Entries by Javi Sanz

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, […]

RavalMatic defies the USA

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 […]

bananamania – breaking the rules

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 […]

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. […]

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 […]

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 […]

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 […]

Foot Chinko: level design and game flow

Foot Chinko, our casual approach to football (soccer) games, has the biggest amount of levels ever seen on a Ravalmatic game (+90 levels). Editing them was a major effort per se, but then, arranging them properly wasn’t either a simple task. Without no particular literature about this specific stuff, here’s how we figured we could […]

Producing game soundtracks

In this article we’ll cover the producing of game soundtracks and how to guide composers so their tracks fit your game and communicate important aspects. In this occasion, Daniel Ara, helped us to create the OST of Pocahontas Slots, a light casual approach to slot machines with an indian flavour. At this early stage you […]