Archive for the 'New Release' Category

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.

ihatetraffic

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.

ihatetraff

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!

lovetraffic

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.

lovetraffic-iphone

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.

lovetraffic-iphone2

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!

———

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.

Warfare 1944 - Let the Battle Begin

Go to ArmorGames.com and Play Warfare 1944 right now. The game features the US or German campaign along with many new features.

Play Warfare 1944

or

Play the original game Warfare 1917

Warfare 1944

Warfare 1944!

Gehen Sie Spiel es jetzt!

Production Notes: Phage Wars 2

I just launched my latest game called Phage Wars 2, the sequel to Phage Wars. The game consists of genetically modifying a virus and competing against other viruses for total domination. The game is centered around fast paced strategy where you must take over as many cells as possible to eradicate all foreign life forms.

phagewars21

If you are unfamiliar with the original Phage Wars, here is a little bit of back story. When I was in college, I had to do a senior project before I graduated. After a doing a fair amount of research on what style game I wanted I came across this game called Galcon for the iPhone (also on the Mac). I loved the gameplay and found that I wanted to make something similar in Flash. I had previously built an AI engine from another project in college so I was already halfway there. The cellular life forms idea came from my professor wanting to see a game centered on microscopic life. Needless to say I got an “A” on the project and ended up collaborating with Armor as a sponsor for the game.

Phage Wars 1 was a huge technical challenge for me, as I really wanted to pit hundreds of viruses against each other. I ended up optimizing the game so much that I could get 500 viruses on screen and still have it run within a decent frame rate. I also found that the power of Flash 10 helped a little bit as well, which is why the original had such a large disclaimer for requiring Flash 10.

When I was tasked with Phage Wars 2, I wanted to do something different with the UI as well. Phage Wars 1 had hardly any UI, so I figured the sequel should have a lot. I also didn’t want to do the typical game menus that you see in every game either. Instead I wanted to create a testing environment where you run an experiment and see a bunch of data afterwards, kind of like a science lab. Going with that theme, I always remembered looking at the equipment scientists use and how old most of their computers were archaic and built on legacy software. I tried to replicate that as much as possible, harking back to the old Mac OS 6 and 7 for reference. I was lucky enough to collaborate with John on the UI, so that really helped a lot.

I also wanted to create new elements of gameplay that I wanted in the original, but never implemented. These are the new cell types and the Genome Sequencer. The sequencer came about from hearing Carlie talk about her biology classes and how the Genome is usually represented as a chart. This ended up being the perfect way to upgrade your virus over the course of the game. Using Gene Proteins to upgrade your virus, rather than the typical point based system.

Phage Wars 2 plays out more like a science experiment, than a typical game. I’ve added enough geeky things in it that I hope play to some internal geek in us all.

If you haven’t played Phage Wars 2 yet, check it out at Armor Games here. If you’ve played #2, but haven’t played the #1, check out the original here.

Shift Lands on iPhone/Touch

shiftimg

Like Shift?  iPhone and iPod Touch users may now play Shift on their own devices wherever they go!  We’ve setup two versions.

Shift Lite - FREE - You get the WHOLE Shift 1 game and all the tasty puzzle goodness.  The game you play online is the same here!

Shift - $0.99 - An additional 25 never-before-seen levels to wet your appetite to the point that you’ll probably eat your phone.  Plus you get to do a few more snazzy things.

And if you STILL yearn for more levels, well, we see a looming Shift 4 on the horizon

Production Notes: Crush the Castle

Con and I just launched our latest game called Crush the Castle. I tackled code and Con did the art. The game consists of destroying castles with a huge Medievil Trebuchet. What more could you want?

trebuchetblogpic

Little bit of history on this game, just about every one at the office here loved Castle Clout by Liam Bowmers so we decided to make our own version. We were lucky enough to get permission from Liam as well.

To give even further inspiration, John and I decided to make our own Trebuchet in the office here with a fair amount of success. After terrorizing the town with it for a few hours, it was off to actual development.

I started doing some research on 2D physics engines, and I realized there are quite a few out there. One of the most prominent ones used in the flash community that I saw is Box2D. Now I did some tests with Box2D and it is very fast and powerful, but one of the things that bugged me was that it was a direct port of the C++ version and that it had very little done to it for Flash optimizations.

I did some more research and found another awesome engine that suited my needs perfectly. It’s called Glaze and it’s made by Richard Jewson and it’s fast. Really fast. I mean I was able to throw quite a bit at it before I saw any stutter. This meant that castles could be huge and menacing without a big drop in performance.

Anyways, once I got the engine figured out the rest was just making the actual trebuchet. With alot of testing and data adjusting, I was able to finally get a realistic looking Trebuchet working. The best part was making my first castle and realizing how much fun it was to just demolish it. :)

Knowing that, I built a castle editor so you could crush castles of your own design. Let me tell you, nothing is more satifying than building crazy castles and destroying them with bombs. We created a forum post so players can post their own castles and rate others. Check it out when you get a chance, and see some of the castles created in the office here.

The game is done and finished so check it out on Armor Games Crush the Castle.

GemCraft chapter 0

After months of Development ‘GameinaBottle‘ is proud to annouce the release of GemCraft Chapter 0.  (Trust us when we say, “It was well worth the wait!” )

Gemcraft 0

If you enjoyed the game, help support the Developer by DIGG’ing it.

DIGG IT!

Fox Fyre Launch

Fox Fyre

Wow my first blog post on ArmorBlog! Anyways, John and I launched our first collaborative game today called Fox Fyre. You may have seen some earlier posts from John during it’s progress. Took us about a month to make and I’m glad it’s done. I had a blast working with John on it. Check it out here http://armorgames.com/play/3439/fox-fyre.

If you’re curious on how we did some of the special effects, post a comment about it. I might post on how we got the terrain to look so cool. :)

And here is a video showing gameplay of the final 5 levels, by Tass:

Let’s get ready to RUMBLE!!

drastic-plastic

We released ‘Drastic Plastic‘ on the iPhone and its completely FREE!

Download Here

Please leave a review and let us know what you think. If we get useful feedback we’ll implement the changes and issue an update for the game.

Don’t forget to restart your iPhone/iPod touch after you install the game.

Have Fun!

Run Elephant Run Releases

elephantrun2

Although it was only in production for 48 hours, Run Elephant Run was somehow not involved with the 48-hour game jam, but I am going to say it was “in-spirit.”   I started on Thursday morning and wrapped up Friday night before leaving on a small mini-vacation to the coast.

This game is super silly and super fun from a developer’s perspective.  With a focus in storytelling and changing environments this was not about special codes or incredible game engines.  This was a small game telling a silly little story through simple graphics and art style.  I had a good chance to play with Photoshop and other art programs  In spirit with Elephant Rave and Achievement Unlocked, the elephant comes back for a round three title with mission in-hand once more.

Anyway, go play my new game and enjoy my first 2009 contribution :).  Also go check out Tasslefoot’s walkthrough, who once again makes a video before I even have time to put the game on another site.

In other news, I’m going back to the super-long-taking-forever platformer after this.  We’ve optimized this one to run MUCH better than it was before so I’m excited to get back into gear.

-J

The Making Of: Dark Cut 3

Dark Cut 3 is finally out, but I wanted to take some time to talk about what went into making this surgery simulator game.

First let’s talk about graphics.  The game’s subjects are usually pictures of myself using several different angled pictures.  I then doctor them to the point that they are relevant to the time period and subject.  For example, the picture above is the picture of me on the submarine with a metal pipe through my shoulder.

  1. I first take the base image:
  2. I then crop out my entire body very carefully and make sure I remove a lot of the excess junk in the background.  While I am at it, I change the hue of my shirt to be a bit more naval.
  3. After this long and arduous process I move into creating a background and floor.  I do this by finding textures of these (free textures are available on the web for free) and building that old metal look.  I also draw a splat by using a splat stencil and drawing a splattered line by hand down the wall.
  4. Next I add just a touch of lighting across the entire background.  To keep the character in focus I left him (myself) in the brighter light.
  5. And finally, I add the minor details.  Notice the buttons are gold to bring out the colour, and that there is now a large metal object protruding from my shoulder.  This is done through drawing by hand around the wound area, and actually finding a piece of red meat from a cow to cut away at on the shirt.  Red meat is the best way to create that “exposed arm” look because it provides a really nice texture and colour variation.  So yes, in every Dark Cut surgery you are looking at raw animal meat where wounds are located.
  6. Now that the image is done, we’re not quite done yet.  We have to recreate every step of the surgery as an image.  For example, the before and after of a stitched area of skin, or the before and after of a poll being removed.  This accounts for about 22-30 images per surgery, and careful planning must be made to ensure that continuity works.
  7. After the art is all done, I have to make different splatters and textures for blood that hit the screen.   This is done using a combination of Photoshop filters, blends, and brushes.  Here is an example of one:
  8. After I cut out the tools and other goods, I import all the art assets into Flash.  I think assemble each of the tasks into groups, and code away at making tools function against the artwork.

The artwork complete, the coding complete, the surgery is done.  Now for Dark Cut 3 I had 5 major surgeries and 3 mini surgeries (called treatments), which meant this process was repeated several times.  It takes about a week to complete a surgery from camera to Flash.

My composer, MaestroRage, is instructed before all this process takes place to compose tracks for this game.   For Dark Cut 3 he composed several beautiful tracks based on the theme of each surgery and the content.

Around all the surgeries there are additional tasks at hand.  Making the menus, preloaders, buttons, finding sound effects, and working with a musician is a lot of work and getting it all to come together within a couple of months is quite a lot of work.  But once it’s all put together it’s a photo-realistic experence and it’s (hopefully) a lot of fun!

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