Archives for posts with tag: windows phone

When I look back at the difference between my professional projects and my personal projects, the gap is always in the planning.

Whether it’s because work is planning-heavy and I want spontaneity in my personal projects, or because I hold some deep-seated paranoia about not destroying the creative process of making games by imposing deadlines and constraints, I’m not sure.

All I know is that for the last decade, I’ve been working instinctively, following rules I never really codified. Last night, I started to change that, by planning out how to take my Windows Phone game prototype for Node.Hack all the way to a finished product.
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For those of you that haven’t gotten sick of hearing me go on about Windows Phone development yet, here’s a full 60-minute session with the low-down on Windows Phone Game Development, including what’s new for game developers in Mango.


All the details, downloadable slides, and a larger video are available here: Windows Phone: how to build a game

For those of you who can’t make it to Gamefest, but still want to take a lap around Windows Phone game development with XNA, check out my quick thirty-minute talk at this year’s Casual Connect Seattle event.

Learn about the phone ecosystem and hardware, Silverlight vs. XNA, then jump into coding a game live on stage, finishing up with answers about Xbox LIVE on the phone.



For all the details and downloadable slides, check out the talk at the Casual Connect Site.

Time to take XNA and Windows Phone goodness to the Washington State Convention Center this coming Monday and Tuesday!

For those that are registered for the event, I hope you’ll join me for the Windows Phone track; I’ll be giving two talks on Day 1:

MONDAY, AUGUST 22, 2011

10:00 AM to 11:10 AM
“From The Ground Up: Windows Phone Game Development”
ROOM 620

2:35 PM to 3:30 PM
“Shiny New Features for Windows Phone Developers”
ROOM 620

We’ve got ten more fantastic talks lined up for Windows Phone game development afficionados, from game studio postmortems, to independent developers sharing the secrets of ad revenue in games, to tech luminaries in Xbox LIVE and the Advanced Technology Group outlining brand-new features arriving on Windows Phone that are sure to delight.

If you haven’t signed up already, online registration closes this Friday, so be sure and get registered if you plan to attend this event!

For all the details, see www.microsoftgamefest.com. See you there!

The Konami Code. You’ve seen it for years, dialed it in on your favorite emulators uh, vintage consoles, and the recent resurrection of the code all over the web has plucked at our nostalgic heart strings – even going so far as to make us grudgingly accept a new lease on the life of the dreaded lens flare effect.

The Code, as it is officially accepted:

500px-Konami_Code_svg

…followed, of course, by hitting START if you’re playing Contra. (though some of us have sworn a blood oath from our childhood days that there’s an extra B, A in there and then SELECT, START. It’s superstition, I know.)

Not too long ago, KonamiCodeSites.com reworked their page to accept the code in a form that works with iPhone gestures. Their version goes something like this:

(SWIPE) UP, UP, DOWN, DOWN, LEFT, RIGHT, LEFT, RIGHT

That’s all well and good, but that’s a website, and I do games. I also know there are plenty of people out there creating games on Windows Phone 7 using the XNA Game Studio 4.0 Beta that deserve to have the code for themselves. So I figured I might as well throw some code together and present – for your consideration, the Konami Code for WP7 and XNA.

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