What you need to know about Game Development:

4
May 11

Become a fan of Seige Hero on Facebook!

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For all of you Facebook users and gamers make sure you stop by the Seige Hero’s fan page and ‘like’ it. There will be previews of upcoming builds of the game and we’ll announce when its officially released. (Its currently in review with Apple).

Also make sure you become a fan of the Armor Games fan page on Facebook. You can find out about new game releases, updates, contests, and more!

29
Apr 11

Sci-Fighters!

We just released our newest game, Sci-Fighters! It was a collaboration between myself (Dim, Super Flash Bros) and Flukedude. I did the art and he did the programming!It also has wonderful original music from Evan X Merz

sci-fighters

“Sci-Fighters” is a simple arena based top-down survival game, with local multiplayer. Grab powerups to use on other players, and avoid getting eaten by the monster! The game seems straightfoward but there are some cruel tactics you can employ to win. Using the bait-gun covers players in a delicious orange goo that the creatures finds delicious – so they become the prime target! But the goo transfers between players when they touch, so the hunter can become the hunted in the blink of an eye :)

The game has been in development for a very long time. I actually did a ridiculous amount of animation for this game – each of the 4 characters has run cycles in 8 directions, with and without weapons, it was crazy! I wanted the characters to be memorable and fun, rather than just 4 different color versions of the same sprite.

Check out some images from development:

4-playersdifferent-runs

menu-sketchwireframes

monsters

-Dim

SuperFlashBros.net

25
Apr 11

Storyboard Artist Needed

I’ve been working on a project for quite some time now and I’m at a point where I need an artist to help sketch and write the story. I’m no artist but I’ve got a basic summary of the story. I mainly need someone to help sketch out the story and create more depth to it. This is a paid gig for Armor Games so if you’d love to help out and have a portfolio to show please email me at: MedievalGame@ArmorGames.com.

Skills I’m looking for:
* A semi-realistic art style
* Previous experience in writing stories or storyboarding
* Some kind of previous experience with making a game

Cheers!

12
Apr 11

GCL Premium Content FAQ’s

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We have recently been receiving a lot of emails regarding the purchase of the premium content for GCL. Most of the emails we are receiving are very similar  to each other with what is being asked in the message. We have decided to make it easier for our user’s by posting the most frequently asked questions with answers!

I want to purchase GCL Premium edition, however, I only have a credit card and can not use PayPal. Is there any other option of payment? Unfortunately, as of now PayPal is the only method of payment for the premium content. Other payment options are currently being considered although nothing is final.

I registered in Armor Games and bought the Premium Content. It worked fine for a few days then I came back and it was no longer working. Why is this? This is a very common issue with our users. This has been happening to user’s because when you register on our website, you get a username and password. Once you log into Armor Games and purchase the Premium Content, the premium content is saved to your username. Most user’s are playing the premium content right after it is enabled not noticing their username while logged in. What happens is when the user’s come back to play the premium content a couple days later, they are under the impression the premium content does not work. What really happened is the user has been logged out of his Armor Games account and the content is only enabled on your account. Something important to note when purchasing the Premium Content is to write down your username issued when registering at Armor Games. Your email is not your login ID and I know a lot of auto fill-ins tend to do this.

Hopefully this clears up some of the confusion seeing these are the most frequently asked questions! :)

31
Mar 11

Shift hits the Mac Appstore

Shift has been all over the place recently, but if you’re lucky enough to have a Mac computer of some variety, then you could grab Fishing Cactus’ great iPhone edition of Shift 2 for your home computer or laptop, and play in full screen high definition.
It really is a great version of the game, and the success on the Appstore so far is really testament to the great job they did. It has so many new levels and features I really can’t recommend it enough, but I’ll try: Give it a go, it cost’s less than a cup of coffee and you’ll get hours of enjoyment out of it!
In celebration of the Mac Appstore releease, I’m going to put together a level pack of all of your best levels I’ve been sent over the years, because some of them really are so good they should be on show.
I hope you enjoy it as much as I do, and speak to you all again soon!

31
Mar 11

CTC2 Players Pack Sneak Peak

Castle of Saharus

Hey Armor Blog readers! Crush the Castle 2 Players Pack is going to release next week so here’s a little sneak peak of one of the really cool castles submitted called Castle of Saharus. It was made by Armor Games user SSTG.

Look for the game on Armor Games next Thursday April 7th.

29
Mar 11

Upgrade Complete just doesn’t seem Upgradey enough.

A little while ago I made a game called Upgrade Complete, and people seemed to like it a bit. But I always thought that for a game centred on upgrades it didn’t have quite enough of them.
I’ve received countless emails accusing me of not stuffing enough Upgrades into the game, but trust me, I don’t think it’s even possible to. How many upgrades would be enough for you? 50? 60? How about over 100 types of upgrade and the chance to hear that upgrade sound OVER 500 TIMES IN TOTAL.

Well let me tell you this. It’s impossible, and you’ll never get that kind of game. Especially not on April 1st.

In the mean time, I stumbled across this nice little review someone posted up earliar today. He seems to know his stuff, and is a fair reviewer.

25
Mar 11

Chibi Knight: Postmortem – By BoMToons

At the beginning of 2010 I released a Flash game called “Chibi Knight” which can be played here.

To-date it is, by far, my most popular game with millions of plays on many websites. I’m not quite sure what made Chibi Knight so appealing, but I’ll try not to bore you too much while I explain the process that brought the game to light.



I. My Favorite NES Game



chibi_zelda2

First off, let me mention that I HATE RPGs with a melting fury. I find it absolutely boring and frustrating to have to sit there and wait for an enemy’s “turn” when I could clearly be running away, dodging, casting a spell, and attacking all at once. If you want turn-based game-play, play a board game where turns make sense. The whole point of vidya gamez is that they have real time action and adventure – pulse pounding predicaments precipitated by pixel proximity.

chibi_haterpgs

But, after having said that, there is one RPG I loved as a kid called Zelda II: The Adventure of Link. First off, what the flip!? The hero’s name hasn’t been “Zelda” this whole time?! Mind = Blown.

Second, hey, this isn’t an RPG because I have to button mash while jumping and dodging to kill enemies…this is actually fun! Oh, and my character getting stronger the longer I play, that’s pretty entertaining… so that’s why people play those turn-based RPGs!

I actually made a Zelda II minigame back in 2007 in my game “Boss Bash” which can be played here.

chibi_bossbash

Making it reminded me just how cool Zelda II was and how cool it looked and felt with updated graphics. It also reminded me that it had an awkward spell system and some other little annoyances like a tall sprite that has to duck sometimes.



II. Castle Crashing the Beard


In 2008 I heard that Tom Fulp wasn’t shaving his face until he finished Castle Crashers, so while chatting with a Flash artist friend (Luis) I mentioned we should make a game about that. So two weeks later we released “Castle Crashing the Beard” which can be played here.

On some level, I was channeling the Zelda II Boss game I’d made in 2007, but Luis brought some really unique things to the gameplay just by the way he drew the game sprites. He had recently worked on “Newgrounds Rumble“, a brawler with varied “chaining” attacks for each character. Luis’ integration of “brawler” style attacks into a 2D platformer felt REALLY nice, and the quick “level up” dynamic with changing costumes was really addicting.

chibi_cctb

People loved it, and The Behemoth got so much traffic from the game they included Luis and my names in the “Castle Crashers” credits! For a while afterward, all people could say was “make this a bigger game!” So, almost immediately afterward, I started tooling around with a more full-scale treatment of the game-play in CCTB.



III. Expanding on the successful concept


At first I was just going to make a straight up “use your fists” 2D brawler with an overhead map view and some RPG elements mixed in and a main character whose physical appearance changed as you leveled up (shout out to “Altered Beast”).

I ran the idea past some artists with an animation list that looked like this:

MAIN DUDE
Sprite Upgrades: Scrawny, Robust, Thick, Buff, Huge, Giant, Maxed out
States for each upgrade:
1. Rest
2. Weak Punch
3. Strong Punch
4. Duck
5. Weak Duck Punch
6. Strong Duck Punch
7. Special Big attack
8. Walk
9. Jump
10. Jump Attack
11. Knocked Down
12. Die
13. Hit

So that was like 13 animations * 7 states which is like 91 animations just for the main character. Yeah, no one was jumping at that opportunity. But I was gonna go easy on the artist and make the overhead “world map” tile-based so the map could be huge.

After the idea sat around for over a year, I decided that I just wanted to get this thing out there for people to test and see if it was really going to be worth expanding on.



IV. Simplifying the expansion


So, I didn’t want to be at the whim of an artist for my art assets and I have some art skills so why not do EVERYTHING myself?!

This decision’s main benefit was that my work-flow was fast, I’d quickly switch from drawing to coding in the same session and have something that looked good AND worked to get excited about. My vision was (almost) without exception fully realized in the end product.

The main drawback was that I didn’t have the time to really expand on game-play and features to the extent I could have if I was focusing solely on coding.

My day job as art director for a kids’ website had me doing cute little gumdrop-bodied characters and I thought “Hey, if I do similar simple small sprites, I just might be able to pull this whole thing off on my own!”

In the end, this simplified art style became the theme of the game: “Chibi.”

Not only was the hero simple, but now I could make the enemies simple, and the rest of the art simple too… JACKPOT!

I trashed the idea of different looking leveled up sprites as being “too labor intensive” and substituted that with color-coded armor and unique swords. This cut way down on the number of animations.

I decided not to do tiles on the main map because, while it would be faster and easier to build a map with a tile engine, actually making the tile engine was going to take longer than just drawing the small map I had planned. The hand-drawn look for the overhead map ended up adding a lot of charm that tiles wouldn’t have done quite as well, but it did have some drawbacks that you’ll see later.

chibi_worldmap

I also decided to cut the number of chaining brawler attacks to a simple series of 3 sword swipes so it would still give the player a sense of brawling, but not be super complicated to “pick up and play.”

chibi_attacks

I knew that Zelda’s spell system was too cumbersome, so I simplified it with simple icons that appear around the hero instead of bringing up a giant menu. I also made all the spells take the same amount of magic (easier for players to wrap their minds around than “manna” points). So when you level up your magic you work toward being able to cast multiple spells on one magic charge.

chibi_spells

I also cut out having mounts in the game, which I plan to put back in for a sequel :-)

I started out with a very simple outline that involved 2 boss battles leading up to a final boss battle with one side-quest along the way.

If there’s one thing I had learned from previous projects, it’s that keeping your scope small means your project gets DONE. It also helps ensure that it’s not full of ridiculous bugs from your experimental creativity.

The urge to make everything BIGGER AND BADDER AND MORE IMMERSIVE, is a temptation I have to constantly fight when making games.



V. Why a Knight?


To be honest, I saw a sketch of a knight I liked and thought it would fit the game perfectly. I had also been talking with Armor Games about sponsorship and they are suckers for medieval-themed games.



VI. Big Bosses


I just don’t think any game is complete unless there are giant intimidating bosses. Bosses that outweigh the hero by at least 20 times and seem impossible to beat when you first see them. Abandon all hope little hero! (think Little Mac in “Mike Tyson’s Punchout”)

That initial rush of “Big Boss” intimidation pays off in spades when you finally come out on top and, not to be too flowery, it reinforces your faith in your own ability to overcome “no-win” odds in a world that assaults you with them repeatedly.

chibi_bosses

Bosses should always be extremely over-powered, but so stupid that they follow a recognizable pattern. Humans have some innate ability to learn patterns, so this method naturally leads players to continuously improve and keep coming back at a boss for more even though they keep losing. In the end, you’re able to really impress your un-initiated friends with your prowess.

Chibi follows this pretty well, though I’d say the Canyon Boss’ pattern is a little too complex for a “first boss” and the Island Dragon is probably too simple for a “second boss.”



VII. Expanding Again


So I had a very-near complete build of the game done and sent it over to Armor games. They loved it but wanted MOAR, so they offered me a significant sponsorship boost if I would double the game-play time… Oh NOES!

Greed wins!

This challenge led to the creation of the dungeon Level and the 3 Knights. Those 3 knights turned out to be my favorite part of the game and also the part I’m most proud of. I think they not only extended the game-play, but really helped deepen the “story” and “lore” of the game and are just fun to play.

chibi_3knights

This challenge also led to the addition of the blacksmith, the tree chopping side-quest, and the addition of the “fire” spell and the “life” spell. These also make the game feel much more adventurous, complete, and fun so I’m glad they made it in. I can’t imagine the game now without those elements.



VIII. Polish


My game was done but without music. All I could think about was that I had made every single aspect of this thing, but have no talent for music. Luckily, I had worked with Brian Holmes on a couple other projects and he was instantly excited to do a fully custom score for this little Flash game. The music took the game to a new level and made it seem way more epic than it probably deserved.

Since I was doing art and code all along, most of my vision for effects and transitions had been built as I went along, so this phase was fairly straight-forward, except for one thing…



IX. The Voice


If I had to attribute the game’s success to one element, I’d have to hand it to my 5 year old daughter who did the voice of Chibi knight.

Only a few days before releasing the game, I was remembering that one of the big contributions to the success of “Castle Crashing the Beard” was the voice-over work done by Tom Fulp himself. A boss that talks to you and taunts you while you beat on him sent the “fun” level of the game through the roof.

I also remembered games like “Smash TV” where the announcer kept you entertained while you were playing and the “X-men arcade” where the voice-work was one of the most memorable parts for me (”Welcome to die!”).

I had just gotten a new microphone and tried recording some “Hi-ya!” and “Oof!” sounds for the knight, and it was sounding extremely lame. My daughter started imitating me in the other room, so I thought I’d give her a tryout on the mic to shut her up.

chibi_voice

Once I cut the sounds down and put them in, I knew I had struck on something special. The cute little voice expanded on the “chibi” theme and made the game not only fun to play, but entertaining on new levels. It now had elements of “cute” and “humor” that I knew would keep people playing for long enough to get them over the hump of “casual gaming” and bring them to the addicting aspects of leveling up, finding spells, side quests, and the story of the cute little kingdom in peril.



X. Bugs & Release


Because I had been chinking away at the game for over 2 years, I had squashed most of the show-stopping bugs but, as always, having millions of people play your game inevitably raises other problems.

Some people had problems with how hard it was to grind and “max out” your levels because I removed enemies after you’d defeated them. Not being a big RPG guy, I never realized that this is a common “replay” thing players do when they beat the story arc of an RPG… who knew?!

There was one bug with not being able to walk up to the final boss after defeating the 3 knights, and that took me a long time to squash.

There were also some problems with performance on older versions of Flash player and low-end computers when entering the dungeon because I was doing so much bitmap caching on such a huge map…that one I never fixed because it would have required a complete redesign of my map engine which, if you’ll remember, was designed for a much smaller hand-drawn map initially.

There were a few exploit bugs like purposely jumping off the bridge after beating the Canyon Beast to get back to the main map faster. Holding up down and right on certain keyboards also made you move super fast for some reason.

Also, apparently if you leave the game paused for 24 hours, when you un-pause you’re outside the map… never fixed that one because it makes absolutely no sense to me.

Oh, which reminds me, I never implemented a “lives” system just because it seemed like it encouraged more experimentation to not have to worry about dying. It also took some pressure and frustration out of the game and kept people from “rage quitting” which seems to be the standard for “casual” games nowadays (whatever those are).



XI. Advice


I’d say try to build from concepts you love. Cut out what annoys you about your favorite games, mix and match elements from other stuff you like, experiment a little, keep your scope in check, send your game around to lots of people to play before you release it… and take their feedback to heart, add in the stuff you always wished was in your favorites originally, update and expand on the classics, and shamelessly use your family members’ talents to make your games better…after all they’ll only be 5 for one year!

chibi_advice

23
Mar 11

Grimoire Continues

Work continues on Detective Grimoire for iPhone!

The first part of the game to be totally finished is the amazing soundtrack by the incredibly talented composer, Raphael Benjamin Meyer!

download two small samples!

sample-1

sample-2

The artwork on my end is broken up into characters, menus, objects, anything that isn’t background art. Here is some of the stuff I’ve been working on:

echo-poses

infostonesclue1

clue2clue3

Tom is programming the entire game, obviously. He has built some really useful tools to allow us to make multiple conversations without too much complicated tagging and typing in numbers. It’s really impressive, and should save us lots of time:

convoeditor

And Catherine continues to make amazing scenery art! Here is a taste of several of the backgrounds:

area-taster

More information soon!

-Dim

SuperFlashBros.net

21
Mar 11

Big Pixel Studios on the Rise!

Armor Games would like to take a moment to congratulate and thank Big Pixel Studios for all the amazing games that have been developed and played on Armor Games. You have done nothing but entertained our users!

Armor Games would also like to announce that Big Pixel Studios has just released a new game for the iPhone by the name of  Land-a Panda. This is a highly innovative puzzle game. With a unique gameplay mechanic, a wide variety of levels, and beautiful High Definition graphics, Land-a Panda is one App Store title you won’t want to miss!

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This game currently has a rating of 4.5/5 stars in the app store. Click here to buy  Land-a Panda Today! Make sure to stop by their profile page on Armor Games and congratulate them!

Big Pixel Studios

For more information on Land-a Panda like walkthroughs, in depth description, etc click here.