Archive for the 'Game Development' Category

Starlight 2- A New Gamesharing Experience

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Starlight 2 is a new game sharing experience at Armor Games in which users may create their own constellations. This then allows fellow gamers to have the chance to complete the level that you have created. Game share opens up a completely new realm that allows all players to challenge, view, and share constellations with peers, friends, or even anonymous people.

Starlight 2 is a game in which once you have created your own constellation, it will then be displayed in a way to camouflage what the actual constellation is . Then, the user must “align the stars,” correctly in order to see the image! So far there has been 4,000 constellations created in the Starlight 2 Galaxy

Click on the images to try some of my favorite user levels:

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Make sure to visit Armor Games and create your own constellation in Starlight 2.

Lets get READY TO HOBO! #3 (This Thursday)

Seethingswarm has done it again!

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Hobo 3 is ready for release! Hobo 3 continues with the story line where Hobo is a wanted fugitive after escaping from prison, and the government wants him dead or alive.

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Some of the new features include:

  • Vending machines with unlimited amounts of bottles to throw
  • GUNS!! Kill and be killed by pistols, pump-action shotguns and sub-machine guns!
  • 3 new combo moves to unlock
  • And last but not least, a new end boss..

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Make sure to go to Armor Games on Thursday to check out Hobo 3! This is a game that will be played by many!

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Here are the two previous versions of Hobo:

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Hobo Prison Brawl


Exit Path- A Race to the Finish!

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Exit Path is a game being developed that will be featured on Armor Games. To learn more about Exit Path, Armor Games caught up with the game developer himself, John. This is John’s first multiplayer game he is releasing on Armor Games.

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What type of game is Exit Path?

Exit Path is a gauntlet-themed racing platform game that allows 3-4 players to race at once. The idea “Exit Path,” came from or was inspired by European exit signs

What can gamers expect when playing Exit Path?

It is a gauntlet-themed race track set up with multiple distractions set throughout the raceway to make it difficult to reach the finish line. For example, there will be spikes to jump over and treadmills to run on. The purpose of the game is to be the first one to cross the finish line before your competitors. There is a one-player mode offered to gain practice before joining multiplayer as well.

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Is there any additional information you would like to share about Exit Path?

Exit path will also be available in BETA multi-player within a few weeks of its actual arrival. For all those who are interested in its release date, Exit Path will be releasing around mid-April.

All gamers should keep their eyes open for Exit Path! This is not a game you want to miss!

Job Opening: Game Distributor/Programmer

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Game Distributor/Programmer - New Position Open!

Armor Games is a Flash game portal and developer, hosting thousands of Flash games on our website and producing our own premium games.  We are looking for an individual to jump into an entry-level part-time/full-time position for Flash Game development at our office in Irvine, CA. We develop many games concurrently and we need a qualified on-site individual to aid the end process of getting the games finalized, published, and distributed.  You’ll join an awesome team of developers who love to make and play games, and help our game reach millions of gamers around the world.

Responsibilities:
Implementation of third-party code into our Flash games
Distribution to various Flash portals and websites
General game testing, debug, and feedback

Here’s Some Requirements for the Job:
1-2+ years experience in Flash development, game programming preferred
Strong Actionscript 3 development experience (additional AS2 knowledge is a plus)
Understanding of Object-Oriented Programming
Strong background with Adobe Flash CS3 or CS4 environments
Experience in image editing (Photoshop, Fireworks, etc)
Fantastic interpersonal and communication skills
Work well with other programmers and their code
Understanding of basic game design principles
Internet and computer savvy

And some pluses:
AA Degree, Bachelors Degree, or equivalent
Experience in CSS, HTML, C++, and other programming languages
Mac and PC oriented
Previous experience implementing third-party code

What We Can Offer:
Competitive Pay/Salary
Company Incentives
Health and Dental Insurance
401k
Paid Vacation
Annual events with the company (golf, kart racing, company dinners, etc)
Open snack bar when you get hungry
Fun, casual office environment, and did we mention snacks?

Please send your resumé, questions, or whatever else you want to send us for the job to (DO NOT post it here!):

jobs+games [at] armorgames.com

We’ll get back to you shortly, thanks!

This is the Only Level Too: Production Notes

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Game development is so much fun sometimes.  A lot of times it’s a monster rearing its ugly head, but recently I had an opportunity to make This is the Only Level Too, which quite possibly was the most rewarding game development experience I’ve had of late.

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If unfamiliar to the game, its a game about playing the same level over and over again in various forms.  In the first level you may have to push a button to open the door, but in the second pass of the level you’ll have to drag the door open with your mouse.  Each time the level changes just enough within the level design to create a different experience 30 times over for 30 stages.

I worked on this project with a hardcore Flash gamer Tasselfoot, who is maybe better known for making walkthrough videos for various Flash websites and managing the community of the late Flash Flash Revolution.  His position in this project was level design and testing.  I’ll give myself enough credit as to say I was fairly involved in level design as well but it was really his initiative and design that rolled this project along.  I did the programming and the artwork, as well as porting my own homebrew tile engine to Actionscript 3 finally  (its been missing in action for a while).

We met in Irvine, CA one day for a grinding section of brainstorming and level design.  Tass came with a general level design (as seen at the top of the post) and together we came up with a good 30 stages.

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Post-it Notes are really good for laying out level ideas, and the more and more we looked at each of the levels and progression we got closer and closer to nailing down level design.

It’s a back and forth though.  Some level schemes break other level schemes which means levels are incompatible with each other.  These have to reach compromise or be forfeited.  Luckily we managed to find a median for most level choices.  Levels such as the Ice Level (move in one direction until you hit a wall) nearly dictated the entire design (but we just HAD to have it).

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One choice we made was to list all the level design on Google Docs.  With Google Docs you can share information between multiple individuals quite easily.  Since Tass wasn’t onsite for most of the project it was essential that we had a central meeting point to list notes and level progress.  It’s amazing how much incentive to finish a few more levels before the end of the day comes out of simple colour coding of spreadsheet squares.  I was printing out spreadsheets every day to see what my day was shaping up to be.

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Tass was constantly testing and providing feedback while I coded, which is different than what I am used to.  Usually it’s a an unaided experience until the last few moments of the project, in which I start getting feedback before features get locked down.  It’s a whole different experience when you are constantly working with a game tester.

There was plenty of research too.  I ran a poll on the website to see who knew what “Sticky Keys” were just to make sure levels were easily understood.  We have an alphabet-based level too, and we went into keyboard layouts to make sure that a good majority of the players could hit the keys for that level (or at least replicate them).

One of the more interesting things are the levels we decided NOT to include. We had planned a Left Gravity level but I decided to nix it towards the end of the project.  Some ideas sound really good on paper but once you realize you have to rewrite your entire character jumping and interaction script it becomes a deadly time sink.  Another level that was modified was the “Rembrandt” level, which we instead went with a fingerpainting-style art (I thought it looked better).  We even had a brown-bag artwork choice for that level that was never implemented.

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There are so many tile types in this game.  In the first game every tile functioned the same, but in this game we had a lot of features that relied on changing tile types.  If you’ve played through the game you’ll probably be able to relate all these tiles to those levels.   This was an easy reason why this game took so much longer to produce than its predecessor.

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In the end we ended up with a solid 30 stages inside the one level design.

Once again, it was a fun project because its fun level design and programming.  It’s like taking a VW Bug and adding more and more random accessories to it until it has everything including an ejector seat.  I appreciate Tass’s enthusiasm to help me finish the project and work on it with me and I appreciate the warm reception the project has received.

Sonny 2 (Awesome Video Review)

Our buddy Mark Carr did an awesome Video Review of Sonny 2.

Click Here for Video Review

Make sure to leave a comment on his blog if you enjoyed it!

Dual Launch: I Love Traffic and I Hate Traffic

We’ve got two new games!  Yes, two games.  Both around the same time, on TWO different platforms: I Hate Traffic on the website and I Love Traffic on the iPhone/iPod Touch.

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Golly gee, this project was big.

I Hate Traffic is about smashing cars.  It’s the ultimate tantrum-toddler-causing-ruckus-playground-funtime.  In response to I Love Traffic (see below) a lot of people asked me if I could make a crash-only mode.  So that’s what I did!  I Hate Traffic is about crashing and goal achievement.  One level may be about crashing a 20 cars, another might be about shoving a car into a square target area, and another might be about throwing yourself in front of a semi to save a bus from a cluster of bombs.  Its all up to you.

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The best part about this game is that level creation is by YOU.  Like Little Big Planet the entire environment is unlocked to the players.  Through the level editor any player can recreate any of the levels found in the game.  All the tools are there for the taking.  The game even allows you to make your own goals.

And share those levels!  The Game Share made by Armor Games team allows you to take any challenge and allow your friends to try them out.  Send them it by Short URL or browse around the recent levels floating in.  Here’s a level I made, for example:  http://armorgames.com/=An5g

Check it out.  I Hate Traffic is out on Armor Games now!

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I Love Traffic came out as a Flash game last year and had a nice reception.  I came up with the game while sitting in traffic, being incredibly patient for the light to change.  I thought to myself, what the heck?  Why is the light taking so long?  Can we do better?  Sort of… if it causes for near collisions and manual light changing (obviously not applicable in the real world, but is in a video game!).  Now, I Love Traffic is ON THE iPHONE AND iPOD TOUCH.

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I wasn’t the soul creator of this game.  I had a team of great developers working along side on this project with me.  Christopher Skelton was the big hand here, helped me take this project from AS2 source to iPhone, and he did a tremendous job working out all the kinks in transition as well as providing some of his own level design for a few levels.  Jeff Wofford also helped out by creating the source engine that allowed the transition to take place.  I did about 99% of the artwork as well as the original coding for the Flash game before it got ported.  Music by Kevin MacLeod (incompetech.com, did music for several other games of mine) was also a fantastic addition to the game.  And of course, thanks to Dan for letting this project evolve from Flash to iPhone.

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Anyway, with all credit aside, the game has 40 levels (20 new levels in addition to the Flash ones), a new stats page, and a whole bunch of new random trivia to boggle your mind (who knew a human hair could handle 6kg of pressure?).  The game plays as it does on the computer with cars coming from either direction on the screen.  Use your traffic light to safely navigate X amount of cars through the inspection.  Cause a crash and you have to start over.  Easy as that.  Sort of.  Levels get more and more difficult and intersections go from traditionally seen simple intersections  to devastatingly troublesome forces to be reckoned with.

We’re only charging 99 cents for it and its available on iPod Touch and iPhone (v3.1.2 or later).  If you want to try out the Flash version first to see if you’d like it, go ahead.  It’s the first game I have ever charged money for out of the 50+ titles I’ve made so help support.  Don’t buy that candy bar, buy a game instead!

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All said and done, a busy week (and month!) with two launches in the tank.  I’m off to go relax and enjoy the rest of my day.  Go make some levels in the new I Hate Traffic and go save some lives in I Love Traffic for iPhone and Flash.  Enjoy.

Bubble Tanks Tower Defense Preview

Our friends over at Hero Interactive have released a preview video of their upcoming game release, Bubble Tanks Tower Defense!  The project looks like it is coming together.  While you are at it, check out previous versions of Bubble Tanks to get a sense of what you are up against for Bubble Tanks TD.

Their most recent blog post says the team is expecting the game to be done within the month, so check back for release on Armor Games later this month for the full game!

Making Things Smallerer

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This is a sort of script-heavy post, I apologize in advance. But like I have mentioned in a previous post, I have been working on a level editor for I Hate Traffic.  One of the concerns of the game is somehow storing these levels as something small and compact enough to fit easily into copy and paste bits of code.  We all love those massive million character codes, but since we are planning on making this a game with levels built into a level select system, we decided to make things smaller…er.  Prepare for some geekiness….

I first took the raw code for the level above…

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So 2,187 characters… is about ~2.2 kb.  Not much right?  Sort of.  It’s just a tiny bit on this scale, but once you start putting it on a larger level (thousands and thousands of plays) that data transfer can add up.  Every three digit number (displayed back to back) represents a single tile in the system, in case you were wondering.

So in an attempt to shrink down that number a bit I formatted the tiles to write themselves down sort of like a gif file.  Gif files reference a table of data, then run a set of algorithms to eliminate the need to map every pixel independently.  So instead of 109109109109109109 to represent 6 tiles we can put in 109×6 instead, which is much less beafy.  So, after this algorithm runs….

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We’re down to 1,802 characters, or 15% streamlining.  Not bad.  And given the circumstances and complexity this precentage can rise up into the high 50-99% compact rate, but since this is a rather complex level it’s not streamlined that heavily.  So let’s go one more.

With the help of Joey we have discovered that dumping the code into a ByteArray makes it even smaller.  ByteArray are containers of bits, as way of accessing and working with binary data.  In this way we can move things around in smaller chunks of data.   Transferring the data into byteArray data and compressing… well…

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We’re down to 676 characters, tapping out at only 30% of the original code.

2,187 -> 1,802 -> 676, not bad.  That’s for a level with 625 tiles on it, pulling from a library of about 100+ different tile types.

So in this way we can store much smaller chunks of data.  I’m guessing there’s even smaller ways to store the data beyond these methods but we’re extremely happy with what we have come up with so far.

Programming aside, the game is going well and the tools in the editor should be plenty fun to play with.  Should be done soon!

Better than the BING jingle

SSB is coming out soon so here’s a catch tune to get everyone excited!
Enjoy~

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