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	<title>Tuiske &#187; admin</title>
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	<link>http://www.tuiskeproductions.com</link>
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		<title>It’s always nice to have new people around</title>
		<link>http://www.tuiskeproductions.com/its-always-nice-to-have-new-people-around/</link>
		<comments>http://www.tuiskeproductions.com/its-always-nice-to-have-new-people-around/#comments</comments>
		<pubDate>Tue, 30 Aug 2016 10:29:38 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.tuiskeproductions.com/?p=322</guid>
		<description><![CDATA[<p class="excerpt">Last month we got a +1 guild member point, as Katariina joined our team. She is a rising graphics master, helping Marianna to design and draw our 2d worlds even more alive. Her talent has already convinced us, and with the new cool promo pictures drawn by her I hope she convinces you too. So on behalf of whole Tuiske&#8230;</p><p class="more-link-p"><a class="btn btn-default" href="http://www.tuiskeproductions.com/its-always-nice-to-have-new-people-around/">Read more</a></p>]]></description>
				<content:encoded><![CDATA[<p>Last month we got a +1 guild member point, as Katariina joined our team. She is a rising graphics master, helping Marianna to design and draw our 2d worlds even more alive. Her talent has already convinced us, and with the new cool promo pictures drawn by her I hope she convinces you too.</p>
<p>So on behalf of whole Tuiske team: Welcome, Katariina! We hope that you enjoy your days with us. <img src="http://www.tuiskeproductions.com/wp-includes/images/smilies/icon_smile.gif" alt=":)" class="wp-smiley" /> </p>
<p>Till the next time,<br />
<span style="font-size: 16px;">Matias</span></p>
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		<title>Future written in stars</title>
		<link>http://www.tuiskeproductions.com/future-written-in-stars/</link>
		<comments>http://www.tuiskeproductions.com/future-written-in-stars/#comments</comments>
		<pubDate>Mon, 09 Nov 2015 08:58:47 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.tuiskeproductions.com/?p=257</guid>
		<description><![CDATA[<p class="excerpt">A couple of months ago we got an email from Petri Lehmuskoski, angel investor, game enthusiast and a co-founder of Gorilla Ventures startup accelerator. The mail was short and still somehow strangely complicated, but the plain message was: “I’m working with a new game startup, which have founders with a track of 375 million users and over $120 million in&#8230;</p><p class="more-link-p"><a class="btn btn-default" href="http://www.tuiskeproductions.com/future-written-in-stars/">Read more</a></p>]]></description>
				<content:encoded><![CDATA[<p>A couple of months ago we got an email from <b>Petri Lehmuskoski</b>, angel investor, game enthusiast and a co-founder of <b>Gorilla Ventures</b> startup accelerator. The mail was short and still somehow strangely complicated, but the plain message was: “I’m working with a new game startup, which have founders with a track of 375 million users and over $120 million in revenue from their last game. We are searching for a dev team. Interested?”</p>
<p>Oh, are we?</p>
<p>Now, two months later, we are in close collaboration with <a href="http://appstar.fi/" target="_blank"><b>Appstar</b></a>, the new player in the field of mobile games targeted for female players. Although this collaboration has only lasted for a month or so, I can’t underline enough how great this all has been right from the start. New office, new great co-workers, lots of new faces, a whole new game concept.</p>
<p>So, what are we actually developing? Nothing less than the next biggest hit in female gaming, a dress up fashion game challenging the great names in the niché, namely <b>Kim Kardashian: Hollywood</b> and <b>Covet Fashion</b>. I don’t want to bore you by telling how great it’s going to be, you can check it out yourself when it’s ready <img src="http://www.tuiskeproductions.com/wp-includes/images/smilies/icon_wink.gif" alt=";)" class="wp-smiley" /> </p>
<p>And don’t you worry dear <b>Armadillo Adventure</b> fans, this doesn’t mean that we have abandoned you! We are developing the game further, adding new levels and cool skills in our next patch. Now that we have made the <b>Android</b> launch in Nordics, it’s time to conquer <b>Apple Appstore</b>.</p>
<p>The bestest of regards,</p>
<p>Matias</p>
<p>Ps. See you in Slush <img src="http://www.tuiskeproductions.com/wp-includes/images/smilies/icon_smile.gif" alt=":)" class="wp-smiley" /> </p>
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		<title>We are ready. Are you?</title>
		<link>http://www.tuiskeproductions.com/we-are-ready-are-you/</link>
		<comments>http://www.tuiskeproductions.com/we-are-ready-are-you/#comments</comments>
		<pubDate>Fri, 18 Sep 2015 12:43:44 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.tuiskeproductions.com/?p=193</guid>
		<description><![CDATA[<p class="excerpt">It was a long summer here in Finland. First it rained, then it rained some more. When the summer was nearly at its end, it finally became hot and sunny. None of that mattered to us, for here at the HQ of Tuiske we don’t even have a single window to look out from. Still, it was a great summer.&#8230;</p><p class="more-link-p"><a class="btn btn-default" href="http://www.tuiskeproductions.com/we-are-ready-are-you/">Read more</a></p>]]></description>
				<content:encoded><![CDATA[<p>It was a long summer here in Finland. First it rained, then it rained some more. When the summer was nearly at its end, it finally became hot and sunny. None of that mattered to us, for here at the HQ of Tuiske we don’t even have a single window to look out from.</p>
<p>Still, it was a great summer. I got to see the startups of northern Finland by visiting Midnight Pitchfest in Oulu. I also visited Cologne in Germany to attend the Pirate Summit, which really opened my eyes about the startup scene in Europe. Further, I was in Assembly Summer 2015 with Sami and Marianna to collect the third prize from gamedev compo with our very own game (which btw was full of annoying bugs at the time).</p>
<p>But the most important thing is that finally we were able to make our game full time with no school or other projects hindering our work. On top of this, our team was joined by a great new member, Ilona. She has been a real help for all of us. Although she’s here only for a short time, her work will influence our game for all eternity.</p>
<p>And now we are ready. Ready to launch the first full version of Armadillo Adventure: Draw &amp; Roll, in Google Play and Apple AppStore.</p>
<p>Mind you, this first launch will be only in Nordics, and we will continue working on our game in order to improve it. Next step for us is to launch the game for app markets all over the world.</p>
<p>We may be ready, but we are definitely not finished.</p>
<p>Have a nice fall!</p>
<p>-Matias</p>
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		<title>Status update 5/2015</title>
		<link>http://www.tuiskeproductions.com/status-update-52015/</link>
		<comments>http://www.tuiskeproductions.com/status-update-52015/#comments</comments>
		<pubDate>Wed, 13 May 2015 10:32:13 +0000</pubDate>
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				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.nonamegames.fi/?p=178</guid>
		<description><![CDATA[<p class="excerpt">Hi folks! It has been a long time since we have posted anything, so I thought it would be nice to inform you all that we are alive and kicking. Our game development has been a bit slow because of our personal lives, but since this week we have been able to do our work full-time, which is awesome. Now&#8230;</p><p class="more-link-p"><a class="btn btn-default" href="http://www.tuiskeproductions.com/status-update-52015/">Read more</a></p>]]></description>
				<content:encoded><![CDATA[<p>Hi folks!</p>
<p>It has been a long time since we have posted anything, so I thought it would be nice to inform you all that we are alive and kicking. Our game development has been a bit slow because of our personal lives, but since this week we have been able to do our work full-time, which is awesome. Now we can really focus on our game and launch it in time!</p>
<p>For a couple of days there has been a lot of debate in our team about the game genre we are choosing. Should we keep Armadillo Adventure as an infinite runner or change it to more arcade-like with different levels? Both have their own pros and cons, of course, and both have a clear impact on how the game is being played. What do you think? Do you want to see Armadillo Adventure: Draw and Roll as an infinite runner or as a level-based game?</p>
<p>Oh, and here’s some eye candy for you all. She doesn’t have a name yet but I’m sure we’ll come up with something that fits her well.</p>
<p>Cheers!</p>
<p>-Matias</p>
]]></content:encoded>
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		<title>Armadillo Adventure: Draw &amp; Roll open beta launch</title>
		<link>http://www.tuiskeproductions.com/armadillo-adventure-draw-roll-open-beta-launch/</link>
		<comments>http://www.tuiskeproductions.com/armadillo-adventure-draw-roll-open-beta-launch/#comments</comments>
		<pubDate>Fri, 12 Dec 2014 16:17:09 +0000</pubDate>
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				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.nonamegames.fi/?p=130</guid>
		<description><![CDATA[<p class="excerpt">Hi everyone! We are very thrilled to announce that we’ll be launching our open beta of Armadillo Adventure: Draw &#38; Roll on next Sunday, 14th of December! Roll over to www.tuiskeproductions.com to play the game for free and give us your honest feedback! Are you the one who gets to be at the top of our global highscore list?</p><p class="more-link-p"><a class="btn btn-default" href="http://www.tuiskeproductions.com/armadillo-adventure-draw-roll-open-beta-launch/">Read more</a></p>]]></description>
				<content:encoded><![CDATA[<p>Hi everyone! We are very thrilled to announce that we’ll be launching our <strong>open beta</strong> of <strong>Armadillo Adventure: Draw &amp; Roll</strong> on next Sunday, <strong>14th of December</strong>! Roll over to <a href="www.tuiskeproductions.com">www.tuiskeproductions.com</a> to play the game for free and give us your honest feedback! Are you the one who gets to be at the top of our global highscore list?</p>
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		<title>New name and a web launch coming soon!</title>
		<link>http://www.tuiskeproductions.com/new-name-and-web-launch-coming-soon/</link>
		<comments>http://www.tuiskeproductions.com/new-name-and-web-launch-coming-soon/#comments</comments>
		<pubDate>Fri, 07 Nov 2014 19:18:11 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.nonamegames.fi/?p=105</guid>
		<description><![CDATA[<p class="excerpt">Hello everyone! It is dark and murky here in Turku and our game is starting to take its final form slowly but surely. First off we’d like to announce that the name of our game will be changed and it is going to be Armadillo Adventure: Draw &#38; Roll. There was a lot of debate whether we wanted to change&#8230;</p><p class="more-link-p"><a class="btn btn-default" href="http://www.tuiskeproductions.com/new-name-and-web-launch-coming-soon/">Read more</a></p>]]></description>
				<content:encoded><![CDATA[<p>Hello everyone! It is dark and murky here in Turku and our game is starting to take its final form slowly but surely. First off we’d like to announce that the name of our game will be changed and it is going to be <strong>Armadillo Adventure: Draw &amp; Roll</strong>. There was a lot of debate whether we wanted to change the name or not and what it would eventually be, but this was the one we all liked.</p>
<p>Also, there is going to be a <strong>web launch very soon</strong> for all of you guys! The game can be played via internet browser and it is, of course, free-to-play. So stay tuned, test the game and give us your honest feedback so we can make the final release the best possible.</p>
<p>Peace.</p>
<p>-Matias</p>
<p>PS. Here’s some early footage of the game.</p>
<p><a href="http://www.nonamegames.fi/wp-content/uploads/2014/11/veee.gif"><img class="alignnone size-full wp-image-100" src="http://www.nonamegames.fi/wp-content/uploads/2014/11/veee.gif" alt="veee" width="861" height="532" /></a></p>
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		<title>Devblog #3: Scripting A Dynamic Camera Based On Player’s Speed</title>
		<link>http://www.tuiskeproductions.com/devblog-3-scripting-a-dynamic-camera-based-on-players-speed/</link>
		<comments>http://www.tuiskeproductions.com/devblog-3-scripting-a-dynamic-camera-based-on-players-speed/#comments</comments>
		<pubDate>Fri, 07 Nov 2014 19:14:17 +0000</pubDate>
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				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.nonamegames.fi/?p=99</guid>
		<description><![CDATA[<p class="excerpt">One way to make a game feel more alive and responsive – especially a side-scroller like our game – is through the camera, in particular how it reacts to the player’s movements. In addition to the camera following the player in a certain way (more on that in another blogpost), we wanted the camera’s size to be relative to the&#8230;</p><p class="more-link-p"><a class="btn btn-default" href="http://www.tuiskeproductions.com/devblog-3-scripting-a-dynamic-camera-based-on-players-speed/">Read more</a></p>]]></description>
				<content:encoded><![CDATA[<p>One way to make a game feel more alive and responsive – especially a side-scroller like our game – is through the camera, in particular how it reacts to the player’s movements. In addition to the camera following the player in a certain way (more on that in another blogpost), we wanted the camera’s size to be relative to the player’s speed. The idea is that when the player is moving faster, the camera’s size increases to show more of the level and vice versa. Implementing this turned out to be a pretty easy task, after some quick brainstorming.</p>
<p>Here’s the script:<br />
<script src="https://gist.github.com/justicecase/5f747d63cbb60736a28c.js"></script></p>
<p>We first clamp the velocity value coming from the <strong>rigidbody</strong> by using the <strong>Mathf.Clamp</strong> method so it doesn’t go over or under the given values (here they are 10 and 18). This will give us the target value of the camera’s size. Then we use <strong>Mathf.SmoothDamp</strong> method to smoothen the transition from the camera’s current size to the target size at any given time. The first parameter is the camera’s current size, second is the target size so we use the <strong>CameraSizeInput</strong> variable for that, the third is a velocity value that the method modifies every frame, and the fourth is a smoothing value; a lower value will reach the given target faster so it’s useful to put this in a public variable and test what value is suitable by changing it and testing it in the inspector. Then we just set the camera.orthographicSize to the cameraSizeChanger.</p>
<p>And now the camera’s size is in relation to the player’s speed.</p>
<p><img class="alignnone size-full wp-image-100" src="http://www.nonamegames.fi/wp-content/uploads/2014/11/veee.gif" alt="veee" /></p>
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		<title>Devblog #2: Infinite Runner Mechanism in AwesomeDillos</title>
		<link>http://www.tuiskeproductions.com/infinite-runner-mechanism-in-awesomedillos/</link>
		<comments>http://www.tuiskeproductions.com/infinite-runner-mechanism-in-awesomedillos/#comments</comments>
		<pubDate>Mon, 20 Oct 2014 13:45:24 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Dev Blog]]></category>

		<guid isPermaLink="false">http://www.nonamegames.fi/?p=85</guid>
		<description><![CDATA[<p class="excerpt">Preface There are numerous ways to implement an infinite runner style mechanism in Unity. In this Devblog I will show you how we do it in our game, AwesomeDillos and at the same time teach you how to do it – or at least give you ideas on how to do it – in your own game. Let’s begin! What&#8230;</p><p class="more-link-p"><a class="btn btn-default" href="http://www.tuiskeproductions.com/infinite-runner-mechanism-in-awesomedillos/">Read more</a></p>]]></description>
				<content:encoded><![CDATA[<h2>Preface</h2>
<p>There are numerous ways to implement an infinite runner style mechanism in Unity. In this Devblog I will show you how we do it in our game, AwesomeDillos and at the same time teach you how to do it – or at least give you ideas on how to do it – in your own game. Let’s begin!</p>
<h2>What you will need</h2>
<p>To get started, we need 2-5 sprites which will serve as the pieces of the level that we will be generating ad infinitum (of course, the more you have these modules the more diversity you will get in the level). We will need something to represent the player also, so use a sprite or a generic cube. If you don’t have any sprites of your own, you can download and use quality material from www.opengameart.org.</p>
<h2>Basic idea</h2>
<p>The concept here is that each of the level sprites will be made into a prefab and by constructing different kinds of prefabs from different kinds of sprites, it will create variation to the level. For example, one prefab could be a sprite of a hill, added with power-ups, collectables etc. and another could be a sprite of a trap with its corresponding collectables and such. So it’s sort of a modular approach. You construct different modules and generate them randomly or if you want with some predetermination and that creates the infinite map.</p>
<h2>Let’s begin</h2>
<p>First of all, create a new folder called “Resources” in your Assets folder. Here we will create another folder called “Prefabs”. Create 5 prefabs into this folder by clicking the right mouse button  Create  Prefab. Then add the sprites to the “Sprites” folder, add them to the scene and drag them to each individual prefab. Now your prefabs folder and your folder hierarchy should look like this:</p>
<p>You can of course name the individual prefabs anyway you want.</p>
<h2>The LevelGenerator script</h2>
<p>Let’s take a look at the LevelGenerator script that handles the creation of our level.</p>
<p><script src="https://gist.github.com/justicecase/263e2b81907901b32800.js"></script><br />
The script is pretty self-explanatory and we have commented all the important parts. What we basically do is we load all the prefabs into an array (levelPieces) and at appropriate times add parts from the array to the queue (piecesQueue) and also remove the parts that are obsolete (meaning the player has moved past them far enough so they can be deleted).</p>
<p>What keeps track of the parts in the actual scene is the activeParts list which we use delete the correct level pieces in the right order. It’s a pretty simple approach but it’s powerful enough so that we can add the variation to the level that we need. By using prefabs as modules for the map we can add all sorts of things to them and make the level seem different every time you play it.</p>
<p>Remember, you can add child objects to prefabs so the prefab can be more than just a sprite of the level; it can have collectables like power-ups and coins also. You can have predetermination instead of complete randomness in the level by for example constructing arrays with specific prefabs that make up a different sort of section that you want and then queue the whole array at some point of your own choosing.</p>
<h2>Player movement</h2>
<p>Here’s a small script for the automated player movement so you can see the mechanism in action:<br />
<script src="https://gist.github.com/justicecase/388bb44a02bb3238a834.js"></script></p>
<p>Here’s how it should look when done right (the footage is not from actual gameplay, just the mechanic in action at its most basic state):</p>
<p><img class="alignnone size-medium wp-image-87" src="http://www.nonamegames.fi/wp-content/uploads/2014/10/FinalGif.gif" alt="FinalGif" /></p>
<p>So that is basically the mechanism we use in our game, AwesomeDillos. We do use a separate system for the background generation and parallaxing but that’s a topic for another devlog in the near future! Stay tuned for a video version of this devlog where we will explain the mechanism in greater detail, perhaps there is something that you would still like to know more about.</p>
<p>Be sure to follow us on <a href="https://www.facebook.com/nngames" target="_blank">facebook</a> and <a href="https://twitter.com/NN_Games" target="_blank">twitter</a>!</p>
<p style="text-align: right;">-the Tuiske team</p>
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		<title>Dev Blog Part 1</title>
		<link>http://www.tuiskeproductions.com/dev-blog-part-1/</link>
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		<pubDate>Mon, 11 Aug 2014 11:12:01 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[Dev Blog]]></category>

		<guid isPermaLink="false">http://www.nonamegames.fi/?p=48</guid>
		<description><![CDATA[<p class="excerpt">Hello fellow game developers/gamers/other awesome cool people who found this post! Is it hot and sunny outside there as well? If so, that’s great but stay inside anyway, close the shutters, turn the lights nice and low and keep on reading. If not, well what else is there to do, huh? Our game project that we’ve been developing this past&#8230;</p><p class="more-link-p"><a class="btn btn-default" href="http://www.tuiskeproductions.com/dev-blog-part-1/">Read more</a></p>]]></description>
				<content:encoded><![CDATA[<p>Hello fellow game developers/gamers/other awesome cool people who found this post! Is it hot and sunny outside there as well? If so, that’s great but stay inside anyway, close the shutters, turn the lights nice and low and keep on reading. If not, well what else is there to do, huh?</p>
<p>Our game project that we’ve been developing this past summer (while we’ve been one of the teams at <a href="http://www.boostturku.com/startup-journey">Turku Boost Startup Journey</a>), has progressed to alpha phase. Our core mechanics are now implemented but we will be updating them and we’re also gonna be adding lots of cool stuff in the very near future.<br />
The game has 2 main mechanics that we will go into detail on how they were made: the drawing and the infinite runner mechanic. And because we use Unity as our game engine, these will also serve as Unity tutorials so as we show you the concept and implementation of these mechanics, you will get to learn how to use Unity and hopefully get some ideas on how to implement these sort of mechanics yourself. Learning is so cool, right?</p>
<p>The main objective in our game is to navigate the player as far as you can by drawing objects in to the game that help the main character progress through the levels. You also need to collect items and chili’s that boost your speed momentarily and rack up your score too. The key is to react quickly to the dangers in the environment &#8211; for example, there will be holes in the level that you don’t want the hero to drop into. So in this situation you would draw a bridge over the gap so that the hero can cross it.</p>
<p>We also have a new main character that our graphics designer Marianna provided for us. It’s an armadillo who wears these cool old timey pilot glasses that he needs when flying through the air at high speeds. Eye safety is important people! As is looking awesome of course.</p>
<p>So, if you’re interested in finding out how we make our game and also learning about all things Unity, follow us on Twitter and Facebook so you will updated the moment we release some new info. Stay tuned!</p>
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		<title>A word from CEO</title>
		<link>http://www.tuiskeproductions.com/a-word-from-ceo/</link>
		<comments>http://www.tuiskeproductions.com/a-word-from-ceo/#comments</comments>
		<pubDate>Sat, 12 Jul 2014 13:59:15 +0000</pubDate>
		<dc:creator><![CDATA[admin]]></dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.nonamegames.fi/?p=26</guid>
		<description><![CDATA[<p class="excerpt">Hi folks! After deciding to form a games startup our little crew has faced many challenges, and more challenges are yet to come. We introduced the first alpha version of our first game in late May but decided to turn it down and start a new one with faster game mechanics and most of all more interesting gameplay. After a&#8230;</p><p class="more-link-p"><a class="btn btn-default" href="http://www.tuiskeproductions.com/a-word-from-ceo/">Read more</a></p>]]></description>
				<content:encoded><![CDATA[<p>Hi folks! After deciding to form a games startup our little crew has faced many challenges, and more challenges are yet to come. We introduced the first alpha version of our first game in late May but decided to turn it down and start a new one with faster game mechanics and most of all more interesting gameplay. After a month and a half of coding, designing, drawing and banging our heads on the wall I’m finally ready to tell that the first alpha version of our game is going to be ready to play next week! It’s a fast paced mobile game which gives the player a feel control, speed and creativity. Name still pending.</p>
<p>In the midst of all game making we also managed to get one team member more, and we are happy to welcome Marianna as one of us here in Tuiske! She’s our lovely graphic artist and all you fans and players will be seeing lots of her work in the future. Pics coming soon!</p>
<p>While waiting the beta version to be launched I wish good summer to all of you!</p>
<p>Take care.<br />
-Matias</p>
]]></content:encoded>
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