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	<title>planet romero &#187; Programming</title>
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	<link>http://planetromero.com</link>
	<description>my gaming past, present and future</description>
	<lastBuildDate>Wed, 01 Feb 2012 19:38:12 +0000</lastBuildDate>
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		<title>Xcode For Beginners</title>
		<link>http://planetromero.com/2012/01/xcode-for-beginners</link>
		<comments>http://planetromero.com/2012/01/xcode-for-beginners#comments</comments>
		<pubDate>Wed, 18 Jan 2012 20:45:48 +0000</pubDate>
		<dc:creator>Romero</dc:creator>
				<category><![CDATA[Developer's Corner]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[beginners]]></category>
		<category><![CDATA[Brenda]]></category>
		<category><![CDATA[OS X]]></category>
		<category><![CDATA[programming]]></category>
		<category><![CDATA[Xcode]]></category>

		<guid isPermaLink="false">http://planetromero.com/?p=2398</guid>
		<description><![CDATA[I believe anyone wanting to learn programming should start with the basics, and that means the C language. It also means no graphics so the focus is on the language itself and understanding just the language, and not an IDE or environment like Flash. You can do plenty of good learning just by using text <a href="http://planetromero.com/2012/01/xcode-for-beginners#more-2398'" class="more-link">more »</a>]]></description>
			<content:encoded><![CDATA[<p>I believe anyone wanting to learn programming should start with the basics, and that means the C language. It also means no graphics so the focus is on the language itself and understanding just the language, and not an IDE or environment like Flash. You can do plenty of good learning just by using text mode.</p>
<p>Here is a step-by-step walkthrough of how to get Xcode set up for programming simple console apps like you would find in any basic C book.</p>
<h3>STEP 1: Install Xcode 4</h3>
<p>It&#8217;s in the Mac App Store. Search for Xcode then get it. I believe it&#8217;s free. Next, after it&#8217;s downloaded, you need to run the app called &#8220;Install Xcode&#8221; (if you&#8217;re running Lion, you can find it by clicking the silver rocket ship dock icon). That is what will really install it. When that&#8217;s done, you can move on to step 2.</p>
<h3>STEP 2: Create a New Project</h3>
<p>This is the first thing you will see. Make sure you choose  &#8220;Create a new Xcode project&#8221;.</p>
<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2012/01/Screen-Shot-2012-01-17-at-10.43.49-PM.png"><img class="alignleft size-medium wp-image-2399" title="Create new project" src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2012/01/Screen-Shot-2012-01-17-at-10.43.49-PM-300x194.png" alt="" width="300" height="194" /></a></p>
<hr /></hr>
<p>Next, choose &#8220;Mac OS X&#8221;, then &#8220;Application&#8221;.</p>
<p>Then choose &#8220;Command Line Tool&#8221;. Click Next.</p>
<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2012/01/Screen-Shot-2012-01-17-at-10.30.34-PM.png"><img class="alignleft size-medium wp-image-2400" title="Screen Shot 2012-01-17 at 10.30.34 PM" src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2012/01/Screen-Shot-2012-01-17-at-10.30.34-PM-300x201.png" alt="" width="300" height="201" /></a></p>
<hr /></hr>
<p>Now choose the options for your project, and where to put it.</p>
<p>Click Next.</p>
<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2012/01/Screen-Shot-2012-01-17-at-10.31.08-PM.png"><img class="alignleft size-medium wp-image-2401" title="Screen Shot 2012-01-17 at 10.31.08 PM" src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2012/01/Screen-Shot-2012-01-17-at-10.31.08-PM-300x202.png" alt="" width="300" height="202" /></a></p>
<hr /></hr>
<p>Make sure to UNCHECK the option to create a git repository. You&#8217;re just starting to learn to code &#8211; source control can come later.</p>
<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2012/01/Screen-Shot-2012-01-17-at-10.32.04-PM.png"><img class="alignleft size-medium wp-image-2402" title="github" src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2012/01/Screen-Shot-2012-01-17-at-10.32.04-PM-300x66.png" alt="" width="300" height="66" /></a></p>
<h3>STEP 3: Set Up The Project Window</h3>
<p>Now the project will start up in a window that will look confusing since you&#8217;re not used to this kind of information. Don&#8217;t worry — you don&#8217;t need to know about this yet, and you can get rid of it so you can focus only on your code.</p>
<p>First, select your <strong>main.c</strong> source by clicking on the name in the left pane.</p>
<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2012/01/Screen-Shot-2012-01-17-at-10.32.23-PM.png"><img class="alignleft size-full wp-image-2403" title="main.c" src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2012/01/Screen-Shot-2012-01-17-at-10.32.23-PM.png" alt="" width="263" height="155" /></a></p>
<p>Next, let&#8217;s get rid of all the bothersome info. Click on the View buttons so they&#8217;re all off like this.</p>
<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2012/01/Screen-Shot-2012-01-17-at-10.32.48-PM.png"><img class="alignleft size-full wp-image-2404" title="view buttons" src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2012/01/Screen-Shot-2012-01-17-at-10.32.48-PM.png" alt="" width="96" height="53" /></a></p>
<p>Now you should be looking only at pure code.</p>
<p>Click on the PLAY button at the top-left to run the simple main() code that was generated for you. It will open up an output window at the bottom of the edit area.</p>
<p>Now, make the output area fill the screen from left to right by clicking the View buttons like so:</p>
<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2012/01/Screen-Shot-2012-01-18-at-12.20.01-PM.png"><img class="alignleft size-full wp-image-2405" title="output view" src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2012/01/Screen-Shot-2012-01-18-at-12.20.01-PM.png" alt="" width="133" height="22" /></a></p>
<p>There! Now you have pure code and pure output!</p>
<p>To clean up the output and make it only show you your code output and no compilation messages, change the pulldown menu from All Output to Target Output.</p>
<p>Finally, I don&#8217;t like coding with a solid white background blasting my retinas all day, so I always choose a dark scheme.</p>
<p>To do this, press Command-, (comma) to bring up Preferences. Choose <strong>Fonts &#038; Color</strong>. On the left pane, choose the theme <strong>Midnight</strong>. Your screen would look just like this&#8230;</p>
<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2012/01/Screen-Shot-2012-01-17-at-10.33.51-PM.png"><img class="alignleft size-medium wp-image-2406" title="code full screen" src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2012/01/Screen-Shot-2012-01-17-at-10.33.51-PM-300x203.png" alt="" width="300" height="203" /></a></p>
<p>That&#8217;s all there is to setting up a new console-only C project in Xcode with a simple environment! This is the view that my girlfriend Brenda prefers because it&#8217;s easy to just focus on her code.</p>
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		<title>Ravenwood Fair Post-Mortem</title>
		<link>http://planetromero.com/2011/03/ravenwood-fair-post-mortem</link>
		<comments>http://planetromero.com/2011/03/ravenwood-fair-post-mortem#comments</comments>
		<pubDate>Mon, 21 Mar 2011 13:05:10 +0000</pubDate>
		<dc:creator>Romero</dc:creator>
				<category><![CDATA[Design]]></category>
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		<category><![CDATA[Game History]]></category>
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		<guid isPermaLink="false">http://planetromero.com/?p=2321</guid>
		<description><![CDATA[What would it feel like to actually make Disneyland in a magical, fairytale forest? That&#8217;s what I wanted to find out with Ravenwood Fair. I wanted to make a social game last year, so my girlfriend Brenda told her employers (Lolapps, Inc., a social game developer in San Francisco, California) that I was interested. I <a href="http://planetromero.com/2011/03/ravenwood-fair-post-mortem#more-2321'" class="more-link">more »</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2011/03/ravenwood-title.png"><img src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2011/03/ravenwood-title-300x227.png" alt="" title="Ravenwood Fair title screen" width="300" height="227" class="alignright size-medium wp-image-2328" /></a><em><strong>What would it feel like to actually make Disneyland in a magical, fairytale forest? That&#8217;s what I wanted to find out with Ravenwood Fair.</strong> </em></p>
<p>I wanted to make a social game last year, so my girlfriend Brenda told her employers (Lolapps, Inc., a social game developer in San Francisco, California) that I was interested. I started consulting in August 2010, designed the game in a few days, and got the team working on what I decided to call <a href="http://facebook.com/ravenwoodfair"><em>Ravenwood Fair</em></a>. At the beginning, I did art direction toward a painterly style until the lead artist, Christine MacTernan, totally got the look and took over from there. I created and coded all the sound effects, and worked with a great composer named <a href="http://www.mobygames.com/developer/sheet/view/developerId,141624/" target="_blank">Aaron Walz</a> from <a href="http://gameaudioalliance.com" target="_blank">Game Audio Alliance</a> on the game&#8217;s looping soundtrack. He did an excellent job, as the song can be played infinitely without annoyance &#8211; the true test of a great composition.</p>
<p>The team was very small: four programmers, two concept artists, two animators, a UI artist, a producer, Brenda and me. That&#8217;s only 12 people. In addition, the game launched on October 19, which means it took 2.5 months to go from concept to ship. This causes many a social game publisher to gasp, but there&#8217;s a good reason for it: the team worked very hard, and they had already been working on several game concepts for 7 months before I showed up, so they were already &#8220;at speed&#8221; and no ramp-up time was needed.</p>
<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2011/03/Screen-shot-2010-10-05-at-4.35.15-PM-2.png"><img src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2011/03/Screen-shot-2010-10-05-at-4.35.15-PM-2-300x187.png" alt="" title="Ravenwood development" width="300" height="187" class="alignright size-medium wp-image-2370" /></a>When I arrived at Lolapps, the owners told me I could create whatever, as long as the game would make money and launch by September 30. That was less than 2 months by the time I started working on it. I knew I had to hurry up and come up with a concept, so I quickly identified the best game on Facebook at the time, <em>FrontierVille</em>, and played it for three days so I could understand its design patterns and monetization model (I had been following the social game space since 2009). Then, I got the scoop on the engine we were using and found out it was really fast and could draw a ton of graphics on the screen quickly. I learned from the lead coder how much code had been written for the previous game prototypes, so I needed to use as much as possible to keep moving forward and not go backward much.</p>
<p>The idea for the game appeared very quickly. The setting was going to be a fairytale/storybook/magical place that floated in the air and was occupied by a slightly scary forest. Since the biggest games on Facebook were business sims, I needed to have the player build their own little business, and I wanted it to be like nothing else on Facebook. I thought a Fair would be a really nice obvious positive goal for the player to build, and there wasn&#8217;t a carnival/circus/fair sim on Facebook&#8230;&#8230;yet. My thought was this: when you&#8217;re building a place for visitors to come and occupy, why wouldn&#8217;t you want them to be doing something really fun while they&#8217;re there? What&#8217;s more fun than <em>Disneyland</em>? I imagined what it must be like at a high-level point-of-view to actually RUN <em>DisneyWorld</em> in Orlando, Florida &#8211; to have to carve out a bunch of wilderness packed with alligators and other denizens, and then have to build a fun place in the middle of that &#8211; and KEEP it happy and fun, all the while the alligators and beasts want their place back. I figured that would be a fun game to play &#8211; as I cut back a scary forest, I build a Fair, visitors come and use all the things I&#8217;m building, and I get to interact with them in a light fashion. That was the basis of my design, so we had our first meeting, and the producer and leads wrote down the long list of things that we needed to start working on immediately.</p>
<p>After August, we were still working on the foundations of the game systems and entire art overhaul, when Brenda joined the team from <em>Critter Island </em>(it had been shut down by Facebook). Brenda immediately started working on the quests, the map layout, and the tutorial parts of the game. She had to basically try to get all the final parts of the game together while I was still working on the foundational stuff, and we had to make sure that they would meet in the middle and the game would be complete by September 30.</p>
<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2011/03/Screen-shot-2010-10-02-at-6.03.28-PM.png"><img src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2011/03/Screen-shot-2010-10-02-at-6.03.28-PM-271x300.png" alt="" title="Dopefish Stand" width="271" height="300" class="alignleft size-medium wp-image-2372" /></a>Near the end of September, to make the launch date, the game had been re-scoped and re-prioritized so much that it wasn&#8217;t going to be anything I&#8217;d want to play if we shipped it in that state. Facebook games are well-known to ship incomplete and get fixed post-launch. I&#8217;m not from that world &#8211; I&#8217;m from the world of &#8220;You only launch once&#8221; and the first impression is extremely important. There were game systems missing that absolutely needed to be included in the game for the design to harmonize, and it got very tense at the end of September with the execs pressing for launch and me holding the game back to make it great. Every day in October was a &#8220;Can it ship?&#8221; day. It took 19 more 12pm-to-4am days to get the game in a state that I&#8217;d launch. In fact, I held back on doing interviews about the game until I knew it was going to be something I&#8217;d put my name on. Finally, around October 15, the game was quality enough for me to do the <a href="http://venturebeat.com/2010/10/19/creator-of-the-fierce-doom-and-quake-games-tries-his-hand-at-a-cute-facebook-game/" target="_blank">Dean Takahashi interview in VentureBeat</a>.</p>
<p>The game launched, but the team kept working. We had lots of holes to fill, and obscure bugs to fix. The launch on Facebook went as good as a launch could possibly go: millions of people played the game and hundreds of thousands still join every week. Brenda and I ended our consulting with Lolapps on February 25, 2011 so we could concentrate full-time on our new startup, <a href="http://lootdrop.com" target="_blank">Loot Drop, Inc.</a></p>
<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2011/03/Screen-shot-2011-03-21-at-6.01.08-AM.png"><img src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2011/03/Screen-shot-2011-03-21-at-6.01.08-AM-270x300.png" alt="" title="AppData Top 15 Apps" width="270" height="300" class="alignright size-medium wp-image-2374" /></a>Just recently at the beginning of March, Ravenwood Fair made the #15 slot on the <a href="http://appdata.com" target="_blank">AppData</a> Top 15 Applications list &#8211; this list is of ALL applications on Facebook, not just games (over 125,000 apps are on Facebook). <em>Ravenwood Fair</em> is the #1 non-Zynga game, and that&#8217;s quite an accomplishment. <strong>Currently, over 25 million people play Ravenwood Fair every month on all social platforms</strong> (over 11 million on Facebook alone), and over 1 million play every day on Facebook only. I never thought I&#8217;d see the day that I would make a game that <strong><em>doubled</em></strong> <a href="http://worldofwarcraft.com" target="_blank">World of Warcraft</a>, player count-wise. I&#8217;d like to thank Brenda and Lolapps for giving me the opportunity, and the <em>Ravenwood Fair</em> launch team that worked so hard on the game.</p>
<p><strong>Ravenwood Fair Trivia Time!</strong></p>
<li>Except John and Brenda, the team that developed and launched <em>Ravenwood Fair</em> had never made a game before.</li>
<p></p>
<li>The loading screen graphic has <a href="http://frontierville.wikia.com/wiki/Frontier_Jack" target="_blank">Frontier Jack&#8217;s</a> skeleton buried underground &#8211; it&#8217;s a reference to FrontierVille, and a statement that we were out to bury him. Most everyone at Zynga saw the reference and loved it, and it continues the tradition of game developers referencing each other&#8217;s work in a fun spirit. Duke Nukem 3D had a TON of hilarious references in it.</li>
<p></p>
<li>The names of my and Brenda&#8217;s kids are in the game: Maezza, Avalon, Donovan, Mike, and Lillia. I also included my amazing grandmother, Socorro, nicknamed Suki.</li>
<p></p>
<li>Huginn is the mentor of Ravenwood. He has a brother named Muninn. They both come from <a href="http://en.wikipedia.org/wiki/Huginn_and_Muninn" target="_blank">Norse mythology</a> and are Odin&#8217;s ravens who fly around the world and bring him news of everything that&#8217;s happening.</li>
<p></p>
<li>The outhouse is called a <a href="http://www.urbandictionary.com/define.php?term=thunderbox" target="_blank">Thunderbox</a> because that&#8217;s the name Australian&#8217;s have for it.</li>
<p></p>
<li>The Dirty Donkey Pub is named after the <a href="http://www.yelp.com/biz/dirty-donkey-tavern-oakhurst" target="_blank">Dirty Donkey Tavern in Oakhurst, California</a>. Brenda and I visited the final location of the legendary <a href="http://en.wikipedia.org/wiki/Sierra_Entertainment" target="_blank">Sierra Online game company</a> and when we entered the legendary location into Foursquare the Dirty Donkey was nearby.</li>
<p></p>
<li>Ravenwood is not the first cute game by me. That honor would probably go to <a href="http://www.mobygames.com/developer/sheet/view/developerId,817/" target="_blank">almost any of my 1980&#8242;s Apple II games</a>. More recently, my games at Monkeystone Games.</li>
<p></p>
<li>The Churro Wagons are there because I&#8217;m part-Mexican and Disneyland has churro carts, too.</li>
<p></p>
<li>The Super Sweet Corn stand is there because Brenda and I *love* to eat it.</li>
<p></p>
<li>The Dopefish Stand is there because&#8230;&#8230;..well, it&#8217;s the <a href="http://dopefish.com" target="_blank">Dopefish!</a></li>
<p></p>
<li>The Fettucine Bros. Cannon is there because it was in <a href="http://www.aspyr.com/product/info/121" target="_blank"><em>The Secret of Monkey Island</em></a>, and Ron Gilbert and Tim Schafer are awesome.</li>
<p></p>
<li>The Mystic Wagon is there because of <a href="http://en.wikipedia.org/wiki/Ultima_IV:_Quest_of_the_Avatar" target="_blank"><em>Ultima 4</em></a>, one of the best games ever made.</li>
<p></p>
<li>Ravenwood Castle was supposed to be called <a href="http://en.wikipedia.org/wiki/Dark_Castle" target="_blank"><em>Dark Castle</em></a>, after the classic Mac game, but the artists changed the look into a tree-thing, so I had to name it Ravenwood Castle.</li>
<p></p>
<li>Muscle Mania is in the game because it was in <a href="http://en.wikipedia.org/wiki/Chrono_trigger" target="_blank"><em>Chrono Trigger&#8217;s</em></a> Millennial Fair. Chrono Trigger is one of my favorite games of all-time.<br />
</p>
<li>Sarlacc Pegball is there because&#8230;&#8230;.uh&#8230;.<a href="http://en.wikipedia.org/wiki/Star_Wars_Episode_VI:_Return_of_the_Jedi" target="_blank"><em>STAR WARS</em></a>.</li>
<p></p>
<li>The Toader game is an homage to <a href="http://en.wikipedia.org/wiki/Frogger" target="_blank"><em>Frogger</em></a>.</li>
<p></p>
<li>The decoration named Ursoc the Amazing comes from <a href="http://www.wowwiki.com/Quest:Ursoc,_the_Bear_God_(Alliance)" target="_blank">World of Warcraft&#8217;s Ursoc</a> boss.</li>
<p></p>
<li>The decoration named Apollon the Mighty comes from <a href="http://www.oldtimestrongman.com/blog/labels/Apollon.html" target="_blank">the legendary strongman</a>.</li>
<p></p>
<li>When the game first launched, many of the decorations were from the previous incarnation of the game&#8217;s design.</li>
<p></p>
<li>The decoration named Gaea is a reference to a <a href="http://blogs.citypages.com/blotter/2010/07/vagina_on_beave.php" target="_blank">controversial beaver statue</a> &#8211; I thought it would be a hilarious hidden reference.</li>
<p></p>
<li>The Ing-Frey totem is a reference to more <a href="http://forteanzoology.blogspot.com/2009/04/guest-blogger-jan-edwards-totem-animals.html" target="_blank">Norse mythology</a>.</li>
<p></p>
<li>The protector named Feathertop comes from <a href="http://en.wikipedia.org/wiki/Feathertop" target="_blank">a classic short story by Nathaniel Hawthorne</a>.</li>
<p></p>
<li>The Sincere Pumpkin protector is a reference to <a href="http://en.wikipedia.org/wiki/Great_Pumpkin" target="_blank"><em>It&#8217;s The Great Pumpkin, Charlie Brown</em></a> &#8211; wherein The Great Pumpkin visits only the most sincere pumpkin patch on Halloween Eve. My original plan was to have the game check to see if the player had 19 pumpkins close to each other, and if so, make a great pumpkin ghost randomly appear. The 19 was a reference to our ship date, since it was in October.</li>
<p></p>
<li>The magical substance called <a href="http://www.shikadi.net/keenwiki/Vitalin" target="_blank">Vitalin</a> originally appeared in <a href="http://en.wikipedia.org/wiki/Commander_Keen" target="_blank">Commander Keen 5: The Armageddon Machine</a>.</li>
<p></p>
<li>The Sleeping Potion is a reference to <a href="http://en.wikipedia.org/wiki/Sleeping_beauty" target="_blank">Sleeping Beauty</a>, but no need to stab your finger on a spinning wheel &#8211; just drink the potion.</li>
<p></p>
<li>The first quest is titled <a href="http://support.lolapps.com/entries/471012-dethorning-faq" target="_blank">Secret of the Forest</a>. It&#8217;s the name of one of my <a href="http://www.youtube.com/watch?v=ZPjRTvMAptg" target="_blank">favorite Chrono Trigger songs</a>.</li>
<p></p>
<li>The buildings hidden in the forest for the player to uncover are a reference back to the game <a href="http://en.wikipedia.org/wiki/Civilization_(video_game)" target="_blank">Civilization</a>.</li>
<p></p>
<li>Originally, I spelled the game&#8217;s name <em>Ravenwood Faire</em>. This resulted in a big discussion over the name that entailed A/B advertisement testing, and numerous wasteful discussions. Eventually, they decided to keep the name but drop the &#8216;e&#8217; on Faire. The big hulabaloo was that people would think the game is about Renaissance Fairs. Which, evidently, is bad? The game takes place in a medieval time. It&#8217;s a Fair. So, to compensate, I named the market <strong><em>Ye Olde Shoppe</em></strong> with an &#8216;e&#8217; after each word. Then, I designed the expansion pack and called it <strong><em>Ravenrock Mine &#8211; that&#8217;s Mine with an &#8216;e&#8217; on the end!</em></strong> Later on, we found out that Ravenrock Mine is a part of the Elder Scrolls world, so I renamed it to <a href="http://venturebeat.com/2011/02/22/lolapps-launches-a-novel-expansion-for-ravenwood-fair-facebook-game/" target="_blank">Ravenstone Mine</a>. Still, with the &#8216;e&#8217; on the end. As of right now, it&#8217;s still not launched &#8211; and that&#8217;s <em>another</em> story.</li>
<p></p>
<li>The protectors in the game were originally called Super Decorations. I wanted to have decorations that were way cooler than fences, trees, rocks, etc. Decorations that danced with the visitors in your Fair. So, we created a bunch of them and they don&#8217;t look anything like Vitalin Cannons, but that&#8217;s what they turned into. You see, while in development, Brenda told me that she didn&#8217;t feel good leaving the game because her visitors would be scared by the forest and the monsters she left there. She wanted something that would make her feel that it was okay to leave the game. So, I came up with the idea to make the Super Decorations shoot balls of Vitalin magic at the monsters and scary forest. That made her feel better. Then I renamed the Super Decorations to Vita-Decos for a couple days, then changed the name to something that made sense: Protectors. They&#8217;re alive because they tap into the Vitalin that&#8217;s in the very rocks of Ravenwood. At the edge of the map, you can see some Vitalin in the rocks.</li>
<p></p>
<li>The Crittle Bear got its name like this: before settling on mushrooms as the food you get as a drop in the game, I wanted to come up with a food that the animal visitors in your Fair would eat. The word was a merger of Critter and Vittles: Crittle. The food in the game was going to look like little brown triangles (probably like dog food) and was going to be named Crittle until I looked up the word on the net. It turns out that Crittle is urban slang for Crystal Meth! So, I decided to go with mushrooms for food (they live on trees anyway), and since the Bear looks like he&#8217;s messed up, I named him the Crittle Bear since he&#8217;s probably been doing too much crittle and now he attacks visitors.</li>
<p></p>
<li><a href="http://en.wikipedia.org/wiki/Domovoi" target="_blank">The Domovoi is from Russian folklore</a>. Domovoi typically live inside the house as a friendly spirit, but since the previous occupants of Ravenwood have up and left, they also left their Domovoi, who is mad and attacks you, the newcomer. Supposedly, the Domovoi is still protecting the previous master&#8217;s house.</li>
<p></p>
<li><a href="http://en.wikipedia.org/wiki/Grock" target="_blank">Grock was a famous clown in the early 1900&#8242;s</a>, so I named the clown monster after him. Many of my references are to refresh the memory of those who&#8217;ve gone before us.</li>
<p></p>
<li>When you build the Gingerbread House, a new visitor appears named Hansel. This was done against my wishes. Originally, I had named the gingerbread man visitor Nuremberg. Why? Well, not because of the Nazi trials, of course, but <a href="http://www.lebkuchen.nuernberg.de/englische_version/vielfalt.html" target="_blank"><strong>because Nuremberg has been famous for centuries for its gingerbread!</strong></a> At the last minute before rolling the gingerbread house content out, one of the owners of Lolapps had the name changed to prevent players from possibly being offended. Were you all offended by <em>Wolfenstein 3D</em>?</li>
<p></p>
<li>Bumble the snow monster is named after the character in the Rankin/Bass Christmas special, <a href="http://en.wikipedia.org/wiki/Rudolph_the_Red-Nosed_Reindeer_(TV_special)#Additional_characters" target="_blank">Rudolph the Red-Nosed Reindeer</a>.</li>
<p></p>
<li>One night, some coders came up with the idea of having Huginn wear a monocle, so the UI artist added it to him. I thought that having Huginn look like he&#8217;s a young raven, but wearing a monocle, would be cute. Like he&#8217;s trying to act smart just by wearing the monocle.</li>
<p></p>
<li>The crow that flies up and out of the forest and past &#8220;the camera&#8221; was influenced mainly by the scene in <em>The Secret of Monkey Island</em> where you actually reach the island in chapter 3 and see a bird fly past the camera and down to the island &#8211; the reverse of what I do in <em>Ravenwood</em>, but still very cool-looking. It&#8217;s actually similar to the scene in the game <em>LOOM</em> where the Cleric&#8217;s head is ripped off by Chaos and flies into the camera. Making the crow look as good as it does required a lot of animator revision and direction. It had to be redone a few times before it looked the way I wanted it to.</li>
<p></p>
<li>The development of the Ravenwood Theme song took quite a while. I contacted Soundrangers to see if they could create original compositions to spec. We had just gotten them to modify the title song that I had picked out for Critter Island (it was in the music section on Soundrangers&#8217; site) and I wanted to see what they could do with an original piece. Soon, they came to Lolapps and I had a meeting with them where I explained to Aaron Walz exactly what kind of song I wanted. When I&#8217;m choosing music for my games, I&#8217;ll usually give reference music or a specific reference song to the composer and tell them what I&#8217;m looking for and why the reference song is important. With Ravenwood, the reference song is called <em><a href="http://www.youtube.com/watch?v=wj8zw8rrUhM" target="_blank">Beware the Forest&#8217;s Mushrooms</a></em> and was composed by the amazing <a href="http://en.wikipedia.org/wiki/Yoko_Shimomura" target="_blank">Yoko Shimomura</a> for Nintendo&#8217;s game, <a href="http://en.wikipedia.org/wiki/Super_mario_rpg" target="_blank"><em>Super Mario RPG</em> </a>(1996). She was born the day <em>Ravenwood Fair</em> launched and during my birth year (9 days before I was born!) The song is a little fast for something that is going to play a million times, but the way the song is very positive with just a hint of scary (as a reference to the scary forest) made it perfect for Ravenwood. I wanted Aaron to compose a song JUST LIKE IT. After almost a month of work on the song, it sounded nothing like Yoko&#8217;s song, but had its own unique identity and I love it.</li>
<p></p>
<li>Originally, I had a song playing during the game&#8217;s loading screen. It sounded just like a medieval Fair and was really great. Unfortunately, it took too much bandwidth for most folks playing the game, so instead I created the Ravenwood Signature sound to play as soon as the loading screen came up.</li>
<p></p>
<li>The Giant Snowman named Daglow is named after <a href="http://en.wikipedia.org/wiki/Don_Daglow" target="_blank">Don Daglow</a>, a legend in the game industry.</li>
<p></p>
<li>Putting credits in social games is not done currently. It&#8217;s very sad to see so many coders, artists and designers not getting credit for their work, something they could see on MobyGames. At Lolapps, Brenda and I fought hard for credits in Ravenwood. Just type the word &#8216;credits&#8217; anytime you&#8217;re playing the game. At Loot Drop, however, credits will always be viewable.</li>
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		<title>ActionScript 3 Class Definition and Importing Sickness</title>
		<link>http://planetromero.com/2008/02/actionscript-3-class-definition-and-importing-sickness</link>
		<comments>http://planetromero.com/2008/02/actionscript-3-class-definition-and-importing-sickness#comments</comments>
		<pubDate>Fri, 29 Feb 2008 02:42:35 +0000</pubDate>
		<dc:creator>Romero</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://planetromero.com/?p=1477</guid>
		<description><![CDATA[Sorry, but this post is about some programming garbage. Okay, so i decided to write a little ActionScript 3 code since it&#8217;s all object-oriented and somehow &#8220;real&#8221; compared to the previous joke versions. I was trying to create a small class that did some simple stuff and get it working in the Flash environment. After <a href="http://planetromero.com/2008/02/actionscript-3-class-definition-and-importing-sickness#more-1477'" class="more-link">more »</a>]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-1469" title="crosseyed idiot" src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2009/12/crosseyed-759748.jpg" alt="" width="307" height="246" />Sorry, but this post is about some programming garbage.<br />
Okay, so i decided to write a little ActionScript 3 code since it&#8217;s all object-oriented and somehow &#8220;real&#8221; compared to the previous joke versions. I was trying to create a small class that did some simple stuff and get it working in the Flash environment. After reading several examples straight from Adobe and some forums I wrote what looked like a simple, pristine piece of code that should have worked.</p>
<p>The error I got when I tried running the code was this:</p>
<blockquote><pre>
1180: Call to a possibly
undefined method xxxx
</pre>
</blockquote>
<p>This basically means that Flash couldn&#8217;t find the class that I created. But I didn&#8217;t get any errors from the &#8220;import&#8221; statement that references the .AS file that has the class in it (inside a package{}).</p>
<p>If I changed the filename I&#8217;m trying to import I get an error. Ok, so it knows the file is there but it cannot find the class inside the file for some reason.</p>
<p>I searched all over the net for an hour trying to find the answer to this problem. NOWHERE DID I FIND THE SOLUTION THAT I AM ABOUT TO GIVE YOU. The solution to the problem is something that, evidently, Flash programmers JUST KNOW from experience but the solution isn&#8217;t written anywhere that I could find on the internet and my Flash coders don&#8217;t know how they know the technicality I&#8217;m about to explain.</p>
<p>So it comes down to this: the way you write the name of your class MUST be the EXACT way you name the .AS file it&#8217;s in.</p>
<p>For example: if I create a class named BugJar like so:</p>
<blockquote>
<pre>package
{
  public class BugJar
  {
    //...code...
  }
}</pre>
</blockquote>
<p>then I **MUST** save it in a file named BugJar.as!!!!</p>
<p>Inside my framecode I would have:</p>
<blockquote><pre>
import BugJar;
</pre>
</blockquote>
<p>&#8230;and it would work.</p>
<p>This is just completely disgusting to me as a programmer. Linking the name of a class to the filename of the file it&#8217;s in is just wrong.</p>
<p>What&#8217;s worse is that Flash doesn&#8217;t even give you the proper error for this:</p>
<p>filename: bugjar.as</p>
<blockquote><pre>package
{
  public class BugJar
  {
      //...code...
  }
}</pre>
</blockquote>
<p>framecode:</p>
<blockquote><pre>
import bugjar;
var jar<img src="http://planetromero.com/rome.ro/wordpress/wp-content/plugins/yahoo-messenger-emoticons/emoticons/nerd.gif" style="border:none;background:none;vertical-align:-25%;" alt="nerd" />ugJar = new BugJar();
</pre>
</blockquote>
<p>The above example WILL NOT WORK and Flash doesn&#8217;t give you an error message that helps you understand or fix this problem that shouldn&#8217;t exist in the first place.</p>
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		<title>The Fracas Reveal</title>
		<link>http://planetromero.com/2007/06/the-fracas-reveal</link>
		<comments>http://planetromero.com/2007/06/the-fracas-reveal#comments</comments>
		<pubDate>Tue, 26 Jun 2007 13:34:27 +0000</pubDate>
		<dc:creator>Romero</dc:creator>
				<category><![CDATA[Game History]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Adventure Construction Set]]></category>
		<category><![CDATA[Ali Baba]]></category>
		<category><![CDATA[Applesoft BASIC]]></category>
		<category><![CDATA[Fracas]]></category>
		<category><![CDATA[Quality Software]]></category>
		<category><![CDATA[Stuart Smith]]></category>

		<guid isPermaLink="false">http://planetromero.com/?p=1414</guid>
		<description><![CDATA[Some of you may have noticed one of the random messages along the top has been &#8220;Stuart Smith, where are you?&#8221; I am, of course, referring to the author of the great Adventure Construction Set and Ali Baba and the Forty Thieves from Quality Software. One of my small hobbies is locating lost greats from <a href="http://planetromero.com/2007/06/the-fracas-reveal#more-1414'" class="more-link">more »</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2009/12/fracas-783420.png" target="_blank"><img class="alignright size-full wp-image-1415" title="fracas code" src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2009/12/fracas-783420.png" alt="fracas code" width="558" height="554" /></a>Some of you may have noticed one of the random messages along the top has been &#8220;Stuart Smith, where are you?&#8221; I am, of course, referring to the author of the great <a href="http://www.mobygames.com/game/adventure-construction-set" target="_blank">Adventure Construction Set</a> and <a href="http://www.mobygames.com/game/ali-baba-and-the-forty-thieves" target="_blank">Ali Baba and the Forty Thieves</a> from Quality Software.</p>
<p>One of my small hobbies is locating lost greats from the dawn of the game industry with most of my focus on the Apple II authors. <a href="http://www.mobygames.com/developer/sheet/view/developerId,9286/" target="_blank">Stuart Smith</a> is one of those lost authors I have yet to find.</p>
<p>One of the earliest and probably first-published titles Stuart worked on was Fracas, a lo-res turn-based RPG that could eat up a LOT of hours. I recently ran the game again and remembered that it was written in Applesoft Basic, a language that I&#8217;m very familar with.</p>
<p>While scrolling through the game listing (this is a game from 1980, mind you) I immediately noticed the line:</p>
<p>5 DEF FN RN(I) = INT( RND(1)* I )</p>
<p>and I thought &#8220;oh yeah, I never did figure out what the hell that DEF FN keyword was used for.&#8221; Then I resolved to learn what it actually did so I looked up an <a href="http://www.apple2.org/faq/FAQ.applesoft18.html" target="_blank">Applesoft reference manual</a> and found out.</p>
<p>Wow. I cannot believe I never learned the value of DEF FN and the countless times I could have used it in my games! It&#8217;s really simple: you are defining a function that you can call without a GOSUB and it can take a parameter. Basically an inline function&#8230;..in Applesoft Basic!</p>
<p>Amazing. And to think that I learned this from a game written at the dawn of the PC gaming age.</p>
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		<item>
		<title>Apple-NeXT Merger Birthday!</title>
		<link>http://planetromero.com/2006/12/apple-next-merger-birthday</link>
		<comments>http://planetromero.com/2006/12/apple-next-merger-birthday#comments</comments>
		<pubDate>Thu, 21 Dec 2006 02:40:02 +0000</pubDate>
		<dc:creator>Romero</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Game History]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Apple Inc.]]></category>
		<category><![CDATA[Doom]]></category>
		<category><![CDATA[DoomEd]]></category>
		<category><![CDATA[DOS4GW]]></category>
		<category><![CDATA[id Software]]></category>
		<category><![CDATA[NeXT Computer]]></category>
		<category><![CDATA[Objective C]]></category>
		<category><![CDATA[Quake]]></category>
		<category><![CDATA[QuakeEd]]></category>

		<guid isPermaLink="false">http://planetromero.com/?p=1145</guid>
		<description><![CDATA[It&#8217;s been 10 years since Apple merged with NeXT and then later brought us the awesome OS X. I still remember seeing OS X in action for the first time and how the Finder displayed directories in NeXTSTEP format and the rotating CD for the new Wait cursor&#8230;..YES! I was totally convinced at that point <a href="http://planetromero.com/2006/12/apple-next-merger-birthday#more-1145'" class="more-link">more »</a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2009/12/NeXT-766243.jpg"><img src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2009/12/NeXT-766243.jpg" alt="NeXT logo" title="NeXT logo" width="102" height="104" class="alignright size-full wp-image-1149" /></a>It&#8217;s been 10 years since Apple merged with NeXT and then later brought us the awesome OS X. I still remember seeing OS X in action for the first time and how the Finder displayed directories in NeXTSTEP format and the rotating CD for the new Wait cursor&#8230;..YES! I was totally convinced at that point that some version of Mach was at the core of OS X. Jobs had brought The Power back home. At that point NeXTSTEP had morphed into <a href="http://developer.apple.com/documentation/Cocoa/Conceptual/CocoaFundamentals/WhatIsCocoa/chapter_2_section_6.html#//apple_ref/doc/uid/TP40002974-CH3-SW12">Cocoa &#8211; the development environment that Mac coders live in.</a></p>
<p>Check out the celebration at <a href="http://www.nextcomputers.org/">NeXT Computers.org</a> and browse the forums to find out more about this legendary company, their hardware and their unsurpassed software.</p>
<p>Why do I care so much about NeXT computers? Because we at id Software developed the groundbreaking titles DOOM and Quake on the NeXTSTEP 3.3 OS running on a variety of hardware for about 4 years. I still remember the wonderful time I had coding DoomEd and QuakeEd in Objective-C; there was nothing like it before and there still is no environment quite like it even today.</p>
<p>When id Software was stationed in Madison, Wisconsin during the winter of 1991, most of us were gone for the Christmas holiday &#8211; except John Carmack. John&#8217;s present, which he bought with $11,000 of his own money, procured by walking through the snow and ice to remove from the bank, arrived during the holiday and he spent the whole time learning as much as he could about the computer and started working on vector quantization algorithms for compressing graphics. His test graphic was a 256-color screen from King&#8217;s Quest 5. After his research was done it was agreed that the entire company needed to develop our next game on NeXTSTEP.</p>
<p>id&#8217;s first NeXT hardware was all black &#8211; both Cubes and Stations. We upgraded through the years to the Turbo model then to other hardware like the HP Gecko and then Intel hardware at the end. We were building fat binaries of the tools for all 3 processors in the office &#8211; one .app file that had code for all 3 processors in it and executed the right code depending on which machine you ran it on. All our data was stored on a Novell 3.11 server and we constantly used the NeXTSTEP Novell gateway object to transparently copy our files to and from the server as if it was a local NTFS drive. This was back in 1993!</p>
<p>In fact, with the superpower of NeXTSTEP, one of the earliest incarnations of DoomEd had Carmack in his office, me in my office, DoomEd running on both our computers and both of us editing one map together at the same time. I could see John moving entities around on my screen as I drew new walls. Shared memory spaces and distributed objects. Pure magic.</p>
<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2009/12/qe_dev-726646.gif.png"><img src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2009/12/qe_dev-726646.gif.png" alt="QuakeEd development screenshot" title="QuakeEd development screenshot" width="1024" height="819" class="alignleft size-full wp-image-1150" /></a>We wrote all of DOOM and Quake&#8217;s code on NeXTSTEP. We debugged the code in NeXTSTEP with DOOM and Quake&#8217;s 320&#215;200 VGA screen drawing in a little Interceptor window while the rest of the screen was used for debugging code. When all the code ran without bugs we cross-compiled it for the Intel processor on NeXTSTEP then turned over to our Intel DOS computers, copied the EXE and just ran the game. The DOS4GW DOS-Extender loaded up and the game ran. It was that easy.</p>
<p>One funny and strange note: I&#8217;m left-handed but while using NeXTSTEP I used a right-hand mouse. Then when I ran the game on my DOS computer I switched hands and played left-handed. Windows is not yet hardcore enough for me to switch to right-handed mice.</p>
<p>I&#8217;ll bet you didn&#8217;t know that DOOM, DOOM II and Quake weren&#8217;t the only games developed on NeXTSTEP. When I got Raven Software to agree to develop Heretic for us I had them buy several Epson NeXT computers (Intel based) and I flew up to Madison, WI to get them all set up and teach them how to develop the game with our tools and engine. It was a great time I&#8217;ll never forget &#8211; seeing their team get excited about the power of the new environment and that they got the game developed and released in under a year. They signed on for another title and developed Hexen on NeXTSTEP as well.</p>
<p>Back at home base we were busy with the beginnings of Quake &#8211; developed on NeXTSTEP of course but we also had another game that we were having developed using our tools and tech by Rogue Entertainment &#8211; the super fun, one of a kind, action RPG that was Strife. Unfortunately most people hadn&#8217;t heard of the game because the publisher we sold the game to went out of business upon its launch. If you can find this game you should really play it &#8211; it&#8217;s quite a ride.</p>
<p>As I was leaving id Software in August 1996 the move to the Windows 32 platform was underway. John Carmack was porting our QuakeEd editor over to Win32 and preparing for a NeXT-less future. Several short months later NeXT made their fateful move over to Apple and a new era was begun as Steve Jobs set about changing the future. Again.</p>
<p>Up to that point I had spent 15 years of my life working on computers that Steve Jobs was involved in bringing to the world. First the Apple II+, then the IIe, the IIgs and finally NeXT. Maybe someday I&#8217;ll get one of those kickass iMacs.</p>
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		<title>Website Redesign &#8211; HDB PC</title>
		<link>http://planetromero.com/2002/03/website-redesign-hdb-pc</link>
		<comments>http://planetromero.com/2002/03/website-redesign-hdb-pc#comments</comments>
		<pubDate>Sun, 10 Mar 2002 09:25:14 +0000</pubDate>
		<dc:creator>Romero</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[AppleWin]]></category>
		<category><![CDATA[HDB]]></category>
		<category><![CDATA[PocketPC]]></category>

		<guid isPermaLink="false">http://planetromero.com/?p=543</guid>
		<description><![CDATA[Well, I finally got tired of the old design and tried out a new look. Simpler and no flash menu (which incidentally doesn&#8217;t even load on my machine when accessing it over the net!). I&#8217;m still going to keep the flash banners for the game stuff, but I won&#8217;t use it for a critical navigation <a href="http://planetromero.com/2002/03/website-redesign-hdb-pc#more-543'" class="more-link">more »</a>]]></description>
			<content:encoded><![CDATA[<p>Well, I finally got tired of the old design and tried out a new look.  Simpler and no flash menu (which incidentally doesn&#8217;t even load on my machine when accessing it over the net!).  I&#8217;m still going to keep the flash banners for the game stuff, but I won&#8217;t use it for a critical navigation feature.</p>
<p>We&#8217;re close to landing a couple Gameboy Advance contracts, so I&#8217;m really excited to be learning that little machine.  I can&#8217;t say what the titles are (of course), but as soon as they&#8217;re done I&#8217;ll let everyone know.  It will take almost a year before you see either of them though, as the development time will be about 8 months.</p>
<div id="attachment_544" class="wp-caption alignright" style="width: 310px"><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2009/12/hdb_pc_01.gif" target="_blank"><img class="size-medium wp-image-544 " title="HDB PC" src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2009/12/hdb_pc_01-300x225.gif" alt="hdb_pc_01" width="300" height="225" /></a><p class="wp-caption-text">click to enlarge</p></div>
<p>So, yes, I&#8217;m almost done with the PC version of <em>Hyperspace Delivery Boy</em>!  Here&#8217;s a screenshot of the PC version.  If you&#8217;ve played the Pocket PC version, you&#8217;ll notice a number of differences.</p>
<p>First, since there&#8217;s no stylus on the PC, you use a mouse cursor (the blue circle) to point and click your way through the game.  Directional keys are also supported and there&#8217;s a new Controls screen that allows you to configure them to your liking.</p>
<p>No longer do you need to bring up your Resources and Deliveries as they are on-screen at all times.  You can click on an item or delivery and get specific information on it as you would expect.</p>
<p>The sound effects are now at 44khz and the music has been lengthened and now plays at high quality as well.</p>
<p><img class="alignleft size-full wp-image-545" title="AppleWin" src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2009/12/AppleWin.gif" alt="AppleWin" width="256" height="170" />There&#8217;s been a REALLY cool update to the <em>AppleWin</em> Apple II emulator.  This has always been my favorite Apple emulator but the damn thing would NEVER run in full-screen mode &#8211; it was always a little window.</p>
<p>Well, the source code has been updated by a different guy, Oliver Schmidt, and he&#8217;s done a fantastic job adding DirectX support and FULL SCREEN mode!</p>
<p>I&#8217;m going to be putting all my old Apple II stuff on the site at some point and this is definitely the emulator that you should be running it in!  Click the Emulators link at the top to download <em>AppleWin</em>.</p>
<p>So as I&#8217;m fixing up my site, you&#8217;ll notice more links appearing.  Right now, most are disabled because I need to reformat those pages to match the new design.</p>
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