Sunday, August 2, 2015

Help phaser development



We've been using an html5 game engine called phaser for over a year. It's open source and was created by a photon storm.

Our experiences with phaser have been fantastic. We've tried several frameworks but found phaser the best game engine to develop our games from the usability and performance points of view.

Now Richard Davey, the man behind phaser, has started a campaign to collect money to be able to dedicate more time enhancing his framework.

Please check this out:

>> phaser on Patreon

Friday, June 19, 2015

RavalMatic defies the United States of America


RavalMatic has broken the embargo imposed to Russia by the USA and sold its most strategic game to Comon Games, a courageous Russian company.

The negotiations were conducted with maximum secrecy in Viena by one of our agents and high level officials of Comon Games. Once the deal was completed, we inserted an usb memory in a banana. That usb contained all the project files. The banana was part of a bananas cargo that left the harbour of Barcelona 3 weeks ago with direction to Istanbul. 

Nobody of the crew was aware that among the thousands of bananas they that transported there was such a dangerous game!

The third of June, two members of the Russian embassy in Istanbul got the banana, carefully extracted the usb key, ate the banana to destroy all evidence and flew to Moscow to deliver the app-files to top executives of Comon Games.




Friday, April 10, 2015

bananamania - breaking the rules

bananamania

Our latest game is here. After the success of FootChinko any other studio would have done a sequel, but we decided to produce bananamania, surrealism in its pure state.

Hopefully players like it. We don't know if it's a good game, as players have to decide on that. But one thing is for sure: it's a game that goes round and round in circles.

Its peculiarities start at the preload scene, as it lacks of the typical preload bar or a number measuring the loaded percentage. Progress is just a collection of unconnected dots that grow to conform a big pixel banana.

It's original! We've taken the risk of not producing a match 3 or the clone of a successful mobile game, which is exactly what publishers love and finance.

Opposite to the html5 casual games currently published, it doesn't

Wednesday, March 11, 2015

Using Trello in game development


As game development technology evolves, so do work methodologies. One of the up and coming ways of organizing work, used by an ever increasing number of studios, is scrum.

Scrum is an agile development method that allows for quick iteration and offers great adaptability to suit the needs of the project or any sudden setbacks. It mainly focuses on ...

Sunday, February 15, 2015

Ура! Ура! Social Foot Chinko has been launched!


We are proud to announce that a social version of Foot Chinko has been released this week on Vk, the Russian equivalent of Facebook.

It's our first game with social features and we've developed it for a cool Russian company called ComonGames.

We've gathered valuable experiences with the server side of the game. Social Foot Chinko represents a technical quantum leap for us, considering that not very long ago, we were wasting our time with hopeless dress up games...

Saturday, January 10, 2015

Working on our first pixel art game


Right now we are involved on the production of an addictive mini game in pixel art.

Creating Foot Chinko took really long for our standards, almost 3 exhausting months. This time our goal is to develop a more agile game and why not? A bit crazier.

Hopefully we won't deceive our fans, this new title will contain high doses of humor and surrealism.

Friday, November 14, 2014

Stepping up performance with TexturePacker

Companies are always thriving in order to step up their performance, and every little bit helps. In fact, we are no different. Thus, we like to pick up proper tools, matching to our needs. And our last decision was to implement TexturePacker.



TexturePacker is a spritesheet building software. And the best at it, if you ask us. Why? May you ask. Well, there’s a lot say then. We’ve tested pretty much all other options, both browser based or native software, and we came to feel what makes it different.


First of all it’s fast. Ridiculously fast. It takes less than half a minute to just take all your sprites and convert them into a functional spritesheet. Moreover, it’s also easy. Default settings fit in most scenarios, which really helps with