23. January 2011 by Mads
ExEn: XNA for iPhone, Android and Silverlight [More]
22. May 2010 by Mads
Due to some busy weeks at work the next few weeks I need to stop my “2 week” blog posts, which normally gives a little update about how the game are doing. As I know I will get very busy in the coming weeks at my job, I know I wouldn’t have time to code on Little Longhorn, which means I wouldn’t have anything to write about :) Stay tuned as we can hopefully show some of the graphics for the game when we get back, as the graphic guys are doing a great job currently. So let’s see what Mikkel Laumann and Thomas Jørgensen comes up with.
19. April 2010 by Mads
Little Longhorn - Part 8 - Full speed ahead! [More]
7. March 2010 by Mads
Podcast: Spiludvikling i Silverlight med Mads Laumann - Podcast: Game development in Silverlight with Mads Laumann [More]
31. January 2010 by Mads
We made a lot of progress on Little Longhorn the last two weeks. We got menu, game play flow, more levels etc now. Read entire blogpost for more info. [More]
16. January 2010 by Mads
Little Longhorn – change of focus from more internal engine work to more visual and game play work [More]
8. January 2010 by Mads
Video that gives you an overview of Silverlight Game Development [More]
31. December 2009 by Mads
Drawing Farseer Physics vertices and body center in Silverlight [More]
30. December 2009 by Mads
I just saw a little tweet on Twitter about this very good blog post. Here’s a quote from it, see the link at the end if you want to read the whole post, it’s really good reading. “[Veteran indie game creator Edmund McMillen, known for his work on 2005 IGF Grand Prize winner Gish, Time Fcuk, and Super Meat Boy for WiiWare, shares his opinions and manifesto on making indie games, with 24 clear do-s and don't-s to make your art thrive.] One of the most common questions I'm asked in interviews is, "Do you have any advice for independent game developers who are new to the scene, or tips for developers in general?" Well, I actually answered it this time: I came up with this list of indie do-s and don't-s. Now, I'm going to make clear that I'm not perfect and I'm sure as the years go by this list will change. But from where I stand right now, having made independent art/games for a living for the past 10 years, the advice below is crucial to all indie game designers, and all artists for that matter. Also note that when I refer to a "designer" or "artist," I include programmers. All aspects of art have a fine balance of the technical and creative; just because programming is viewed as a technical field does not mean it is void of creativity. The creative is visible in the work as a whole rather than in the specifics. Light and shadow are vital technical aspects of illustration, but without creativity the piece is nothing more then a photocopy of the subject, void of any personal touch or presence. This is a list for the creative designer who strives to be independent. This isn't advice on how to monetize your Flash game or survive financially by copying existing trends and juicing the public for their cash. This is a list for artists who are driven by the desire for creative freedom and/or to "just make some cool shit people will love."” Read more here: Opinion: Indie Game Design Do-s and Don't-s: A Manifesto
17. December 2009 by Mads
Game development in Silverlight 3 – slides and demos [More]