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		<title>Blog for Anders Linder-Noren at GarageGames.com</title>
		<description>Blog feeds for Gamers and Developers in the GarageGames community.</description>
		<link>http://www.garagegames.com/</link>
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		<dc:date>2008-09-07T10:02:42+00:00</dc:date>
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		<dc:date>2007-07-10T06:18:49+00:00</dc:date>
		<dc:creator>Anders Linder-Noren</dc:creator>
		<title>Preprogress of Taxi Traffic Jam</title>
		<link>http://www.garagegames.com/blogs/54981/13219</link>
		<description>Wait, what's that?&lt;br&gt;&lt;br&gt;Yeah, after some reasonable thought I have a preliminary name to the game. Taxi, because it's a taxi, and traffic jam, because it's a traffic jam ;) I have done some research, and there is to my knowledge only one game with this game mechanic that has nice production values and actually sell - but it isn't on the portals, so I see a opportunity to fill that void.&lt;br&gt;&lt;br&gt;I've had another discussion with the artist about a expanded amount of art, and it seems that my fear was unjustified. 40 cars, tiles for backgrounds a roadmap with cities ended up around $300, a price that I am very comfortable with. The artist will provide me with some example art of two cars this week, so I can make sure it's what I need. I'll ask if he will approve me posting the cars here, but that shouldn't be any problems.&lt;br&gt;&lt;br&gt;In other news, my throat hurts and I have caught a cold. I have a suspicion that my girlfriend snatches the covering when she's asleep... bastard ;) I'll be returning home from my vacation in a couple of days though, and after that I will fully concentrate on progressing with the game.&lt;br&gt;&lt;br&gt;A interesting read for all of you: &lt;a href='http://blog.newsweek.com/blogs/levelup/archive/2007/06/19/kathy-vrabeck-sheds-light-on-new-ea-casual.aspx' target=_blank&gt;blog.newsweek.com/blogs/levelup/archive/2007/06/19/kathy-vrabeck-sheds-light-on-...&lt;/a&gt;&lt;br&gt;&lt;br&gt;Seems like the big boys are coming to play with us.'</description>
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	<item rdf:about="http://www.garagegames.com/blogs/54981/13203">
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		<dc:date>2007-07-07T13:52:37+00:00</dc:date>
		<dc:creator>Anders Linder-Noren</dc:creator>
		<title>Requesting your opinion on design and production values</title>
		<link>http://www.garagegames.com/blogs/54981/13203</link>
		<description>Well, development on my Rush hour game has been non-existent as I have been on vacation with my girlfriend (and still am, she doesn't like me sitting at the computer though... schh) and thus am spending a lot of time with her, and getting away from your computer for some time can actually help the progress of your game, believe me. When you aren't thinking in bits and bytes, you start to think about the design and layout of the game, and I have worked out two different options on how I should make the game. FOr more info about the game and it's mechanics, check the plan I posted before this one.&lt;br&gt;&lt;br&gt;The two different options doesn't touch the mechanics of the game, since I refuse to change that ;) They do differ the productionvalues of the game hugely though.&lt;br&gt;&lt;br&gt;&lt;b&gt;Option one:&lt;/b&gt;&lt;br&gt;The game has a roadmap, with different locations. The further you get, the harder the levels are.&lt;br&gt;&lt;br&gt;The game has multiple different backgrounds, depending on where you are. The small community where you begin has some small roads and pick-ups for instance, while the final huge city has sportscars etc. Think GTA-based progress ;)&lt;br&gt;&lt;br&gt;The game has a huge variety of cars, maybe 40-60 different cars (where cars can look the same but have different colors)&lt;br&gt;&lt;br&gt;The game has around 150-200 levels&lt;br&gt;&lt;br&gt;&lt;b&gt;Summary of option one:&lt;/b&gt;&lt;br&gt;&lt;br&gt;Option one features the bells and whistles that pretty much all indie games has these days. The problems will be creating different backgrounds (think a new background for every 10th level) and cars - I have spoken to an artist who can create ten cars for $80 and has a reputation for having cheap rates - multiply that with 6 and add the costs for logo to the game, roadmap with different locations, as well as sounds and music, and you have something that is way above of my budget. I hope you understand my concern.&lt;br&gt;&lt;br&gt;&lt;b&gt;Option two:&lt;/b&gt;&lt;br&gt;&lt;br&gt;One background, no roadmap, ten cars and maybe 60-80 levels.&lt;br&gt;&lt;br&gt;&lt;b&gt;Summary of option two:&lt;/b&gt;&lt;br&gt;&lt;br&gt;Option two is, well... Cheap. I have contacted a artist who can create ten cars, logo and background for $160, which seems like a pretty fair price after all. The reason for having only 60-80 levels is due to the low number of cars - nobody wants to play a game with 200 levels without graphical variation. If I go with option two, I might get it to a portal or two, make some money, and have enough to finance the graphics and sounds/music for making option one as a sequel.&lt;br&gt;&lt;br&gt;&lt;b&gt;Casual brainstorming&lt;/b&gt;&lt;br&gt;&lt;br&gt;Going with option one will give me a solid game with great production values and nice variation - with the right contacts and as long as I don't screw something vital up, it could become a decent hit. Targeting the right crowd, it could create some pretty nice $... And I sure wouldn't mind having a game with nice production values as my firstborn. I could probably handle creating a nice road-map, since I am rather skilled with static (non-animated), simple stuff in photoshop, but creating the buildings for the road map would require a proper artist. The cars would definitely have to be done by a artist, but I could probably create the backgrounds by myself, as long as I have worked out some nice building-blocks to create them from. Logo could be done by me, but would probably yield a result in the same class as a proper artist could create. I will try to create some cars myself using car-blueprints as templates (without creating a complete copy of the car, don't want no problems with the car companies)as soon as I get back home.&lt;br&gt;&lt;br&gt;Option number two would save me a lot of money, but probably wouldn't end up doing more than so-so.&lt;br&gt;&lt;br&gt;&lt;b&gt;Conclusion&lt;/b&gt;&lt;br&gt;&lt;br&gt;So, this is where I stand. It ended up quite a long plan, but I hope that some people made it through and are willing to post their opinions and tips.&lt;br&gt;&lt;br&gt;Best wishes,&lt;br&gt;Anders</description>
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		<dc:date>2007-07-03T15:19:43+00:00</dc:date>
		<dc:creator>Anders Linder-Noren</dc:creator>
		<title>Starting on a side project</title>
		<link>http://www.garagegames.com/blogs/54981/13180</link>
		<description>Well, I am making progress, and I am having a lot of fun. During one day, I have successfully started on a new game, pretty much finished the base game mechanics and added features and fixing bugs for the other game. I am not trying to show off, but putting it down in words makes it seem like a lot, especially for someone who has spent months doing absolutely nothing :)&lt;br&gt;&lt;br&gt;Well, the title of the plan is &amp;quot;Planning something versus actually doing it&amp;quot;. To break this down:&lt;br&gt;&lt;br&gt;&lt;b&gt;Planning something&lt;/b&gt; increases the chance that when you start on what you have planned, you do it right.&lt;br&gt;&lt;br&gt;&lt;b&gt;Actually doing something&lt;/b&gt; means that you throw planning out of the window, and starts coding like a programming droid.&lt;br&gt;&lt;br&gt;Today, I was running into some problems in adding cracks to fall through in my maze game, which I have been working on for some time. Player passes the crack a couple of times, finally the crack opens and the player falls through, the level restarts. Not that complicated, but I managed to run into some problems none the less. It's pretty much fixed now, but that wasn't the point.&lt;br&gt;&lt;br&gt;When I encountered the problems, and had spent about two hours trying all kinds of solutions, I fired up (insert online games directory here) and played some games, got stuck on one, thought about it for about five minutes, started working on it and had a working version up and running after five hours. Naturally, that means that it lacks sounds and graphics (unless you claim that rectangles of varying colors can be called graphics), but now I have something to work on when the mazegame is being a punk.&lt;br&gt;&lt;br&gt;&lt;img src='http://www.igoweb.org/~wms/comp/rushHour.gif'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;i&gt;Looks familiar?&lt;/i&gt;&lt;br&gt;&lt;br&gt;10 different car types with no animation needed, a backdrop, some interface and a logo... That pretty much sums up my art requirements for the game. Programming it won't be overwhelmingly difficult, it will mostly be the level design that will take my time. Sounds will be left to someone else, as will music. Some nifty particle effects like smog and such will also add a bit of atmosphere to the game. But of course, all of that lies long ahead of me, right now all I have is the game mechanics and some blocks on a screen ;)&lt;br&gt;&lt;br&gt;&lt;br&gt;Until next time,&lt;br&gt;&lt;br&gt;Anders</description>
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	<item rdf:about="http://www.garagegames.com/blogs/54981/13169">
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		<dc:date>2007-07-01T14:24:10+00:00</dc:date>
		<dc:creator>Anders Linder-Noren</dc:creator>
		<title>Game and company progress</title>
		<link>http://www.garagegames.com/blogs/54981/13169</link>
		<description>Well, this must be the smallest gap between blog posts in my time on garagegames, and the fact that I am making more progress in less time probably has something to do with it ;)&lt;br&gt;&lt;br&gt;&lt;b&gt;Game-related&lt;/b&gt;&lt;br&gt;&lt;br&gt;After a lot of but's and what's, I have decided to quit my work on the brickbreaker game. The game was progressing nicely, but I realised that I didn't want my first game to be a mindless, one-out-of-thousand breakout clone that I didn't even enjoy making. The engine and all of the art was released to the Gamemaker community, and hopefully someone will be able to use it. Oh well... Pretty happy right now that I decided to start on two projects at the same time :) My other game, a mazegame with the typical &amp;quot;Collect stuff-&amp;gt;get to the exit&amp;quot; formula is making progress. I have most of the gameplay finished, and I have also finally decided on how the game should be themed.&lt;br&gt;&lt;br&gt;&lt;img src='http://www.opensource.de/image/pinguin.png'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;No, not linux.&lt;br&gt;&lt;br&gt;Pinguins. Everybody loves pinguins. They look funny and live on the north pole, and on the north pole, we've got ice. You don't walk on ice, you slide on ice, until you hit a object and stop (anyone who has seen me ice skating will agree with this). And, that is also the mechanic of my mazegame. Ta-daaa! It took me a lot of brain storming before settling on this, for some time I was also leaning towards making the game about a gold miner, about flying saucers etc... But none of them really fit the game mechanic which I have developed, but using pinguins feels spot on.&lt;br&gt;&lt;br&gt;Of course, there is a problem with this. I am not a game art person. I consider myself fairly skillful in general use of photoshop, and for shiny static stuff, but as soon as I come to making real animated graphics, I am lost. In other words, I will need to contract an artist for the title rather soon, since most of the gameplay is finished. I spent yesterday and the day before that finishing off most of the menu-related stuff, only some options and such left to fix. I used Silkjades nice placeholder art for the menu, which will work for now.&lt;br&gt;&lt;br&gt;&lt;b&gt;Company-related&lt;/b&gt;&lt;br&gt;&lt;br&gt;And it's not really a company, I just enjoy calling it one. I have owned the domain funkylabs.com for almost a year, and the last weeks I have felt increasingly frustrated about the name. It's not really the game-company I want to launch my first title with, and therefore I have decided to put Funkylabs away. I have been working around a new one for some time now, and the work on the website, logo and presentation is starting to come together. I am feeling really happy about this, and I am looking forward to launch the website in approx. a couple of weeks - the game will still have main priority though.&lt;br&gt;&lt;br&gt;Sorry, no images this time. My maze game still has the same dreadful art I used when I first created the protoype, so there is really nothing to show there. Hopefully, there will be soon :)</description>
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	<item rdf:about="http://www.garagegames.com/blogs/54981/13063">
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		<dc:date>2007-06-14T16:58:48+00:00</dc:date>
		<dc:creator>Anders Linder-Noren</dc:creator>
		<title>Playing tetris and making progress</title>
		<link>http://www.garagegames.com/blogs/54981/13063</link>
		<description>Yesterday, we had a local Idol-style singing contest, which I entered. When everyone had done their act, and the judges had made their decision, it turned out that I was the winner. The song I performed was &amp;quot;You raise me up&amp;quot; with Josh Groban, a song I bet pretty much everyone here recognizes. It was really a great night, everyone had a lot of fun and we who entered the comp finished the night with a visit at a local restaurant (though it wasn't such a small competetion, I'd estimate that about 400 people was there to watch). Though that was not really what I wanted to mention... In the basement, where me and some other guys hanged out during the competition, they had a original Atari arcade machine anno 1988, with Tetris on it! That really made the night for me, and me and my friends spent a lot of time with that machine. I really wish I could have one of those standing besides my computer... Tetris is amazingly addictive, but I guess we all knew that ;)&lt;br&gt;&lt;br&gt;Anyway, music and classics aside... I have pretty recently started up two new projects, which both are progressing along nicely and quickly. The first one, a break out/arkanoid style game, has captured most of my attention, and have most graphics as well as code finished, but there are still just two levels finished, for testing purposes. Hardly any of the menus are finished either, so I still have a lot of work ahead of me before it is polishing time. The game will, as my plans looks now, be sold for 9.95$ a piece, in order to establish a big newsletter whom can be used to reach a bigger audience further on.&lt;br&gt;&lt;br&gt;The other game is easier to create (yep, easier than breakout), and will be a fun game to produce levels for. It's a simple logic 2D game, where the player must gather all of the collectables, and then get to the exit on each level. The game is viewed from a top-down perspective, and works pretty much like sokoban, except that the player moves in a direction all the way until he collides with an obstacle. The game mechanic has been used before, but isn't overused as I see it. This game hasn't had any attention to graphics, sound or levels yet - all of my focus has been on finishing off all the game mechanics and the obstacles code (In other words, looks like shit but plays fairly nice). I would also appreciate tips on what theme you think would be suitable, as I really haven't figured out that part yet...&lt;br&gt;&lt;br&gt;The games won't change the world or have revolutionizing gameplay/design, but it is something, and something is more then what I have done the latest months. I'm hoping to have them finished before summer's over...&lt;br&gt;&lt;br&gt;Breakout style game(WIP name: Brickbreaker), image about a week old:&lt;br&gt;&lt;br&gt;&lt;img src='http://www.funkylabs.com/GM/breakout/week2_triangular.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;Edit: Might as well add this...&lt;br&gt;&lt;br&gt;The tool used for creating both of these two games is Gamemaker, and I know that it is a little off to recommend it on the website of another 2D game creation tool (or more appropriate for GG, game engine), but...&lt;br&gt;&lt;br&gt;I own TGB. I used it for a while, played around with it, was farily interested but in the end, decided on using Gamemaker, a infamous tool in most programming societies. I think that most people immediatly judge the tool and the people who uses them, as people who say that in public on gamedev.net often get chopped to pieces by people telling them &amp;quot;Gamemaker is for people who can't program, learn C++!&amp;quot; In my case, TGB was the beast and Gamemaker was the beauty. TGB can do anything for anyone who has the knowledge to control it, and I simple didn't. Gamemaker can definatley not do everything that TGB does, and it isn't as expandible (as you can't get the source), but it can do a lot and it can do it quickly and easily. Creating a game mechanic in GM is a matter of minutes, and in the right hands, Gamemaker is really a amazing tool.&lt;br&gt;&lt;br&gt;I bought Gamemaker the same time as I bought a book, The game makers apprentice, that covers the bases of Gamemaker and gives developers new to it a solid ground to stand on. Most stuff in the engine is pretty much the same as any programming language, except that you can use Drag and drop. Note the use of &amp;quot;can&amp;quot; in that sentence, as it wasn't forced upon me to constantly drag and drop different actions for different events for different objects - everything is also accessible via the neat GML, game maker language, a easy and very comfortable scripting language. &lt;br&gt;&lt;br&gt;Well, I guess this plan got a little out of hand. I am not trying to claim that Gamemaker is for everyone, as little as GG claims that TGB is. Gamemaker did suit me though, and that's why I decided to use it. I know that TGB is a great development tool, and I am positive that given some time, it will become much, much better.&lt;br&gt;&lt;br&gt;Thanks everybody :)</description>
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	<item rdf:about="http://www.garagegames.com/blogs/54981/12160">
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		<dc:date>2007-01-24T22:40:34+00:00</dc:date>
		<dc:creator>Anders Linder-Noren</dc:creator>
		<title>Future yesterday, website today, TGB tomorrow</title>
		<link>http://www.garagegames.com/blogs/54981/12160</link>
		<description>Edit: Damn that my blog is getting chopped every time. Re-writing...&lt;br&gt;&lt;br&gt;Well, things are looking rather bright for me right now, and i am going to explain why in this blog...&lt;br&gt;&lt;br&gt;I have been totally set on going a specific school for nearly two years now. Yesterday, the selection was - what i am going to spend the upcoming three years studying. Well, guess what - last weekend, i changed my mind =D&lt;br&gt;&lt;br&gt;John Bauer is a school in Gavle, around five miles from the town i live in. John Bauer is mainly a school focusing on IT, and that's what i visited two days ago. John Bauer isn't such a big school - the IT and Media programs combined students counts to around 350 - a pretty small school compared to the others in the city. I hav already visited John Bauer once, but this visit convinced me. After the head master had said what he wanted to say and the students had told us a little about the IT-program (well, actually wuite a lot - half of it was stuff that the headmaster already had told us about), were we free to wander around the school on our own, speaking to students and watching their work. It was really interesting, but the best of part of the whole visit was to talk to a teacher in programming. We spoke for nearly 40 minutes about the school, the languages they teach, everything at the school regarding programming.&lt;br&gt;&lt;br&gt;By the way, did i mention that all the new students recives a shiny new laptop with all the state of the art software on it? Latest editions of Visual Studio, Photoshop, InDesign, Flash, etcetera... if you would like to add a software to the computer, you simply told then what you'd want and they'll fix it. You don't just use the computer at school either, and when you have graduated, the computer is all yours ;)&lt;br&gt;&lt;br&gt;Yeah, so that's where i am going to spend a lot of my time to upcoming three years - and i feel really good about it. The scool is great, as are the teachers i had the time to meet while i was there.&lt;br&gt;&lt;br&gt;I have almost only worked on my website today. I hav been creating, evavluating and throwing away designs for around two weeks now - and i am still not pleased. Well, i am just going to keep on designing until i find something i really like. Anyway, this is the design i am currently working on:&lt;br&gt;&lt;br&gt;&lt;a href='http://www.funkylabs.com/hemsidor/glossy/glossy.htm' target=_blank&gt;www.funkylabs.com/hemsidor/glossy/glossy.htm&lt;/a&gt;&lt;br&gt;&lt;br&gt;It feels kind of dull, probably ditch that one as well - it's not like i don't have time to :)&lt;br&gt;&lt;br&gt;Speaking of time, tomorrow is the big day, when i'll finally buy TGB. I am really excited about starting to learn how to use it, i'm sure i will have a lot of fun with it.&lt;br&gt;&lt;br&gt;And since no blog is complete without an image...&lt;br&gt;&lt;br&gt;&lt;img src='http://www.funkylabs.com/other/images/Sky_is_falling.jpg'  alt=&quot;&quot;&gt;</description>
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		<dc:date>2007-01-20T22:03:06+00:00</dc:date>
		<dc:creator>Anders Linder-Noren</dc:creator>
		<title>Working on the website</title>
		<link>http://www.garagegames.com/blogs/54981/12118</link>
		<description>Well, since i will have domain going -hopefully- by monday, i figured i would get some work done with a website. The website features Javascript for mouseovers, CSS and good ol' HTML/XHTML. I have been working on it for ten hours now, without taking a single break becuase, everybody knows that breaks are just for whimps (and smart people).&lt;br&gt;&lt;br&gt;Anyhow, the website will be up this week (still hopefully, but it shouldn't take more time), but there is still some stuff i must fix. IE for instance, something like... blowing up Microsoft? Firefox, Netscape... none of them are complaining about my code, but it looks like IE is running it through a mixer before displaying it - a complete mess. I will give it some more attention before leaving it for the day... hopefully i'll find out what's causing the mayhem.&lt;br&gt;&lt;br&gt;I wrote something for the main page of the website, just to fill it up.&lt;br&gt;&lt;br&gt;    &lt;i&gt;&amp;quot;Funky orange dots is a game about funky orange dots, where you play in a village full of funky orange dots. One day is the funky afro donkey, stolen by the unfunky black dot. The funky afro donkey possess all of the funk in the village of funkyorange dots, and now the village have been unfunkified!&lt;br&gt;&lt;br&gt;    As the funkiest orange dot in the village of funky orange dots, you are assigned to get to the black unfunky dots castle to rescue the funky afro donkey. Are you funky enough? Download it today!&amp;quot;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Heck, i would buy that ;)&lt;br&gt;&lt;br&gt;I have started writing a blog as well, you can check it out here: &lt;a href='http://gamefocus.wordpress.com' target=_blank&gt;gamefocus.wordpress.com&lt;/a&gt;</description>
	</item>
	<item rdf:about="http://www.garagegames.com/blogs/54981/12028">
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		<dc:date>2007-01-06T11:03:48+00:00</dc:date>
		<dc:creator>Anders Linder-Noren</dc:creator>
		<title>Long time, no blog</title>
		<link>http://www.garagegames.com/blogs/54981/12028</link>
		<description>Thought that i would post a .plan just to show that i am still around. I haven't been very active lately, unless sneaking around reading about what others do count. School would be my excuse, that and playing basketball practically every day. One term is finished anyhow, a new year is here and developmentwise, i am planning to mnake the most of it.&lt;br&gt;&lt;br&gt;So, 2006 is behind us. I am very happy with the year, despite having less time for programming then i what i've wished. Everything else in my life has went very smoothly, my grades are higher than what was expected (and no one can be more suprised than me O.o) and i have met a lovely girl. Yeah, life rocks right now ;)&lt;br&gt;&lt;br&gt;One thing though. I have been a member here for 1andahalf* year, without buying one of the torque engines. Well, that's going to change now. By the end of the month, i'll be a proud owner of TGB. I have been working mostly with art, photoshopping around the last couple of months, and hardly done any programming at all. It seems to be time now though, and TGB is the way to go for me.&lt;br&gt;&lt;br&gt;My essential plan is to spend as much time prototyping with TGB as possible (iow, as much as school allows me to) and try to add at least one game to the shareware market before the end of this year.School is still in first place - the upcoming term is very important to me and my future... the grades i get will decide wherei will study the upcoming three years, and i have a goal. Can't let anything get in the way of that ;)&lt;br&gt;&lt;br&gt;Well, s'pose that's all for now. Goodbye to ya'll, have a great year and make lots of great games.&lt;br&gt;&lt;br&gt;&lt;br&gt;Sincererly,&lt;br&gt;&lt;br&gt;&lt;br&gt;Anders&lt;br&gt;&lt;br&gt;&lt;br&gt;*It seems like the text was chopped by the &amp;quot;half&amp;quot; type. Thought that i should mention it.</description>
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	<item rdf:about="http://www.garagegames.com/blogs/54981/10036">
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		<dc:date>2006-03-14T12:38:35+00:00</dc:date>
		<dc:creator>Anders Linder-Noren</dc:creator>
		<title>Being unproductive - and why it is good for me</title>
		<link>http://www.garagegames.com/blogs/54981/10036</link>
		<description>I realised it would happen, though didn't care. Spending each day at your computer sitting up to 4.00 in the night, just to get up two hours later for school is BAD. I knew it then, but thought i could handle it. Foolish boy eh? Eventually, for about two weeks ago, it felt like i hit a wall. I couldn't do anything, didn't feel like doing anything, and school was putten aside for spending ages at my computer - which my teachers certainley noticed.&lt;br&gt;&lt;br&gt;I knew that a brake was required, to keep my mental and physical health. I limited my computer usage to maybe half an hour per day, and often, i didn't touch other then with school related stuff. When i had done that for a week, i didn't feel like returning to functions, calls and long brickbooks about C++. Instead, i purchased Morrowind. Morrowind is one of the best-known RPG's around, the third in the series of The Elder Scrolls by Bethesda Softworks. It's sequel, Oblivion, will be released in just a week. Anyone owning a XBOX360 or a good computer, purchase it. You who feel that you need to work on your games, websites or whatever, read on.&lt;br&gt;&lt;br&gt;First, notice what i srote in the top. Draw the backline out of it. Spending a lot of time on programming, or anything, EVEN if you love doing that, will eventually backfired. It did for me, and i am pretty sure it can do for others. Instead, be unproductive. Lay of a week or two for doing something else, like playing games, or write blogs. Look at it as a well-earned vacation. Then, when you feel like you want to return to the functions, the calls, C++ and Torque, do that. You will earn up all of the non-productive time multiple times. I promise.&lt;br&gt;&lt;br&gt;I will spend a week more playing Morrowind, and then return to programming. Too bad Oblivion is coming out though - two weeks of non-productive time is enough for me...</description>
	</item>
	<item rdf:about="http://www.garagegames.com/blogs/54981/9719">
		<dc:format>text/html</dc:format>
		<dc:date>2006-02-07T17:23:01+00:00</dc:date>
		<dc:creator>Anders Linder-Noren</dc:creator>
		<title>Testing out Artistic skills with Photoshop - and the settlement of an Indie-name</title>
		<link>http://www.garagegames.com/blogs/54981/9719</link>
		<description>Recently, i started playing with Photoshop. What started out as a pure test (and a lot of headaches), have turned into an interest. Oh yeah, the hardcoder have gone into some graphics, how about that. I have tried out some of the tutorials available online, and i have been playing around a bit for myself, and i am really starting to like it. It is fun, and easier as you advance. Even if i haven't advanced that much yet...&lt;br&gt;&lt;br&gt;I will try to get hold of a used copy of Photoshop 7 later sometimes, and hopefully i'll learn something useful, that can pick down some money in the art section of my next(first) game. Anyway, enough of the art.&lt;br&gt;&lt;br&gt;In my last plan, i took some time to explain about what i was planning regarding starting up as an Indie. I was requesting some feedback about the name, and decided to get rid of it. And now, i have something new for you to give some feedback on. &lt;b&gt;Drip-Drop Soft&lt;/b&gt;.&lt;br&gt;&lt;br&gt;I was hoping that you could answer some questions as well...&lt;br&gt;&lt;br&gt;What do you associate with the name?&lt;br&gt;Do you like the name?&lt;br&gt;       If yes, why?&lt;br&gt;       If no, why?&lt;br&gt;Do you have any logo ideas suiting the name?&lt;br&gt;&lt;br&gt;&lt;br&gt;Well, that's that for this time. See you!</description>
	</item>
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