classes.weapons.assaultrifle(this,char);&lt;br/&gt;
char.wep.push(rifle);&lt;br/&gt;
rifle.displayName = "Super Assault Rifle";&lt;br/&gt;
rifle.weaponModelId = 4;&lt;br/&gt;&lt;br/&gt;
rifle.upgrade(3);&lt;br/&gt;
rifle.shootGap = 5;&lt;br/&gt;
rifle.bulletSpeed = 14;&lt;br/&gt;
rifle.damage = 18;&lt;br/&gt;
rifle.spread = 10;&lt;br/&gt;
rifle.bulletCount = 3;&lt;br/&gt;
rifle.maxHitCount = 1;&lt;br/&gt;
rifle.accurateBursts = false;&lt;br/&gt;
rifle.infiniteAmmo = true;&lt;br/&gt;&lt;br/&gt;
rifle.useExplosion = true;&lt;br/&gt;
rifle.explosionAnimations = [fx_explosion1];&lt;br/&gt;
rifle.explosionDamage = 10;&lt;br/&gt;&lt;br/&gt;
rifle.bulletFilter = new flash.filters.GlowFilter(0xFF0000,1,10,10,8);&lt;br/&gt;
rifle.soundEffects[0] = mp3_sniper;&lt;br/&gt;&lt;/code&gt;
&lt;/div&gt;
&lt;br/&gt;
Instead of the old way:&lt;br/&gt;&lt;div style="background-color:#EFEFEF"&gt;
&lt;code&gt;
char.wep.push(new classes.weapons.assaultrifle(this,char));&lt;br/&gt;
char.wep[char.wep.length-1].displayName = "Super Assault Rifle";&lt;br/&gt;
char.wep[char.wep.length-1].weaponModelId = 4;&lt;br/&gt;&lt;br/&gt;
char.wep[char.wep.length-1].upgrade(3);&lt;br/&gt;
char.wep[char.wep.length-1].shootGap = 5;&lt;br/&gt;
char.wep[char.wep.length-1].bulletSpeed = 14;&lt;br/&gt;
char.wep[char.wep.length-1].damage = 18;&lt;br/&gt;
char.wep[char.wep.length-1].spread = 10;&lt;br/&gt;
char.wep[char.wep.length-1].bulletCount = 3;&lt;br/&gt;
char.wep[char.wep.length-1].maxHitCount = 1;&lt;br/&gt;
char.wep[char.wep.length-1].accurateBursts = false;&lt;br/&gt;
char.wep[char.wep.length-1].infiniteAmmo = true;&lt;br/&gt;&lt;br/&gt;
char.wep[char.wep.length-1].useExplosion = true;&lt;br/&gt;
char.wep[char.wep.length-1].explosionAnimations = [fx_explosion1];&lt;br/&gt;
char.wep[char.wep.length-1].explosionDamage = 10;&lt;br/&gt;&lt;br/&gt;
char.wep[char.wep.length-1].bulletFilter = new flash.filters.GlowFilter(0xFF0000,1,10,10,8);&lt;br/&gt;
char.wep[char.wep.length-1].soundEffects[0] = mp3_sniper;&lt;br/&gt;&lt;/code&gt;
&lt;/div&gt;

&lt;h3&gt;Upcoming Hell Games Dev Blog&lt;/h3&gt;
Soon I should be doing a Dev Blog for our &lt;a href="http://www.youtube.com/user/ScimitarGames"&gt;Scimitar Games YouTube Channel&lt;/a&gt; talking about what I’ve been working on with our upcoming game “Hell Games”. Since we’re planning on releasing this one with the Developer Console (just like with Firefight), i’ll show off some stuff you can do with it.
&lt;br/&gt;&lt;br/&gt;
Edit: Dev Blog is up now.&lt;br/&gt;&lt;iframe width="640" height="360" src="http://www.youtube.com/embed/pP7BcvOeetc" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;</description><link>http://torrunt.net/post/25918482339</link><guid>http://torrunt.net/post/25918482339</guid><pubDate>Tue, 26 Jun 2012 17:24:00 +0800</pubDate><category>as3</category><category>developer console</category><category>debug</category><category>developer</category><category>hell games</category><category>firefight</category></item><item><title>Our game for Pico Day 2012 on Newgrounds.com has been released!....</title><description>&lt;img src="http://24.media.tumblr.com/tumblr_m376xcKDmy1qivi6yo1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Our game for &lt;a href="http://www.newgrounds.com/collection/picoday2012.html"&gt;Pico Day 2012&lt;/a&gt; on &lt;a href="http://www.newgrounds.com"&gt;Newgrounds.com&lt;/a&gt; has been released!. It’s an Alien Hominid tribute called Alien Hominid Xtreme!&lt;/p&gt;

&lt;p&gt;You can go play it here: &lt;a href="http://www.newgrounds.com/portal/view/594607"&gt;&lt;a href="http://www.newgrounds.com/portal/view/594607"&gt;http://www.newgrounds.com/portal/view/594607&lt;/a&gt;&lt;/a&gt;&lt;/p&gt;</description><link>http://torrunt.net/post/21983947451</link><guid>http://torrunt.net/post/21983947451</guid><pubDate>Sun, 29 Apr 2012 00:24:48 +0800</pubDate><category>newgrounds</category><category>pico day</category><category>pico day 2012</category><category>alien hominid</category><category>flash</category><category>game</category><category>hover bike</category></item><item><title>Firefight Update 1</title><description>&lt;p&gt;- New Save System, you can now have a save for both game modes.&lt;br/&gt;
- Fixed a problem where the game couldn&amp;#8217;t tell it was on Newgrounds (why the Medals didn&amp;#8217;t work)&lt;br/&gt;
- Small changes to the Leaderboard page&lt;br/&gt;
- Made the Leaderboard&amp;#8217;s At column display &amp;#8220;uploads.ungrounded.net&amp;#8221; as &amp;#8220;www.newgrounds.com&amp;#8221;&lt;br/&gt;
- Removed the two (rarely said) enemy voice clips&lt;br/&gt;
- Fixed landmines not removing on level reset&lt;/p&gt;

&lt;p&gt;Update is now live on &lt;a href="http://www.newgrounds.com/portal/view/593790"&gt;Newgrounds&lt;/a&gt;.&lt;/p&gt;</description><link>http://torrunt.net/post/21208241123</link><guid>http://torrunt.net/post/21208241123</guid><pubDate>Mon, 16 Apr 2012 20:53:07 +0800</pubDate><category>firefight</category><category>update</category><category>flash</category><category>game</category><category>newgrounds</category><category>shooter</category><category>top down</category></item><item><title>Firefight is now out! You can go play it over at our Sponsors...</title><description>&lt;img src="http://24.media.tumblr.com/tumblr_m23enfDyJH1qivi6yo1_r1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Firefight is now out! You can go play it over at our &lt;a href="http://shootinggamesfree.org/firefight"&gt;Sponsors website&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;It’ll be coming to Newgrounds soon with 30 different Medals :D.&lt;/p&gt;

&lt;p&gt;Edit: &lt;a href="http://www.newgrounds.com/portal/view/593790"&gt;It is now out on Newgrounds!&lt;/a&gt;&lt;/p&gt;</description><link>http://torrunt.net/post/20635406220</link><guid>http://torrunt.net/post/20635406220</guid><pubDate>Sat, 07 Apr 2012 12:47:00 +0800</pubDate><category>firefight</category><category>flash</category><category>game</category><category>top down</category><category>shooter</category></item><item><title>Cool stuff you can do with Firefight's Console</title><description>&lt;p&gt;I included my Developer Console in the release of Firefight. So I thought i&amp;#8217;ll make a post explaining some of the cool stuff you can do with it.
&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Usage Tips&lt;/b&gt;
&lt;/p&gt;&lt;ul&gt;&lt;li&gt;When using the console you can use the up and down arrow keys to go between your last used commands.&lt;/li&gt;
&lt;li&gt;If the suggestion box is showing; pressing up/down will toggle between them (so you don&amp;#8217;t have to type the whole thing).&lt;/li&gt;
&lt;li&gt;Type help for more information.&lt;/li&gt;
&lt;/ul&gt;&lt;b&gt;Cheats&lt;/b&gt;
&lt;br/&gt;
You can use some of the cheat functions I put in.&lt;br/&gt;&lt;br/&gt;&lt;div style="background-color:#EFEFEF"&gt;
&lt;code&gt;
cheat_giveXP(10000);&lt;br/&gt;
cheat_toggleGodMode();&lt;br/&gt;
cheat_allBuildings(3);&lt;br/&gt;
cheat_allUpgrades(3);&lt;br/&gt;
cheat_allWeapons(3);&lt;br/&gt;
cheat_spawnTruck();&lt;br/&gt;&lt;/code&gt;&lt;/div&gt;&lt;br/&gt;
For the all buildings, upgrades and weapons functions you can change that 3 to whatever level you want all of them to be (but 3 would be the best as that&amp;#8217;s the highest level).
&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Faster Days&lt;/b&gt;&lt;br/&gt;
Make the days go faster by simply changing this value (in milliseconds)&lt;br/&gt;&lt;div style="background-color:#EFEFEF"&gt;&lt;code&gt;daylength = 60000;&lt;/code&gt;&lt;/div&gt;

&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Enemys Spawning&lt;/b&gt;&lt;br/&gt;
Using the npcManager you can make the enemies spawn faster or change the spawn rates of the different types.&lt;br/&gt;&lt;br/&gt;&lt;div style="background-color:#EFEFEF"&gt;&lt;code&gt;
npcManager.spawnTimer.delay = 1000;&lt;br/&gt;
npcManager.spawnRates = [0,0,0,100];&lt;br/&gt;&lt;/code&gt;&lt;/div&gt;&lt;br/&gt;
That first line will make enemies spawn every second and that other one makes it so they have 100% chance of being Minigunners.

&lt;br/&gt;&lt;br/&gt;&lt;b&gt;Enemys Stats&lt;/b&gt;&lt;br/&gt;
You can also change stats of the enemy types.&lt;br/&gt;&lt;br/&gt;&lt;div style="background-color:#EFEFEF"&gt;&lt;code&gt;
npcManager.enemy_health[0] = 10;&lt;br/&gt;
npcManager.enemy_guns[0] = classes.weapons.assaultrifle;&lt;br/&gt;&lt;/code&gt;&lt;/div&gt;&lt;br/&gt;
First line will make pistol enemies start with only have 10 health and the second will will make it so they use Assault Rifles.

&lt;br/&gt;&lt;br/&gt;&lt;b&gt; Modifying your Weapons&lt;/b&gt;&lt;br/&gt;
There are loads of different things you can change to modify your weapons.&lt;br/&gt;&lt;br/&gt;&lt;div style="background-color:#EFEFEF"&gt;&lt;code&gt;
char.gun_pistol.automatic = true;&lt;br/&gt;
char.gun_pistol.infiniteAmmo = true;&lt;br/&gt;
char.gun_pistol.damage = 40;&lt;br/&gt;&lt;/code&gt;&lt;/div&gt;&lt;br/&gt;
I&amp;#8217;m sure you can tell what that will do.&lt;br/&gt;&lt;br/&gt;
You can add new weapons to your inventory as well.&lt;br/&gt;&lt;br/&gt;&lt;div style="background-color:#EFEFEF"&gt;&lt;code&gt;
char.wep.push(new classes.weapons.shotgun(this,char));&lt;br/&gt;
char.wep[char.wep.length-1].displayName = "My Shotgun";&lt;br/&gt;&lt;br/&gt;
char.wep[char.wep.length-1].shootGap = 300;&lt;br/&gt;
char.wep[char.wep.length-1].bulletCount = 6;&lt;br/&gt;
char.wep[char.wep.length-1].infiniteAmmo = true;&lt;br/&gt;&lt;br/&gt;
char.wep[char.wep.length-1].bulletFilter = new flash.filters.GlowFilter(0xFFFF00,1,10,10,5);&lt;br/&gt;
char.wep[char.wep.length-1].soundEffects = new Array(mp3_death1, mp3_death2);&lt;br/&gt;&lt;/code&gt;&lt;/div&gt;

&lt;h3&gt;List of Usable Resources&lt;/h3&gt;&lt;br/&gt;&lt;b&gt;Weapons&lt;/b&gt;&lt;br/&gt;&lt;ul&gt;&lt;li&gt;classes.weapons.assaultrifle&lt;/li&gt;
&lt;li&gt;classes.weapons.crossbow&lt;/li&gt;
&lt;li&gt;classes.weapons.machinegun&lt;/li&gt;
&lt;li&gt;classes.weapons.pistol&lt;/li&gt;
&lt;li&gt;classes.weapons.revolver&lt;/li&gt;
&lt;li&gt;classes.weapons.shotgun&lt;/li&gt;
&lt;li&gt;classes.weapons.smg&lt;/li&gt;
&lt;li&gt;classes.weapons.sniperrifle&lt;/li&gt;
&lt;li&gt;classes.weapons.superlaser&lt;/li&gt;
&lt;li&gt;classes.weapons.tornadogun&lt;/li&gt;
&lt;li&gt;classes.weapons.npc_pistol&lt;/li&gt;
&lt;li&gt;classes.weapons.npc_shotgun&lt;/li&gt;
&lt;li&gt;classes.weapons.npc_smg&lt;/li&gt;
&lt;li&gt;classes.weapons.burst_sentry&lt;/li&gt;
&lt;li&gt;classes.weapons.machinegun_sentry&lt;/li&gt;
&lt;li&gt;classes.weapons.missilelauncher_sentry&lt;/li&gt;
&lt;/ul&gt;&lt;b&gt;Sounds&lt;/b&gt;&lt;br/&gt;&lt;ul&gt;&lt;li&gt;mp3_death1&lt;/li&gt;
&lt;li&gt;mp3_death2&lt;/li&gt;
&lt;li&gt;mp3_death3&lt;/li&gt;
&lt;li&gt;mp3_death4&lt;/li&gt;
&lt;li&gt;mp3_heal&lt;/li&gt;
&lt;li&gt;mp3_truck_idle&lt;/li&gt;
&lt;li&gt;mp3_truck_loop&lt;/li&gt;
&lt;li&gt;mp3_voice_killhim&lt;/li&gt;
&lt;li&gt;mp3_voice_overthere&lt;/li&gt;
&lt;li&gt;mp3_crossbow1&lt;/li&gt;
&lt;li&gt;mp3_crossbow2&lt;/li&gt;
&lt;li&gt;mp3_emp&lt;/li&gt;
&lt;li&gt;mp3_explosion1&lt;/li&gt;
&lt;li&gt;mp3_explosion2&lt;/li&gt;
&lt;li&gt;mp3_laser&lt;/li&gt;
&lt;li&gt;mp3_laserloop&lt;/li&gt;
&lt;li&gt;mp3_pistol&lt;/li&gt;
&lt;li&gt;mp3_reload&lt;/li&gt;
&lt;li&gt;mp3_revolver&lt;/li&gt;
&lt;li&gt;mp3_rifle&lt;/li&gt;
&lt;li&gt;mp3_shotgun&lt;/li&gt;
&lt;li&gt;mp3_smg&lt;/li&gt;
&lt;li&gt;mp3_sniper&lt;/li&gt;
&lt;/ul&gt;&lt;b&gt;Graphics&lt;/b&gt;&lt;br/&gt;&lt;ul&gt;&lt;li&gt;fx_explosion1&lt;/li&gt;
&lt;li&gt;fx_explosion2&lt;/li&gt;
&lt;li&gt;fx_spark&lt;/li&gt;
&lt;li&gt;fx_bloodsplat&lt;/li&gt;
&lt;li&gt;model_supplies&lt;/li&gt;
&lt;li&gt;model_dogtag&lt;/li&gt;
&lt;li&gt;model_rico&lt;/li&gt;
&lt;li&gt;model_truck&lt;/li&gt;
&lt;li&gt;model_enemy_pistol&lt;/li&gt;
&lt;li&gt;model_enemy_smg&lt;/li&gt;
&lt;li&gt;model_enemy_shotgun&lt;/li&gt;
&lt;li&gt;model_enemy_gunner&lt;/li&gt;
&lt;li&gt;model_buildGhost&lt;/li&gt;
&lt;li&gt;model_landmine&lt;/li&gt;
&lt;li&gt;model_sentry_base&lt;/li&gt;
&lt;li&gt;model_sentry_burst&lt;/li&gt;
&lt;li&gt;model_sentry_machinegun&lt;/li&gt;
&lt;li&gt;model_sentry_missile&lt;/li&gt;
&lt;li&gt;model_helicopter&lt;/li&gt;
&lt;li&gt;model_helicopter_top&lt;/li&gt;
&lt;/ul&gt;&lt;br/&gt;
There is a lot more you could do with the console but I&amp;#8217;ll leave that to you to find out.
&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;

Here&amp;#8217;s a little thing I put together that will turn you into a Minigunner (just paste it into your console):&lt;br/&gt;&lt;div style="background-color:#EFEFEF"&gt;&lt;code&gt;
char.removeChild(char.model);&lt;br/&gt;
char.model = new model_enemy_gunner();&lt;br/&gt;
char.addChild(char.model);&lt;br/&gt;
char.model.head.gotoAndStop(1);&lt;br/&gt;
char.model.gun.gotoAndStop(1);&lt;br/&gt;
char.updateBSP(char.model.bsp.x,char.model.bsp.y);&lt;br/&gt;&lt;br/&gt;
char.wep = new Array(new classes.weapons.machinegun(this,char));&lt;br/&gt;
char.changeWeapon(0);&lt;br/&gt;&lt;/code&gt;&lt;/div&gt;</description><link>http://torrunt.net/post/20634874538</link><guid>http://torrunt.net/post/20634874538</guid><pubDate>Sat, 07 Apr 2012 12:36:00 +0800</pubDate><category>firefight</category><category>flash</category><category>game</category><category>as3</category><category>developer console</category><category>console</category><category>shooter</category><category>top down</category><category>modding</category></item><item><title>Made the Pedestrians spawn every 10 milliseconds, mayhem ensued....</title><description>&lt;img src="http://24.media.tumblr.com/tumblr_m1app1LxY21qivi6yo1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Made the Pedestrians spawn every 10 milliseconds, mayhem ensued. Though still a pretty decent FPS :D&lt;br/&gt;
Still trying to get the physics for the pedestrians right.&lt;/p&gt;

&lt;p&gt;(Game I’m working on for Pico Day 2012 on &lt;a href="http://www.newgrounds.com/"&gt;Newgrounds.com&lt;/a&gt;)&lt;/p&gt;</description><link>http://torrunt.net/post/19735904491</link><guid>http://torrunt.net/post/19735904491</guid><pubDate>Fri, 23 Mar 2012 00:55:49 +0800</pubDate><category>flash</category><category>game</category><category>newgrounds</category><category>pico day</category><category>pico day 2012</category><category>alien hominid</category><category>cartoon</category><category>shooter</category><category>cars</category></item><item><title>Random News Update</title><description>&lt;h2&gt;New Domain&lt;/h2&gt;
I just got a domain for my site! torrunt.net. I also fixed up the games page to it just says &amp;#8220;&lt;i&gt;domain/games&lt;/i&gt;&amp;#8221; rather then &amp;#8220;&lt;i&gt;domain/private/1237498asdihoas&lt;/i&gt;&amp;#8221; or whatever.

&lt;h2&gt;Scimitar Games&lt;/h2&gt;
&lt;p&gt;A website for Scimitar Games should be launching soon at &lt;a href="http://scimitargames.net/"&gt;scimitargames.net&lt;/a&gt;. Scimitar games is the name of our Flash Game Development group. &lt;a href="http://doodlebin.newgrounds.com/"&gt;Doodlebin / Tyler&lt;/a&gt; as the Artist, &lt;a href="http://mdksound.newgrounds.com/"&gt;MDKSound / Morgan&lt;/a&gt; as the Musician / Sound Technician and me as the Programmer.&lt;/p&gt;

&lt;center&gt;&lt;img src="http://i.imgur.com/frgZ4.png"/&gt;&lt;/center&gt;

&lt;h2&gt;Pico Day 2012&lt;/h2&gt;
&lt;p&gt;Doodlebin and I are planning on doing another game for Pico Day on &lt;a href="http://www.newgrounds.com/"&gt;Newgrounds.com&lt;/a&gt; this year; this time focusing on Alien Hominid. Nothing to show yet but i might post some sneak peaks later.&lt;/p&gt;
&lt;p&gt;Here&amp;#8217;s the game&amp;#8217;s we made the previous years:&lt;/p&gt;
&lt;table border="0" cellspacing="8" style="width: 640px; "&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td&gt;
				&lt;a href="http://www.newgrounds.com/portal/view/568726" target="_blank"&gt;&lt;img align="left" height="90" src="http://i.imgur.com/QKkW7.png" width="140"/&gt;&lt;/a&gt;&lt;/td&gt;
			&lt;td style="vertical-align: top; width: 480px; "&gt;
				&lt;strong&gt;Newgrounds: Retaliation&lt;/strong&gt;&lt;br/&gt;&lt;a href="http://www.newgrounds.com/portal/view/568726" target="_blank"&gt;Newgrounds&lt;/a&gt; &lt;br/&gt;&lt;small&gt;&lt;a href="http://www.newgrounds.com/collection/picoday2011.html" target="_blank"&gt;Pico Day 2011&lt;/a&gt;&lt;/small&gt;
			&lt;/td&gt;
		&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;
				&lt;a href="http://www.newgrounds.com/portal/view/534678" target="_blank"&gt;&lt;img align="left" height="90" src="http://i.imgur.com/QnUsh.jpg" width="140"/&gt;&lt;/a&gt;&lt;/td&gt;
			&lt;td style="vertical-align: top; "&gt;
				&lt;strong&gt;INSERT COIN: Pico N&amp;#8217; Me&lt;/strong&gt;&lt;br/&gt;&lt;a href="http://www.newgrounds.com/portal/view/534678" target="_blank"&gt;Newgrounds&lt;/a&gt; &lt;br/&gt;&lt;small&gt;&lt;a href="http://www.newgrounds.com/collection/picoday2010.html" target="_blank"&gt;Pico Day 2010&lt;/a&gt;&lt;/small&gt;
			&lt;/td&gt;
		&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;h2&gt;Firefight&lt;/h2&gt;
The flash game Shoot Out I was working on ages ago has changed it&amp;#8217;s name to &amp;#8220;Firefight&amp;#8221; and should be coming out soon. I was messing around with it a couple of days ago as well, tweaking the options menu and some of the GUI.
&lt;img src="http://i.imgur.com/gL8sT.png"/&gt;</description><link>http://torrunt.net/post/19618829830</link><guid>http://torrunt.net/post/19618829830</guid><pubDate>Tue, 20 Mar 2012 15:03:00 +0800</pubDate><category>scimitar games</category><category>flash</category><category>games</category><category>firefight</category><category>pico day</category><category>pico day 2012</category><category>newgrounds</category></item><item><title>Rupert's Zombie Diary Update v1.3</title><description>&lt;p&gt;Yet another update to Rupert&amp;#8217;s Zombie Diary. &lt;a href="http://www.newgrounds.com/portal/view/590897"&gt;Newgrounds Edition&lt;/a&gt; only at the moment.&lt;/p&gt;

&lt;p&gt;- Fixed bug where you could buy skills without having their prerequisites&lt;br/&gt;
- Fixed up Medal: &amp;#8220;Legend&amp;#8221; (To obtain: Finish the game without ever starting an area without Nightmare mode on. If you already have just clear game data under options and relaunch the game)&lt;br/&gt;
- Fixed glitch with shooting and killing zombies that have been knocked to the ground&lt;br/&gt;
- Fixed bug where you could damage the Wizard while he&amp;#8217;s in the air vulnerable with kicks and zombie heads&lt;br/&gt;
- Fixed problem with the &amp;#8220;Most Kills (in a day)&amp;#8221; scoreboard where it let people submit scores for endless rounds&lt;br/&gt;
- Added new scoreboard called &amp;#8220;Total Kills&amp;#8221;&lt;br/&gt;
- Modified the way the Ammo display is updated in hopes of fixing it&amp;#8217;s glitch&lt;br/&gt;
- Made the gun icon on the HUD change depending on what weapon you have out&lt;/p&gt;</description><link>http://torrunt.net/post/18491190373</link><guid>http://torrunt.net/post/18491190373</guid><pubDate>Wed, 29 Feb 2012 20:00:30 +0800</pubDate><category>Rupert's Zombie Diary</category><category>flash</category><category>game</category><category>shooter</category><category>zombie</category><category>update</category><category>newgrounds</category></item><item><title>Rupert's Zombie Diary Update v1.2</title><description>&lt;p&gt;Just did a quick update to Rupert&amp;#8217;s Zombie Diary (&lt;a href="http://www.newgrounds.com/portal/view/590897"&gt;Newgrounds.com version&lt;/a&gt; only at the moment).&lt;/p&gt;

&lt;p&gt;- Fixed Medals: Wipe Out, Wipe Out Nightmare, ALL THE SKILLS, GIVE EM&amp;#8217; THE BOOT, Dodging Fish and That wasn&amp;#8217;t so hard&lt;br/&gt;
- Fixed problem where keys weren&amp;#8217;t releasing properly&lt;br/&gt;
- Fixed bug where the Wizard could disapear off the map when charging&lt;/p&gt;</description><link>http://torrunt.net/post/18423405648</link><guid>http://torrunt.net/post/18423405648</guid><pubDate>Tue, 28 Feb 2012 12:41:00 +0800</pubDate><category>Rupert's Zombie Diary</category><category>flash</category><category>game</category><category>shooter</category><category>update</category><category>zombie</category><category>newgrounds</category></item><item><title>Rupert's Zombie Diary: Newgrounds Edition Released</title><description>&lt;p&gt;&lt;center&gt;The Newgrounds Edition of Rupert&amp;#8217;s Zombie Diary is now out!&lt;br/&gt;&lt;br/&gt;&lt;img src="http://i.imgur.com/tBFBg.png"/&gt;&lt;br/&gt;&lt;a href="http://www.newgrounds.com/portal/view/590897"&gt;Play Now!&lt;/a&gt;&lt;/center&gt;
&lt;br/&gt;
This version includes 40 Newgrounds Medals and 5 different Scoreboards so you can show how much better you are than everyone else.&lt;/p&gt;</description><link>http://torrunt.net/post/18380173486</link><guid>http://torrunt.net/post/18380173486</guid><pubDate>Mon, 27 Feb 2012 23:07:00 +0800</pubDate><category>Rupert's Zombie Diary</category><category>flash</category><category>game</category><category>shooter</category><category>zombie</category><category>newgrounds</category></item><item><title>Rupert's Zombie Diary Update</title><description>&lt;p&gt;There should be an update coming to &lt;a href="http://armorgames.com/play/12936/ruperts-zombie-diary"&gt;Rupert&amp;#8217;s Zombie Diary on armorgames.com&lt;/a&gt; soon, just waiting for them.&lt;/p&gt;

&lt;p&gt;Here&amp;#8217;s changelog:&lt;br/&gt;
- Added Control Customisation (under Options)&lt;br/&gt;
- Added Outro&lt;br/&gt;
- Added Message to inform people that you can still play areas that are fortified (to earn cash and/or to advance the day)&lt;br/&gt;
- Instead of surfing zombies automatically you now have to Kick (default: SPACE) while over them&lt;br/&gt;
- Lowered skill prices&lt;br/&gt;
- Lowered Fortifications prices to 300 (down from 500)&lt;br/&gt;
- Rifle starts off with 20 Rifle bullets (up from 10)&lt;br/&gt;
- Ammo pickups now give 15 Rifle bullets (up from 5)&lt;br/&gt;
- Rupert now finds 5 additional Rifle bullets at the begining of each day&lt;br/&gt;
- Skill &amp;#8220;I PACKED EXTRA&amp;#8221; now has a 30% chance Rifle shots won&amp;#8217;t deplete ammo (up from 20%)&lt;br/&gt;
- Skill &amp;#8220;FISHERMANS FRIEND&amp;#8221; now has a 30% chance fish will heal you (down from 40%)&lt;br/&gt;
- Turned Dust Effects off by default (due to the lag it causes)&lt;br/&gt;
- Common Zombies now run at slightly faster speeds in Nightmare mode&lt;br/&gt;
- Zombies now spawn 1/2 a second faster on all area difficulties (every 4secs on 1 Skull, every 2secs on 4 Skulls)&lt;br/&gt;
- Slightly increased the amount of Zombies that can spawned at once&lt;br/&gt;
- Goliath now heals by 10% (or 20% on Nightmare) from eating zombies (down from 20% and 40%)&lt;br/&gt;
- Lowered Wizard&amp;#8217;s Health by 1000 (now 3000 or 4000 on Nightmare)&lt;br/&gt;
- Improved the way the check for defeating the Wizard Boss is done (hopefully he won&amp;#8217;t just disapear with nothing happening anymore)&lt;br/&gt;
- Fixed bug where health pickups bring your health to 100 when you have the 125 Health Points Skill&lt;br/&gt;
- Fixed bug where Zombie Activity was sometimes happening at Home&lt;br/&gt;
- Fixed bug where new Zombies coming into London disapear (eg: 47 new zombies come in and 25 of them don&amp;#8217;t move to any area)&lt;br/&gt;
- Day Time Limit on Fortified Areas is now turned on by default (as it&amp;#8217;s the prefered option)&lt;/p&gt;

&lt;p&gt;&lt;br/&gt;
And the Newgrounds Edition should be coming out on &lt;a href="http://www.newgrounds.com/"&gt;Newgrounds.com&lt;/a&gt; soon. It&amp;#8217;s all done and ready.&lt;/p&gt;</description><link>http://torrunt.net/post/18186252368</link><guid>http://torrunt.net/post/18186252368</guid><pubDate>Fri, 24 Feb 2012 21:22:00 +0800</pubDate><category>Rupert's Zombie Diary</category><category>zombie</category><category>shooter</category><category>flash</category><category>game</category></item><item><title>Rupert’s Zombie Diary has been released! You can now go...</title><description>&lt;img src="http://25.media.tumblr.com/tumblr_lzt12zQfVM1qivi6yo1_r1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Rupert’s Zombie Diary has been released! You can now go play it over at &lt;a href="http://armorgames.com/play/12936/ruperts-zombie-diary"&gt;Armor Games&lt;/a&gt;.&lt;br/&gt;
The game will be released on Newgrounds in a week or less.&lt;/p&gt;

&lt;p&gt;—————————-&lt;br/&gt;
An Evil Wizard has taken over London, and is using an army of Zombies to do his bidding. You take control of Rupert Whitewater a man who stands up to the evil reign. In this action survival game, you will have to learn effective and brutal special moves to strike down your foes. Develop tactics, and purchase perks to become the ultimate zombie killing machine.&lt;/p&gt;</description><link>http://torrunt.net/post/18075908360</link><guid>http://torrunt.net/post/18075908360</guid><pubDate>Thu, 23 Feb 2012 01:11:00 +0800</pubDate><category>Rupert's Zombie Diary</category><category>flash</category><category>game</category><category>cartoon</category><category>zombie</category><category>shooter</category></item><item><title>Been working on this game some more, here’s some of what...</title><description>&lt;img src="http://24.media.tumblr.com/tumblr_lyzbr0OxCG1qivi6yo1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Been working on this game some more, here’s some of what I’ve done:&lt;br/&gt;
- Added Level Chunk system, where it get’s a random pre-made level chunk to add to the level instead of just randomly generating tiles. This allows for me (or someone) to make little platforming puzzles which will randomly get placed in the level as you go up.&lt;br/&gt;
- New Tile Types (saw and unstable rocks)&lt;br/&gt;
- Moving Platforms&lt;br/&gt;
- Enemies&lt;br/&gt;
- Bouncy Gravestones on Enemy Death (Worms :D)&lt;br/&gt;
- Attack and Dust Effects&lt;br/&gt;
- Level Editor to help me make Level Chunks.&lt;br/&gt;
- HUD / Score System (gain points by gaining height or killing mobs)&lt;br/&gt;
- Fall Recovery (if you fall off the bottom of the screen it will teleport you back up at the cost of some health and points)&lt;br/&gt;
- Started on Dungeons (these appear every so often and you have to survive a wave of Goblins to proceed)&lt;/p&gt;

&lt;p&gt;Next I’ll be starting to work on the level navigation AI so the Goblins (and any future ground enemies) will know how to get navigate the level to get to you.&lt;/p&gt;</description><link>http://torrunt.net/post/17156366523</link><guid>http://torrunt.net/post/17156366523</guid><pubDate>Tue, 07 Feb 2012 00:13:00 +0800</pubDate><category>flash</category><category>game</category><category>platformer</category><category>tile based</category><category>Steve in Hell</category></item><item><title>I just started work on a new Flash game; the guy who does the...</title><description>&lt;img src="http://24.media.tumblr.com/tumblr_lyr8xgz3oO1qivi6yo1_r1_500.png"/&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;I just started work on a new Flash game; the guy who does the art from a lot of my games came up to me with the idea and a bunch of the graphics ready. He was meant to be working with someone else on it by they didn’t work out.
&lt;br/&gt;&lt;br/&gt;
Last night I started out by taking the animations he did for the player (running, jumping, landing and punch combos), making them work and trying to get the feel of the character right. Then today I started putting together the Tile Based Collision and level generation. Here’s what i got so far:&lt;/p&gt;&lt;center&gt;&lt;a href="http://www.newgrounds.com/dump/item/6c50b149f9fd3e403d7bdc6a4215bd42"&gt;Play&lt;/a&gt;&lt;br/&gt;
(WASD or Arrow Keys to move, J or SPACE to punch)
&lt;/center&gt;
&lt;br/&gt;
I’m really enjoying working on this, doing stuff I haven’t done before is just much more fun and satisfying. First time doing progressive level generation and the last time I tried Tile Based Collision was when I hardly knew anything and I was reading a tutorial (and it was in AS2). At the moment the level generation is just completely random (plus leaving a gap every 2nd row) and you can abuse the not fully working wall jumping to just climb up.</description><link>http://torrunt.net/post/16912496280</link><guid>http://torrunt.net/post/16912496280</guid><pubDate>Thu, 02 Feb 2012 15:32:00 +0800</pubDate><category>flash</category><category>game</category><category>platformer</category><category>tile based</category><category>Steve in Hell</category></item><item><title>Started working on a Mech for this flash game I’m making....</title><description>&lt;iframe width="400" height="300" src="http://www.youtube.com/embed/NBa0i4E3kU8?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;Started working on a Mech for this flash game I’m making. They’ll be enemies that use them and you’ll be able to hijack them somehow; i might make it so you can buy/upgrade your own too. Next i think i’ll make it so you can squish enemies if you step on them :D.&lt;/p&gt;

&lt;p&gt;It was fun to make and pretty fun to use in-game too, thinking about adding Tanks and stuff now. At the moment in this game you defend your crashed Spaceship as you collect Metal to repair it and buy upgrades for your weapon and stuff. You can build defences like Sentries, Landmines and a Healing station, so maybe you could deploy controllable Vehicles that way as well.&lt;/p&gt;

&lt;p&gt;Ha, I just noticed while checking the video that the Mech bleeds! Whoops :P&lt;/p&gt;</description><link>http://torrunt.net/post/16618910748</link><guid>http://torrunt.net/post/16618910748</guid><pubDate>Sat, 28 Jan 2012 12:33:00 +0800</pubDate><category>flash</category><category>game</category><category>gameplay</category><category>mech</category><category>top down</category><category>shooter</category></item><item><title>Playing a round of one of my upcoming flash games: “The...</title><description>&lt;iframe width="400" height="300" src="http://www.youtube.com/embed/SlpaxsJyp2w?wmode=transparent&amp;autohide=1&amp;egm=0&amp;hd=1&amp;iv_load_policy=3&amp;modestbranding=1&amp;rel=0&amp;showinfo=0&amp;showsearch=0" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;br/&gt;&lt;br/&gt;&lt;p&gt;&lt;span&gt;Playing a round of one of my upcoming flash games: “The Zombie Diary of Rupert Whitewater” on Streets of London.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;Hopefully this game will be coming out soon. It’s been delayed due to needing a better Voice Actor and Zombie sound effects and then waiting to get all these in and ready. Starting to look for a Sponsor now.&lt;/span&gt;&lt;/p&gt;</description><link>http://torrunt.net/post/13922995874</link><guid>http://torrunt.net/post/13922995874</guid><pubDate>Thu, 08 Dec 2011 23:43:00 +0800</pubDate><category>cartoon</category><category>flash</category><category>game</category><category>gameplay</category><category>shooter</category><category>zombie</category><category>Rupert's Zombie Diary</category></item></channel></rss>
