iOS
by Kwasi Mensah
August 12th, 2013
Stem Stumper Update For Gameplay Recording In case you missed it this weekend, we released a brand new version of Stem Stumper on the App Store. The big addition is (drumroll please) adding gameplay recording. You can now show your friends on Youtube, Facebook and Twitter how you solve our especially tricky levels. We’re still […]
by Kwasi Mensah
February 16th, 2013
Twitter Reverse Auth Headaches tl;dr Here’s a script that shows how generate a Twitter reverse auth request token in ruby. If you’re not a coder this post might not be very interesting… Last week we added the ability for players to sign in to our game use Twitter. This took a lot longer that I […]
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October 29th, 2011
And the Award Goes To… Early this week we received this from our friends over at Pocket Gamer. Click on it to see the full sized image. We have plenty more in store for Stem Stumper but it definitley makes us feel all warm and fuzzy inside. You can read Pocket Gamer’s thoughts on Stem […]
by Kwasi Mensah
February 28th, 2011
Ananse Productions is proud to announce our first game, Stem Stumper for iPhones and iPod Touches. Check out our spanking new Stem Stumper page for more info. Watch our awesome trailer below.
by Kwasi Mensah
January 26th, 2011
While trying to look for a set of accessibility standards for the game I’m working on I couldn’t find any. I understand that blind adherence to rules isn’t the best way to achieve accessibility, game developers lives are a lot easier when we have a standard list of items to test against. The closest thing I could find are the Web Content Accessibility Guidelines. I’m going to use these standards to break down the immensely popular mobile game Angry Birds made by Swedish developer Rovio. I’m also going to show how following these standards leads to better usability for everyone.
by Kwasi Mensah
December 7th, 2010
(This post assumes you’re familiar with C, Objective-C and Cocoa.)
Just like TV shows and films a video game’s visual representation can be broken down into frames, single snapshots of the state of the game world at any given time. By showing these frames many times per second we give players the illusion of continuous motion.