Monday, May 28, 2012

Business & Edutainment Goes To Higher Norms with Apt Flash Developers

Fremont based global technology Services Company DCKAP announced today a proactive development initiative in Flash and ActionScript technologies, to keep pace with surging market growth for business, education, entertainment and multimedia.

Our team of flash programmers has the expertise to design and develop flash web sites and flash intros for businesses and flash based applications using flash scripting language ActionScript 2.0 and ActionScript 3.0. Flash animations and intros that we develop can be easily integrated into a web site to make it highly interactive. We have designed and developed various flash web sites and other applications like presentations, animations, cartoon, games & movies, banners, screensaver, action games, flash chat, remote based solutions and flash applications using Macromedia Flash MX to the global clients. ActionScript 3.0 is the programming language for the Adobe Flash Player and Adobe AIR runtime environments. ActionScript 3.0 is used for a variety of applications from simple animations to complex data-rich interactive applications. Compile-time and run-time type checking and type information exists at both compile-time and runtime, improved performance from a class-based inheritance system than that of the prototype-based inheritance system, support for packages, namespaces, and regular expressions, revised Flash Player API are organized into packages and unified event handling system based on the DOM event handling standard are few of prominent the features in ActionScript 3.0.

DCKAP has successfully completed and delivered a diverse range of applications for business, entertainment and education for its various clients using Flash ActionScript 3.0. Flash has all the required features to create and deliver compelling applications, content and video to a wide audience. It is an integrated, cost-effective solution, has multi-screen, multi-device capability and enhanced search engine indexing, along with an emphasis on data security.

Flash is an effective and attractive tool that enables the user to create highly skilled and attractive applications and presentations that will look great, work perfectly and smoothly. DCKAP is involved in the flash application development and most of the websites uses flash action script 3 components to interact with the users. Our professionals use wide range of flash action script animation to create interactive flash animations and tutorials. With creativity and professionalism of the Flash ActionScript developer, businesses will derive maximum return on investment. Flash designers, Flash developers and Flash Action Script programmers use Flash as a versatile tool to create highly interactive Web applications, Game Programming and presentations.

The true power of Flex lies in ActionScript, in-depth knowledge of which is an essential requirement for developers for adding interactivity to the applications. The developers also bring the knowhow to build component libraries in Adobe Flex, which is an important requirement for ecommerce solutions and multi-media web applications.

About DCKAP
DCKAP (www.dckap.com) is a Fremont, CA based global technology Services Company delivering technology driven business solutions that meet the strategic objectives of the clients. Founded in 2005, with offices in California & Colorado, USA, the UK, Australia and a development center in India, DCKAP has earned appreciation from well respected Fortune 100 companies for its competent services.

Thursday, May 24, 2012

Insomniac Games- Outernauts Monster Battle Game For Facebook

Insomniac Games’ is getting ready to release its first social title called Outernauts, a monster battle game for Facebook published by EA. While pet/monster collection isn’t new for the platform, it has proven to be a winning formula for some and it could yield another hit summer like 2011′s Monster Galaxy.


In Outernauts, players are cast as members of the titular agency, which is tasked with capturing and training alien monsters (“Beasts”) to help them make the galaxy a better place. As the adventure unfolds, players fight evil corporations and space pirates, help out local populations and investigate a mysterious group known as “The Ancients.”

When the game starts, players have to choose one Beast to accompany their Outernaut on his or her journey across the stars. There are five different Beasts to choose from at the beginning of the adventure, and they can’t be captured later in the game. EA and Insomniac are planning to give players the ability to add these creatures to their menagerie, though, by selling real-world plush versions of each starting Beast. Each plush toy will come with a code that will unlock the associated Beast in Outernauts. Every Beast is based around a specific type of element — like ice, lightning and plants — which are stronger and weaker against other elements. At launch, there will be 12 different element types available.

Gameplay is divided between adventure exploration, puzzles, turn-based monster battles and base-building. Players can visit 30 different worlds and explore world maps by clicking on areas of ground that their Outernaut moves to. Each map contains a story mission and side quests. During our time with the game, we visited a world where we had to prevent space pirates from kidnapping a young girl, which meant defeating the pirates in battle. The game will also require players to do some mild puzzle-solving; in the demo, this involved flipping switches to unlock doors and move platforms.

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Tuesday, May 22, 2012

Ubisoft is gearing up to launch Ghost Recon Commander on Facebook

Ubisoft is gearing up to launch Ghost Recon Commander on Facebook, the first game developed by Loot Drop after the studio’s Cloudforest Expedition was shelved last year by RockYou. The game is designed to interact with Ubisoft’s Ghost Recon: Future Soldier, a console and PC game releasing May 22. This is Ubisoft’s second Facebook companion game after 2010′s Assassin’s Creed-based Project Legacy.


Ubisoft VP of Digital Publishing Chris Early tells us that Ubisoft came up with the general theme for the Ghost Recon Commander, but was relatively hands-off when it came to designing the game’s mechanics beyond the idea of crossover content. Loot Drop co-founders Brenda Brathwaite and John Romero set out to create a Facebook game that would appeal to core gamers, while leveraging some of the lessons learned from Ravenwood Fair — the Lolapps game on which the two worked before forming their own studio. The game was shown for the first time to press at a private event at the beginning of the month.

Gameplay in Ghost Recon Commander requires players to establish and supply small squads of soldiers (“Ghosts”) that are sent on black-op missions, which include rescuing hostages, item retrieval and eliminating all enemies on a map. Each successful mission earns soft currency cash, which is used to buy new equipment for characters and to construct a base, which supports the squads. Replaying these missions increases the player’s cumulative score, which increase star ratings and net larger rewards. The game will launch with one campaign containing 10 missions, but more missions will be added soon after.

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Thursday, May 17, 2012

KartRider Dash New Facebook Release From Nexon

KartRider Dash is a new Facebook release from Nexon: a kart-racing title heavily inspired by the Mario Kart series. The game allows up to eight players to race against one another simultaneously online in a variety of cartoony environments


KartRider Dash initially puts players through a series of tutorials introducing the game’s basic controls and explaining how to set up and join games. Players may either race with random opponents via the “Quick Start” mode, or with friends via “Buddy” mode. Participating in races costs fuel, which regenerates over time or may be purchased from the in-game store with soft currency. Players may also purchase unlimited fuel for either a single day or a full week if they are intending on dedicating themselves to their racing. When playing in Buddy mode, only the player who created the game session expends fuel on each race; in Quick Start mode, all racers expend fuel with each new race.

Gameplay once the race begins is very similar to the well-established conventions of the kart-racing genre set by titles like Mario Kart. At the start line, carefully timing the first press of the accelerator allows for a big speed boost. As racers proceed around the track, items may be collected to hinder other players, and a “drift” button allows players to deliberately skid around corners. The use of items and drifting can be challenging, so the game allows players to practice both of these techniques without having to expend fuel at any time.

Besides the standard racing mode where items may be used, KartRider Dash also includes a play style called “Speed Mode.” Here, there are no items on the track, but players may earn boosts by drifting around corners without colliding with the sides. Doing so fills a meter in the corner of the screen, and when this is full a boost item is awarded. This mode is ideal for players who enjoy racing but find themselves frustrated with the “full-contact” nature of the “Items” mode.

Between races, players may spend soft and hard currency in the in-game shop. Here, players may purchase visual upgrades such as new kart bodies, new characters and the ability to dye their character and kart; performance upgrades to their kart’s engine; and items which allow them to “auto-block” specific items. Certain items are level-locked, requiring players to have played the game a certain amount before being able to purchase them. This means that beginning players must learn to avoid and deal with offensive items rather than immediately purchasing the “auto-block” options, giving the game a good sense of pace and challenge.

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Sunday, May 13, 2012

Social Game - Self Workout in Park for Facebook

Self Workout in the Park for Facebook is a new social game based around Self Magazine’s fitness events of the same name. The game challenges players to get their avatar fit and healthy, and hopefully inspire their real-life self to do the same.


The game commences with the creation of a custom avatar. This is accomplished through the purchasing of clothes, haircuts and other body features with soft currency, a short lifestyle questionnaire and the selection of the avatar’s “body type.” Since Self Magazine is primarily aimed at women, players may only create a female avatar regardless of their own gender.

Once the game begins, the player’s experience is directed by a series of quests from three different female “coach” characters. Through these quests, the player is encouraged to purchase fitness equipment and refreshment stands for their park, engage in workouts and invite their friends to join them. By doing so, players earn various types of “points” and level up their character.

Workout in the Park makes use of a fairly complex system of statistics and rewards in order to encourage players to think about all aspects of their fitness. Visiting a refreshment stand, for example, can provide players with water, protein and vitamin points, which can then be spent on participating in workout activities. These, in turn, provide players with experience points in Fitness, Nutrition and Wellness categories, and in order to level up all three of these point banks must be filled up to 100. On top of all this, the player has an Energy bar, though unlike many social games this may be simply restored by visiting a coffee stand. Gameplay becomes a matter of balancing workout and refreshment activities in order to earn points at a good rate.

All activities may be undertaken at one of three “intensity” levels. In each case, the costs increase with each level of intensity, but the rewards are greater. Higher-intensity activities also take longer periods of real time to complete, though it’s possible to spend the game’s hard currency to immediately finish an activity if the player desires.

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Monday, May 7, 2012

6waves’ latest title Ravenshire Castle

6waves’ latest title Ravenshire Castle is a strange beast. Combining elements of citybuilding gameplay with tactical stealth action, it looks like being the final entry in the “Ravenworld” series, thanks at least in part to the dissolution of 6waves’ internal development teams. But does this series end with a proud lion’s roar, or simply a whimper?


Ravenshire Castle casts players in the role of a lion or lioness revealed to be the heir to the titular estate. The castle in question has fallen into disrepair over the years, and it’s up to the player to restore it to its former glory by building and expanding, harvesting resources and retrieving the lost Ravenshire treasures from a series of rival castles.

Gameplay unfolds in two main parts. While at their own castle, players may build new rooms, build new items (each of which is designed to go in a specific room or outdoors) and collect income of currency and resources from objects and crops. Quests are provided by a series of quirky animal characters who gradually move in to the player’s estate as story progress is made.

Gameplay in this first part breaks with very few genre conventions — there’s building, crop harvesting, collecting items and all the usual activities — though there is a noticeably stronger focus on gathering specific resources to complete building projects than some similar titles. Most resources can be collected either by asking friends or by harvesting from the appropriate items. Some may only be gathered from rival castles, which is where the second part of the game comes in.

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Thursday, May 3, 2012

Mirrorball Slots brings fairy-tale gambling to Facebook

British studio Plumbee broke out of stealth mode back in March with $2.8 million in funding and the announcement of its first Facebook game: Mirrorball Slots. The team’s fairy-tale themed slot machine title is now freely available to all on the social network, and showed up as the No. 14 fastest-growing Facebook game by DAU earlier this week. But is it any more interesting than the numerous unimaginative, uninspired slot machine sims already available on Facebook?


Mirrorball Slots, like its numerous competitors, assumes that players know how to play a slot machine with multiple pay lines, and provides no tutorial whatsoever. Players may bet on up to 25 different pay lines at once, with their maximum bet increasing as they level up. Various combinations of symbols net different amounts of winnings, and “wild” cards may be substituted for any symbol. It’s possible for multiple lines to pay out at once, and particularly huge wins prompt a “share” dialog where players are invited to brag about their good fortune on their Timeline.

“Bonus Wilds” vary in functionality depending on the machine players are currently using — on the Three Bears-themed machine, they increase the winnings multiplier; on the Rapunzel-themed machine, they “stick” in place until the player wins something; on the Snow White-themed machine they can trigger a bonus round.

Alongside these symbols, there are also “Scatter” markings that allow players to trigger a “free spins” mode, the exact form of which again varies according to the machine players are using. The player is initially provided with ten free spins of the reels, and certain symbols provide particular bonuses. On the Three Bears-themed machine, collecting “Goldilocks” symbols in sufficient quantities turns the three different “bear” symbols into wild cards; on the Rapunzel machine, collecting bonus wilds allow a prince to climb a tower, earning bonus spins and increasing winnings in the process; on the Snow White machine, players simply get triple winnings for a brief period.

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