Interview With Lucky Cat Studios

This article is the first of a series we are planing to with key HTML5 developers and companies that use Cocoon and are making a difference with their apps and games.

The first of this series is dedicated to Lucky Cat Studios that have recently had a massive success with their Nom Cat and Sky Chasers games. We talk with Herdjie Zhou, Founder and CEO of Lucky Cat about HTML5, childhood memories and how to create great games that people love.

Lucky Kat

Lucky Cat headquarters

Tell us about Lucky Kat Studios and you

Lucky Kat started exactly one year ago in February 2015. We are based in the Hague, in the Netherlands and we are currently a team of 5. We’re focused on creating mobile games that bring a smile to your face.

Herdjie copy

My brother, Hernan is founder and CTO, and I am co-founder and CEO of the company. My main tasks and responsibilities are creating a vibrant and inspiring company culture and make sure people around the world play our games.

Which are your latest projects?

Recently we launched Sky Chasers on both iOS and Android. It’s a good mixture of Super Mario World and Lunar Lander. It has been featured worldwide by Apple and has received much love from game critics e.g. Pocket Gamer Silver Award.

Our first title as a studio was Nom Cat. It features all the celebrity internet cats such as Grumpy Cat, Garfield, Nyan Cat, Keyboard Cat etc. The game as been featured as well by both Apple and Google and went viral on social media. It was the perfect kickstart for our company.

gameplay4

Nom Cat game. You probably recognize both of them

Where do you get inspiration for your games?

We’re heavily inspired by SNES and NES games and are focused on translating these childhood memories to the modern era of mobile gaming.

Which were your favorite NES/SNES games?

Our favorite NES game is Double Dragon 2 and for SNES it’s the Donkey Kong Country series.

Tell us about your game creation process

We start with prototyping – and pitch game ideas to each other. When we like an idea, we go into production. We work in small teams, so that other team members are able to give honest feedback. Also, we do a lot of playtesting to see if we’re going towards the right direction. We try to get our creation process within a 3 month period.

Sky Chasers

Latest Sky Chasers game

Why did you choose HTML5 as a gaming technology?

Using HTML5 we’re able to release our games faster – our proprietary game engine is in HTML5/ JS. Also testing is easier as we can send out links to family and friends.

What technologies have you used before?

Marmelade SDK.

How does Cocoon fit in that process

We built our own proprietary HTML5 / JS game engine called “Bento”. Cocoon is the perfect match for us to port our games to native. It’s fast, easy and reliable. Team members of Cocoon have helped us many times on crucial moments before and during launch of our games. Great support, great people! Cocoon forums are a good way to get in contact with other devs.

How do you see the future of the HTML5 gaming

HTML5 gaming has still a lot of challenges to overcome in the West. We are not sure exactly why this is. In contrary, in the East e.g. China, HTML5 gaming has been adopted by the mass and is now the next big thing in gaming.

What are your next projects?

We’re working on two new projects currently and hope to show you more very soon. Of course, they will be mobile games and in pixel art style 🙂

 

Thanks Herdjie for your time!

If you want to see Lucky Kat’s daily development process, please follow them on Snapchat “luckykatgames” or on Twitter @luckykatstudios.

Canvas+ Plugin 2.2 Update

We have updated the Canvas+plugin version (for both iOS and Android)  with some bugfixes and new features.

To get this new features you just need to compile with the latest Cocoon version in the cloud.

Canvas+ improvements

  • Added support for Cookies in Android XHR.
  • window.location.href = URL to work.
  • Made getAttribute to return null if the attribute is not found. Previously it returned an empty string.
  • Improved XHR related error messages.
  • Added postMessage support to window.
  • Support for the anchor tag/element.
  • Added “hasAttribute” and “classList” to every node.
  • Added search to location.
  • Added JSON support for XHR connections and fixed a bug that was passing “undefined” to user and password in XHR open commands (did break connections in Android with JQuery).
  • Added minor modifications to make Canvas+ more JQuery and Construct2 (non CocoonJS export) friendly.
  • Added srcElement to every event instance.
  • Added DOMParser, querySelector and querySelectorAll.
  • Added getElementsByClassName.

Canvas+ extensions

  • Added secure text option for the text dialog
  • When a canvas object is disposed from javascript, dispose the context too.
  • Added XHR Dispose.
  • Only allow input capture on canvas and image HTML Elements.

Canvas+ bug fixes

  • Store vertexAttribPointerData in the WebGL defender. These fixes some conflicts with canvas2d and wangle renderer (specially on Pixi V3).

Cordova related

  • Added support for Cordova online/offline events.

Hope you enjoy this new Canvas+ version!