about 7 months ago - 20 comments
What is your preferred way of doing animations in 2D? Most of you will probably answer “spritesheets”, and you’d be right. Creating animations using spritesheets is quick, easy, there are helpful resources on the net and if you work with an external artist, he only needs to give you the individual frames of the animation
about 10 months ago - 4 comments
The first week of March I was together with a few other XNA MVPs at the Microsoft MVP Summit 2011 in Seattle. I’d love to be able to tell you stuff we’ve learned there, or as Andy would also wish, to be able to tell you news about current issues you all know with XBLIG
about 1 year ago - No comments
I posted a new tutorial recently about applying deformations as a post-processing… process using only stuff available in the Reach profile, without any shaders. This configuration is useful for Windows Phone 7. Go ahead and read the whole article here.
about 1 year ago - 2 comments
The company I work at, where I’m leading the efforts of the Windows Phone 7 department, has just launched our new site, with our identity for all our current and future mobile games and apps (and possibly XBLIG games also). I’m proud to point you to the AmusedSloth.com site, which is now online. Here you
about 1 year ago - 29 comments
It’s been a long time coming, but finally I get the time to explain the technique I came up with for drawing shader-based dynamic 2D shadows. If you want to dive right into the code, you can go to the sample’s page. Still here? Ok then, let’s get started. The core of the technique is
about 1 year ago - 5 comments
Hi all, I know it’s been a while and believe me, no one regrets me not having enough time to release samples more than me, but sometimes that’s the way it is. I believe last time I left you all with a big tease about that dynamic 2D image based shadows sample… I promise I