Archive for the 'Office News' Category

Crush the Castle Feedback

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Hello Crush the Castle fans!

The King is looking for some much needed feedback on all things Crush the Castle. Improvements, additions, subtractions, multiplcations, etc.  The King values each and everyone of your comments (good and bad), and looks to the future of the crushing castles.

To give your feedback, head to Crush the Castle Feedback and give him your one must HAVE feature as well as one feature you would like to see CHANGED or REMOVED.

The King thanks each of you for your feedback and wishes everybody happy crushing.

At MAX 2009!

While Armor Games staff was not in attendance, we were very surprised to find out we were featured in the Keynote of day 2 for online Flash gaming at the MAX 2009 conference put on by Adobe.  The specific moment of the feature was to talk about EA and Pogo, and their involvement in using Flash for their casual gaming division.

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Cheers Adobe for the plug!

Knights, Castles and Royal Weddings

It’s been a while since the blog was update, but we do have a few exciting announcements!

1.) Our Armor Office has been officially Knighted . They Knights were a grand gift from a great friend across the Pond. (Thanks Tony)

2.) Like Crushing Castles? Crush the Castle just got approved on the App store. It hasn’t gone live in their system yet, but you should be able to download it in a few hours. We’ll update the post once its live.

3.) Our very own Jmtb02 got married to his High School sweet heart Carlie. The wedding was in Napa Valley and they are now on a 2-week honeymoon to the outback. Make sure to stop by his page and congratulate them. Here’s some more pictures from the wedding.

Our goal is to update our blog on a more regular basis so stay tuned for lots of exciting information.

-The Armor Team

Crush the Castle gets props on Tekzilla

Veronica Belmont gives kudos to Crush the Castle on the “Websites we cant get enough of” segment of Tekzilla. You can check out the whole episode below (our mention is at 14:30) or use this link to jump directly to our feature.

The Trebuchet

After playing Castle Clout we were inspired to make two things.  A really awesome remake and a really awesome trebuchet, all while using the word ‘awesome’ too often.  Joey and I spent the last half of our Friday making this really cool medieval weapon.

treb0

We started the build around 12pm.  We grabbed supplies and were back at the office in about an hour, and spent a good amount of time trying to figure out what final design we wanted.  Here’s what we bought:

20 feet of PVC
6 End Caps (PVC)
10 45 degree Connectors (PVC)
13 T Connectors (PVC)
2 4-Way Connectors (PVC)
Twine
PVC Pipe Cutter
PVC Glue
PVC Grease
Duct Tape

We decided on a standard design, nothing too fancy.  Simplicity works wonders.

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After cutting a bunch of the pipe, remeasuring, and then recutting again, our design started to come together!

treb3

We forgot a crucial part of the trebuchet: the weight.  Luckily earlier that day we bought about 3 pounds of peanuts and other mixed nuts for the office snack bar, and were lucky enough to snag it in-time for the build.

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We fired a few shots inside and magically it worked!  We then took it outside to see how far we could launch a Ball Revamped squishy.

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With the peanut weight we can launch about 15-30 feet without additional manpower.  That’s pretty good for a 2-3 hour build.  After about 5 more tries we also discovered that the ball is the best item to launch.

Dan also had the idea of trying to push down on the trebuchet arm as fast as possible, and then we suddenly had a range of 30-60 feet!  It was a pretty awesome experiment, and we learned a lot of about Trebuchet physics to pick up and start this project.

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And with that, here’s a screenshot of our newest game (click to embiggen).    We’re going for the Castle Clout style but we’re going to have a few more features and some new art style.  We have permission from the original artist, of course, so all due respect for his design is there.  I’ll let Joey update you on that news as it comes around, since he’ll be leading that project.

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But seriously, trebuchets are fun.  Spend a couple hours making one, you won’t regret it.

Office Spider Follow-up

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A couple Fridays ago we found a spider in the office and decided to ask you guys about it.  Being totally ignorant about types of spiders, it was only fitting that we asked our community (who probably has dealt with more spiders in their time) to figure out the make and model year of the spider.

Probably within a few minutes we got our first answer back, and for the most part everyone agreed.  So we decided to name it after our first ID’er, UberDead49.  Thanks to your help we can now be more careful about these Wolf Spiders instead of shooing them into cups with our hands.  I didn’t know they bite.  Good to know.

Now that we’re done playing with spiders, we hope to move on to more deadly things.  We’re hoping for some sort of snake or land shark next.

The Results are In!

A few weeks ago we asked our users to participate in a survey. The response was tremendous and it has given us a ton of helpful information. One of the questions that we asked was “What is your favorite game”. Here is how our community responded.

Top Five Flash Games

Sonny 2

  1. Sonny 2
  2. GemCraft
  3. Sonny
  4. Warfare 1917
  5. Last Stand 2

Runners up


Top Five Non Flash Games

Fallout 3

  1. Fallout 3
  2. World of Warcraft
  3. Call of Duty 5
  4. Halo 3
  5. Call of Duty 4

Runners up

Thanks again for your participation!

Office Spider

Know what kind of spider this is?  It’s about 1.5 inches in diameter and was found today at the Armor Games Office in California!  We’ll name it after you if you can ID it.

officespider

Otherwise we’re naming it Frank.  Please help him/her/it.

Hedgehog Launch Retrospective, Contest

We recently had a contest for Hedgehog Launch that had an interesting outcome, and I thought I might share it.  A few users discovered methods of “channelling” which is not only brilliant but totally needs to be explained, along with a breakdown of my game, which I thought might make an interesting article.

If you have never played Hedgehog Launch, it is a strategy/skill/luck game in which the objective is to shoot a hedgehog into space in as few days as possible.  Players can reach higher ground each game by buying upgrades, and you are awarded cash based on your ability to collect coins and hit springboards while in midair.  At the end of each level, players get an additional bonus based on the length of the time and the height of the launch.

How This Works

The game seems infinite in each direction, but because Flash can’t create infinity the game has to create a world as you go.

The game breaks up the world into 1,000 pixel areas (called Segments) horizontally in each direction.  Every Segment is an area where a number of coins and platforms are loaded.  Each time your player moves across a Segment, a new Segment will be added.

In order to keep Flash performing up-to-speed (it lags when too many coins and platforms are around), the game will only generate a new Segment only when you are traveling into a new one.  That Segment is generated after the one you are entering, so if you kept moving forward you would always hit more Segment.  In addition, it will destroy a Segment behind the one you are exiting, as it is far behind you and probably forgotten at this point.  This way the game won’t have millions of Segments loaded.

So to make things easy, there are a few Segments always active… the couple in front of you, the couple behind you, and the one that you are in.

Now players have figured out that this loading system can be manipulated to an advantage.  Even though the Segments are invisible and hard to distinguish in-game, they can be guessed and found.

So by running back and forth over the Segment boundry, they can easily manipulate the game to generate a ton of content in a Segment over and over again, essentially creating a wonderful wall of coins and platforms.

By default, the current values are assigned to a single Segment:

  • 10 Blue Launchers
  • 2 Green Launchers
  • 2 Yellow Launchers
  • 40 Bronze Coins
  • 20 Silver Coins
  • 5 Gold Coins

Which means that these players could generate nearly 100+ gold coins in an area quite easily, especially if they used the parachute.

So easily I could classify this as a bug, since I should have been destroying Segments far earlier (like after you leave one), but as this glitch is far too subtle for the common player to find I haven’t even recognized the problem until now.

Which brings me to my apology to DragonSoul and SP3000.

When these users presented videos of massive amounts of coins and platforms in very small areas, I asked, “How is this even possible!?”  I dismissed it as a “variable hack,” which is a method of hacking in which you take the Flash file and edit some variables (like how many coins and platforms are loaded) and then have a shopping spree.

But after watching the videos again, I noticed that the users indeed manipulate the Segment loading, which was completely in-bounds.  An additional email from DragonSoul confirmed the tactics used, and in the end, once again, DragonSoul and SP3000 took first and second place, respectively.

I’ll be sending the top three prizes, so I’ll be emailing you guys soon.

-John

Hedgehog Launch Contest Winner!

*UPDATE*
We have some additional video verification going on from protested scores, stay tuned (John, 10/21)

Whew, Summer was busy.  So busy that we forgot to judge the contest!  Fear not, here are the results!

Congrats to Jordon for his $2,940,000 run!

After verifying all the entrants, it was determined that some of the gamers here decided to tweak a few variables ;).  There are limits in the game to how many of specific platforms appear in certain areas, and for some users videos they had to be disqualified due to the game rendering too many platforms of a certain type.

Congrats to the runner-ups as well!

Jcat - 1,900k

EDM - 989k

Silverfire - 937k

Gabriel - 858k

Now that it’s Fall we’ll have more time to do some more timely contests, so stay in touch!  We might have some level editing competitions, maybe another Compulse competition?  We’ll see!

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