Header

Showing posts with label indiegame. Show all posts
Showing posts with label indiegame. Show all posts

Wednesday, May 17, 2017

Space Max – Blast off with a smelly gas explosion!

Let's start wit the reviews😊

Thanks to EDAMAME REVIEWS




Space Max – Blast off with a smelly gas explosion!

Space Max by Tiny Games

If you were a monkey stranded on an asteroid way out in deep space, surrounded by a herd of floating Space-Cattle, what would you do to escape… Sound ridiculous? Well, today we’ve got a game about it…!
Space Max is a game based almost exactly on the situation described above. Besides a few large asteroids you’ll want to avoid, a bunch of metal gears you can collect to gain points and a bunch of bananas you will need to collect for “fuel” this game is pretty much what you’d expect... read the full review here 

Space Max – Blast off with a smelly gas explosion!

Want to give Space Max a try? The download link is just below
 


Let me know what you thought in the comments section and as always thanks for following


Tuesday, May 16, 2017

Space Max: The Unepic Space Odissey

   by FrandaliMay 16

  • Listening to: Classical Music 
  • Reading: The HitchHiker's Guide To The Galaxy 
  • Watching: Space Max Video Trailer (watch it in HD 😉) 
  • Playing: Space Max 
  • Eating: Eggs & bacon 
  • Drinking: Tea


 Italy, May 10th, 2017 
Destination: Earth
Flatus Engine: ON.

Get ready for the noisy take-off! Help Max, the little Ape Astronaut to come home with his hi-tech jetpack featuring the famous and eco-friendly prototype energy. Jump through space thanks to this prodigious gas that will make you fly higher and higher!

After a crash landing on Cowa-426, our brave hero Max discovered that the only way to go home is by using the power of his powerful flatus. Help him collect metal scrap to build more powerful suits. But beware! Pay attention to space cows, asteroids, and terrible pitfalls hide by the universe.
Remember: you can only count on yourself. Do not be embarrassed, because in the end... better out, than inside!


SPACE MAX FEATURES
  • Space odyssey of unepic proportions with a fart flying monkey
  • Custom spacesuits to build up the ultimate uber ultra mega spacesuit
  • Gorgeous hand drawn graphic. Every, single, pixel
  • Crazy leaderboards to determinate the best farter in the World
FACTSHEET

Developer: CRYsoft Development based in San Benedetto del Tronto, Italy
Publisher: Tiny Games based in Rome, Italy
Release date: May 10, 2017
Platforms: iOS - Android
website: www.crysoftdev.com
regular price: FREE

SPAM POLICIES
Every reference to the word "fart" concerns the Android version of the game. Because of the restrictions imposed by Apple guidelines, we had to adapt the game to make it conform to the standards required for anti spam policies.

SPACE MAX CREDITS

Alessandro Filipponi – Project Manager
Alessandra Merlini – Localization & PR
Aymen Mezni – Lead Programmer
Cristiano Ferracuti – Music Composer
Francesca Velenosi – Art Dictator

Space Max: The Unepic Space Odissey



Teaser cartoon n° 1




Sunday, May 07, 2017

So long... And thanks for all the Bananas!

  • Listening to: Radio 
  • Reading: The HitchHiker's Guide To The Galaxy 
  • Watching: Kingsman-The Secret Service 
  • Playing: Space Max - Beta version 
  • Eating: Pizza 
  • Drinking: Coffee and Tea 

Here I am again! Though I haven't published anything for so long, little has changed. I'm still the Lead Artist and Art Dictator of the absurd and funny video games created by CRYsoft Development, drawing characters and assets as usual. It's been a long time since I'm not very active lately and many have definitely forgotten me. But starting over is never a bad thing, so here I am! Let's start again!
The last year has been very harsh and tough, but very important, to me and to us all.
It was a period of changes, successes and some bad lucks but we endured and we’re still here.
Our new game Space Max, is right behind the corner. Max is an adorable and somewhat mischievous monkey who is going to make a long journey in space to reach a distant planet where he will acquire a special superpower that will help him return home! But I won't go any further with the spoilers. I hope that anyone who will have the opportunity to play Space Max, will enjoy themselves in surpassing the records of friends and collecting the gears to get the most unlikely space suits;)
We ended up the main development and we entered the beta test to polish the game even more. We’re listening the feedback of everybody who decided to join the testing phase (talking about it, if you would help us to improve the game or just send some of your impressions please write at spacemax@crysoftdev.com).
Thanks to some “unexpected encounters” along the road, the launch has been delayed to May 10th 2017. This unexpected encounter was the meeting with the guys of redBit gamesa renowed games publisher from Rome (Italy), which really enjoyed Space Max and then decided to publish it.
So we're almost there, I'm a bit nervous as I always am when a project I've working on is about to be released.
I hope you guys will enjoy the Game, meanwhile I'll post some of the comix I made for advertising and for social media activities!
Until then...

So long... And thanks for all the Bananas!


Frandalì Out =)

Wednesday, September 14, 2016

DevDiary – September 2016 Space Max and surroundings

12 settembre 2016 source: crysoftdev blog

Space Max is on the go!



Space Max...GO!
Space Max…GO!
Alessandro here. Summer passed (in Italy at least!) and so it went the hot temperatures, the infinite sweats and that Pokémon Go craziness which hit the world in its best moment to go outdoor. This wouldn’t be a complaint about the game which literally kidnapped the scene to anything else, it gained its success. It deserved it. This is just an observation.
Yeah, be an indie developer it also means this: learn to recognize the movements of the market, understand other developers’ choices and finally choose the perfect timing to act fielding the result of his own laborsThis is an amateur, but useful, advice: don’t be too eager to throw your game out! You could have the best game in the videoludic’s history but if you release the game in the wrong moment all of your efforts will be wasted because your potential customers’ attention is elsewhere.
So we have patiently waited, debugging, improving and upgrading our game to make it better than ever.
Space Max game design

Finally we have planned the best moment to release our next game Space Max. The”right time” is this autumn and it will arrive on all of your iOS and Android devices. We have much boiling in our caldron, as much is the work to do yet. Despite Space Max will be a classic endless jumper, our ideas about it doesn’t, so nothing of literally classic will be included in the game, just the genre. Enjoy this little display of art and concept design!

This is just a little sneak peek of the maniacal work of our art director (ndr. dictator) Francesca Velenosi, but it is enough to understand the style and the attention to details we have used to Space Max. If you are eager for more updates until Space Max release follow Max’s stories on his official Twitter account for live news.
The other big news is that we took onboard an incredible skilled 3D Artist to raise the bar of our productions, because meanwhile we’re on the run to finish Space Max but we just started brainstorming of our next game and this one needed a graphical supercharge!

DevDiary – September 2016 Space Max and surroundings 

What can you expect do you say? My mouth is well shut, but i can throw at you few hints: this game will based on an old glory from the past, the gameplay will be fast and furious (it’s not a word game!), the game will include two multiplayer models. We want all of these features to be crazy impressive into our next game, so we chased this unlucky friend of us (:D i can be a very annoying person) until he has surrendered and he accepted to help us into this new adventure. Follow us on our official Twitter account into next months to know more!
Last but not least, mind this statement: “Soon we will give you the war that you always desired … “ so stay tuned.

Space Max - In Space You Are Not Alone
Alessandro out.

Sunday, September 04, 2016

Max conqueror of Cowa-426 wallpaper


A little gift for all my friends, I've make this wallpaper because I love this version of our Max, so cute and sweet



Max conqueror of Cowa-426 wallpaper

Thursday, September 01, 2016

Space Max - Game in progress

::INCOMING TRANSMISSION:: Emergency landing, repeat, emergency landing!

---Position: Unknown.
---Date: Unknown.
---ExtractionPod: Gone 
---Fuel: Just working on that... 


"Ehm..."
*clears his throat*
"Now that the flag is planted, I officially declare this planet colonized by the Traveler Monkeys!... 
Well, now how do I get home?


Space Max - Game in progress

Monday, January 18, 2016

DevDiary – January 2016 MatchYS and... the sense of life

_________________________________________

Hi everybody, this is Alessandro (and Francesca by the way :D) from CRYsoft Development and this month I would tell to you what's in the Schrodinger's box of our next year.
In the last few months we speak very little on these pages about WHAT we are really doing. Some of you could had read about our next project throught our Facebook Twitter accounts but this time i wouldn't speak only about MatchYS or development at all.

Many things have happened since this July, some of them have literally changed our way of being, well, US ..
I don't wanna to annoy all of you speaking about the "why" (it'll be too long and it doesn't concern our work itself, but the way we do it), but this speech is about the "what" is changed. First of all we changed our approch to development starting from how we think to it because, although we're all indies and this is really exciting, we have other jobs in our lives. No, this isn't our main job. We do it with all the love we can infuse into it cause we love it much more than our main jobs, but we need "real money" into "real life" to pay food, monthly bills and any other needs. We basked a little in the illusion of being able to disrupt our lives overnightbut now we're back with our feet on the groundWe are ready to make a difference, a realistic one.
Second, we changed our team a little. We met an incredible 3D digital artist on the road and together we'll realize our next step into development: we'll deliver to you new incredible, fun overload and visual jaw dropping games! Yeah, we have just started to brainstorm some really cool games we're going to develop into 2016.
Last but not least we changed our way to think at games themselves. Don't worry, we don't want to destroy the concept and ideas that many of you like. We speak about the general experience that you will have with our next games. It started with Skiddy, we created an essential interface, a fast pacing control system and a much more immersive gameplay without adding unnecessary buttons or complex instructions. You start the game and you enjoy yourself drifting with karts in just few taps. So be yet!
I will not bore you further then i give the floor to my young and eclectic padwan Francesca who will speak to you of our next project to come: MatchYS and maybe something more...
 Logo-SS

Hi! This is Francesca, now it's my turn to take the floor and introduce you the design of our new project. Indeed Alessandro made an excellent overview of what have been our most important changes within the team, especially of our new gamedev philosophy and I'm happy to intervene to tell you about our project, a pressure puzzle game set in Pauly's bedroom (Pauly is the little star of the game), who will have to tidying up his toys scattered all around, before his Mom come back! It will not be a simple game of pairs or aligning of objects in order to completing the levels; there will be surprises to make the gameplay more attactive and entertaining, with situations and characters which will bring confusion during the game. But about this we'll speak in a more detailed way later.
For now, I will focus on the graphics, which is also my area of ​​expertise, starting by the style made in CRYsoft 100%. We thought of a very colorful graphics as it is our custom by now, very simple minimal and vintage inspired, from the logo design (which refers to the old game of wooden cubes with imprinted letters that helps children compose the first words), to the characters as Pauly for which I took inspiration by old advertising 50's style.

Pauly

This time we handled the interface, according not only with aesthetics but mainly according with logistic issues, making it completely modular and subdivided in such a way that the elements are manageable on any type of device (although we cannot vouch for the thousands of types of screens and resolutions offered by Android devices :P).





As I mentioned earlier, there will be elements that will bring havoc throughout the game, to enliven it and make it less repetitive and fun, tien we've created the characters that will interact with the player during the game. So Terence, Pauly's little brother, won't wait anything other than entering the room and put it in a mess! If this happens and Loretta comes in for an "inspection", there will be trouble!

Terence

Loretta-interfaccia

As in other pressure puzzle games, time will be important to complete the levels and the "distracting elements" will help to vary the gameplay with their bonuses or maluses. The toys are the protagonists, with various categories from the type, by the colors and the materials they are made of. Recognize them in the heap won't be easy, but with a trained eye, the fun will be assured. Below there are examples that explain how to recognize objects based on their categories.

Tutorial
interfaccia-area-gioco

All of the toys at first sight are extremely colorful and chaotic as you can see in the image, and they are defined so as to have a wide range of objects to play with. We choose the primariy and secondary colours so as to have the main ones and their complementaries exalting each other. The variety of the objects is such that you will have many combinations and difficulties, thanks to the categories of the materials they are made of! We trust that MatchYS will be different from other Pressure Puzzle Games for its spirit and its setting; the mood is always what you would expect from CRYsoft: colorful and light-hearted, just as its members. There have been many changes during the year that has just ended, and lots are the projects that will keep us busy, while MatchYS is in the expert hands of our heroes Aymen and Alessandro. This year will be LITERALLY a bestial for us... from the feathered ones to the most mischievous, not to mention a certain "dirty dozen" that will involve you in a dirty work... but I do not want spoil the pleasure to discover more... I assure you there's lots of things to talk about, but not just yet!
We achieve our dreams, step by step among new and old friends and talking about old friends: there will be surprises for our little Johnny Marble and his gang!
So stay tuned and may the fun be with you 🖖😘🖖 (sorry... I couldn't help it)!
Francesca and Alessandro out

Thursday, November 19, 2015

MatchYS drafts: Horatio


This is Horatio (some drafts), Pauly's best friend! 
Emoticon sm
He's the "oh-play-with-me-all-day-long" kind, so it is difficult sometimes obey to Loretta and make tidy the room while this huge fur ball is around! I named Him after my favourite character of the Crime Drama CSI: Horatio Caine... this is a play on word only for italians, 'cause in italian language the word "Caine" sounds very similarly to the word "Cane" = "Dog" 





Follow us

 









Friday, November 13, 2015

Monday, July 13, 2015

DevDiary – July 2015 Skiddy teaser


http://www.neveplast.it/

http://www.neveplast.it/

Skiddy is a product designed to simulate driving on ice or the drifting style of driving that is now becoming popular in racing. It utilizes the same Neveplast Np30 product currently used for Alpine skiing and Tubby tubing slopes. This surface is designed to have a low level of friction contact area and a slippery surface.” - Neveplast - 
Now you can challenge your drifting abilities on your smartphone! 

Hi all! This is FranzinaV, CRYsoft Development Graphic Artist and I’m here to introduce you Skiddy, our latest fatigue!
It’s been a while since we posted something about CRYsoft’s activities. The thing is we were so busy during the realization of our brand new game, that we forgot to spread the news about it properly. We are still here, working for the first time, on commission! Now we’re ready to dance with Skiddy on the new path we’ve chosen to step on.

Neveplast s.r.l. the italian creator of artificial sky slopes, entrusted us the realization of its first entry in the App’s world and as game artist and art director of myself, I am quite satisfied about it. This is an important statement since we all are hypercritical about our own work!
I have to spend a word to thank Rolling Legend first, for the way this job teached me how to free my imagination and grow in self-confidence, besides the fact to having made known our work to Neveplast’s guys of course. They agreed on the fact that my style was suitable for their project, so they decided to see what we could have churn out with a mock up. And so our adventure began with few simple slides of presentation.
Skiddy - track previewMockup for the presentation: Just a few sketches to show the potential without going into details: only colors, simple shapes and a hideous prototype kart that makes me shudder watching it now (thank goodness, this slide is not in High Res)!
 
Skiddy - desert preview

As it happened with Rolling Legend, the focus is once again on the relationship between the colours and on the way in which they influence each other. We choose a strong colour impact; mainly primary colours and their complementary pure and “flat” which, in my imagination, they return a little the idea of old arcade games (a little bite of the “Kyoto” track, my favourite here).

Skiddy is a quick and immediate game without pretension of realism, so the style of the assets had to be very simple and immediate as well, keeping in mind that it is a 2D game! As a non game designer, I usually do not participate to the “analysis phases” and I’m not even much of a help in logistics. But sometimes I’m truly happy and satisfied when my graphic solutions support some practical options of the game itself. I’m always glad to help even when I should not :P

the “Savana” asset
Skiddy - savannah assets

Very amusing was the making of the karts. For I’m not a real designer aaand… my technical design skill really sucks! So it has been a kind of a wager to give shape and character to things never seen nor piloted, which were waiting for me, challenging me (sketch me, if you can!), from the photographs I received for inspiration.


Skiddy - kart customization preview
The example of customization - from the presentation



As you can see by the video, we decided to cut short the pleasantries, and draw entire blocks of mechanical parts to facilitate the vehicle settings before the race (and by the way, it is even easier for the Code Master, to manage the kart issue this way!).
A special mention to the music. On the video, you can listen the HOME track of Skiddy, part of the OST composed and mixed by our Music Baker Cristiano “Tecnyoh” Chikikatomo… it simply Rocks! \m/

Video Player


I told you that Skiddy was not intended to be a realistic game, yet we still tried to give the impression of depth despite its being a 2D game with top view. So I drew the assets with a false perspective (any architect or true designer, could mow my hands at the mere sight of it, but my motto lately is: “To hell the perspective!” in a “gracious” manner of speaking) and static translucent shadows which integrate well with the land and the assets with a decent illusion of natural light. I hate the flatness, so the dilemma was great: I tried in every way to apply shadows to all assets but some of them had been created to return a different light conditions, to give the idea of a change in position of the source (the sun), then some shadows have warmer colors, just for this reason.
As for the logistics, and as some of you already know, we always do our best to create games and Apps with the maximum attention for details, therefore everything you see was created by us, each element has been hand drawn, from the panels to icons to the buttons.
No pre packaged assets: all made in CRYsoft!


The false perspective and the shadows :D
Tabellone2 Palma-alt1
One more word about the special track we have dedicated to our beloved small town San Benedetto del Tronto.

Skiddy - San Benedetto del Tronto track
A tribute that we hope will lead one day the true Skiddy, the one of the real world created by Neveplast, also here and maybe see our karts (with the special design made by us), whizzing by the sea!
Skiddy may be the nth Racing Kart Game, but don’t be hasty in judgments and classifications, I love it also for its being a borderline! The fun is guaranteed, and the challenge will satisfy even the veterans of Racing Games.
So stay tuned, the release day is approaching!

FranzinaV out ;)

Wednesday, March 11, 2015

Rolling Legend - episode1 Behind the scenes - Part I (backgrounds)

For me, Rolling Legend was, and still is, a huge job, my first real job as Game Artist and it took me a long time to figure out what to do and where to go... From the animations of the monsters in cartoon style, to the backgrounds literally built by pieces to be entrusted to the level designer to give them sense and logic!
Now I'd like to talk about the backgrounds. At the beginning it was difficult to understand the needs of a game, I was only taking care of aesthetics issues instead of technical matters... I was a disaster! But slowly I started to follow the right path!
At first it was a triumph of objects, monsters, props as you can see below

It is a mess isn't it? So much stuff here!
The Level Designer was shocked thinking about the amount of memory needed to handle all this lol!
Definitely not good...


I drew hundreds of objects, assets and props, at first separate to give freedom to my friends, but freedom often means waste of time.
So I started to search for the balance between practicality and big special effects (joking) and my motto has become: "a few items, and great effect"



Since I love to madness architecture and the great depth, I am convinced that the central perspective and symmetry were the best solution, to create decent effects of fake 3D, though with very basic shapes. 



The result is "easy and quick"









Someone told us that Rolling Legend is more like a console game (and we are planning to prepare some surprises on this topic) and that we aimed too far up, but whatever you think I really hope you'll enjoy its graphics!
It is more than an experiment, and we're improving controls and the performance to grant a more enjoyable game experience.


So stay tuned and follow us to have news about Johnny Marble and his friends!



https://itunes.apple.com/us/app/rolling-legend-episode-1/id893670894?l=it&ls=1&mt=8

Rolling Legend - episode1 Behind the scenes - Part I (backgrounds)