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<?xml-stylesheet type="text/xsl" href="http://community.research.microsoft.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Search results for 'app:weblogs' matching tag 'review'</title><link>http://community.research.microsoft.com/search/SearchResults.aspx?q=app:weblogs&amp;tag=review&amp;orTags=0&amp;o=DateDescending</link><description>Search results for 'app:weblogs' matching tag 'review'</description><dc:language>en-US</dc:language><generator>CommunityServer 2008.5 SP1 (Build: 31106.3070)</generator><item><title>Nice Post on Wired's Geekdad</title><link>http://community.research.microsoft.com/blogs/kodu/archive/2009/07/20/nice-post-on-wired-s-geekdad.aspx</link><pubDate>Mon, 20 Jul 2009 05:00:00 GMT</pubDate><guid isPermaLink="false">eaca9afb-5ccf-4c08-b3f3-369c7e6f1a06:6444</guid><dc:creator>mattmac</dc:creator><description>&lt;p&gt;&lt;a href="http://www.wired.com/geekdad/2009/07/build-your-own-game-with-kodu/"&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&amp;quot;Once you&amp;rsquo;ve selected your sprite, you are tasked with programming how it interacts with the game. For example, you can program it to react to &amp;ldquo;bumps&amp;rdquo; (running into another sprite or a world object). Or you can make it react to different buttons used on the controller. In the 2nd tutorial, you have to change the A button action from shooting a missile to jumping in order to make it across the river. Remember all of this is accomplished via the XBox controller using a visual action tree.&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.wired.com/geekdad/2009/07/build-your-own-game-with-kodu/"&gt;http://www.wired.com/geekdad/2009/07/build-your-own-game-with-kodu/&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Also includes a shout-out to our favorite forum:&lt;/p&gt;
&lt;p&gt;&lt;a href="http://kodu.moco.net/"&gt;http://kodu.moco.net/&lt;/a&gt;&lt;/p&gt;</description></item><item><title>Kodu Walkthrough on Joystiq</title><link>http://community.research.microsoft.com/blogs/kodu/archive/2009/07/02/kodu-walkthrough-on-joystiq.aspx</link><pubDate>Thu, 02 Jul 2009 05:00:00 GMT</pubDate><guid isPermaLink="false">eaca9afb-5ccf-4c08-b3f3-369c7e6f1a06:6186</guid><dc:creator>mattmac</dc:creator><description>&lt;p&gt;Richard Mitchell over at Joystiq has done a very nice walkthrough video of creating in Kodu. His level design is cool - I want that level! Reminds me of Scramble, which I&amp;#39;ve been meaning to recreate for like a year now.&lt;/p&gt;
&lt;p&gt;Richard, if you&amp;#39;re reading this, you can program the rock too - you don&amp;#39;t have to make the enemies damage themselve. There is an additional performance cost for every character that has a sensor (vision is most expensive, bump and hearing are cheaper,) but if you only have a few rocks at a time it shouldn&amp;#39;t be a problem.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.joystiq.com/2009/07/02/video-tour-kodu-microsofts-diy-game-builder/"&gt;http://www.joystiq.com/2009/07/02/video-tour-kodu-microsofts-diy-game-builder/&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;</description></item></channel></rss>