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	<title>selene tan &#187; game development</title>
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	<link>http://selenetan.com</link>
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		<title>SEEK*TOR</title>
		<link>http://selenetan.com/2010/01/seektor/</link>
		<comments>http://selenetan.com/2010/01/seektor/#comments</comments>
		<pubDate>Sun, 31 Jan 2010 08:50:05 +0000</pubDate>
		<dc:creator>selene</dc:creator>
				<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[ludumdare]]></category>
		<category><![CDATA[seektor]]></category>

		<guid isPermaLink="false">http://selenetan.com/?p=113</guid>
		<description><![CDATA[SEEK*TOR is a puzzle game about revealing the single enemy turret on an obscured map. It was created for the 16th Ludum Dare competition, a 48-hour long solo game development challenge. The theme of the competition was &#8220;Explore.&#8221; SEEK*TOR was ranked 5th overall of the 121 entries. Play it below: 
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			<content:encoded><![CDATA[<p>SEEK*TOR is a puzzle game about revealing the single enemy turret on   an obscured map. It was created for the <a rel="nofollow" href="http://www.ludumdare.com/compo/">16th Ludum Dare  competition</a>,  a 48-hour long solo game development challenge. The  theme of the  competition was &#8220;Explore.&#8221;</p>
<p>SEEK*TOR was ranked 5th overall of the 121 entries. Play it below:</p>
<p><span>[kml_flashembed publishmethod="static" fversion="9.0.0" movie="<a class="linkifyplus" href="http://selenetan.com/uploads/Games/seektor.swf">http://selenetan.com/uploads/Games/seektor.swf</a>" width="480" height="360" targetclass="flashmovie"]</span><a href="http://adobe.com/go/getflashplayer"><img src="http://www.adobe.com/images/shared/download_buttons/get_flash_player.gif" alt="Get Adobe Flash player" /></a></p>

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<p>Other links:</p>
<ul>
<li><a rel="nofollow" href="http://www.ludumdare.com/compo/ludum-dare-16/?uid=1550">Ludum  Dare entry page</a></li>
<li><a rel="nofollow" href="http://selenetan.com/dump/ludumdare16/">Original  competition  entry</a> (the version above contains some bugs I fixed after the  end of the  competition)</li>
</ul>
]]></content:encoded>
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		<item>
		<title>Post-Mortem: SEEK*TOR</title>
		<link>http://selenetan.com/2009/12/post-mortem-seektor/</link>
		<comments>http://selenetan.com/2009/12/post-mortem-seektor/#comments</comments>
		<pubDate>Tue, 15 Dec 2009 03:12:00 +0000</pubDate>
		<dc:creator>selene</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[ludumdare]]></category>
		<category><![CDATA[postmortem]]></category>
		<category><![CDATA[seektor]]></category>

		<guid isPermaLink="false">http://selenetan.com/?p=58</guid>
		<description><![CDATA[So this was my first Ludum Dare. I did the Global Game Jam back in February, so I had some idea of what to expect, although the GGJ was teams rather than solo. One thing I do regret is not interacting more with the community–IRC, Twitter, etc. I could have used more feedback than I [...]]]></description>
			<content:encoded><![CDATA[<p>So this was my first Ludum Dare. I did the Global Game Jam back in  February, so I had some idea of what to expect, although the GGJ was  teams rather than solo. One thing I do regret is not interacting more  with the community–IRC, Twitter, etc. I could have used more feedback  than I got, instead of relying almost entirely on my husband’s comments.<br />
Friday night I spent brainstorming ideas and thinking over mechanics.  Saturday morning I started coding. By late afternoon / early evening, I  had the major mechanics implemented, but it wasn’t fun. At that point  the turrets were just yellow diamonds (and they were warp portals which  your cyan circle teleported between), and the hint circle always  disappeared before you could fire again.</p>
<p><img src="http://www.ludumdare.com/compo/wp-content/uploads/2009/12/screen_old01-300x225.jpg" alt="Screenshot of older version of SEEK*TOR" width="300" height="225" /><br />
Screenshot of older version of SEEK*TOR</p>
<p>The best thing that happened for the game occurred when I sent my  Saturday prototype to a friend for feedback. He told me two very  important things:</p>
<ol>
<li> He had the most fun figuring out where the hint circles intersected</li>
<li>He wanted to know why you had to aim and fire to reveal the map  instead of just placing light bulbs around the “platforms” (yellow  diamonds)</li>
</ol>
<p>So I made the hints persist but fade over time. That means you can  see the hint circle intersections, but the screen doesn’t become  overly-cluttered with old hint circles. It also means the aiming  mechanic is important, since if you take too long, the previous hint  will have faded away. I also changed the theming of the game so that the  portals became turrets and you selected a turret to fire from, rather  than teleporting between them.<br />
Sunday was mostly a day of polish. The big feature changes were  implementing multiple levels, scoring, and flare limits. I also added  the start, game over, and between-level screens, made the graphics,  (such as they are–hooray for GlowFilter!) composed a background track,  and created the sound effects.<br />
In the end, I was successful in terms of having a pretty-much  finished game at the end. On the other hand, seeing some of the other  entries, I kind of wish I’d done something a little more ambitious…<br />
Things that worked out:</p>
<ol>
<li>Using abstract glow-y vector graphics instead of trying to draw. (I  spent about 20 minutes attempting to draw a single turret before  deciding my time was better spent elsewhere.)</li>
<li>The game selects from 4 (hand-crafted) turret layouts and randomizes  the enemy and player locations. That turned out to be enough  randomization that I didn’t need to make a turret layout generator. In  fact, I only just realized that I left the game in debug mode where it  always chooses the same turret layout.</li>
</ol>
<p>Things that didn’t work out:</p>
<ol>
<li>When I started, I implemented everything in one file just to see if  the core mechanic would work. I made such a mess of my code that I spent  hours late Saturday night moving code around so I could add levels.  Spending hours working on code without actually adding new  functionality–even regressing at times–was very hard on my morale.</li>
<li>I spent too long trying to make my git history tidy. I’d keep  forgetting to add a file to the commit or not commit for a while and  wind up with a gigantic commit that involved 3 features and all the  source files. Then I’d try to figure out how to break up or revise the  commits. (And how to use vim, since that’s the default git editor…)  Given that I never had to revert to a previous version, it was kind of  silly of me.</li>
</ol>
<p>Tools and Libraries Used:</p>
<ol>
<li>FlashDevelop</li>
<li>TweenLite</li>
<li>git</li>
<li>ACID Music Studio</li>
<li>Free VSTi soft synths: <a href="http://www.greenoak.com/crystal/">Crystal</a>,  <a href="http://www.bostreammail.net/ers/lazysnake.html">LazySnake</a>,  and <a href="http://www.bostreammail.net/ers/ersdrums.html">ErsDrums</a></li>
<li>Audacity</li>
<li>sfxr</li>
</ol>
<p>(cross-posted from <a href="http://www.ludumdare.com/compo/2009/12/14/post-mortem-seektor/">Ludum Dare</a>)</p>
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		<item>
		<title>Finished my first Ludum Dare!</title>
		<link>http://selenetan.com/2009/12/finished-my-first-ludum-dare/</link>
		<comments>http://selenetan.com/2009/12/finished-my-first-ludum-dare/#comments</comments>
		<pubDate>Mon, 14 Dec 2009 03:28:00 +0000</pubDate>
		<dc:creator>selene</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[ludumdare]]></category>
		<category><![CDATA[seektor]]></category>

		<guid isPermaLink="false">http://selenetan.com/?p=57</guid>
		<description><![CDATA[Sweet, I managed to complete my first Ludum Dare! I was thinking of learning Push Button Engine for it, but after going through a couple of tutorials I decided I’d go for straight-up Actionscript instead. PBE has some neat features, but I need more time to get my head around its component-based programming model.Anyway, SEEK*TOR [...]]]></description>
			<content:encoded><![CDATA[<div class="entry">Sweet, I managed to complete my first Ludum Dare! I was thinking  of learning <a href="http://pushbuttonengine.com/">Push Button Engine</a>  for it, but after going through a couple of tutorials I decided I’d go  for straight-up Actionscript instead. PBE has some neat features, but I  need more time to get my head around its component-based programming  model.<br />Anyway, SEEK*TOR is a game where you’re trying to locate the enemy by  firing search flares from turrets. You have limited flares, and turrets  have a limited range, so you need to carefully choose where you aim.  It’s in Flash.</p>
<p><a href="http://www.ludumdare.com/compo/ludum-dare-16/?action=preview&amp;uid=1550">SEEK*TOR  Voting page</a><br />
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<p>
<div class="gallery galleryid-13810" id="gallery-1">
<dl class="gallery-item">
<dt class="gallery-icon">     <a href="http://www.ludumdare.com/compo/wp-content/uploads/2009/12/screen01.jpg" title="screen01"><img alt="" class="attachment-thumbnail" height="150" src="http://www.ludumdare.com/compo/wp-content/uploads/2009/12/screen01-150x150.jpg" title="screen01" width="150" /></a>    </dt>
</dl>
<dl class="gallery-item">
<dt class="gallery-icon">     <a href="http://www.ludumdare.com/compo/wp-content/uploads/2009/12/screen02.jpg" title="screen02"><img alt="" class="attachment-thumbnail" height="150" src="http://www.ludumdare.com/compo/wp-content/uploads/2009/12/screen02-150x150.jpg" title="screen02" width="150" /></a>    </dt>
</dl>
<dl class="gallery-item">
<dt class="gallery-icon">     <a href="http://www.ludumdare.com/compo/wp-content/uploads/2009/12/screen03.jpg" title="screen03"><img alt="" class="attachment-thumbnail" height="150" src="http://www.ludumdare.com/compo/wp-content/uploads/2009/12/screen03-150x150.jpg" title="screen03" width="150" /></a>    </dt>
</dl>
<p><br style="clear: both;" /></div>
<p>Incidentally, I’m annoyed with Audacity because it added an initial  silence to all the mp3 files I encoded with it. So all the sounds come  in late. <img alt=":(" class="wp-smiley" src="http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_sad.gif" />  Also, I just realized that I forgot to  have the background music loop…</p>
<p>(Cross-posted from <a href="http://www.ludumdare.com/compo/2009/12/13/finished-my-first-ludum-dare/">Ludum Dare</a>) </div>
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		<item>
		<title>eFusjon RAD Game</title>
		<link>http://selenetan.com/2009/07/efusjon-rad-game/</link>
		<comments>http://selenetan.com/2009/07/efusjon-rad-game/#comments</comments>
		<pubDate>Sun, 19 Jul 2009 01:21:03 +0000</pubDate>
		<dc:creator>selene</dc:creator>
				<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game development]]></category>

		<guid isPermaLink="false">http://selenetan.com/?p=128</guid>
		<description><![CDATA[eFusjon RAD is a game promoting the eFusjon energy drink, launched in July 2009. In RAD you control the Efusjonaut, and must absorb eFusjon to neutralize free radicals while avoiding toxins. The Efusjonaut is controlled with the mouse, and can switch between an offensive toxin-eliminating mode and a passive free radical-neutralizing mode. I came up [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="nofollow" href="http://www.efusjongaming.com/games/">eFusjon  RAD</a> is a game promoting the eFusjon energy  drink, launched in July  2009.</p>
<p>In RAD you control the Efusjonaut, and must absorb  eFusjon to  neutralize free radicals while avoiding toxins. The  Efusjonaut is  controlled with the mouse, and can switch between an  offensive  toxin-eliminating mode and a passive free radical-neutralizing  mode.</p>
<p>I came up with the gameplay concept and led  the  project. A graphic designer came up with the look and feel for the  menus  and an animator/artist created the main game art and sprites. I   incorporated everything into Flash, set up the overarching code   structure, and programmed the gameplay and scoring. Other developers   worked on the leaderboard score submission, some of the menus, and the   instructions. After some testing showed that people were confused about   how to play, I came up with and implemented the idea of adding pop-up   tutorial messages in-game explaining things.</p>
<p>Links:</p>
<ul>
<li> <a rel="nofollow" href="http://www.efusjongaming.com/">eFusjon  Gaming</a> is the official game website,  including details about the  promotion</li>
<li><a rel="nofollow" href="http://www.efusjongaming.com/games/">eFusjon  RAD</a> is the page where you can play the game.  Registration is  required because the game is part of a contest.</li>
</ul>
]]></content:encoded>
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		<item>
		<title>Snowfall</title>
		<link>http://selenetan.com/2008/10/snowfall/</link>
		<comments>http://selenetan.com/2008/10/snowfall/#comments</comments>
		<pubDate>Sat, 18 Oct 2008 09:05:03 +0000</pubDate>
		<dc:creator>selene</dc:creator>
				<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[actionscript3]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[music]]></category>

		<guid isPermaLink="false">http://selenetan.com/?p=120</guid>
		<description><![CDATA[Snowfall is a game I originally thought of for a weekly game-making challenge at The Sims Carnival where the theme was &#8220;music&#8221;. After struggling with the limitations of the Sims Carnival game maker, I decided to take my idea and make it in Flash. I also used the opportunity to learn Actionscript 3. 
<p>Move the mouse to move the sun anywhere on screen. Avoid  touching snowflakes. Click to release a burst of warmth that melts  snowflakes and earns points, but uses up a life. Play the game with sound turned on!</p>
]]></content:encoded>
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		<item>
		<title>Don&#8217;t Forget the Lyrics</title>
		<link>http://selenetan.com/2007/03/dont-forget-the-lyrics/</link>
		<comments>http://selenetan.com/2007/03/dont-forget-the-lyrics/#comments</comments>
		<pubDate>Wed, 21 Mar 2007 01:28:21 +0000</pubDate>
		<dc:creator>selene</dc:creator>
				<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game development]]></category>

		<guid isPermaLink="false">http://selenetan.com/?p=140</guid>
		<description><![CDATA[The Don&#8217;t Forget the Lyrics Online Game was a project I worked on while at the Illusion Factory for Fox and RDF. Don&#8217;t Forget the Lyrics is game show where contestants are given the beginning of a song that cuts off suddenly; they are asked to fill in the missing lyrics. The goal was to [...]]]></description>
			<content:encoded><![CDATA[<p>The <em>Don&#8217;t Forget the Lyrics Online Game</em> was a project I worked  on while at the <a rel="nofollow" href="http://www.illusionfactory.com/">Illusion Factory</a> for Fox and RDF. <em>Don&#8217;t Forget  the Lyrics</em> is game show where contestants are given the beginning  of a song that cuts off suddenly; they are asked to fill in the missing  lyrics.</p>
<p>The goal was to make an online version of the game show  with new songs available every week. In addition, the game would allow  players to upload videos of themselves performing the songs featured for  that week. The video upload functionality was provided by  Brightcove.</p>
<p>I was responsible for the overall structure of the  code, as well as implementing the initial framework and several of the  sections. This included the main game interaction of listening to the song and inputting the answer.</p>
<p><a href="http://216.73.118.21/Web/dftl/index.htm">Play the game</a></p>
]]></content:encoded>
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		<title>Astral Schism Design Notes</title>
		<link>http://selenetan.com/2006/06/astral-schism-design-notes/</link>
		<comments>http://selenetan.com/2006/06/astral-schism-design-notes/#comments</comments>
		<pubDate>Wed, 07 Jun 2006 01:59:43 +0000</pubDate>
		<dc:creator>selene</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[astral schism]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game development]]></category>

		<guid isPermaLink="false">http://selenetan.com/?p=153</guid>
		<description><![CDATA[Some notes about the design and development of Astral Schism. I had two main goals when adjusting the game difficulty: The two modes must have similar difficulty levels Both modes must be winnable by people who don&#8217;t play games that often I adjusted difficulty by changing the spawn rates of enemies, asteroids, and ore/hulls, and [...]]]></description>
			<content:encoded><![CDATA[<p>Some notes about the design and development of <a title="Astral Schism" href="http://selenetan.com/2005/04/astral-schism/">Astral Schism</a>.</p>
<p>I had two main goals when adjusting the game  difficulty:</p>
<ol>
<li> The two modes must have similar difficulty levels</li>
<li> Both modes must be winnable by people who don&#8217;t play games that  often</li>
</ol>
<p>I adjusted difficulty by changing the spawn rates of enemies,  asteroids, and ore/hulls, and by changing the number of starting  shields.</p>
<p>While I managed to strike a fairly good balance for the  project deadline, I feel that it could still use some work. However,  there are some more fundamental design issues that need to be addressed  first:</p>
<h3>It&#8217;s possible to get stuck in the game</h3>
<p>The way the  game works, level advancement is based on how many ship upgrades you  have. When you run out of shields, you restart the level with the same  number of shields and the same upgrades. This means that it is possible  to get to a level that is too hard for your skill with few lives. Unless  you can collect enough ore or hulls to return to base, you cannot gain  enough lives to clear the level.</p>
<p>One possibility is to always grant  a minimum number of shields to the player on starting a new level.  e.g., if we have determined that the third level should be beatable with  6 shields, then the level-change code will also set the player&#8217;s  shields to 6 if the player has fewer than 6 shields. Any other fixes to this problem will probably require a change to the current level  mechanic.</p>
<h3>Level advancement uses an unusual mechanic</h3>
<p>I got  comments from several people that the level mechanic &#8220;seems a bit  weird.&#8221; It has the bonus that at a given level, you always know the ship  has a minimum number of upgrades and should therefore be able to handle  things. It&#8217;s just not what most people expect.</p>
<h3>The &#8220;boss&#8221; for  the ambassador mode doesn&#8217;t fit in</h3>
<p>The &#8220;boss asteroid&#8221; requires a  method to defeat it that never shows up elsewhere in the game. I&#8217;d like  to change that, although it might &#8220;spoil the surprise&#8221;. On the other  hand, there&#8217;s no such surprise for the Exterminator mode.</p>
<h3>I want  a scoring mode but don&#8217;t know how to do it</h3>
<p>Scoring for the  Exterminator mode is pretty straightforward. Just count shots fired,  enemies extinguished, that kind of thing. But what&#8217;s the equivalent for  the Ambassador mode?</p>
<p>There are some statistics I could keep score  on: number of times levels are played, total time spent on a level, amount of ore picked up. For all of these, lower numbers suggest more player skill, which can result in slightly weird scores.</p>
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		</item>
		<item>
		<title>Astral Schism</title>
		<link>http://selenetan.com/2005/04/astral-schism/</link>
		<comments>http://selenetan.com/2005/04/astral-schism/#comments</comments>
		<pubDate>Thu, 07 Apr 2005 01:31:55 +0000</pubDate>
		<dc:creator>selene</dc:creator>
				<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[shooter]]></category>

		<guid isPermaLink="false">http://selenetan.com/?p=144</guid>
		<description><![CDATA[Astral Schism is a game I made as a group project for a class on gender in computer games. The goal of the project was to design and create two variants of a game in order to test gender preferences. We decided to look at the violence/destruction vs. gathering/nurturing split. We created a space shooter [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="nofollow" href="uploads/Games/astralschism41.swf">Astral Schism</a> is a game I made as a group project  for a class on gender in computer games.</p>
<p>The goal of the project  was to design and create two variants of a game in order to test gender  preferences. We decided to look at the violence/destruction vs.  gathering/nurturing split. We created a space shooter with  two modes. One mode is a typical space shooter. In the other mode, you  gather ore and dodge asteroids.</p>
<p>I was responsible for the graphics,  music, and final game balance.</p>

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