What you need to know about Interviews:

25
May 11

New Hire: Welcome Phil!

phil-professional-photo

1. Welcome to the team Phil! Can you tell us a little about what you do at Armor Games?

I am a Senior Web Developer, working with the web development team adding functionality to the website and fix issues as they pop up so people can enjoy the games :)

2. When did you realize web programming was the right path for you?

I actually stumbled into it.  After doing IT administration for a decade, I realized I wanted to write software and fix bugs, not just report bugs while installing software and hardware — so I went back to school and earned a second BS and then a MS in Information and Computer Sciences from UC Irvine.  Unless I wanted to move out of the area after I finished my degrees, the main jobs hiring in the area for people with my skill set were web development jobs.  I’ve been doing web development almost exclusively ever since.

3. What are you currently working on at Armor Games?

My main project has been the Armatars project working closely with James Lee (see his Q&A from April 29); he builds the front-end and I link up the back-end.

4. Are there any websites in the past you have worked on that you would like to share?

I’ve worked on two publicly-available commercial business printing sites:

- OvernightPrints and

- BudgetPrint

On a rare occasion I blog at http://tipsfromphil.blogspot.com/ and http://onecask.blogspot.com/ .

5. What blogs do you like reading most online?

- Anthony Bourdain and

- Joel on Software

I’m also an avid reader of the DrudgeReport and Twitter’s BreakingNews channel

6. When you are not busy at the office, what are some things you do for fun?

- Reading (Ben Mezrich, Dan Brown, winemaking books, other current fiction, and I’ve been yearning for a Harry Potter type of series for a few years now),

- Watching TV (Big Bang Theory, In Wine Country, Anthony Bourdain: No Reservations, Outsourced, Two and a Half Men, How I Met Your Mother, Modern Family),

- Listening to the radio (Prairie Home Companion, Car Talk, Bill Handel, The Splendid Table, Wait Wait Don’t Tell Me)

-Listening to music (Pandora, Last.FM, YouTube),

- Sailing,

- Chess,

- Smoking fish and meats,

- Cooking, and

- Wine-tasting

Then there are the podcasts:

I’m a daily listener to C|Net’s Buzz Out Loud podcast, and when time permits, I like to listen to:

- Renaissance Festival Podcast,

- This Week In Startups, and

- 3 Wine Guys.

7. What is your favorite flash game to play?

I’m addicted to Sugar, Sugar

8. Your desk is set up in a way that you stand up while working. Is there a secret to this way of work?

Yes.

Oh you wanted me to explain the secret? :)

There is a type of software development framework called Scrum where a daily stand-up meeting is held around 2 PM for about 15 minutes.  Why 2 PM daily?  Because that’s usually the time of day the blood sugar runs low after eating lunch and standing up keeps the energy flowing.  It works for me for the entire day; I only sit when reading or in meetings.

On top of that, ever since I started working standing during grad school, the aches and pains that I used to get in my head, shoulders, neck, and back are gone.  Standing up forces me to maintain better posture.

29
Apr 11

Welcome Aboard James!

james

1. A/S/L?….   Animated Movie (whats your favorite), Soup (Do you prefer Miso or Chicken Tortilla), Langered

My Age is 33 years, i am a Guy and I currently live in Orange County (not to be confused with the orange county in new york).

Although I don’t consider myself a connoisseur of cuisines. I did grow up in a kitchen, so I do enjoy food from all over. My current favorite foods are tough as I do not tend to just like one. Are there things i won’t eat? Sure I would not eat them now but maybe sometime in the future when I gain more courage I might try it again. I might dabble in eating crickets. as it is a food that my parents did eat when they were younger. My favorite animated movie has to be 千と千尋の神隠し / Spirited Away by Miyazaki.

2. Can you tell us a little about what you do at Armor Games?

I am the front/middle end web developer, basically taking our design compositions and making them work smoothly for our users.

3. What are you currently working on for Armor Games?

I am working on the newest version of Armor Games v3 beta. finishing up development on armatars with our other developer Phil.

4. What websites have you worked on in the past?

Thats a huge laundry list of sites, but recently I have worked on steelhousemedia’s corp site and their User Interface for their internal team. Worked on the User Interface team at the rubicon project. i have a hobby site for blog sharing called medio123.com

5. What are a few sites you admire and why? (from web dev perspective)

I really can’t say that admire any one particular site, but i do tend to visit reddit.com, popularscience, and discovery.com

6. What are your favorite blogs to read online?

lostateminor.com, thedieline.com, pinktentacle.com, and gigazine

7. Do you have any personal web projects going on?

When I do have time I try to put some effort into my blog sharing website. medio123.com

8. I see a Tea Set and Fancy Pipe at your Desk. What type of tea do you drink? Have you ever dressed up as Sherlock Holmes before?

I enjoy a nice cuppa tea. and currently my favorite tea is pu-erh cha. a fermented oolong cha. the pipe is just something to have.

9. I hear you just moved to Huntington Beach. Do you consider yourself a Beach Bum?

no not yet, but the ocean breeze is quite nice.

10. What are some of your hobbies you enjoy in your free time?

My current favorite downtime thing to do is play portal 2 . Go out into the wilderness and explore. PAINTBALL!!!!!!!!  I do enjoy traveling around and seeing new things.

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

15
Feb 11

Flash MindMeld 2011 is Live!

screen-shot-2011-02-15-at-120200-pm

What makes or breaks a flash game? That is the exact question being answered by 60 of the most talented people behind flash games. This is your chance to get information, help, and suggestions fromt he leading developer’s in flash! Click here to sign up! Enter your name and e-mail and you can instantly hear advice from the pro’s! You will also be e-mailed a copy of the full mp3. Armor Games is also proud to announce that our game developers are apart of the Flash MindMeld all-star panel. These developers include:

John Cooney (jmtb02)

Chris Condon (ConArtists)

Daniel McNeely (CEO)

Krin Juangbhanich (Krin)

Louis-Simon Menard (Louissi)

Antony Lavelle (Tony)

Make sure you take time to check out Flash MindMeld! There will be tons of helpful information about flash games for free!

5
Jan 11

Hands of War 2

The success and feedback from Hands of War left little doubt that a sequel would be warranted.  For the past five months, I’ve been designing and developing Hands of War 2.  The game is approximately 70% finished, and I plan on posting regular updates to the Armor Blog.  For now, check out a brief demo video I put together.  Enjoy!

Hands of War 2 Demo Video

Hands of War 2

Hands of War 2

5
Apr 10

Larry-Web Programming Extraordinaire

Larry Root

As part of our ongoin effort to bring you closer to the people behind Armor Games we sent off 10 questions to Larry Root, the Head of Web Development (Armor Games user lroot). He was kind enough to provide the following responses. We hope this helps shed some light on his role here as well as provide a small glimpse into the future of Armor Games.

Could you introduce yourself and tell us a little about what you do at Armor Games?

My name is Larry Root and I am the Head of Web Development at Armor Games. This role basically means that I am responsible for the technical development, maintenance and architecture of our online services. This includes the website, in game services like high scores & game shares as well as new online features still in development.

What was the first programming language you learned and how were you exposed to it?

The first language that I was exposed to was probably BASIC. My dad was, among many things, a programmer and we always had a computer in the garage (not sure why it wasn’t allowed in the house). He would purchase programming magazines that would contain the source code for simple games written in BASIC. I would copy the source code by hand into our old Intel 8088 DOS PC and eventually with a little luck and a lot of debugging I could play these games.

I would not say I ever “learned” BASIC I was not capable of writing anything from scratch. The first language that I officially learned was probably ADA when I attended Fullerton College. I haven’t used it since but that was my first real introduction to structured programming concepts and object oriented principles.

When did you realize web programming was something you wanted/would do?

That was something I decided on while attending college in San Francisco at the Academy of Art University (I transferred from Fullerton College). Growing up I had always been drawn to both computers (system moding, gaming, BBS’s) as well as the arts (drawing & illustration). Discovering photoshop brought both of these passions together and I new that a creative, digital medium was something I wanted to do. So off to San Francisco I went.

My major at the time was called “Interactive Digital Media”. It was a broad study of creative digital media including desktop publishing (illustrator, photoshop), Video editing (SGI Oxygen systems), Director (and advanced Lingo programing) as well as a relatively new class at the time called “Web Design”. The web class fascinated me because of its newness and its immediacy in publishing and broad reach. Before this I figured I would specialize in CD Rom development of some sort. But the web class changed all that. I started freelancing outside of school doing web projects and eventually landed a job at a small company as a web designer/developer and never looked back.

When did you start working at Armor Games, and how do you like it so far?

My first day at Armor Games was January 26, 2009. Up until this time I had worked for interactive consulting firms for over 10 years doing web development for all sorts of companies and brands (cat.com, nissanusa.com, mazdausa.com, snow.com to name a few). Leaving the consulting field and joining a small team of passionate and inspired gamers was thrilling to me. Being able to work to work directly with the team to shape and implement the future of Armor Games online was both a daunting and exciting challenge. The first few months were busy. Being the only person in house that did web work meant that I did everything. That includes fixing spelling errors to reworking the entire caching strategy for the current site to stabilize slow pages. All in all its been great and I am still as excited as I was when I first started.

You have created many additions and improvements to the site and system so far, what are some of your favorites?

Looking back over the past 1+ years since I started quite a bit of work has gone into Armor Games. The first job was to stabilize the current armorgames.com website. There were many issues with slow pages, especially within the forums section. A rewrite of a some code and a new caching architecture (using Memcached) helped us accomplish that. Armor Games has some ambitious plans so I began architecting and developing a new web platform that would better meet our requirements for the future. The first tangible result of this platform for our users was our in game services which we dub the “AGI” (Armor Games Interface) which of course is a play on the acronym API (Application Programming Interface). This brought High Scores and Game Sharing features into some of our most popular games. We have accomplished quite a lot since I first started and these are just a couple of my most memorable so far.

Do you have any new features planned for the website?

Absolutely. I cant give everything away but I can certainly share a few things. Look for more improvements and features to our AGI (ex: Authentication & persistent game data & stats storage cross browser). Also don’t expect the AGI to be limited to just Flash games either. We are looking to rollout a completely revamped multiplayer platform with new multiplayer games to follow (and yes this includes updating the current Colony multiplayer system). Finally some of you may have seen glimpses of our new brand here and there or have discovered this peculiar site http://beta.armorgames.com. Stay tuned…

When you are not busy working at the office, what are somethings you like to do for fun?

Outside of work I do enjoy spending time with my family (my wife Laura, 3 year old son Owen and 5 year old daughter Amanda). I am also a pretty big computer geek as you might imagine so I do spend quite a lot of time on the computer. I also play ice hockey, something I got into as a kid. I usually play a couple games a week. However recently I suffered my first major injury so I have been off the ice for a bit.

Could you tell us a little more about the Hockey you play? What is your favorite NHL team?

I play most of my hockey at Anaheim Ice, the same place where the Anaheim Ducks practice. I play on the Chiefs. The name was taken from the team in the movie Slap Shot. I would also have to say that I’m a pretty big Ducks fan.

What’s your favorite Flash game? What are your kid’s favorite Flash games?

One of my favorite flash games of late is Crush the Castle Players pack. I spent many hours building all sorts of structures in that game. It was very addictive. Owen is still a bit young for flash games, however Amanda loves just about every game on the Nick Jr.’s NOGGIN site.

Whats are some of your favorite websites? (Besides ArmorGames.com :)

Most of my social needs are satisfied with:
http://facebook.com
http://twitter.com (@lroot)

For all my geek news and gadget cravings:
http://lifehacker.com
http://slashdot.org
http://boingboing.com
http://gizmodo.com
http://engadget.com
http://digg.com

Some of my web development favorites include:
http://www.alistapart.com
http://www.phparch.com
http://highscalability.com

10
Mar 10

Ido Tal – The Flash Guru

mustaches

Hi, could you tell us a little about yourself and what you do?
Sure thing! I’m Ido. It’s a tricky one to pronounce, it’s originated from Hebrew. I love video games, and I’m an independent game developer. A highschool student as of today, but this is my last year. Hurray!

When and how did you become involved in Flash game development?
I was always curious about what’s happening behind the scenes in video games. I found video games and interactive worlds inspiring since I was a little kid. Eventually I got my hands on Flash 5 back in the day, and started out as an animator. I was never good at animating but it was fun, and in the long run also useful as I began to program games in Flash, using Actionscript 2 and then 3.

What do you like most about developing games in Flash?
I love how smooth it is to deliver the game to the player, since it’s played online. And everybody’s online. It’s incredible how a single indie production can reach millions. It gives the developer exposure and space to express creativity, while it gives the player a free game to play (well, in most forms). Win-win!

What were some of the first games you developed?

I developed little games in my early Flash years but none of them were worthy of a release. The first game I developed and actually released was the fan made game Portal: The Flash Version with my partner Hen who nailed the graphics. It was my ‘breach’ to the online game scene. I guess that’s how I am here!

Could you tell us about your future game trilogy, Echoes?
Echoes is an action-strategy game. It’s set in an extensive universe on a torn Earth almost three-hundred years in the future. It joins the famous Real Time Strategy genre with many elements from the Third Person Shooter genre, in a side-scrolling environment.
It is explored in three Acts, released as three games. Every Act is built from 5 stages and an unlockable challenge game-mode. Every stage has its own learning curve and objectives, and is loaded with dialogues carrying on the storyline of the series.

What kind of game-play can we expect to see in Echoes?
The gameplay in Echoes is combined. As mentioned, it joins RTS and Shooter. Ingame, this means you can switch live between Strategy-mode and Combat-mode.

- In Strategy-mode, you’re able to construct a base, recruit an army and control them around. To encourage that, some of the resources in the game are collected throughout the map by capturing Control Points.
- In Combat-mode, you’re able to join your army in the mission to repel the enemies. The cursor turns into a crosshair and the camera focuses on the hero – D.e.m. (name is storyline-related). Controls in Combat mode turn into action game controls. Dem is packed with abilities and weapons which he can carry out during the battle, to support allies and resist enemies. So basically you join your own army, and fight with them side by side in Echoes.

Every stage is filled with dialogues and cutscenes, each time revealing more about the universe of Echoes. All dialogues in the game are voiced, not a single line out! :)
echoes_cap_023
How long has Act 1 been in progress and when will it be released?
We’ve been developing Act 1 and Echoes in general for some time now – the original design is over two years old! Echoes is a massive project, and it was not easy to develop independently, especially not for a perfectionist :) . However I’m happy to say it’s a few weeks to release now.

When you are not developing games, what are some things you enjoy doing?
Hmm, random things I enjoy… I enjoy listening to music (I am pretty open about the genres), playing the drums (on and off for around two years), hanging out with mates… and I can drown myself into a 2 hour movie at 4AM after work spontaneously. And when I am not being teeny, I talk: I try to take opportunities to talk in front of a crowd. This is an opportunity that was given to me through the game industry after the first game I released, and I realized it’s a skill I must develop, especially because it’s not natural for me, deep down I’m kinda shy!

————

Thanks for taking the time to answer some questions Ido. We look forward to playing Echoes.

1
Mar 10

The Mind of Loussi

photo

Hi, could you introduce yourself and tell us a little about what you do?
Hi, my name is Louis-Simon (louissi) and I live in Montreal, Canada. I am a flash games developer. I also studied in 3d animation and I am a pretty good artist. I like everything that is involved in the process of creating a game.

How and when did you first get involved in Flash games development?
I started using flash when I was 13. One of my teacher introduced me to the software and I really liked it. I started by animating stick mans but I moved to programming really fast. No one really knew how to code at my school so I had to learn by reading tutorials around the internet. I am really a self-thought person. My first game was about sheep simulation. You could buy sheep, shorn wool and send them to the butcher. I never finished that game but it was almost complete. I never stopped making experiments and starting games since then.

What was the first full game you completed?
I guess my first full game was Worms Level 1. Its a worm in the sewers killing zombie worms. It was decent. I really liked the worm idea, but it was too similar to the worms games.

How long was Neon Rider in development, and what were some challenges you encountered in developing it?
Neon Rider was a big project for me because it was the first time I was programing a game containing cars. It was a lot of work to learn, but in the end, by using Box2d I was able to code the movements of the game really fast. The whole game took around 2 or 3 weeks to complete. The part I most enjoyed was drawing the motorcycle and designing the look of the game.

What do you like most about Neon Rider?

When I started the project, I created a map editor. I really enjoyed creating levels and hopefully soon we will be able to share the map editor with all the users from ArmorGames to see everyone’s creativity.

What inspired you to create Age of War? What aspects of the game do you think made it so popular?
I started making a defense game, and I was looking for an interesting idea for the units. The game started with a gravity gun and etc, but I scrapped the idea and decided to make some “evolutions”. I was playing a lot of Starcraft at the time, and I really liked custom maps. One of the big trend was the “EVOLVE” maps. You could evolve into different species and etc. I guess the idea stayed in my head. I wanted to represent the fact that at all ages of our civilizations, there has been war. I think the “Ages” in the game made it popular. You just want to see what the units will look like in the next age.

Do you have any new games in the works or planned for the future?

I am currently working a on top-view survival shooter. I think there is some really nice elements in the gameplay that has not been combined in a flash game before. It will be a challenge to balance the game well, but its gonna be worth it. I am sure everyone will enjoy the game.

What are your favorite console games?
Castle Crashers
Pixel Junk Shooter
Soul Calibur 4

I only play FPS on PC, I hate aiming with a controller. On PC I play modern warfare 2 and I used to play a lot of counter-strike source.

When you are not developing games what are some things you enjoy doing?
I like to play games. I also play tennis and badminton. Being with my girlfriend or simply hanging out with friends when I can. I am a pretty normal dude, who is always working hard. I like to work.

Do you follow the winter Olympics? If you had to compete, which sports would you most likely compete in?
Haha, that’s a good question. By the way, the Olympics are in my country this year! Go Canada! TO answer the question, I would probably do some skeleton. Their helmets are awesome and the adrenaline rush seems incredible. I admire these athletes going at 100 km/h while lying on a luge face first.

I hope you got to know me better and I hope everyone will enjoy my games. I really put all my heart to make games that are fun to play.

~Thanks for reading!

11
Jan 10

Keeping the beat with Coolio Niato!

Coolio

Hi, Could you tell us a little bit about yourself and what you do?
My name is Danny Yaroslavski, ie Coolio Niato. I’m an undergrad Computer Science student living up in the cold reaches of Canada (*cough Toronto) and make online flash games, some of which include Lightbot, Streamline and RhythmWorld.

How did you come up with the name Coolio Niato?
Much like many other developers who start with a strange alias (see The-EXP or Jmtb02) it tends to stick after a few years and gets to the point that you can’t really change it anymore. As such, Coolio Niato came about when I was in elementary school, I had no e-mail address and my best friend had one called Coolio-Viato. Now being the unimaginative child I was, I changed one letter and kept using this name for animations/games I made. As to what Viato means, neither my friend nor I now have a clue to what it was.

How did you become interested in Flash gaming, and how did you begin developing games in Flash?
It started with enrolling in an animation class. There, maybe a few weeks in, the instructor showed us how to make buttons and use tellTarget for simple interactions. When I realized that I could make my own games, games of the likes of Thing Thing and Ultimate Flash Sonic, I was extremely excited. My first game, “Falling Objects 1” was horrible; it used keyPress and shoddy collision testing. My second, “Stench of Blood” was no better. But seeing the kinds of games on Armorgames (then called Games of Gondor) and Newgrounds; games including Marvin Spectrum and Short Circuit, it inspired me to work at coding more to finally complete my first big break, “Streamline”. Nowadays, ByteJacker and Tigsource are my greatest motivation.

Many of your games have themes relating to song or music. Is this something you have a background or interest in?
Much like the creator of Wii Music, Miyamoto and I have one thing in common. Neither of us have any talent when it comes to playing/making music. But in the same ways that Guitar Hero and Singstar allow people to overlook this fact, I try to get gamers to enjoy music in an interactive environment. I try to test myself; combining different genres with rhythm games. Mouse Avoider, Shoot em Up, Platformer, these were all different challenges I set to combine with rhythm and it worked out fairly well. Whenever I run out of game ideas, I often just listen to music until something pops into my head. And often at times, a song may just be so crucial in the development of the idea, I then have to make the game based on the song, sort of as a tribute to it and the artist behind it.

Which of your games do you like the best? Which game did you have the most fun developing?
I feel like Lightbot is my best accomplishment. It started with trying to combine the preliminary concept behind Bill the Robot (on Newgrounds) and then adding on to it. First I created a user-friendly interface that allowed for concepts like functions and recursion to be implemented. Later, it grew to be an educational experience. This was often at times a first for players, trying to think about the backbone of functional and procedural programming (on a very basic scale). The fact that I created a puzzle game that was enjoyable and sort-of-in-a-small-way taught programming makes me proud.

Besides Lightbot, I would have to say Rhythmworld and Music in Motion are my other favorites. Rhythmworld allowed players worldwide to submit songs and sync them on their own without any complicated interfaces much like some music/ddr game sites require. And Music in Motion was proof that platform games and music can mix. I felt like I used up all of my creative juices on that game, haha, I couldn’t think of any new ideas for months.

You are a young developer, what are your plans for the future? Do you plan on continuing Flash development, or are there other goals?
I’m definitely planning on continuing game development. Flash games, possibly later also iPhone/XBLA as well. Either way, I don’t think I’m ever going to leave Flash behind simply because it’s a great way to reach a large amount of people and let them play your own games for free. In the end that’s all any indie developer wants. I am working towards a degree in Computer Science to broaden the scope of my programming knowledge to make more technically advanced games, and maybe in the far future when I grow old and bitter and have no more game ideas I’ll get some boring office job. *shudders* Until then expect to see more!

Are there any games you have in development or any plans for future games?
Lately I’ve been making lots of engines and prototypes. Platformers, Dynamic Lighting, 3D, Multiplayer Online. It’s fun to experiment with engines but in due time they will all be put to good use.

Lightbot 2 is always on my mind and I’m thinking of ways to make it more of a learning experience without just slapping on new gimmicks like enemies and whatnot. But there is a working level editor for user levels and I plan to release the game by 3rd Quarter 2010.

People often ask if I’m going to make a new rhythm game, and to answer… who knows? It’s often a matter of finding the right song that inspires me in a new way. Either way, keep a look out.

Do you play any console games? What are your favorite types of games?
Lets start with the fact that I’m a Nintendo enthusiast. I own a Wii and enjoy playing basically any game with the name Mario in the title. (New Super Mario Bros, Mario Galaxy, etc) But besides these, I tend to stick to games on the Gamecube or N64, favorites being F-zero GX, Fire Emblem Path of Radiance and Smash Bros. Oh and LOZ Ocarina of Time. Whew, almost left that one out.


What are some things you like to do when you are not developing Flash games?

I enjoy playing Tennis, Squash… any racquet sport really. I also enjoy dance, Latin being my favorite style but having Michael Jackson be my biggest inspiration. On occasion I will try to see a Raptors/Blue Jays game (Basketball and Baseball for you non-Canadians) or catch a play.

Thanks for taking the time to answer our questions!

16
Dec 09

Don’t get Trapped in Pursuit of the Interview, Escape NOW!!

pic

Hi, could you please tell us a little about yourself and what you do?

I am the owner of Godlimations.com. I have been working with Armor Games for the last 3 years and it has been a lot of fun. My nationality is Half polish, half Wallisian, a small island in the pacific islands close to Fiji. I work at home and nobody I’ve met ever understood what it is that I do. It’s not a culturally normal job making website games for a company in America, whilst residing in Australia, especially since the title “godlimations” sounds nothing more than an enigma.

How did you get interested and involved in the world of Flash games and animations? What came first? games or animations?

My first influence began with Dragon Ball Z at the age of 5, following other popular anime cartoons as years progressed. The old traditional method of animating (Light box, scanner, computer) was an extremely long process, involving expenses, time and structure that was not affordable for me. Comic book drawing seemed like the way to substitute.

When Flash came into the picture, it offered me the solution to a quick and easy way to animate as an independent developer. It encouraged me to pursue this career path, at no knowledge or anticipation where it would lead me. Eventually, I was offered a job as a supervisor for an animation project, and later down the track, an editor for a church of roughly 2000.

My next move was to work full-time on my website by providing Armor Games with content. This was my ticket out of a socially miserable work life, and more-so the control of my own work, not being told what to do for other people and how to do it etc. The gaming market was, and still is statistically more popular than animation, which lead me to a compromise of continuing story telling/animations inside the realm of the flash gaming industry.

How did you come up with the ideas for and stories behind the Escape series of games? Are there any more sequels or prequels planned?

My first point and click adventure experience was “Broken Sword”, which amazed me. It never crossed my mind (though highly debatable) that a “Point and click” interaction can actually be considered a game. And then came the flash game crimson/viridian room produced by Fasco that also amazed me. The Escape series were produced from particles taken from these games. The idea from Broken Sword that a game can be a good game provided minimal interaction and a heck of a darn good story line. The Fasco games which provide the easy mechanics of a Flash game. Anyone can make a point and click adventure these days now… All it takes is a good story and the point and click genre will never die.

Often I am asked the question of STRANDED, the sequel to Escape, along with many other unsolved questions. Stranded is on stand-by, depending on my schedule. In the mean-time, there are plenty of stories around the bend waiting to be unmasked with my talents. I can make a story a lot better than the escape series. Besides, Escape series has a lot of plot holes, may I begin with the banana knife fishing rope rod?

Which of your games did you have the most fun making?

“Trapped”. Never again will I have the pleasure of revolutionizing the point and click genre, as I do believe “Trapped” was the first of many. It was also my first experience making a game based off one of the greatest games I’ve ever experienced, and succeeding enough in sharing that experience with the rest of the world.

What was your first Flash game?

Oh no… It was never made public. I made a trailer called “LOX” which is based on a fairy tale nightmare. It was turned into a shooter game, where you had to click on the enemy following an animation, since I could not make an enemy life bar due to my subpar code knowledge. I lost the game and wished I didn’t. Zombie Erik was my first public game.

There is a great deal of artwork within your games and animations. Typically, how long does it take for you to produce a game or an animation?

It takes roughly 1-3 months for each game and animation. I find animation a lot faster, since coding is not a requisite. Most of my time is spent on finding solutions to a code error rather than just slapping in code where it needs to be. My longest game in production was Wonderboy Legends. The game was scrambled up with mountains of unnecessary code. It was rather an unfinished experiment that crashed my computer every single time I tried to test it. My 2nd attempt at an RPG was Dragon Boy, which showed major improvements on all aspects, as a gesture to apologize for my previous monstrosity.

What are your future plans when it comes to Flash development?

I hope to commit myself to Flash development for a long time. It’s a good investment. Since the beginning, I’ve wanted to produce my own cartoon series. I love to entertain, tell stories and share the experience. I never really have any “Plans”, so I hope every day for the best to come.

When did your website go live?

It went live in 2004. The Alias known as Inglor was very helpful at the time.

Do you have any changes or further developments planned for your website?

The current look has a few bugs. I will be looking at changing it at the end of next year for introducing a new series which I will hope to achieve. Either that, or I’ll be forming an entirely new website for this cartoon series.

How’d you come up with the name Godlimations? What’s it mean?

I was sitting in my office desk back in 2004 drinking my coffee n biscuits for brekky. The name sparked into my head, godly animations… cut it down, you get godlimations. The context explains my initiation to Christianity, and what I believe in now.

A lot of your games have themes from the Bible. What role has the Bible and your faith played in shaping your games and your beliefs?

I look back at the word of God embedded in my games, some to which I make an irrelevant point about what I believe in. I realize now this wasn’t a good strategy for evangelism. I figure, if I want to convey the message of God in my games, the game needs to come with good morale. I’ve learnt from stories by CS Lewis that came biblically linear. The lions death and resurrection (Christ on the cross) in the Chronicles of Narnia. Lewis’ friend J.R Tolkien, also had a different point of view expressing biblical morals through Lord of the Rings, another great influence.

When you are not working with Flash, what are some things you enjoy doing?

Hanging out with friends, reading, watching movies, messing with my talk box n microKorg, road trips, working out at the gym, basketball, eating, bible studies….

Thanks Patrick for answering our questions. We look forward to seeing more Godlimation Games in the future.