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Programmer’s Weekly: Performance in Minecart Madness

Minecart Madness Logo Written by: Mark Bouwman Minecart Madness? What’s that?! One of the newest projects of Little Chicken Game Company: Minecart Madness. Minecart Madness is an entertainment game for...

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Programmer’s Weekly: Steering AI in the right direction

Written by: Mark Bouwman AI? Artificial Intelligence? Indeed. Artificial Intelligence. You might be wondering, what exactly IS Artificial Intelligence? (Of course you’re not, you’re reading a...

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Programmer’s Weekly: Making difficulty of levels less difficult

Written by: Mark Bouwman Implementing difficulty in levels isn’t all that hard! Use random levels and change cut-off values! Yeah, right. Be like that. “I don’t care about difficulty; I just change...

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Programmer’s Weekly: Shadow variables against hackers

Written by: Mark Bouwman Hacking. It happens. A lot. I don’t think I have ever played a game that people did not want to hack. Even for the smallest flash games you can find some sort of way to hack...

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Programmer’s Weekly: Debugging with ducks

Written by: Mark Bouwman Eh, what? Yes, you read it right: Debugging with ducks. Today I wanted to talk about debugging a little. Of course I don’t have to; programmers never create bugs, right? All...

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Programmer’s Weekly: So you like them shadows?

Written by: Tomas Sala So you like them shadows? As you might know Unity3D now supports realtime shadows on mobile devices, woot!  For those interested here’s the official announcement of 4.2:...

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Een respons op het artikel van Ferry Haan,

Vandaag verscheen het volgende  Opinie stuk van Ferry Haan in de Volkskrant...

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Making textureless 3D work

Creating a textureless “pure3D”  look Introduction (This is a post about Oberon’s Court; a fantasy RTS/RPG game being developed by Tomas Sala (@littlechicken01) who is also one of the co-founders of...

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Delegation in game code structures

written by: Joris van Leeuwen Introduction We’re currently working on a game in a production team of 3 artists and 3 programmers. During the development of the game’s prototype we heavily used...

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Advertising professionals, wake up! Sink or swim, but bring your smartphone.

Games as a medium for advertising, social interaction, and branding have been around for over a decade now, yet they haven’t had much consistent impact so far.  I’d dare say they’re still considered a...

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