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	<title>planet romero</title>
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	<link>http://planetromero.com</link>
	<description>my gaming past, present and future</description>
	<lastBuildDate>Thu, 21 Feb 2013 03:38:01 +0000</lastBuildDate>
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		<title>Got Married!</title>
		<link>http://planetromero.com/2012/11/got-married</link>
		<comments>http://planetromero.com/2012/11/got-married#comments</comments>
		<pubDate>Wed, 28 Nov 2012 05:28:34 +0000</pubDate>
		<dc:creator>Romero</dc:creator>
				<category><![CDATA[Random]]></category>

		<guid isPermaLink="false">http://planetromero.com/?p=2470</guid>
		<description><![CDATA[I married Brenda Garno on October 27, 2012 on the Mark Twain steamboat at Disneyland, then again on November 10 at our house with a larger audience. We&#8217;re both very happy and she&#8217;s just amazing.]]></description>
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<p>I married Brenda Garno on October 27, 2012 on the Mark Twain steamboat at Disneyland, then again on November 10 at our house with a larger audience. We&#8217;re both very happy and she&#8217;s just amazing.</p>
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		</item>
		<item>
		<title>Old-School RPG</title>
		<link>http://planetromero.com/2012/10/old-school-rpg</link>
		<comments>http://planetromero.com/2012/10/old-school-rpg#comments</comments>
		<pubDate>Tue, 09 Oct 2012 03:26:48 +0000</pubDate>
		<dc:creator>Romero</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Brenda Brathwaite]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Tom Hall]]></category>

		<guid isPermaLink="false">http://planetromero.com/?p=2459</guid>
		<description><![CDATA[It&#8217;s been a long time coming, but the decision has been made &#8211; Brenda Brathwaite (my fiancé) and Tom Hall (my good buddy) are teaming together to make an Old-School RPG that harkens back to the 80&#8242;s and 90s great RPGs we all played and loved. They plan on making the game at our company, <a href="http://planetromero.com/2012/10/old-school-rpg#more-'" class="more-link">more »</a>]]></description>
				<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2012/10/monsterfight.jpg"><img class="aligncenter size-large wp-image-2460" title="Classic RPG" src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2012/10/monsterfight-1024x773.jpg" alt="" width="1024" height="773" /></a></p>
<p>It&#8217;s been a long time coming, but the decision has been made &#8211; Brenda Brathwaite (my fiancé) and Tom Hall (my good buddy) are teaming together to make an Old-School RPG that harkens back to the 80&#8242;s and 90s great RPGs we all played and loved. They plan on making the game at our company, Loot Drop, Inc. located in San Bruno, CA.</p>
<p><a title="Check it out here." href="http://www.kickstarter.com/projects/lootdrop/an-old-school-rpg-by-brenda-brathwaite-and-tom-hal" target="_blank">Check it out here.</a></p>
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		<item>
		<title>KEEN</title>
		<link>http://planetromero.com/2012/02/keen</link>
		<comments>http://planetromero.com/2012/02/keen#comments</comments>
		<pubDate>Wed, 01 Feb 2012 19:06:44 +0000</pubDate>
		<dc:creator>Romero</dc:creator>
				<category><![CDATA[Random]]></category>
		<category><![CDATA[Commander Keen]]></category>

		<guid isPermaLink="false">http://planetromero.com/?p=2446</guid>
		<description><![CDATA[]]></description>
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		</item>
		<item>
		<title>Happy 21st Birthday id Software</title>
		<link>http://planetromero.com/2012/02/happy-21st-birthday-id-software</link>
		<comments>http://planetromero.com/2012/02/happy-21st-birthday-id-software#comments</comments>
		<pubDate>Wed, 01 Feb 2012 19:03:05 +0000</pubDate>
		<dc:creator>Romero</dc:creator>
				<category><![CDATA[Random]]></category>
		<category><![CDATA[id Software]]></category>

		<guid isPermaLink="false">http://planetromero.com/?p=2442</guid>
		<description><![CDATA[It&#8217;s that time again! The good news is that the company is still intact and working on projects (DOOM 4 for sure). The bad news is that id laid-off a batch of people earlier in January, probably because they didn&#8217;t need 100 people to sit on a brand-new team. Also, it&#8217;s unfortunate that this birthday <a href="http://planetromero.com/2012/02/happy-21st-birthday-id-software#more-'" class="more-link">more »</a>]]></description>
				<content:encoded><![CDATA[<p>It&#8217;s that time again! The good news is that the company is still intact and working on projects (DOOM 4 for sure). </p>
<p>The bad news is that id laid-off a batch of people earlier in January, probably because they didn&#8217;t need 100 people to sit on a brand-new team. </p>
<p>Also, it&#8217;s unfortunate that this birthday hasn&#8217;t been recognized anywhere, not even on id&#8217;s own blog. They&#8217;re probably too busy dealing with the massive success of Skyrim. Grats!</p>
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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-'" 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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		</item>
		<item>
		<title>Latest Update &amp; DOOM Post-Mortem</title>
		<link>http://planetromero.com/2012/01/latest-update-doom-post-mortem</link>
		<comments>http://planetromero.com/2012/01/latest-update-doom-post-mortem#comments</comments>
		<pubDate>Thu, 05 Jan 2012 08:34:57 +0000</pubDate>
		<dc:creator>Romero</dc:creator>
				<category><![CDATA[Game History]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://planetromero.com/?p=2389</guid>
		<description><![CDATA[Wow, it&#8217;s been a long time since I wrote anything here&#8230; thank you very much, Facebook. Most of my updates happen over there, but not really anything important or game history-related. I use Twitter as well, but don&#8217;t do much. I&#8217;m just very busy running my game company, Loot Drop, and forgetting to update my <a href="http://planetromero.com/2012/01/latest-update-doom-post-mortem#more-'" class="more-link">more »</a>]]></description>
				<content:encoded><![CDATA[<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2012/01/Screen-Shot-2012-01-05-at-12.25.11-AM.png"><img class="alignright size-medium wp-image-2390" title="John and Tom at GDC 2011" src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2012/01/Screen-Shot-2012-01-05-at-12.25.11-AM-300x199.png" alt="" width="300" height="199" /></a>Wow, it&#8217;s been a long time since I wrote anything here&#8230; thank you very much, Facebook. Most of my updates happen over there, but not really anything important or game history-related. I use Twitter as well, but don&#8217;t do much. I&#8217;m just very busy running my game company, Loot Drop, and forgetting to update my site.</p>
<p>At GDC 2011, Tom Hall and I did a DOOM Post-Mortem, which basically talked about the complete development of DOOM in a month-by-month format. <a title="DOOM Post-Mortem" href="http://www.gdcvault.com/play/1014627/Classic-Game-Postmortem" target="_blank">You can watch the video and the slides right here.</a></p>
<p>Tom Hall has been working with me and Brenda at Loot Drop for an entire year, and it&#8217;s been a blast! He&#8217;s been designing and running his own game team, and his game is turning out great. Brenda is busy with her own game, designing and running her team (the game is COOL!), and I&#8217;ve been working on keeping the company running smoothly. My game, Cloudforest Expedition, is on a temporary hiatus.</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>
		<category><![CDATA[Development]]></category>
		<category><![CDATA[Game History]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Aaron Walz]]></category>
		<category><![CDATA[Apollon]]></category>
		<category><![CDATA[AppData]]></category>
		<category><![CDATA[Avalon]]></category>
		<category><![CDATA[Beware the Forest's Mushrooms]]></category>
		<category><![CDATA[Brenda Brathwaite]]></category>
		<category><![CDATA[Bumble]]></category>
		<category><![CDATA[Christine MacTernan]]></category>
		<category><![CDATA[Chrono Trigger]]></category>
		<category><![CDATA[Churro Wagon]]></category>
		<category><![CDATA[Commander Keen]]></category>
		<category><![CDATA[Critter Island]]></category>
		<category><![CDATA[Crittle Bear]]></category>
		<category><![CDATA[Dark Castle]]></category>
		<category><![CDATA[Dean Takahashi]]></category>
		<category><![CDATA[Dirty Donkey Pub]]></category>
		<category><![CDATA[Disneyland]]></category>
		<category><![CDATA[DisneyWorld]]></category>
		<category><![CDATA[Domovoi]]></category>
		<category><![CDATA[Donovan]]></category>
		<category><![CDATA[Dopefish]]></category>
		<category><![CDATA[Duke Nukem 3D]]></category>
		<category><![CDATA[Facebook]]></category>
		<category><![CDATA[Feathertop]]></category>
		<category><![CDATA[Fettucine Bros.]]></category>
		<category><![CDATA[Frontier Jack]]></category>
		<category><![CDATA[FrontierVille]]></category>
		<category><![CDATA[Game Audio Alliance]]></category>
		<category><![CDATA[Grock]]></category>
		<category><![CDATA[Huginn]]></category>
		<category><![CDATA[Ing-Frey]]></category>
		<category><![CDATA[It's the Great Pumpkin Charlie Brown]]></category>
		<category><![CDATA[Lillia]]></category>
		<category><![CDATA[Lolapps]]></category>
		<category><![CDATA[LOOM]]></category>
		<category><![CDATA[Loot Drop]]></category>
		<category><![CDATA[Maezza]]></category>
		<category><![CDATA[Michael Romero]]></category>
		<category><![CDATA[Monkeystone Games]]></category>
		<category><![CDATA[Muninn]]></category>
		<category><![CDATA[Muscle Mania]]></category>
		<category><![CDATA[Mystic Wagon]]></category>
		<category><![CDATA[Nuremberg]]></category>
		<category><![CDATA[Protectors]]></category>
		<category><![CDATA[Ravenstone Mine]]></category>
		<category><![CDATA[Ravenwood Castle]]></category>
		<category><![CDATA[Ravenwood Fair]]></category>
		<category><![CDATA[Ron Gilbert]]></category>
		<category><![CDATA[Rudolph the Red-Nosed Reindeer]]></category>
		<category><![CDATA[Sarlacc Pegball]]></category>
		<category><![CDATA[Sincere Pumpkin]]></category>
		<category><![CDATA[social games]]></category>
		<category><![CDATA[Socorro]]></category>
		<category><![CDATA[Soundrangers]]></category>
		<category><![CDATA[Star Wars]]></category>
		<category><![CDATA[Super Mario RPG]]></category>
		<category><![CDATA[Super Sweet Corn Stand]]></category>
		<category><![CDATA[The Secret of Monkey Island]]></category>
		<category><![CDATA[Thunderbox]]></category>
		<category><![CDATA[Tim Schafer]]></category>
		<category><![CDATA[Toader]]></category>
		<category><![CDATA[Ultima 4]]></category>
		<category><![CDATA[Ursoc]]></category>
		<category><![CDATA[VentureBeat]]></category>
		<category><![CDATA[Vitalin]]></category>
		<category><![CDATA[Wolfenstein 3D]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[Yoko Shimomura]]></category>
		<category><![CDATA[Zynga]]></category>

		<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-'" 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>id Software: 20 Years Old Today!</title>
		<link>http://planetromero.com/2011/02/id-software-20-years-old-today</link>
		<comments>http://planetromero.com/2011/02/id-software-20-years-old-today#comments</comments>
		<pubDate>Wed, 02 Feb 2011 03:01:09 +0000</pubDate>
		<dc:creator>Romero</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Game History]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Adrian Carmack]]></category>
		<category><![CDATA[Apogee Software]]></category>
		<category><![CDATA[Catacomb 3D]]></category>
		<category><![CDATA[Commander Keen]]></category>
		<category><![CDATA[Dangerous Dave in the Haunted Mansion]]></category>
		<category><![CDATA[Doom]]></category>
		<category><![CDATA[DOOM II]]></category>
		<category><![CDATA[George Broussard]]></category>
		<category><![CDATA[Hovertank One]]></category>
		<category><![CDATA[id Software]]></category>
		<category><![CDATA[John Carmack]]></category>
		<category><![CDATA[Kevin Cloud]]></category>
		<category><![CDATA[Madison]]></category>
		<category><![CDATA[Nasir Gebelli]]></category>
		<category><![CDATA[Quake]]></category>
		<category><![CDATA[Rescue Rover]]></category>
		<category><![CDATA[Rescue Rover II]]></category>
		<category><![CDATA[ScubaVenture]]></category>
		<category><![CDATA[Shadow Knights]]></category>
		<category><![CDATA[Softdisk]]></category>
		<category><![CDATA[Spear of Destiny]]></category>
		<category><![CDATA[Tiles of the Dragon]]></category>
		<category><![CDATA[Tom Hall]]></category>
		<category><![CDATA[Wolfenstein 3D]]></category>

		<guid isPermaLink="false">http://planetromero.com/?p=2298</guid>
		<description><![CDATA[When John Carmack, Adrian Carmack and I officially started our first day at the lakehouse on Cross Lake in Shreveport, Louisiana, we had absolutely no idea that our company would last twenty years. After three months, Tom Hall officially joined us in May 1991. He wanted his transition from Softdisk to go smoothly, so he <a href="http://planetromero.com/2011/02/id-software-20-years-old-today#more-'" class="more-link">more »</a>]]></description>
				<content:encoded><![CDATA[<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2011/02/600px-MA_Route_20.svg_.png"><img src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2011/02/600px-MA_Route_20.svg_-300x300.png" alt="" title="Twenty" width="300" height="300" class="alignright size-medium wp-image-2302" /></a>When John Carmack, Adrian Carmack and I officially started our first day at the lakehouse on Cross Lake in Shreveport, Louisiana, we had absolutely no idea that our company would last twenty years. </p>
<p>After three months, Tom Hall officially joined us in May 1991. He wanted his transition from Softdisk to go smoothly, so he stayed to train his replacement. Our first year at id was spent mostly developing games for Softdisk&#8217;s <i>Gamer&#8217;s Edge</i> subscription disk &#8211; the product I started, but then left when the company could hold us no longer.</p>
<p>In our first year, 1991, we created <i>Shadow Knights, Dangerous Dave in the Haunted Mansion, Rescue Rover, Hovertank One, Rescue Rover II, Keen Dreams, Commander Keen: Secret of the Oracle, Commander Keen: The Armageddon Machine, Commander Keen: Aliens Ate My Baby Sitter!, Catacomb 3D</i> and <i>Tiles of the Dragon</i>. Eleven games in one year! Not counting the Keen games, Softdisk paid us $5,000 for each game. It was a good thing our first <em>Commander Keen</em> trilogy was making money and gaining each month, otherwise our trajectory would have been drastically different. (In the halls of id Software, some of these games are on display in hanging frames.)</p>
<p>When we started creating <em>Wolfenstein 3D</em> in January 1992 (in Madison, Wisconsin), we still had one more game to create for Softdisk, but we didn&#8217;t want to do it. We were too excited to create <em>Wolfenstein 3D</em>! So, George Broussard, co-founder of Apogee Software/3D Realms, offered to create the final game for us. The result of his labors, using our game engine, was the rare and obscure game, <em>ScubaVenture: The Search For Pirate&#8217;s Treasure</em>! (An interesting trivia point about the game&#8217;s title: one of my programming heroes, Nasir Gebelli, wrote a game called <em>ScubaVenture</em> back in 1983.)</p>
<p>Our first year was the last time we were so prolific. As the games got more complex, and better, the time to develop them grew. <em>Wolfenstein 3D </em>took 6 months, <em>DOOM</em> took one year, <em>Quake</em> took 18 months. In between, our sequels took less time (Spear of Destiny, 2 months; DOOM II, 8 months), but they were using existing code we&#8217;d already written.</p>
<p>Twenty years, wow. That is quite an impressive accomplishment, due in large part to the torch-carrying efforts of John Carmack and Kevin Cloud, both of whom remain at id Software today. May id Software live another strong 20 years!</p>
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		<title>Making Mail.app Act Like Gmail</title>
		<link>http://planetromero.com/2011/01/making-mail-app-act-like-gmail</link>
		<comments>http://planetromero.com/2011/01/making-mail-app-act-like-gmail#comments</comments>
		<pubDate>Tue, 11 Jan 2011 08:32:42 +0000</pubDate>
		<dc:creator>Romero</dc:creator>
				<category><![CDATA[Random]]></category>
		<category><![CDATA[GMail]]></category>
		<category><![CDATA[Mail.app]]></category>

		<guid isPermaLink="false">http://planetromero.com/?p=2291</guid>
		<description><![CDATA[I use GMail a lot, and love the Archive feature. The problem is that when I use Mail.app on my iMac it doesn&#8217;t have an Archive button or Archive the messages when I delete them. It actually DELETES THEM, which is not what I want. So, I figured out how to do this in a <a href="http://planetromero.com/2011/01/making-mail-app-act-like-gmail#more-'" class="more-link">more »</a>]]></description>
				<content:encoded><![CDATA[<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2011/01/gmail_loves_mailapp.png"><img src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2011/01/gmail_loves_mailapp-119x300.png" alt="" title="GMail loves Mail.app" width="119" height="300" class="alignright size-medium wp-image-2293" /></a>I use GMail a lot, and love the Archive feature. The problem is that when I use Mail.app on my iMac it doesn&#8217;t have an Archive button or Archive the messages when I delete them. It actually DELETES THEM, which is not what I want. So, I figured out how to do this in a real easy way.</p>
<p>In Mail.app:</p>
<p>1) Near the bottom, expand your <strong>GMail</strong> folder<br />
2) Expand the <strong>[Gmail]</strong> folder inside<br />
3) Select the <strong>All Mail</strong> folder inside<br />
4) Go to the menu item <strong>Mailbox >> Use this mailbox for&#8230; >> Trash</strong><br />
5) Collapse the Gmail folder now; no need to look at it again<br />
6) Press <strong>Command-,</strong> (comma) for Preferences<br />
7) Select <strong>Accounts</strong> tab<br />
8) Select the same Gmail account in the Accounts list<br />
9) Click <strong>Mailbox behaviors</strong><br />
10) In the Trash section, <strong>KEEP CHECKED</strong> &#8220;Move deleted message to the Trash mailbox&#8221;<br />
11) <strong>UNCHECK</strong> &#8220;Store deleted messages on the server&#8221;<br />
12) Set &#8220;Permanently erase deleted messages when:&#8221; to <strong>NEVER</strong><br />
13) Close the Preferences window and click <strong>SAVE</strong></p>
<p>Voila! Now when you delete messages from your Inbox, they get Archived. You can double-check this by logging into Gmail and deleting a message in Mail.app then refreshing your web Gmail inbox. I&#8217;m using Mail.app version 4.4, but i&#8217;m sure this setup works on many previous versions.</p>
<p>In addition, if you want your Mail.app emails to look just like GMails with threaded conversations, make sure you&#8217;re viewing your GMail account, then go to <strong>View >> Organize by Thread.</strong></p>
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		<title>Duke Nukem Forever Returns</title>
		<link>http://planetromero.com/2010/09/duke-nukem-forever-returns</link>
		<comments>http://planetromero.com/2010/09/duke-nukem-forever-returns#comments</comments>
		<pubDate>Thu, 09 Sep 2010 10:10:34 +0000</pubDate>
		<dc:creator>Romero</dc:creator>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Game History]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[3D Realms]]></category>
		<category><![CDATA[Daikatana]]></category>
		<category><![CDATA[Dark Forces]]></category>
		<category><![CDATA[Duke Nukem Forever]]></category>
		<category><![CDATA[Gearbox Software]]></category>
		<category><![CDATA[George Broussard]]></category>
		<category><![CDATA[Ghost Recon]]></category>
		<category><![CDATA[Jedi Knight]]></category>
		<category><![CDATA[Outlaws]]></category>
		<category><![CDATA[Randy Pitchford]]></category>

		<guid isPermaLink="false">http://planetromero.com/?p=2276</guid>
		<description><![CDATA[I&#8217;ve been asked several times by people on Twitter what I think about Duke Nukem Forever having an actual due date; that the game might actually come out. Well, I think it&#8217;s awesome for several reasons. First, because I&#8217;ve been a huge Duke fan since Duke Nukem 3D. I absolutely loved that game. My memories <a href="http://planetromero.com/2010/09/duke-nukem-forever-returns#more-'" class="more-link">more »</a>]]></description>
				<content:encoded><![CDATA[<p><a href="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/09/duke-nukem-forever-0054.jpg"><img src="http://planetromero.com/rome.ro/wordpress/wp-content/uploads/2010/09/duke-nukem-forever-0054-300x242.jpg" alt="" title="DNF Aliens" width="300" height="242" class="alignright size-medium wp-image-2278" /></a>I&#8217;ve been asked several times by people on Twitter what I think about <em>Duke Nukem Forever</em> having an actual due date; that the game might actually come out.</p>
<p>Well, I think it&#8217;s awesome for several reasons. First, because I&#8217;ve been a huge Duke fan since <em>Duke Nukem 3D</em>. I absolutely loved that game. My memories of playing DN3D are as awesome as my memories playing <em>Dark Forces, Outlaws, Jedi Knight</em>, and <em>Ghost Recon</em>. Secondly, I&#8217;ve been friends for years with Randy Pitchford, the man who bought the Duke IP from 3D Realms; to carry the torch as it were. I&#8217;m really proud of Randy for doing that &#8211; Duke is a great character that deserves another major release, and I&#8217;m interested to see what directions Gearbox will take Duke in the future.</p>
<p>I visited 3D Realms in May 2000, right after shipping <em>Daikatana</em>. I went over to check out the latest on DNF. George Broussard showed me the game, and it was seriously awesome. Granted, I was seeing the best stuff they had available at the time, but what I saw was really great. I was excited to play the game. Alas, development of the game went through many changes, and not having a dedicated producer early on took its toll. When I heard 3D Realms had halted development of the game, I was half surprised, and half not. It had been 12 years, and that&#8217;s an incredibly long time to be in development &#8211; I mean, it&#8217;s really incomprehensible. I can&#8217;t fathom what it must feel like working on a game that long, then not releasing it, especially if you were there at the start of development.</p>
<p>But now we can all breathe a sigh of relief, those of us who kept the excitement at bay for so long. The Duke Nukem Forever development team that continued creating the game, even after being laid off, without being paid, for the pure love of the game, deserve an epic amount of applause and attention. These guys are the heroes. And I&#8217;m still excited to play DNF.</p>
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