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<title>ShaunInman.com // plus Elsewhere</title>
<link>http://www.shauninman.com/</link>
<description></description>
<copyright>Copyright 2001-2010 Shaun Inman</copyright>
<generator>Shaun Inman&#8217;s Bookend</generator>
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<lastBuildDate>Fri, 19 Mar 2010 16:58:23 GMT</lastBuildDate>

<item>
	<title>8-bit iPhone Game Development</title>
	<description><![CDATA[<p>A lot of people have been asking how I got to where I currently am with <a href="http://blog.mimeoverse.com/">Mimeo and the Kleptopus King</a>. Despite starting out with a very clear goal in mind (a pixelated, console-inspired game on the iPhone and iPod touch), there wasn&#8217;t an obvious path to that goal. This is a brief review of my circuitous journey.</p>

<p>First I had to get a handle on the core languages of C and Objective-C. Plain old C was relatively easy to  pick up with a PHP/JavaScript background though occasional Google searches (usually ending up on Stack Overflow) are still required to fill in the gaps in my knowledge. Aaron Hillegass&#8217; <a href="http://www.amazon.com/Cocoa-Programming-Mac-Third-ebook/dp/B00139XSRO/?tag=iamsooobuyingthis-20">Cocoa Programming for Mac OS X</a> was an excellent introduction to Objective-C and the Cocoa Framework (as well as Apple&#8217;s developer tools, Xcode and Interface Builder).</p>

<p>Simon Maurice wrote a number of articles that helped me get up to speed with OpenGL on the iPhone. Unfortunately, due to a conflict with his employer these articles have since been taken down. I wish I had had the foresight to archive a local copy.</p>

<p>Then I did an audit of various game engines to gain an understanding of how a game works from a high-level architectural point of view as well as the low-level solutions to problems unique to games. The two that proved most informative were <a href="http://code.google.com/p/cocos2d-iphone/">Cocos2d iPhone</a> (Cocoa/iPhone) and <a href="http://flixel.org/">Flixel</a> (ActionScript/Flash).</p>

<p>Even with all of <a href="http://delicious.com/shauninman/gamedev">this research</a> behind me I was still a bit lost. I went through a number of subpar iPhone and game development books before O&#8217;Reilly&#8217;s <a href="http://www.amazon.com/iPhone-Game-Development-Developing-Objective-C/dp/0596159854/?tag=iamsooobuyingthis-20">iPhone Game Development</a> was published. While a bit thin overall the chapters on Game Engine Anatomy and the 2D Game Engine were invaluable; without this book I&#8217;m not sure I would have been able to put all the pieces together and translate the knowledge and understanding I had acquired into an actual piece of playable software.</p>

<p>And the learning continues, most recently figuring out how to <a href="http://shauninman.com/archive/2010/02/13/an_mml_bundle_for_textmate">compose music for the NES sound chip</a> for <a href="http://www.flickr.com/photos/shauninman/4414021911/">use in the game</a>.</p>

<p>Despite this review reading like a sequential process, it was anything but. There were a lot of missteps, horrible books, and overlapping content in between but it&#8217;s the wrong decisions that make you appreciate the right ones. </p>]]></description>
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	<category>Apple</category><category>Books</category><category>Design</category><category>Personal</category><category>Gaming</category>
	<pubDate>Thu, 11 Mar 2010 15:56:00 GMT</pubDate>
</item>
<item>
	<title>Mimeo in the Tumbleverse</title>
	<description><![CDATA[<p>A development Diary. I&#8217;ll be posting progress reports, artwork, audio clips and demo videos for the duration of the project. <a href="http://www.shauninman.com/archive/2010/03/07/mimeo_in_the_tumbleverse">&#x25CF;</a></p>]]></description>
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	<category>Apple</category><category>Design</category><category>Music</category><category>Personal</category><category>Elsewhere</category><category>Gaming</category>
	<pubDate>Sun, 07 Mar 2010 20:02:00 GMT</pubDate>
</item>
<item>
	<title>The Pipeline</title>
	<description><![CDATA[<p>This morning I talked <a href="http://haveamint.com/">Mint</a>, <a href="/archive/2010/02/23/mimeo_and_the_kleptopus_king">Mimeo</a> and <a href="/archive/2010/02/13/an_mml_bundle_for_textmate">MML</a> with <a href="http://hivelogic.com/">Dan Benjamin</a>. <a href="http://www.shauninman.com/archive/2010/03/02/the_pipeline">&#x25CF;</a></p>]]></description>
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	<category>Music</category><category>Personal</category><category>Mint</category><category>Elsewhere</category><category>Gaming</category><category>Fever</category>
	<pubDate>Tue, 02 Mar 2010 17:34:00 GMT</pubDate>
</item>
<item>
	<title>Mimeo and the Kleptopus King</title>
	<description><![CDATA[<p>As anyone on <a href="http://dribbble.com/">Dribbble</a> already knows, I have been hard at work on my next iPhone/iPod touch game for the <a href="http://dribbble.com/players/shauninman/tags/mimeo">past two months</a>. With the public launch of Dribbble imminent (I haven&#8217;t heard anything more concrete than &#8220;soonish&#8221;) I thought the <a href="http://mimeoverse.com/">Mimeoverse</a> could use a proper introduction.</p>

<p><img src="/assets/images/mimeo-woods.png" alt="Mimeo in the Wood" title="" /></p>

<p>Early last year, I applied for a <a href="http://createhere.org/blog/meet_the_2009_makework_grant_recipients/">MakeWork grant</a> from local Chattanooga arts initiative <a href="http://createhere.org/">CreateHere</a>. In May (thanks in part to generous recommendation letters from the talented Messrs. <a href="http://unstoppablerobotninja.com/">Marcotte</a> and <a href="http://superfluousbanter.org/">Rubin</a> and some handsome illustrations by <a href="http://www.bearskinrug.co.uk/">Mr. Cornell</a>) I was awarded partial funding for my proposal to create a faux 16-bit game engine. My new game designs are far more ambitious than my inaugural effort, <a href="/horrorvacui/">Horror Vacui</a>, aspiring to multiple worlds and levels, various unique power-ups and hand-crafted pixel graphics, all of Super Nintendo caliber.</p>

<p>A few months after the release of <a href="http://feedafever.com/">Fever</a> I started on the engine. This past December I took a whole week off from support to make one last uninterrupted push and finished the core components of asset management, audio/visual output, a unique touch-based input method, and tile-based animated sprites and maps. I also built out an HTML-prototype map editor. It may sound like I took a vacation to get some work done but when you&#8217;re doing what you love, it&#8217;s really <a href="http://www.humblepied.com/jessica-hische/">not work</a>.</p>

<p>A simple proof of concept was required to iron out any kinks in the finished frameworks. That concept proved more interesting than the original game I set out to create.</p>

<h2>Pushing Pixels</h2>

<p>Before I get to Mimeo, I want to address my love of pixels. The aesthetics of Mimeo (and Horror Vacui before it) are not born solely from nostalgia. Good pixel art strikes the perfect balance between appreciable craftsmanship and the gestalt. A single pixel out of place, one too few or too many, ruins the illusion. There&#8217;s an unmuddied, economy of expression, the thankless result of the limitations of cartridge-based consoles.</p>

<p>At its core, play, and by extension video games, is learning. Call it discovery or mastery but a good game introduces new ideas (teaches), leverages existing ones (reviews) and layers them to create unique challenges (tests). Teaching, at its core, is communicating. Verbosity is an academic sleeping pill. A game&#8217;s graphics are the player&#8217;s teacher and a good teacher is consistent, clear, and concise. Like good pixel art.</p>

<h2>Super Mimeo Bros.</h2>

<p>Mimeo (even the name) started as a Mario clone with a twist: instead of power-ups affecting the player, they affect the entire game world. A story and mythos quickly developed. The so-called Mimeoverse consists of two 16-bit demiverses sharing 32-bits between them. When the evil Kleptopus King, an 8-bit octopus with an inferiority complex, discovers a portal into Mimeo&#8217;s realm and begins to syphon off its bits, Mimeo is sucked in and down-sampled to 2-bit. So begins Mimeo&#8217;s quest to restore balance to the demiverses.</p>

<p><img src="/assets/images/mimeo-hoodies.png" alt="Mimeo in the Hood" title="" /></p>

<p>Mimeo collects carts to upscale himself and the game world and enables switching between acquired resolutions to solve platforming puzzles. He will find guidance from nearest-neighbor and native rabbit Gaido. Collected bits translate into 1ups. Disposing of certain types of enemies leaves behind hoodies that grant Mimeo special abilities. The Quantum Glove puts Mimeo&#8217;s bits in a state of quantum superposition; enemies can&#8217;t hit him but they can&#8217;t dodge him either. &#8220;It&#8217;s so bad.&#8221;</p>

<h2>8-bit Hits</h2>

<p>In addition to creating the scenario, programming and designing all the graphics I&#8217;m also composing and producing all the music. The game uses a Nintendo NES 2A03 APU sound chip emulator (courtesy of <a href="http://www.fly.net/~ant/libs/audio.html#Nes_Snd_Emu">Blargg</a>) for authentic sounds that will keep pace with the game&#8217;s graphics. Here&#8217;s some sample mp3s of the foreboding Fortress:</p>

<ul>
<li><a href="/assets/music/mimeo/Fortress%20(2-bit%20NSF).mp3">2-bit bass</a> </li>
<li><a href="/assets/music/mimeo/Fortress%20(4-bit%20NSF).mp3">4-bit hi-hat</a></li>
<li><a href="/assets/music/mimeo/Fortress%20(8-bit%20NSF).mp3">8-bit melody</a> </li>
<li><a href="/assets/music/mimeo/Fortress%20(16-bit%20NSF).mp3">16-bit counter melody</a> </li>
</ul>

<p>I&#8217;m using a combination of <a href="http://www.milkytracker.net/">MilkyTracker</a> with the nespack.s3m samples for composing, Garageband for arranging, and <a href="/archive/2010/02/13/an_mml_bundle_for_textmate">MML</a> for producing the final NSFs used in the game.</p>

<h2>Resolution</h2>

<p>I&#8217;m aiming for a 2010 holiday season release. There is still much work to be done as every asset exists in 4 different resolutions (I said this project was ambitious) but the majority of core pieces are already in place.</p>

<p>You can catch up on past progress <a href="http://dribbble.com/players/shauninman/tags/mimeo">on Dribble</a> once it goes public and follow along with the unfolding process on <a href="http://blog.mimeoverse.com/">Mimeo in the Tumbleverse</a>, a development diary. Over the course of development I uploaded some short <a href="http://www.flickr.com/photos/shauninman/tags/mimeo/">demo videos</a> to Flickr and this slightly longer executive summary progress report to Vimeo:</p>

<p><object width="400" height="300"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=9671195&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=9671195&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="400" height="300"></embed></object></p>]]></description>
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	<category>Design</category><category>Personal</category><category>Gaming</category>
	<pubDate>Tue, 23 Feb 2010 13:35:00 GMT</pubDate>
</item>
<item>
	<title>An MML Bundle for Textmate</title>
	<description><![CDATA[<p>As much as I <a href="/archive/2009/01/02/an_8bit_2008">love the Korg DS-10</a> its inability to edit/record more than one bar at a time is a bit of drag when composing. Especially with the comparative ease of musical typing in Garageband with YMCK&#8217;s <a href="http://shaun.in/g/5g">Magical 8bit Plug</a>. Unfortunately YMCK&#8217;s plugin doesn&#8217;t produce the most authentic sounds with no control over vibrato and pops between continuous notes (even with release increased slightly from <code>0</code> to <code>0.01</code>). So my search continued.</p>

<p>I dabbled with Neil Baldwin&#8217;s <a href="http://dutycyclegenerator.com/nijuu/nijuu.html">Nijuu</a>. It turns out I&#8217;m just not comfortable <em>that</em> close to assembly language. I finally (as of this writing) settled on MML or <a href="http://en.wikipedia.org/wiki/Music_Macro_Language">Music Macro Language</a>. Nullsleep&#8217;s <a href="http://www.nullsleep.com/treasure/mck_guide/">MCK/MML Beginners Guide</a> proved a very non-threatening introduction but neonempyr&#8217;s <a href="http://www.neonempyr.org/ppmck_guide.html">Ultimate PPMCK MML Reference</a> definitely won the thoroughness round. (The latter went missing the day after posting this. Fortunately I downloaded a copy for offline use. Here is my mirror of the <a href="/assets/downloads/ppmck_guide.html">Ultimate PPMCK MML Reference</a>)</p>

<p>MML looked like a manageable language but it seemed none of the tools designed to compile MML into the requisite .nes or .nsf files were available on OS X. All of the links to the OS X versions had either 404&#8217;d or fallen prey to squatters. After a day of searching I finally found a copy of <a href="http://clogging.web.fc2.com/husic/">ezMML</a>, an editor/compiler built&#8212;or rather thrown together&#8212;for OS X. Oh sure, you can resize the editor window but it doesn&#8217;t resize the texteara. I can forgive an unpolished UI if the utility is there but when a crash during an incremental save wiped out an entire morning&#8217;s work (the post-crash saved file was completely empty) it was time to move on.</p>

<p>I use Textmate for the majority of my non-iPhone programming and text editing needs. I don&#8217;t recall it ever crashing (except having to force quit the occasional 30MB SQL file). So I spent the afternoon hacking together rudimentary MML syntax coloring as well as the Build and Run commands. </p>

<p>Now I have a reliable (and resizable) MML editor with a single key-command to compile an .nsf and automatically launch <a href="http://bannister.org/software/ao.htm">Audio Overload</a>. I can listen to my composition as easily as I can preview my HTML in a browser.</p>

<div class="image"><img src="/assets/images/mml-bundle.png" width="334" height="228" alt="" /></div>

<p><a href="/assets/downloads/MML.zip">This bundle</a> perches precariously on the shoulders of giants and is offered as-is, as always.</p>]]></description>
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	<category>Music</category><category>Gaming</category>
	<pubDate>Sun, 14 Feb 2010 02:14:00 GMT</pubDate>
</item>
<item>
	<title>The Muggle Coder</title>
	<description><![CDATA[<p>It&#8217;s no secret that I&#8217;m <a href="http://twitter.com/shauninman/status/6274989029">not a fan</a> of frameworks. As I mention in a recent <a href="http://www.techradar.com/news/internet/the-brains-behind-the-mint-web-stats-app-652209">.Net interview</a>:</p>

<blockquote>
  <p>I don&#8217;t like magic. I like knowing how something works. </p>
  
  <p>I don&#8217;t like taking things for granted because if magic breaks, unless it&#8217;s your own trick, you don&#8217;t know how to fix it.</p>
</blockquote>

<p>And nothing in recent experience is as magical as the iPhone SDK. I&#8217;m sure the Objective-C language and Apple&#8217;s dependent frameworks solve a lot of problems encountered by experienced software developers. As an inexperienced developer without the context of those problems, these clever pre-made solutions seem like unnecessary hoops erected for the sole purpose of jumping.</p>

<p>Compounding this confusion are NIBs, XIBs, and <a href="http://twitter.com/shauninman/status/6334805134">Interface Builder</a>. Interface Builder allows you to create and connect visual interface elements to your Objective-C classes. These interfaces are stored precompiled in a NIB or as XML in a XIB. It sounds like a brilliant idea&#8212;and it is&#8212;but as a software solution it&#8217;s a confounding mess. Especially when you&#8217;re developing software that doesn&#8217;t require standard UI elements (like <a href="http://shauninman.com/horrorvacui/">an 8-bit game</a>).</p>

<p>So the first thing I do when creating a new iPhone project in Xcode is sever any connection with Interface Builder or dependence on XIBs. I prefer to start with a Window-based Application and immediately Delete (Also Move to Trash) <code>Resources/MainWindow.xib</code>. Then in <code>Resources/&lt;AppName&gt;-Info.plist</code> I delete the &#8220;Main nib file base name&#8221; row and save. Finally I copy the AppDelegate class name from  <code>Classes/&lt;AppName&gt;AppDelegate.h</code> (deleting the no-longer-necessary <code>IBOutlet</code> from the <code>@property</code> declaration while I&#8217;m in there) and paste it in as the <code>NSString</code> fourth argument of <code>UIApplicationMain</code> in <code>Other Sources/main.m</code> like so:</p>

<pre><code>UIApplicationMain(argc, argv, nil, @"&lt;AppName&gt;AppDelegate");
</code></pre>

<p>I can then create my window programmatically in the <code>applicationDidFinishLaunching</code> method with:</p>

<pre><code>windowFrame = [[UIScreen mainScreen] bounds];
window = [[UIWindow alloc] initWithFrame: windowFrame];
</code></pre>

<p>With no IBRabbits in my HatDelegate or Trick Referencing Outlets up my SleeveController I can go about the business of making my own mistakes and learning from them; so that one day all of this might make sense.</p>]]></description>
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	<category>Objective-C</category>
	<pubDate>Fri, 04 Dec 2009 13:46:00 GMT</pubDate>
</item>
<item>
	<title>NaNoDrawMo Animals</title>
	<description><![CDATA[<p>I&#8217;m participating in (and hopefully completing) <a href="http://stevenf.com/">Steven Frank</a> &#8216;s &#8220;50 drawings in 30 days&#8221; <a href="http://nanodrawmo.org/">challenge</a>.  <a href="http://www.shauninman.com/archive/2009/11/01/nanodrawmo_animals">&#x25CF;</a></p>]]></description>
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	<category>Design</category><category>Elsewhere</category><category>Event</category>
	<pubDate>Sun, 01 Nov 2009 21:19:00 GMT</pubDate>
</item>
<item>
	<title>Tweetie2 &amp; Lessn</title>
	<description><![CDATA[<p>With the upgrade to 2.0 <a href="http://www.atebits.com/tweetie-iphone/">Tweetie</a> for the iPhone and iPod touch now supports <a href="http://developer.atebits.com/tweetie-iphone/custom-shortening/">custom url shorteners</a>. I&#8217;ve received a couple of emails and tweets (Twitter != Support) about using <a href="http://shauninman.com/archive/2009/09/14/less_n_go">Lessn</a> with Tweetie 2. Here&#8217;s the easiest way to set it up:</p>

<ol>
<li>On your desktop, copy your API key (found on <code>http://yourdomain.com/lessn/-/</code>) and paste it into the following url:
<code>http://yourdomain.com/lessn/-/?api=&lt;API key&gt;&amp;url=%@</code></li>
<li>Email the completed url to yourself</li>
<li>On the device, copy the url you emailed yourself and launch Tweetie 2 (the url can be constructed on the device but it takes some back and forth application switching)</li>
<li>On the Accounts screen, click the Settings button. Click &#8220;URL Shortening&#8221; then &#8220;Custom&#8230;&#8221;</li>
<li>Paste the url and click Save</li>
</ol>]]></description>
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	<category>Lessn</category>
	<pubDate>Mon, 12 Oct 2009 18:53:00 GMT</pubDate>
</item>
<item>
	<title>Textorize</title>
	<description><![CDATA[<p>Subpixel typesetting for the web. <a href="http://www.shauninman.com/archive/2009/09/30/textorize">&#x25CF;</a></p>]]></description>
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	<category>CSS</category><category>Design</category><category>Elsewhere</category>
	<pubDate>Wed, 30 Sep 2009 13:40:00 GMT</pubDate>
</item>
<item>
	<title>BitFontMaker</title>
	<description><![CDATA[<p>Build custom pixel fonts, right in your browser. See also, the far superior <a href="http://fontstruct.fontshop.com/">FontStruct</a>. <a href="http://www.shauninman.com/archive/2009/09/24/bitfontmaker">&#x25CF;</a></p>]]></description>
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	<category>Elsewhere</category>
	<pubDate>Fri, 25 Sep 2009 02:35:00 GMT</pubDate>
</item>
<item>
	<title>Accessibility Black Hole</title>
	<description><![CDATA[<p>Looks like the aforementioned Chrome Frame isn&#8217;t all rainbows and unicorns. The internet once again confirms, reality is the greatest killjoy. (<a href="http://twitter.com/SteveMarshall/status/4316614112">via</a>)  <a href="http://www.shauninman.com/archive/2009/09/23/accessibility_black_hole">&#x25CF;</a></p>]]></description>
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	<category>Elsewhere</category><category>Web</category>
	<pubDate>Wed, 23 Sep 2009 15:15:00 GMT</pubDate>
</item>
<item>
	<title>On Google Chrome Frame</title>
	<description><![CDATA[<p>Jim Ray digs into Google&#8217;s new <a href="http://code.google.com/chrome/chromeframe/">browser-in-a-plugin</a> for Internet Explorer. Subversive. Delightfully subversive. <a href="http://www.shauninman.com/archive/2009/09/23/on_google_chrome_frame">&#x25CF;</a></p>]]></description>
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	<category>Elsewhere</category><category>Web</category>
	<pubDate>Wed, 23 Sep 2009 12:30:00 GMT</pubDate>
</item>
<item>
	<title>Thin is Still In</title>
	<description><![CDATA[<p>Steve Smith finds a replacement for <a href="http://24ways.org/2006/knockout-type">thinning Safari text</a> on Snow Leopard. <a href="http://www.shauninman.com/archive/2009/09/21/thin_is_still_in">&#x25CF;</a></p>]]></description>
	<link>http://shauninman.com/feeder/?FeederAction=clicked&amp;feed=Complete+Plus&amp;seed=http%3A%2F%2Forderedlist.com%2Farticles%2Fthining-text-in-safari-under-snow-leopard&amp;seed_title=Thin+is+Still+In</link>
	<guid isPermaLink="false">1499@http://www.shauninman.com/</guid>
	<category>CSS</category><category>Design</category><category>Elsewhere</category><category>Web</category>
	<pubDate>Mon, 21 Sep 2009 20:23:00 GMT</pubDate>
</item>
<item>
	<title>Lessn Pepper</title>
	<description><![CDATA[<p>Track the flow of traffic through your Lessn links with Mint. <a href="http://www.shauninman.com/archive/2009/09/15/lessn_pepper">&#x25CF;</a></p>]]></description>
	<link>http://shauninman.com/feeder/?FeederAction=clicked&amp;feed=Complete+Plus&amp;seed=http%3A%2F%2Fwww.haveamint.com%2Fpeppermill%2Fpepper%2F97%2Flessn%2F&amp;seed_title=Lessn+Pepper</link>
	<guid isPermaLink="false">1498@http://www.shauninman.com/</guid>
	<category>Mint</category><category>Elsewhere</category><category>Lessn</category>
	<pubDate>Tue, 15 Sep 2009 18:28:00 GMT</pubDate>
</item>
<item>
	<title>Lessn&#8217;go</title>
	<description><![CDATA[<p><a href="/archive/2009/08/17/less_n">Lessn</a> has been updated to <a href="/assets/downloads/lessn.zip">1.0.5</a> and supports two new arguments when Lessning a url:</p>

<ul>
<li><code>api</code>: returns just the Lessn&#8217;d url as plaintext. Example usage, <code>http://yourdomain.com/lessn/-/?url=&lt;long url&gt;&amp;api=&lt;API key&gt;</code></li>
<li><code>redirect</code>: allows you to create custom redirects. <code>%l</code> in the value of <code>redirect</code> is replaced with the Lessn&#8217;d url. Example usage, <code>http://yourdomain.com/lessn/-/?url=&lt;long url&gt;&amp;redirect=http%3A%2F%2Ftwitter.com%2F%3Fstatus%3D%l</code></li>
</ul>

<p>If you want to tweet a Lessn&#8217;d url from <a href="http://feedafever.com/">Fever</a> you could replace the default Twitter service url in your Preferences Sharing tab with the following: <code>http://yourdomain.com/lessn/-/?url=%u&amp;redirect=http%3A%2F%2Ftwitter.com%2F%3Fstatus%3D%t%2520%l</code></p>]]></description>
	<link>http://shauninman.com/feeder/?FeederAction=clicked&amp;feed=Complete+Plus&amp;seed=http%3A%2F%2Fwww.shauninman.com%2Farchive%2F2009%2F09%2F14%2Fless_n_go&amp;seed_title=Lessn%26%238217%3Bgo</link>
	<guid isPermaLink="false">1497@http://www.shauninman.com/</guid>
	<category>PHP</category><category>Lessn</category>
	<pubDate>Mon, 14 Sep 2009 20:07:00 GMT</pubDate>
</item>
<item>
	<title>Verdana/Georgia Redux</title>
	<description><![CDATA[<p>Coming soon: new weights, improved kerning, and optimizations for print. Looks like IKEA was ahead of the curve. (<a href="http://www.airbagindustries.com/longboard/2009/09/verdana_and_georgia_are_about.php">via</a>) <a href="http://www.shauninman.com/archive/2009/09/14/verdana_georgia_redux">&#x25CF;</a></p>]]></description>
	<link>http://shauninman.com/feeder/?FeederAction=clicked&amp;feed=Complete+Plus&amp;seed=http%3A%2F%2Fwww.ascendercorp.com%2Fpr%2F2009-09-08%2F&amp;seed_title=Verdana%2FGeorgia+Redux</link>
	<guid isPermaLink="false">1496@http://www.shauninman.com/</guid>
	<category>Design</category><category>Elsewhere</category>
	<pubDate>Mon, 14 Sep 2009 15:37:00 GMT</pubDate>
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