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      <title>THOM ISAACS - Unit 8 Moodboard by Thom Isaacs</title>
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      <description></description>
      <language>en-us</language>
      <pubDate>2016-05-04 10:54:46 UTC</pubDate>
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         <title>Flappy Bird</title>
         <author>theuntitled154</author>
         <link>https://padlet.com/theuntitled154/91l53kdzbwp5/wish/109177808</link>
         <description><![CDATA[<div>Flappy Bird was a somewhat divisive game, but I think that it's an example of what should be aimed for when producing a mobile game. Repetitive, addictive, difficult. Definitely an inspiration.</div>]]></description>
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         <pubDate>2016-05-04 10:56:36 UTC</pubDate>
         <guid>https://padlet.com/theuntitled154/91l53kdzbwp5/wish/109177808</guid>
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      <item>
         <title>Play Store</title>
         <author>theuntitled154</author>
         <link>https://padlet.com/theuntitled154/91l53kdzbwp5/wish/109210710</link>
         <description><![CDATA[<div>In theory, we could put the game on the Play Store. An android developer license is only $25 (£17.24) - and GameMaker:Studio does allow you to develop for Android. Unfortunately it is a little harder to get a game onto the iOS storefront, so we may have to leave that part of the market alone for the time being.</div>]]></description>
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         <pubDate>2016-05-04 13:45:25 UTC</pubDate>
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      <item>
         <title>Monetisation (AdSense)</title>
         <author>theuntitled154</author>
         <link>https://padlet.com/theuntitled154/91l53kdzbwp5/wish/109218469</link>
         <description><![CDATA[<div>GameMaker:Studio also allows you to implement adverts, as I understand it. If we were to go down this route, we could use Google's AdSense programme to monetise our product.</div>]]></description>
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         <pubDate>2016-05-04 14:08:22 UTC</pubDate>
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         <title>GameMaker:Studio</title>
         <author>theuntitled154</author>
         <link>https://padlet.com/theuntitled154/91l53kdzbwp5/wish/109219200</link>
         <description><![CDATA[<div>The development environment that I will be using. I've played around with GM:S a lot, and have become familiar with its native programming language "GML" (GameMaker Language).</div>]]></description>
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         <pubDate>2016-05-04 14:10:43 UTC</pubDate>
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         <title>QR Code Distribution?</title>
         <author>theuntitled154</author>
         <link>https://padlet.com/theuntitled154/91l53kdzbwp5/wish/109219863</link>
         <description><![CDATA[<div>If we get the game on the Play Store, we can generate a QR code for a download link. This means that, if we do get showcased on C.A.S.T., we could show a QR code for viewers to scan in order to download the game. Also, we could stick flyers around the college featuring the QR code&nbsp;<br><br>(Attached is just a blank QR code as an example)</div>]]></description>
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         <pubDate>2016-05-04 14:12:50 UTC</pubDate>
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         <title>YoYoGames</title>
         <author>theuntitled154</author>
         <link>https://padlet.com/theuntitled154/91l53kdzbwp5/wish/109222203</link>
         <description><![CDATA[<div>GM:S is developed by a company called YoYoGames. They have a brilliant forum with a lot of tutorials, so if I'm unsure of something in GML I can easily refer to the forum.</div>]]></description>
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         <pubDate>2016-05-04 14:19:44 UTC</pubDate>
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         <title>YouTube</title>
         <author>theuntitled154</author>
         <link>https://padlet.com/theuntitled154/91l53kdzbwp5/wish/109222601</link>
         <description><![CDATA[<div>Furthermore, I can also use YouTube tutorials as a resource for problem solving.</div>]]></description>
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         <pubDate>2016-05-04 14:20:55 UTC</pubDate>
         <guid>https://padlet.com/theuntitled154/91l53kdzbwp5/wish/109222601</guid>
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         <title>Previously Made Demo</title>
         <author>theuntitled154</author>
         <link>https://padlet.com/theuntitled154/91l53kdzbwp5/wish/109223101</link>
         <description><![CDATA[<div>This is a demo for a game I made back in December. The concept is that it's a turn-based bullethell game. Without going into too much detail:<br><br>The blue square is the player and can be moved with the arrow keys.<br>The green squares are the enemies, and they randomly spawn every time the player moves.<br>The orange square is a coin. The player needs to navigate to these coins to score points.<br>Collision with an enemy results in a loss of a heart.<br>When all hearts are lost, the game enters its failure state.</div>]]></description>
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         <pubDate>2016-05-04 14:22:28 UTC</pubDate>
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