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	<title>Nick Kuh - Freelance iPhone, iPad, iOS Developer, Trainer and Consultant - Brighton, UK &#187; Multiplayer</title>
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	<link>http://www.nickkuh.com</link>
	<description>Nick Kuh is a Freelance iPhone, iPad, iOS Developer, Trainer and Consultant based in Brighton, UK</description>
	<lastBuildDate>Thu, 10 Nov 2011 20:40:35 +0000</lastBuildDate>
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		<title>Power Rangers / Timelord: Multiplayer Flash Games</title>
		<link>http://www.nickkuh.com/flash-flex-air/flash-multiplayer-games/2008/03/</link>
		<comments>http://www.nickkuh.com/flash-flex-air/flash-multiplayer-games/2008/03/#comments</comments>
		<pubDate>Sat, 01 Mar 2008 09:00:36 +0000</pubDate>
		<dc:creator>Nick Kuh</dc:creator>
				<category><![CDATA[Adobe Flash, Flex and Air]]></category>
		<category><![CDATA[Multiplayer]]></category>
		<category><![CDATA[Portfolio]]></category>

		<guid isPermaLink="false">http://www.nickkuh.com/new/?p=257</guid>
		<description><![CDATA[Developing server-side and client-side with Flash Media Server I've built numerous multiplayer, database driven games for The History Channel and Jetix (Power Rangers) while working with WAI.]]></description>
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<p>I&#8217;m a Developer who&#8217;s equally happy working server or client-side. So when Adobe launched <a href="http://www.adobe.com/products/flashmediaserver/">Adobe&#8217;s Flash Media Server</a> (originally named Flash Communication Server) <a href="http://en.wikipedia.org/wiki/Adobe_Flash_Media_Server">back in 2002</a> I started experimenting with the new technology, developing simplified 3D multiuser environments.</p>
<p>FMS enabled Developers to create Multiuser Flash Applications by writing client and server-side ActionScript code.</p>
<p>Since 2002 I&#8217;ve implemented FMS into a great number of multiuser games for clients such as  such as <a href="http://www.worldarchipelago.com/">World Archipelago</a>, <a href="http://www.gridclub.com">GridClub</a>, and <a href="http://www.sky.com">Sky Television</a> :</p>
<div id="attachment_311" class="wp-caption alignnone" style="width: 552px"><img class="size-full wp-image-311 " title="game_play_question" src="http://www.nickkuh.com/wp-content/uploads/2008/03/game_play_question.gif" alt="Mathmobile Mayhem: Multiplayer Flash Game" width="542" height="224" />
<p class="wp-caption-text">Mathmobile Mayhem: Multiplayer Flash Game</p>
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<p><span id="more-257"></span></p>
<div id="attachment_312" class="wp-caption alignnone" style="width: 465px"><img class="size-full wp-image-312   " title="5_dance_floor_dj_mixing" src="http://www.nickkuh.com/wp-content/uploads/2008/03/5_dance_floor_dj_mixing.jpg" alt="Sound Selecta: Multiplayer Game for Sky.com" width="455" height="341" />
<p class="wp-caption-text">Sound Selecta: Multiplayer Game for Sky.com</p>
</div>
<div id="attachment_313" class="wp-caption alignnone" style="width: 482px"><img class="size-full wp-image-313 " title="thinkabouthistory" src="http://www.nickkuh.com/wp-content/uploads/2008/03/thinkabouthistory.png" alt="TimeLord / Past Master / Think About History" width="472" height="319" />
<p class="wp-caption-text">TimeLord / Past Master / Think About History</p>
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<p>Having plenty of experience creating multiuser games and applications I understand the issues that arise for multiplayer developement such as varying connection speeds, users who quit mid-game, synchronicity and so on.</p>
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